Power Rangers: Battle for the Grid/Patch Notes/Ver. 1.5: Difference between revisions

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Detailed patch notes: https://battleforthegrid.com/blogs/news/1-6-patch-notes
Detailed patch notes: https://battleforthegrid.com/blogs/news/1-4-to-1-5-combat-patch-notes


==Known Issues==
==New Features==
*An issue with Magna Defender’s wall bounce OTG state, causing him to receive an incorrect hit reaction from certain OTG attacks. To be fixed in a future patch.
*First character of Season Two Pass - Anubis Cruger
*Certain projectile limitations can be bypassed with specific inputs. To be fixed in a future patch.
*New Megazord S.P.D (free content)
*Soft Lock can occur when Jason performs a grab against Quantum. We are working on a hotfix for this.
*New S.P.D. Arena (free content)
*When swapping assist continuously while both players are in their respective corners, both opponents can appear out of the field of view. This will be fixed in a future patch.
*Today we begin the first episode: "Shadow". Episodes replaces the previous leaderboard system. In Episodes, you can earn episode-only banners to show off your skill. Every 4 weeks, we will feature a unique new episode with unique new banners. Play online in Ranked to climb the leaderboard and earn those S tier banners!
*Combo counter announcements added! Players are now rewarded for performing MORPHINOMENAL combos! Additionally, iconic Power Rangers sound bites are triggered when combos of 30 hits are higher are scored.
*New grounded KO animation added (crumple effect).
*Vertical camera tracking dramatically improved, with much better tracking when following characters performing aerial combos.
*Improved sound effects for several knockdown hit reactions.


==Bug Fixes==
==Bug Fixes==
*Throws are no longer breakable if the victim is being thrown during an attack, stagger, or crumple state.
*Fixed an issue with Megazord attacks failing to produce Impact sound effects.
*Megazord attacks summoned while enemy is KO'd now correctly position themselves correctly.
*Crouch and crouchback inputs are no longer two different animations.
*Block damage KO's on most Special, EX, and Super attacks fixed (all block damage should be able to KO).
*Jump inputs now correctly force the character to face the correct way when jumping. E.g., holding up-left while facing right with the opponent behind you will always give you a jump-forward jump to the left.
*Assists no longer count toward the hit reaction limiter. E.g., launching an assist no longer counts toward the 2 max launcher limit.
*Fixed an issue for Nintendo Switch causing inability to remap buttons
*Assists no longer apply pushback while they're being hit in the corner. I.e., “Happy Birthdays” (two-for-one sales) and “Merry Christmases” (comboing the entire enemy team) near the corner should no longer cause massive push back against the attacker.
*Added additional controller model support for Xbox and PS4
*Fixed various button input issues: holding attack buttons while tapping directions should no longer trigger Special and unique attacks. Tapping back + light + medium on the same frame now executes a back dash instead of a forward dash.
*Fixed an issue where Lord Zedd was not counting toward character level based Achievements/Trophies and banners.
*Fixed an issue with throws not properly interacting with armor moves. I.e., throw hitboxes will always grab armored attacks like Dragon Armor Trini's standing heavy and Magna Defender's back medium attack (if timed properly, of course).
*Beam projectiles are no longer reflectable. Dragon Armor Trini's neutral Special can no longer be reflected by Shadow Ranger's forward Special parry attack, for instance.
*Most normal attack sound effects no longer linger when played on the first frame of their attack, reducing the amount of phantom sounds (when plink dashing, for example).


==System-Wide==
==Known Issues==
*All characters now have non-Super attacks with OTG properties, opening up even more combo routes. I.e., specific attacks for each character can now pick up enemies off of the ground after certain hard knockdowns.
*Lord Zedd's forward Special ("Prepare the palace" putty attack) is unblockable when colliding with a jumping opponent. This issue will be addressed in the next combat update.
*Super armor visual and sound effects improved. Super armor now triggers a distinct sound with a distinct character shader.
*Issue with screen dim visual effects (EX, Swap Strikes) not playing properly. To be fixed in the next combat update.
*Hitstun deterioration for ground-based hitstun is now slightly more aggressive, mitigating certain ground-based loop combos.
*Steam installation will default Quality (graphics) Settings to low. To adjust this, select Settings, then Quality Settings in the Main Menu.


==Megazord Ultras==
==System-wide Combat==
*Mega Goldar's light attack (triple stab) now juggles a bit more consistently, and now has OTG properties.
*Throw startup and throw teching have been reworked. All normal throws now start-up in 6 frames, down from 11.
*Dragonzord's heavy attack (tail swing) now has OTG properties.
**There's now an 11-frame throw break window after a throw connects. If the throw receiver inputs the throw command during this window, the throw is broken.
*Dino Megazord's medium attack (stomp and punt): stomp portion now has OTG properties and the kick portion now has a much bigger hitbox.
*Multi-phase EX attacks (i.e., everyone's but Lord Zedd's) no longer KO when blocked.
*Delta Squad Megazord's light attack (judgment) effect applies much earlier. Cooldown reduced slightly.
*Swap Strike command changed to down + Special + Assist 1/2, greatly improving quality of life for players attempting to use their Special attacks in conjunction with calling assists.
*Delta Squad Megazord's medium attack lockdown effects (air block disable and jump disable) duration increased by 50%. Startup reduced slightly, with recovery being increased, making it less “spammable”, but more impactful.
**Swap Strikes can still be performed defensively and as a reversal, with downback + Special + Assist, the way most players use it.
*Delta Squad Megazord's heavy attack startup and cooldown increased slightly.
**Input leniency on valid Swap Strike input reduced from 5F to 3F, further reducing accidental Swap Strikes when trying to call assists and perform Specials at the same time.
**Input leniency on EX attacks and Supers reduced from 5F to 3F when used as a reversal or buffered command.
*Successfully connecting with a multi-phase EX attack (i.e., everyone's EX attacks excluding Lord Zedd) now grants full invulnerability, making them more useful as counterplay to assists and Megazord attacks.
*Certain attacks that cause a spinning knockdown are now limited to 2 per combo to mitigate the amount of corner loops some characters can perform (e.g., Gia's crouching medium > crouching heavy loop).
*All jumps now have 3 “pre-jump” frames.
**You can no longer become airborne on frame 1 while recovering (from wake up or blockstun, for instance).
**You can block during pre-jump. However, overhead attacks and low attacks must be blocked correctly. Specifically, overhead attacks must be blocked with the correct left or right input, while low attacks must be blocked with the correct down-left or down-right input. This means if you attempt to “up-back” an overhead or jump attack during your pre-jump frames, you WILL get hit.
*Dashing can now be canceled with crouching on frame 1, with most characters.
*Jump-canceling from launchers and anti-airs reworked. After connecting with a launcher, inputting up-back performs an up-back superjump, up performs a neutral superjump, up-forward, a superdashjump.
*Standing and crouching pushblock now have some amount of recovery (10 frames). Additionally, the last frame of pushblock animation clears all blockstun. Pushblock window increased, allowing for “late” input pushblocks after blocking an attack.
*Juggling hurtboxes improved; e.g., it's much easier to perform juggle combos against victims falling from high launches.
*Most knockdown states are no longer immediately invincible, so it's now possible to catch juggle hits off of spikes, spike bounces, and flying knockdown hits. For instance, you can perform a launch into a ground bounce, into a launch, then as you spike your opponent into the ground with another jumping heavy attack, have an assist (like Kat's) come in from below you to catch the enemy before they hit the floor.


==Characters==
==Characters==
===Tommy===
===Jason Lee Scott (MMPR Red)===
*Airborne Special, back Special, and back medium now have OTG properties.
*Neutral Special (parry), counter frames reduced. When Jason successful counters an attack, his attacker becomes crumple stunned, open to almost any kind of follow-up combo.
 
*Jason now gains a few points of armor after the counter portion of the attack (during his sword thrust).
===Jason===
*Improved standing heavy 1 and standing heavy 2 hitboxes.
*Crouching heavy, forward Special, and assist now have OTG properties.
*Neutral Special animation improved. Additionally, Jason can now call assists and tag out during his parry attack.
*Super now consistently hits twice in juggles, mitigating one hit pass throughs where the victim falls behind Jason after the first hit.


===Gia Moran===
===Gia Moran (S21 Yellow)===
*Airborne Special attack, neutral Special, and forward heavy now have OTG properties.
*Health reduced to 950, down from 1000.
*Back Special and standing heavy hitstun decreased to reduce the effectiveness of ground-based loop combos.
*Increased recovery of forward Special attack, mitigating certain corner loop combos.
*Back throw now causes a combo-able spike bounce hit reaction.


===Ranger Slayer===
===Ranger Slayer===
*Forward Special > light (down arrow, both buffed and unbuffed) now have OTG properties.
*Super attack has been reworked. Super is now a flying kick that transitions into a cinematic sequence on hit.
*Idle and standing medium animations improved, visually.
*Can now use EX as a reversal attack when landing from forward Special attacks.
*Standing heavy 2 now forces standing, making forward Special follow-up all but guaranteed in ground-based combos.
*Improved standing heavy 1, heavy 2, and heavy 3 hitboxes.
*Super: last hit of cinematic now inflicts hitstop.
*Improved spawn position of nocked forward Special > medium arrows.
*Ranger Slayer's “plink dash” leniency improved when using M~L inputs.
*All command normal arrows (back medium, forward medium), can now be canceled into EX attack on whiff.


===Kat Ranger===
===Kat Manx===
*Overall damage reduced.
*Standing normal attacks reworked.
*Airborne Special and forward Special now have OTG properties.
**Standing light 3 (double claw slash) removed. Its animation has been moved to standing heavy 1.
*Standing heavy recovery increased to mitigate certain corner loop combos.
**Standing light 2 now causes spinning knockdown.
**Standing heavy 1 (hop kick) replaced with standing light 3 (double claw slash).
**Standing heavy 2 (sweep) removed and replaced with standing heavy 1 (hop kick).
**New command normal: forward heavy (hop kick).
***Causes wall bounce when connecting against airborne and juggled enemies.
***Can be canceled from standing heavy 1.
*Neutral Special 1, neutral Special 2 (Kat scratch): juggle properties improved, nearly guaranteeing all 3 hits if the first hits.
*Assist attack hitboxes improved, now hits 7 times total, like her normal Special combo.


===Magna Defender===
===Magna Defender===
*Airborne Special and back heavy now have OTG properties.
*Super: reduced number of invincibility frames.
*Damage scaling on light attacks normalized (reduces overall combo damage when light attacks are involved).
*EX attack: increased recovery to mitigate loop-ability.
*Back Special: improved animation (aesthetic only).
*Back medium (unblockable spartan kick) is no longer unblockable, now deals 90 damage, and no longer causes high damage scaling. He also gains several points of armor during the kick.
*Fixed crouching light and crouching medium block conditions: crouching light now must be blocked crouching while crouching medium can be blocked standing (including low).
*Forward medium (overhead chop) is no longer cancelable into crouching heavy.
*Crouching medium: increased recovery.
*Standing heavy 1 hitstun increased, allowing it to combo into forward Special.
*Fixed an issue with canceling standing heavy 1 into back Special.


===Drakkon===
===Lord Drakkon===
*Airborne Special, neutral Special (melee range), and forward Special > medium (slide) now have OTG properties.
*Super: shockwave now persists beyond Drakkon's state, and will continue to travel even if Lord Drakkon is interrupted (i.e., if he's hit out of the attack animation). Reduced number of Super invincibility frames.
*EX attack animation improved, with a customized sequence. Behaves functionally similar as its previous iteration.
*Improved standing heavy hitbox.
*Neutral Special (ground waves): improved juggle knock-up properties.
*Forward Special > medium (slide) now causes a limited version of spinning knockdown (max 2 per combo).


===Goldar===
===Goldar===
*Airborne Special (down thrust), neutral Special (down thrust, melee range), and forward medium (overhead), now have OTG properties.
*Crouching heavy recovery increased.
*Overall damage reduced.
*Goldar can now cancel jumping attacks with his airborne Special (with a minimum height requirement).
*Super damage no longer doubles up in certain situations and no longer hits the entire length of the floor upon landing.
*Airborne Special (down thrust): last hit must now be blocked standing.


===Mastodon Sentry===
===Mastodon Sentry===
*Forward Special (mine) and forward heavy (overhead) now have OTG properties.
*Forward Special (Mine) reworked.
*Fixed an issue that allowed Mastodon Sentry to cancel his forward Special animation with crouching medium.
**Mastodon Sentry can now throw his mine. Holding Special throws the mine across the battlefield, while tapping Special tosses it nearby in front of him.
**Causes limited spinning knockdown (max 2 per combo).
*Standing light hitstun reduced. Can no longer chain standing heavy from standing light.
*Back medium (anti-air) blockstun reduced, recovery increased, making it much more punishable when blocked.
*EX attack animation improved (aesthetic change only).
*New Swap Strike animation. No longer lunges forward with a shoulder attack, and instead boots his foes off screen.
*Super attack counter frames improved, making it more likely to counter meaty attacks.
*Fixed an issue with throw animations connecting but not properly grabbing Mastodon Sentry's Super attack.
*Fixed an issue with airborne Special causing a spinning knockdown instead of a normal juggle hit.


===Cenozoic Blue Ranger===
===Cenozoic Blue Ranger===
*Fully charged neutral Special and back Special (normal and buffed) now have OTG properties.
*Fixed a cancel issue that prevented Blue Ranger from whiff canceling crouching light into crouching light.
*Fixed an issue with Cenozoic Blue Ranger's light attacks not properly chaining into other attacks when whiffed.


===Udonna===
===Udonna===
*Forward Special and airborne Special now have OTG properties.
*Forward Special: third hit now causes a “reverse launch”.
*Fixed an issue with Udonna's Super not inflicting proper visual effects on hit (aesthetic only).
*Airborne Special: third hit now causes a spinning knockdown. Adjusted projectile timings to give Udonna slightly more frame advantage.
*Standing heavy 1: increased hitbox size.


===Dragon Armor Trini===
===Dragon Armor Trini===
*Airborne Special, neutral Special (Negabeam), and assist attack now have OTG properties.
*Standing heavy 1 now applies 2 points of armor on frame 3 of the attack.
*Assist attack damage decreased slightly.
*Super: reduced number of invincibility frames.
*Neutral Special (Negabeam) and assist attack now hit much more consistently in juggles, essentially locking enemies in place, making it easier to follow up on.
 
*Standing heavy armor points decreased to 1, down from 2. Increased recovery time, making it more punishable when blocked.
===Jen Scotts===
*Standing heavy 2: increased recovery, making it more punishable when blocked.
*Fixed an issue that allowed Jen to cross up a cornered opponent with forward jumping medium.
*Forward Special: no longer projectile invincible on frame 1, but super armor activates on frame 31, down from 44. Super armor can absorb 2 hits, up from 1. Hitbox size increased slightly.
*Neutral Special (boomerang blade): last hit now causes a spinning knockdown hit reaction (limited to 2 per combo).
*Standing medium hitbox width increased slightly.
*Back Special (not-so-hidden missiles) causes a slightly higher pop-up effect on juggle hit. Increased hitstun frames by 2.
*Fixed an issue with crouching medium (anti-air) being vulnerable to jump attacks.
*Improved jumping heavy hitbox to match visual effect.
*Fixed an issue that allowed Dragon Armor Trini to kara cancel her standing heavy 2.
*Fixed an issue that could potentially cause a softlock while using her EX time warp special.
*Fixed an issue with Dragon Armor Trini being invulnerable to throws during her neutral Special (Negabeam).


===Trey of Triforia===
===Trey of Triforia===
*Crouching medium now has OTG properties.
*Super damage increased slightly, with final hits dealing unscaled damage.
 
*Forward special hit reactions reworked.
===Jen Scotts===
**Hitbox height of forward special > special (Gold Rush) greatly improved.
*Back Special, assist attack, and crouching heavy now have OTG properties.
**Forward special > special causes a spinning knockdown (limited to 2 per combo), opening up better mid-screen combo paths.
*Super: last hit of cinematic now inflicts hitstop.
**Airborne special (dive maneuver) now starts with a slight double-jump. Sliding effect when landing reduced slightly.


===Lord Zedd===
===Lord Zedd===
*Airborne Special and forward heavy now have OTG properties.
*Health reduced to 1000, down from 1050.
*Forward Special (Prepare the Palace) first hit now inflicts a spinning knockdown hit reaction when striking airborne enemies.
*Forward dash recovery reduced by 2 frames.
*Fixed an issue with Lord Zedd's Swap Strike not executing as a reversal command in certain situations.
*EX attack: reduced invincibility, blockstun, and pushback on block.
 
*Back Special: hitbox width increased slightly.
===Shadow Ranger===
*Forward Special: putty's initial hit now correctly applies an airborne and grounded hit reaction.
*Back Special (Shadow Strike) and Back Special 2 (Shadow Slash) now have OTG properties.
*Airborne Special: hitbox, jump gravity, and startup improved. Zedd doesn't bounce as high before crashing down.
*Standing medium and standing heavy now apply juggle limiter penalty.
*Standing light 2 now causes ground bounce.
*Standing heavy applies much more gravity in juggle combos.
*Standing medium 2 recovery reduced by 1 frame when following up with standing heavy.
*Neutral Special (Shadow Form): first frame of back dash cancel window increased by 3 frames, mitigating effectiveness of stance cancel loops (although they're still possible to an extent).
*Crouching medium: increased hitbox height.
*Fixed an issue that caused Shadow Ranger to “restand” when he's being hit in certain juggle situations.
*Crouching heavy: fixed an issue that allowed Zedd to cancel into special attacks when crouch heavy is blocked. Increased recovery.
*Fixed an issue that allowed Shadow Ranger to kara cancel his standing heavy 2.
*Standing heavy: slightly decreased hitbox width. Increased hitbox height of second hit so it's more consistent in juggles.
*Fixed an issue that caused a soft lock when tagging out from Shadow Ranger in certain situations.
*Jumping medium: slight range decrease. Second hit now properly causes a spinning knockdown hit reaction.
*Jumping heavy: decreased hitbox width and range, and first early hit no longer counts as a an overhead (can be blocked low), while the second hit does must be blocked high. Recovery of normal attacks after landing from jumping heavy increased significantly.
*Assist invincibility duration decreased from 11 to 7 frames.
*Standing heavy 2: fixed an issue that allowed kara canceling.
[[Category: Power Rangers: Battle for the Grid]]
[[Category: Power Rangers: Battle for the Grid]]

Revision as of 12:00, 28 October 2019

Detailed patch notes: https://battleforthegrid.com/blogs/news/1-4-to-1-5-combat-patch-notes

New Features

  • First character of Season Two Pass - Anubis Cruger
  • New Megazord S.P.D (free content)
  • New S.P.D. Arena (free content)
  • Today we begin the first episode: "Shadow". Episodes replaces the previous leaderboard system. In Episodes, you can earn episode-only banners to show off your skill. Every 4 weeks, we will feature a unique new episode with unique new banners. Play online in Ranked to climb the leaderboard and earn those S tier banners!
  • Combo counter announcements added! Players are now rewarded for performing MORPHINOMENAL combos! Additionally, iconic Power Rangers sound bites are triggered when combos of 30 hits are higher are scored.
  • New grounded KO animation added (crumple effect).
  • Vertical camera tracking dramatically improved, with much better tracking when following characters performing aerial combos.
  • Improved sound effects for several knockdown hit reactions.

Bug Fixes

  • Fixed an issue with Megazord attacks failing to produce Impact sound effects.
  • Crouch and crouchback inputs are no longer two different animations.
  • Jump inputs now correctly force the character to face the correct way when jumping. E.g., holding up-left while facing right with the opponent behind you will always give you a jump-forward jump to the left.
  • Fixed an issue for Nintendo Switch causing inability to remap buttons
  • Added additional controller model support for Xbox and PS4
  • Fixed an issue where Lord Zedd was not counting toward character level based Achievements/Trophies and banners.

Known Issues

  • Lord Zedd's forward Special ("Prepare the palace" putty attack) is unblockable when colliding with a jumping opponent. This issue will be addressed in the next combat update.
  • Issue with screen dim visual effects (EX, Swap Strikes) not playing properly. To be fixed in the next combat update.
  • Steam installation will default Quality (graphics) Settings to low. To adjust this, select Settings, then Quality Settings in the Main Menu.

System-wide Combat

  • Throw startup and throw teching have been reworked. All normal throws now start-up in 6 frames, down from 11.
    • There's now an 11-frame throw break window after a throw connects. If the throw receiver inputs the throw command during this window, the throw is broken.
  • Multi-phase EX attacks (i.e., everyone's but Lord Zedd's) no longer KO when blocked.
  • Swap Strike command changed to down + Special + Assist 1/2, greatly improving quality of life for players attempting to use their Special attacks in conjunction with calling assists.
    • Swap Strikes can still be performed defensively and as a reversal, with downback + Special + Assist, the way most players use it.
    • Input leniency on valid Swap Strike input reduced from 5F to 3F, further reducing accidental Swap Strikes when trying to call assists and perform Specials at the same time.
    • Input leniency on EX attacks and Supers reduced from 5F to 3F when used as a reversal or buffered command.
  • Successfully connecting with a multi-phase EX attack (i.e., everyone's EX attacks excluding Lord Zedd) now grants full invulnerability, making them more useful as counterplay to assists and Megazord attacks.
  • Certain attacks that cause a spinning knockdown are now limited to 2 per combo to mitigate the amount of corner loops some characters can perform (e.g., Gia's crouching medium > crouching heavy loop).
  • All jumps now have 3 “pre-jump” frames.
    • You can no longer become airborne on frame 1 while recovering (from wake up or blockstun, for instance).
    • You can block during pre-jump. However, overhead attacks and low attacks must be blocked correctly. Specifically, overhead attacks must be blocked with the correct left or right input, while low attacks must be blocked with the correct down-left or down-right input. This means if you attempt to “up-back” an overhead or jump attack during your pre-jump frames, you WILL get hit.
  • Dashing can now be canceled with crouching on frame 1, with most characters.
  • Jump-canceling from launchers and anti-airs reworked. After connecting with a launcher, inputting up-back performs an up-back superjump, up performs a neutral superjump, up-forward, a superdashjump.
  • Standing and crouching pushblock now have some amount of recovery (10 frames). Additionally, the last frame of pushblock animation clears all blockstun. Pushblock window increased, allowing for “late” input pushblocks after blocking an attack.
  • Juggling hurtboxes improved; e.g., it's much easier to perform juggle combos against victims falling from high launches.
  • Most knockdown states are no longer immediately invincible, so it's now possible to catch juggle hits off of spikes, spike bounces, and flying knockdown hits. For instance, you can perform a launch into a ground bounce, into a launch, then as you spike your opponent into the ground with another jumping heavy attack, have an assist (like Kat's) come in from below you to catch the enemy before they hit the floor.

Characters

Jason Lee Scott (MMPR Red)

  • Neutral Special (parry), counter frames reduced. When Jason successful counters an attack, his attacker becomes crumple stunned, open to almost any kind of follow-up combo.
  • Jason now gains a few points of armor after the counter portion of the attack (during his sword thrust).
  • Improved standing heavy 1 and standing heavy 2 hitboxes.

Gia Moran (S21 Yellow)

  • Health reduced to 950, down from 1000.
  • Increased recovery of forward Special attack, mitigating certain corner loop combos.
  • Back throw now causes a combo-able spike bounce hit reaction.

Ranger Slayer

  • Super attack has been reworked. Super is now a flying kick that transitions into a cinematic sequence on hit.
  • Can now use EX as a reversal attack when landing from forward Special attacks.
  • Improved standing heavy 1, heavy 2, and heavy 3 hitboxes.
  • Improved spawn position of nocked forward Special > medium arrows.
  • All command normal arrows (back medium, forward medium), can now be canceled into EX attack on whiff.

Kat Manx

  • Standing normal attacks reworked.
    • Standing light 3 (double claw slash) removed. Its animation has been moved to standing heavy 1.
    • Standing light 2 now causes spinning knockdown.
    • Standing heavy 1 (hop kick) replaced with standing light 3 (double claw slash).
    • Standing heavy 2 (sweep) removed and replaced with standing heavy 1 (hop kick).
    • New command normal: forward heavy (hop kick).
      • Causes wall bounce when connecting against airborne and juggled enemies.
      • Can be canceled from standing heavy 1.
  • Neutral Special 1, neutral Special 2 (Kat scratch): juggle properties improved, nearly guaranteeing all 3 hits if the first hits.
  • Assist attack hitboxes improved, now hits 7 times total, like her normal Special combo.

Magna Defender

  • Super: reduced number of invincibility frames.
  • EX attack: increased recovery to mitigate loop-ability.
  • Back medium (unblockable spartan kick) is no longer unblockable, now deals 90 damage, and no longer causes high damage scaling. He also gains several points of armor during the kick.
  • Forward medium (overhead chop) is no longer cancelable into crouching heavy.
  • Crouching medium: increased recovery.
  • Standing heavy 1 hitstun increased, allowing it to combo into forward Special.
  • Fixed an issue with canceling standing heavy 1 into back Special.

Lord Drakkon

  • Super: shockwave now persists beyond Drakkon's state, and will continue to travel even if Lord Drakkon is interrupted (i.e., if he's hit out of the attack animation). Reduced number of Super invincibility frames.
  • Improved standing heavy hitbox.
  • Forward Special > medium (slide) now causes a limited version of spinning knockdown (max 2 per combo).

Goldar

  • Crouching heavy recovery increased.
  • Goldar can now cancel jumping attacks with his airborne Special (with a minimum height requirement).

Mastodon Sentry

  • Forward Special (Mine) reworked.
    • Mastodon Sentry can now throw his mine. Holding Special throws the mine across the battlefield, while tapping Special tosses it nearby in front of him.
    • Causes limited spinning knockdown (max 2 per combo).
  • Standing light hitstun reduced. Can no longer chain standing heavy from standing light.
  • Back medium (anti-air) blockstun reduced, recovery increased, making it much more punishable when blocked.
  • EX attack animation improved (aesthetic change only).
  • New Swap Strike animation. No longer lunges forward with a shoulder attack, and instead boots his foes off screen.
  • Super attack counter frames improved, making it more likely to counter meaty attacks.
  • Fixed an issue with throw animations connecting but not properly grabbing Mastodon Sentry's Super attack.
  • Fixed an issue with airborne Special causing a spinning knockdown instead of a normal juggle hit.

Cenozoic Blue Ranger

  • Fixed a cancel issue that prevented Blue Ranger from whiff canceling crouching light into crouching light.

Udonna

  • Forward Special: third hit now causes a “reverse launch”.
  • Airborne Special: third hit now causes a spinning knockdown. Adjusted projectile timings to give Udonna slightly more frame advantage.
  • Standing heavy 1: increased hitbox size.

Dragon Armor Trini

  • Standing heavy 1 now applies 2 points of armor on frame 3 of the attack.
  • Super: reduced number of invincibility frames.

Jen Scotts

  • Fixed an issue that allowed Jen to cross up a cornered opponent with forward jumping medium.
  • Neutral Special (boomerang blade): last hit now causes a spinning knockdown hit reaction (limited to 2 per combo).
  • Back Special (not-so-hidden missiles) causes a slightly higher pop-up effect on juggle hit. Increased hitstun frames by 2.
  • Improved jumping heavy hitbox to match visual effect.
  • Fixed an issue that could potentially cause a softlock while using her EX time warp special.

Trey of Triforia

  • Super damage increased slightly, with final hits dealing unscaled damage.
  • Forward special hit reactions reworked.
    • Hitbox height of forward special > special (Gold Rush) greatly improved.
    • Forward special > special causes a spinning knockdown (limited to 2 per combo), opening up better mid-screen combo paths.
    • Airborne special (dive maneuver) now starts with a slight double-jump. Sliding effect when landing reduced slightly.

Lord Zedd

  • Health reduced to 1000, down from 1050.
  • Forward dash recovery reduced by 2 frames.
  • EX attack: reduced invincibility, blockstun, and pushback on block.
  • Back Special: hitbox width increased slightly.
  • Forward Special: putty's initial hit now correctly applies an airborne and grounded hit reaction.
  • Airborne Special: hitbox, jump gravity, and startup improved. Zedd doesn't bounce as high before crashing down.
  • Standing light 2 now causes ground bounce.
  • Standing medium 2 recovery reduced by 1 frame when following up with standing heavy.
  • Crouching medium: increased hitbox height.
  • Crouching heavy: fixed an issue that allowed Zedd to cancel into special attacks when crouch heavy is blocked. Increased recovery.
  • Standing heavy: slightly decreased hitbox width. Increased hitbox height of second hit so it's more consistent in juggles.
  • Jumping medium: slight range decrease. Second hit now properly causes a spinning knockdown hit reaction.
  • Jumping heavy: decreased hitbox width and range, and first early hit no longer counts as a an overhead (can be blocked low), while the second hit does must be blocked high. Recovery of normal attacks after landing from jumping heavy increased significantly.
  • Assist invincibility duration decreased from 11 to 7 frames.
  • Standing heavy 2: fixed an issue that allowed kara canceling.