[h1]Hurtboxing[/h1] [i]We've added some new functionality that will give us better control over hurtbox interactions going forward. For now, we've focused on fixing some of the worst cases where hurtboxes don't correctly follow their owner during powers.[/i] [list] [*]Fixed a bug where powers could use the wrong hurtbox when colliding with a wall. [*]Added support for improved hurtboxing during powers. [*] Updated Hurtboxes for multiple signature moves. [/list] [h1]Unarmed[/h1] [i]Unarmed is only getting one adjustment that we consider a balance change: A Hitbox reduction to the blazing-fast Neutral Light. The other changes are more akin to bug fixes.[/i] [list] [*]Unarmed Neutral Light: Reduced how far Hitboxes extend backwards. [*]Unarmed Ground Pound: Reduced Hit Window on ground collision from 4 to 2; Removed a Hitbox increase that happened after being held for long durations. [/list] [h1]Lance[/h1] [i]Lance has gotten some visual improvements to a few of its powers. The Down Air's ground collision has been adjusted and should be more consistent.[/i] [list] [*]Lance Side Light: Fixed a bug where exhaust flames held on a single animation frame instead of playing correctly. [*]Lance Down Air: During a ground collision - Hitbox more closely follows lance head, Hit Window is decreased from 7 to 6, and slides less far forward during Recover Time. [/list] [h1]Blasters[/h1] [i]Currently, the Blasters are slightly over performing at the highest levels of play, and slightly underperforming everywhere else. We suspect this is due mostly to the effectiveness of Down Air to gravity cancelled Neutral Light. While this string still exists, different follow ups will be needed instead at higher damage. At very high damage, it should start to become usable as a spike. We're hoping this will serve as a reduction for high level players but a buff for everyone else.[/i] [list] [*]Blasters Down Air: Increased Variable Force from 10 to 23 and angled more outwards; Increased Recover Time on miss from 23 to 26. [*]Blasters Ground Pound: Upward bounce on shot is delayed until after the Hit Window. [/list] [h1]Spear[/h1] [i]Most players will agree that the buffs for Spear last balance patch were too generous. Spear users as a group average about a 51% winrate, but have shown a notable increase in usage and negative feedback that can reflect some imbalances not apparent in the numbers. We're toning them back in a few places, with the largest reductions focused on Spear's Neutral Light.[/i] [list] [*]Spear Neutral Light: Increased Time to Hit from 3 to 4; Decreased Hitbox sizes, especially after the first animation frame of the hit; Reduced Damage from 24 to 19; Removed some cases where target would be dropped. [*]Spear Side Air: Slightly decreased Hitbox sizes. Increased Cooldown Time from 7 to 12; Decreased Recover Time on Hit from 29 to 28; Increased Recover Time on Miss from 29 to 31. [*]Spear Side Light: Reduced Damage from 24 to 18; Reduced Fixed Force from 67 to 60; Angled Force slightly more upwards. [*]Spear Down Light: Increased Damage from 13 to 14. [/list] [h1]Katar[/h1] [i]The current state of katars is fairly contentious at the moment, with data and public perception at odds with each other. We've made some minor reductions but are holding off on larger changes for now.[/i] [list] [*]Katar Side Light: Increased Time to Hit from 5 to 6. [*]Katar Side Air: Hitboxes are less generous below the user. [/list] [h1]Axe[/h1] [i]As a small improvement for the Axe's ground game, we're making the Side Light into Side Air string harder to dodge out of, without making it a true combo.[/i] [list] [*]Axe Side Light: Increased Stun Time from 29 to 31; Reduced effect of Dexterity for Recover Time on Hit. [*]Axe Neutral Light: Slightly increased Hitboxes and Hit Window on hit to decrease chance of drops. [/list] [h1]Bow[/h1] [i]The Bow is still underperforming a little bit. We're also finding that its bread and butter Side Light to Down Light to Neutral Light combo is a fairly negative player experience. We've made Side Light into Down Light no longer true, but in exchange Bow has gotten a number of other improvements.[/i] [list] [*]Bow Side Light: Decreased Stun Time from 23 to 20; Forward movement is now variable based on momentum, changed from 55 to a range between 45 and 65; Slightly increased Hitbox size.; Increased Damage from 19 to 23; Decreased Recover Time on Miss from 19 to 17. [*]Bow Neutral Light: Slightly increased stacked Hitbox size; Increased Damage from 18 to 20; Increased Variable Force from 40 to 42; Decreased Fixed Force from 48 to 41. [*]Bow Down Air: Increased Variable Force from 40 to 42. [*]Bow Recovery: Increased Variable Force from 44 to 46. [*]Bow Ground Pound: Increased maximum movement speed from 90 to 96; Variable Force increased from 45 to 46; Hitbox is slightly wider but extends less far upwards. [/list] [h1]Ada[/h1] [i]For a while now, Ada's been considered a character whose strong Spear signatures balanced out her weaker lights. With the improvements to Spear and Blasters, her signatures are due for a change. We've made some pretty significant reductions to the threat on Ada's Neutral and Down Spear. However, we also buffed the coverage on her Neutral Blasters, considered one of the weakest signatures in the game.[/i] [list] [*]Ada Neutral Spear: No longer hits grounded targets; Decreased Hitboxes behind self; Time to Hit increased from 19 to 20. [*]Ada Down Spear: Hitboxing is less generous, doesn't cover above Ada; Hitboxes now cover entire length rather than alternating between left and right Hitboxes; Increased Hit Window from 30 to 34; Increased Recover Time from 10 to 13. [*]Ada Neutral Blasters: Increased horizontal spread of shots. Decreased Damage from 27 to 24. [/list] [h1]Sentinel[/h1] [i]Sentinel is mentioned less often in player complaints and has a lower use rate, but consistently surfaces as one of the highest winrates at all ranks. We're giving a little more punish window after some of his signatures that have relatively short Recover Times.[/i] [list] [*]Sentinel Neutral Katar: Increased Recover Time from 17 to 19. [*]Sentinel Side Katar: Increased Recover Time from 16 to 18. [/list] [h1]Asuri[/h1] [i]Asuri's signatures are still considered a little weak. Her Side Katars in particular suggests longer lasting hurtboxes than they previously had.[/i] [list] [*]Asuri Side Katar: Rehitboxed to follow the slash effects more closely than Asuri's claws; Increased Hit Window from 11 to 17 [*]Asuri Side Sword: While the minimum Time to Hit is still 22, decreased Time to Hit after release from 5 to 3. [/list] [h1]Ember[/h1] [i]While most of the changes to Ember for this patch are happening on the Bow kit, we're making her Side Bow signature a little less punishing to use.[/i] [list] [*]Ember Side Bow: Decreased Recover Time from 24 to 20. [/list] [h1]Fixes[/h1] [list] [*]Unarmed Neutral Light: Fixed some cases where target could be dropped before the final hit. [*]Hammer Neutral Light: Fixed some cases where target could be dropped before the final hit. Credit: Dobrein. [*]Axe Neutral Light: Fixed some cases where target could be dropped before the final hit. Credit: Th*Dust [*]Orion Neutral Spear: Fixed some cases where target could be dropped before the final hit. [*]Thatch Neutral Sword: When Gravity Canceled, now waits until Recover Time to start falling [/list]