Our first major patch for the Definitive Edition is out now on Steam and Nintendo Switch! In addition to bugfixes, this update also includes some balance changes for the cast. Though we don’t plan on making balance updates a regular occurrence in the Definitive Edition, we’re always keeping an eye on the state of the game. The flurry of events and new players in the last few months have shaken things up enough that we feel some changes are warranted. Read on for the full notes including Switch online improvements, balance, and gameplay updates.
- Sound effects added for teching, missed tech, missed tech bounce, and walljumping.
- Airdodges can now snap to platforms while moving, making it possible to snap to a platform from the side.
- Previously they would only snap to platforms during the first 2 frames.
- Straight horizontal airdodges will now snap downward onto platforms up to 8 pixels below you on startup.
- You can no longer fall through platforms while in hitpause after being parried.
- Bug Fix: Wall teching invincibility is no longer delayed by 1 frame.
- The bottom blastzone is now 40px lower when a player is not in hitstun (or in hitstun moving upward).
- The bottom blastzone is now 64px lower for projectiles.
- Only affects Etalus Fspecial, Kragg Rock, SK Rock, and Mobile Gear.
- Fixed a rounding error on purple kill effect calculations that caused pixel-perfect false positives.
- Post-DI knockback angles are now rounded to integer values
- Prevents the purple kill effect from giving false positives due to non-integer angles.
- Camera max speed when moving away from the default position: 4 > 7.
- Camera acceleration when moving away from the default position: 0.2 > 0.5.
- Camera now has a 100px buffer zone before returning to the default position when a character is offstage
- This makes the camera follow offstage characters better and decreases camera jerkiness when characters are moving around near the ledge.
- Keyboard double tap now works with tap jump.
- Charged Nspecial knockback scaling: .4 > .3
- The buff from last patch ended up being a bit stronger than we intended.
- Uspecial multihits angle flipper: 1 > 2
- Since the spacing of the final hit no longer matters as much, the multihits now pull inward for more consistent linking.
- Sourspot Utilt damage: 3 > 4.
- Fair’s recovery window can now be walljump-cancelled.
- Bair sweetspot knockback scaling: .75 > .9.
- Bair sweetspot knockback angle: 361 > 45.
- No more angle 40 on grounded opponents.
- The first 3 hits of Dair can no longer produce the purple kill effect.
- Dspecial bubbles max vertical speed: 5 > 4.
- They still reach above the top platform of ToH.
- Nair endlag decreased from 12 > 10 on hit (18 > 15 on whiff)
- This is halfway between the pre-1.4.25 value and the post-1.4.25 value.
- Ustrong sweetspot hit lockout: 10 > 20.
- This prevents Kragg’s own rock shards from interrupting the knockback of his Ustrong.
- Pillar will no longer break when reaching ground height unless both sides of the pillar are touching the ground.
- Pillar will now snap players to the top of the pillar when it reaches its final height
- This makes crouching above a rising pillar consistent in regard to when you land on the pillar. This does not affect situations where you do not CC the pillar.
- Fstrong hit 1 hitstun modifier: x1.0 > x1.5
- Usually adds around 6 frames of hitstun, making it link better against aerial opponents.
- Ustrong hit 2 startup: 6 > 4
- Addresses the issue of opponents being able to parry the 2nd hit without crouch cancelling the first hit.
- Clone will now use the pre-definitive recovery tactics again.
- Dash attack hit 1 active frames: 4 > 6
- Reduces the inactive frames between the hits.
- Lily can no longer be bashed while she’s stunned.
- Bair angle: 32.5 > 32.
- Can no longer cancel the hitpause of Uspecial with an airdodge.
- Broken Fspecial projectiles will no longer create a hitbox when landing.
- Can no longer bash a stunned Lily.
- Maximum distance adjusted for bashing Lily and Elliana’s grounded mine
- Ori should no longer be able to bash these objects from extremely long distances.
- Dstrong sweetspot base knockback: 10 > 9.
- Dstrong sweetspot knockback scaling: 1.3 > 1.25.
- Successful Dspecial counter now restores her double jump.
- Successful Dspecial counter will no longer lose invincibility if you run out of parry invincibility.
- Plasma field will now properly destroy Sylvanos’ jab-special projectile.
- Uair 1 angle flipper removed.
- This makes Uair link better when hitting with the back side of the attack while moving slightly forward.
- Uair 2 damage: 3 > 5 (Total move damage: 6 > 8).
- Double jump and airdodge are restored 1 frame earlier when emerging with Uspecial.
- Can now hover with the shorthop button.
- Only hovers for a short time, since holding down the shorthop button does nothin).
- Ground friction: 1.0 > 0.65 (to buff her running parry).
- Utilting a rock while it’s being thrown by another attack will no longer crash the game.
- Uspecial’s invincibility starts immediately when she ejects from the mech (1 frame earlier than before).
- Getting hit on frame 1 of landing after Uspecial will now properly restore her in-mech stats (weight, walljump speed, and hurtbox size).
- Gem multiplier for attacks: 15x damage > 17x damage.
- Jab knockback angle: 361 > 60.
- Nair knockback angle: 361 > 45.
- Fixed a bug that allowed the projectile-blocking hitbox of Dair to be parried.
- Bug Fix: Utilt’s collision circle is no longer expanded when detecting collision with Kragg’s pillar.
- Dtilt hit 2 knockback: 7+.4 > 8+.5.
- Uair now has a body hitbox that reaches 50px lower than the propeller hitbox. It can only hit grounded opponents and disappears for the final hit.
- DStrong now has a lingering sourspot for 8 frames after the final hitbox.
- Because the endlag window is now shorter, Shovel Knight is actionable 3 frames earlier on whiff (timing is the same on hit).
- Uspecial rising hit 1 and 2: 7+.4 at 60 degrees > 10+.3 at 65 degrees.
- Uspecial rising hit 2 BKB decays from 10 > 7.
- Uspecial’s recovery frames are shortened by 1/4 if the move hits someone.
- Uspecial can no longer recover resources before landing.
- Golden Fish value: 750 > 500.
Switch Bugfixes and Improvements
- Frameskip has been added to the Switch netcode. This should reduce the amount of matches that run consistently slower than 60 FPS on Switch.
- Input delay has been reduced by 1 frame on connections over 48 ping.
- Caesar buddy will now stay unlocked properly.
- Ranno & Clairen milestone rewards are no longer swapped.
- Players can now create friends-only lobbies on Switch, as well as filter for displayed lobbies.
- Fixed various crashes (for all sorts of reasons ranging from gameplay interactions to disconnecting your controller) thanks to player bug reports in our discord.
- Story Mode completion now saves properly.
- Default control scheme across Handheld Mode, Joy-Con pair, and Switch Pro controllers aligned.
- Various UI and controller fixes added for GameCube Controller support.
- Fixed several tutorial crashes and bugs.
- Addressed a few points in the game where players could become softlocked.
- Leaderboards now work properly.
Please add Kragg’s full theme in the next update.
What happened to Ranno’s Alts, plus the custom alts I made? cause I can’t remake them.
The leaderboards are still not working on switch
Whoops, just realized it was added. Thank you Dan. 👍🏽
Can you explain in further detail what the clone change is to forsburn? It’s confusing. Thank you:)
I was installed Visual C++ ’19 and I run Rivals in 32-bits to be honest and everything is not working well, Tetherball, buddies, skins example Bradshaw, Ragnir and Ayala, Online matches, Replays when I see a replay match and I quit and then crashed and even workshop tools is not working well in my 32-bit laptop, Previously in the old rivals engine is 100 working than new, This known error is called Win32 function falled and etc. To be honestly Its annoying to play, I’m not getting mad in this game I’m even love it, I’m so getting scared of it
Oh, Theres one more thing And there a error when you start a story mode match for any character andrestarting a match many times and leaving a match many times, Its so freaking annoying to play the game, I don’t know how this annoying error comes in the nowhere due of memory leaks or something?
So, anyways, That was a cool update