Update 12-02-2021
General
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After many requests for alternate looks for characters in the game, we are happy to announce that alt costumes have been added for all characters!
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Separated hitboxes across the cast to allow for proper interpolation
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Fixed an issue with the second stick that caused the wrong type of attack to come out the first few frames of entering/leaving the ground
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Added turnaround functionality to up and down attacks when using second stick
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Fixed an issue that caused some matches to suffer FPS drops.
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Fixed an issue that prevented users from joining multiplayer matches through invites when watching replays.
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Balance
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Korra
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Light Neutral 1
- Added grounded hitbox for jab resets
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Light Down 1
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Decreased Korra’s Light Down 1 end lag time
- Attack to Idle frame (25 → 20)
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Increased Korra’s Light Down 1 hitstun time
- Hitstun frames (15 → 20)
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Decreased Korra’s Light Down 1 knockback
- Knockback (40 → 30)
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Light Down 2
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Increased Korra’s Light Down 2 foot hitbox size
- Hitbox radius (0.9 → 1.1)
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Strong Down
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Korra’s Strong Down hitboxes appear sooner now
- Hitbox start frame (14 → 12)
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Strong Dash
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Korra’s Strong Dash hitboxes appear sooner now
- Hitbox start frame (16 → 10)
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Light Dash
- Korra’s Light Dash now jumps over opponent instead of getting stuck
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Neutral Special
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Increased Korra’s Neutral Special blocking stun and push distance
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Block stun (10 → 20)
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Block push (1 → 6)
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Up Special
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Fixed Korra’s charged Up Special missing hitboxes at the start
- Hitbox start frame (16 → 6)
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Increased Korra’s Up Special hitstun
- Hitstun (30 → 35)
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Down Special
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Increased Korra’s grounded Down Special hitstun
- Hitstun (30 → 35)
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Light Neutral Air
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Increased Korra’s Light Neutral Air’s hitbox size
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Radius (0.85 → 0.9)
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World offset X (-1.1 → -1.2)
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World offset 2nd X (1.1 → 1.2)
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Helga
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Light Down Air
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Increased active frames (2 → 3)
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Added hitboxes to hips
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Special Mid
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Decreased initial startup time (14 → 7)
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Increased speed for changing angles
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Increased overall angle coverage (50° → 80°)
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Decreased endlag after firing (17, 37, 57 → 17, 25, 33)
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Increased travel distance cap (20 units → 40 units)
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Increased travel time cap (70 seconds → 100 seconds)
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Special Up
- Fixed regression where special fall no longer transitioned to regular fall after 60 frames
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Leonardo
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Universal
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Removed sword moves’ shoulder hitboxes (excluding Special Up)
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Ensured tippers have lowest priority
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Lucy Loud
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Special Mid
- Fixed bug where stance change was possible without damaging an opponent (ie: hitting someone blocking or invincible)
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April O’Neil
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Universal
- Fixed bug where moves could gain ratings without damaging an opponent (ie: hitting someone blocking or invincible)
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Light Mid
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Removed all body/leg hitboxes
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Added grounded hitbox for jab resets
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Light Down
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Increased endlag (26 → 32)
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Increased overall horizontal coverage
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Strong Mid
- Removed back 2 hitboxes from Mic (less likely to cause back-attacks)
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Strong Mid Air
- Removed back 2 hitboxes from Mic (less likely to cause back-attacks)
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Oblina
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Down Special
- Fixed regression where the sludge could be reflected on the ground
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Toph
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Light Mid Air
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Set hitboxes to fixed point in front of Toph
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Increased active frames (2 → 4)
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Zim
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Light Mid Airlist
- Increased active frames (2 → 6)
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Nigel Thornberry
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Down Special
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Increased base knockback (200 → 220)
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Increased knockback gain (300 → 340)
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Up Special
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Increased jump height (12 units → 12.5 units)
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Landing on an opponent & dealing damage will make the move jump cancelable if still airborne, even if all midair jumps are exhausted
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