Mollo is getting a bit of love in the bug fix department and a tad more help connecting the multihits of his up strong.
- Up Strong: Hits 2 and 3 angles changed 160 > 155 to help the move connect into itself more consistently.
- Bug Fix: Flashbangs now do nothing if the target is already in flashbang stun.
- This should fix scenarios where a second flash bang explosion would knock players out of the first stun early.
- Bug Fix: Fixed Walltech and Tech In not dropping a held bomb.
- Bug Fix: Fixed bombs disappearing in Clairen’s plasma field when they should explode in his hand (bombs will still cook in Mollo’s hand within the field, and will not explode unless he releases them or is hit).
- Bug Fix: Fixed Fspecial using an incorrect hurtbox when tossing a held bomb.
- Bug Fix: Fixed Firecrackers not applying explosion immunity to every explosion.
- Bug Fix: Fixed bombs hovering underneath platforms if they roll off of a lower platform.
- Bug Fix: Fixed bombs not reflecting back at opponents after Mollo parries a bonk hitbox.
- Bug Fix: Forward Strong: Fixed bomb toss coming out before the melee hitbox (bombs now release while the melee hitbox is active).
- Bug Fix: Dash Attack: Fixed thrown bombs appearing to teleport upwards for one frame.
- Bug Fix: Dash Attack: Grabbing bombs now uses a projectile only hitbox for greater consistency.
This patch we decided to tackle some of the more gimmicky playstyles Olympia can implement while also making some nice QoL changes to a few of her specials.
- Jab 3: Hitpause adjusted, 7 + 2.5 > 10 + 0.55.
- This should make the move feel more natural, particularly at higher percents. Previously, after a jab 3, Olympia and her opponent would be stuck in hitpause for longer than most strong attacks.
- This should make the move feel more natural, particularly at higher percents. Previously, after a jab 3, Olympia and her opponent would be stuck in hitpause for longer than most strong attacks.
- Neutral Special: The projectile now creates a broken crystal when intercepted or parried.
- This keeps the gem throw on cooldown longer, punishing Olympia for a failed projectile spawn by making her wait longer before re-casting.
- Neutral Special: Lowered projectile hitstun multiplier, 1.0 > 0.8.
- This allows opponents to act out of hitstun slightly quicker after being struck by the projectile.
- Forward Special: Using the move a second time without getting hit or walljumping will now remove the move’s vertical air stall.
- This primarily removes the ability to link multiple uncharged Forward Specials in a row. Using this and cancelling into a wall jump offstage will still allow the move to function the same as the previous patch.
- This primarily removes the ability to link multiple uncharged Forward Specials in a row. Using this and cancelling into a wall jump offstage will still allow the move to function the same as the previous patch.
- Down Special: Jump cancels now put Down Special on cooldown for 10 frames.
- This removes a gimmicky edgeguarding strategy that would allow Olympia to refresh down special armor in place with a small window of vulnerability. The strategy now has more time between armor refreshes and requires Olympia to leave the ground.
- Bug Fix: Forward Special jump cancel buffer now lasts entirely through hitpause, removing instances where slight mistimed jumps due to varied hitpause would cause the input to be lost.
- Hotfix 2.1.7.1 Fixed the Streetwave Skateboard prop appearing small online.
- Hotfix 2.1.7.1 Down Special: Fixed not being able to turn around on early hits.
- Hotfix 2.1.7.1 Forward Special: Touching the ground during Forward Special no longer consumes the aerial vertical stall.
- Hotfix 2.1.7.1 Forward Special: Being in hitstun now properly refreshes Forward Special’s vertical stall.
Pomme is living her best life right now. She’s getting a small change to make recovering against the wall feel better and some small bug fixes.
- Neutral Special: Parried notes no longer extend their active time if already parried.
- The lifetime of a note is long, but this change also removes the infinite parry loop that players could go for.
- Up Special: Multihits can no longer be ground-teched (players can still wall-tech these hits).
- This should remove scenarios where players could crouch and the edge of stage and hold down to consistently tech out of the move.
- Bug Fix: Fixed Vince destroying projectiles after being parried.
- Bug Fix: Fixed being able to bypass Olympia’s crystalization by instant-floating.
Hodan is getting an important change to his neutral special hurtboxes and a few bug fixes that should help with his consistency.
- Neutral Special: All hitboxes during the spirited and unspirited spins have been edited to form a U-shape below and to the sides of Hodan.
- This change keeps the hitboxes on the outer edge of the move while appropriately leaving Hodan vulnerable to attacks from above. The change aims to make the move less safe to use in all aspect of play, including low recoveries.
- Bug Fix: Parrying your own reflected mudwave no longer gives you iframes.
- Bug Fix: Up Strong: Fixed the slam action placing opponents *just above* platforms, causing them to bounce off with low KB rather than fall through at full speed.
- Hotfix 2.1.7.2 Hodan Neutral Special updated again to remove the ability to spike opponents with its outer hitboxes.
Ori is getting a few changes to address some of the overly safe options during recovery and a few specific neutral circumstances.
- Uspecial: Getting parried no longer lets you float (you can still walljump out of it).
- This change makes Ori’s up special less safe to use prectably during recoveries since Ori cannot drift away or try to float for an edge cancel. This change also removes Ori’s ability to cancel parry stun by closing the leaf and fastfalling during landing (primarily a Blazing Hideout tech).
- Mollo’s Finisher explosions can now hit you even after you Bash them.
- Since Mollo’s finisher bomb explodes on a delay, there would be situations where Ori would toss the bomb and run directly into an explosion and take no knockback, often looking strange to players and spectators. Ori is still protected from all other bomb explosions after bash since they can be thrown directly next to the player, exploding on impact.
- Bug Fix: Fixed Hodan’s Sweatwhirls immediately disappearing after getting bashed.
- Bug Fix: Fixed a bug that would occasionally let Ori cancel a whiffed bash 4 frames earlier than intended. Bash landing lag should be consistently 10 frames now.
- Hotfix 2.1.7.1 Bash: Fixed a rare case with Mollo bombs, punching and bashing it at the same time.
More pogo fun and some rocky bug fixes!
- Down Air: Shovel Knight can now pogo off of Elliana’s mine.
- Bug Fix: Fixed the rock disappearing for a frame when thrown by various moves. (This also applies to kragg’s rock.)
- Bug Fix: Fixed rock not bouncing off of Ranno bubble similar to Kragg’s rock.
- Hotfix 2.1.7.1 Down Air: Fixed bouncing off of Elli mines having too much range.
- Hotfix 2.1.7.1 Down Air: now has SFX and VFX when bouncing off of lily, Elliana mines, and Absa clouds.
- Hotfix 2.1.7.1 Down Air: Can now bounce off of Mollo bombs.
Elliana’s recent changes to her mine have come with a few bugs that we decided to patch up.
- Bug Fix: Fixed mines occasionally turning transparent when stuck on players.
- Bug Fix: Two Ellianas kicking a mine on the same frame no longer duplicates it.
We have a small bug fix added in Hotfix 2.1.7.1.
- Hotfix 2.1.7.1 Bug Fix: Fixed some small artifacts appearing on smoke clouds.
We have a new replay feature added in Hotfix 2.1.7.2.
- Hotfix 2.1.7.2 Added a Green Screen option to replays.
At this rate Mollo bombs might be the only projectile left that SK can’t jump off.
<.< cool
zetterbruh OP? better nerf olympia kappachungapenis
On switch the Milestone costumes in custom colours keep going back to default when I save it and closed the game.
What is the ghostcrab
Will there be a patch to the switch version that will come out? My custom skins do not save when I close the game.