Season 3 1.3.3 Midseason Patch Notes Part 2
Author: chris.azar,
published 1 month ago,
[url=https://store.steampowered.com/news/app/1818750/view/4524520259793722963]These Patch Notes are a continuation of Part 1[/url]
[b][u]General Combat[/u][/b]
[list]
[*] Ground forward dodges that do not successfully dodge an attack now have an additional 10 frames of recovery before the fighter can perform another action; recovery lag on successful dodges is unchanged
[*] Ground forward dodge immunity hurtbox size has been increased to make successful dodges more likely.
[*] Upon a successful hit, victim fighters will now hold their active pose for a longer duration. This will address issues where fighters transitioned into their hit react animations causing attacks to appear to hit from much farther than intended.
[*] Multiple attacks have received hitbox sizing passes, with more coming in a future patch.
[*] Automatic techs that occur near terrain corners will no longer send fighters off the side of the map
[*] Fixed an issue where certain input settings would not properly charge certain attacks.
[/list]
[u][b]Perks[/b][/u]
[b]Troll Tactics[/b]
[list]
[*] No longer triggers if taunting immediately after using another taunt
[/list]
[u][b]Characters[/b][/u]
Legend:
+ = Buff
- = Nerf
~ = Change
* = Bugfix
[b]Agent Smith[/b]
[i] Air/Ground Neutral Special[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[*] ~ Hand Cannon Perk Hitbox adjusted to better match visuals
[/list]
[i] Air/Ground Side Special[/i]
[list]
[*] ~ Hitbox size adjusted to better match visuals
[/list]
[i] Ground Down Special[/i]
[list]
[*] + Agent projectile hitbox size increased
[/list]
[b]Arya[/b]
[i] Air/Ground Side Special (Dagger Dash)[/i]
[list]
[*] - Hitstun reduced
[/list]
[i] Air/Ground Side Special (Cooldown)[/i]
[list]
[*] + Movement increased
[/list]
[b]Banana Guard[/b]
[i] General[/i]
[list]
[*] + Ground movement speed increased to 2100 from 1775
[/list]
[i] Ground Up Attack[/i]
[list]
[*] * Fixed an incorrect update listed in recent patch: On-Hit cancel window advanced 4 frames
[/list]
[i] "The Iron Temple" Perk[/i]
[list]
[*] + Projectile shield activation advanced 2 frames
[/list]
[b]Batman[/b]
[i] Ground Side Attack 1[/i]
[list]
[*] - On-whiff cancel window delayed 7 frames
[/list]
[i] Ground Side Attack 2[/i]
[list]
[*] - On-hit cancel window into dodge delayed 12 frames
[*] + Hitstun increased
[/list]
[i] Ground Up Attack[/i]
[list]
[*] + On-hit cancel window advanced 13 frames
[/list]
[i] Ground Down Attack[/i]
[list]
[*] - On-hit cancel window into Neutral Attack removed
[*] - On-hit cancel window into Jump removed
[/list]
[i] Air/Ground Neutral Attack[/i]
[list]
[*] - Cooldown refund from collecting Batarang reduced to 50% max cooldown from 65% max cooldown
[*] - Batarang cooldown increased by 2 seconds
[/list]
[i] Air Up Attack[/i]
[list]
[*] - Second hit knockback reduced to 1550 from 1650
[*] - Second hit on-hit weakened debuff removed
[/list]
[i] Ground Up Special[/i]
[list]
[*] - On-whiff cancel window delayed 7 frames
[/list]
[i] Air/Ground Side Special[/i]
[list]
[*] + Grappling hook aim speed increased
[/list]
[i] Air/Ground Neutral Special[/i]
[list]
[*] - Batbomb cooldown increased by 4 seconds
[/list]
[b]Beetlejuice[/b]
[i] Ground Up Attack[/i]
[list]
[*] + Uncharged knockback scaling increased to 18 from 16.5
[*] ~ Visuals updated to better match hitbox
[/list]
[i] Ground Down Special[/i]
[list]
[*] + Knockback increased to 2000 from 1850
[/list]
[b]Black Adam[/b]
[i] Ground Dash Attack[/i]
[list]
[*] + Hitbox start-up window reduced 4 frames to better match visuals
[/list]
[b]Bugs Bunny[/b]
[i] Air Up Attack[/i]
[list]
[*] - Damage reduced to 9 from 10
[*] ~ Hitpause reduced
[/list]
[i] Air/Ground Down Special[/i]
[list]
[*] ~ Projectiles that travel through a tunnel will reset their hit history, allowing them to hit fighters that have already dodged the attack
[/list]
[b]Finn[/b]
Finn's kit has been adjusted to focus more on being the anti zoner assassin, while changing the properties of Aerial Up Special to help reduce the strong effectiveness of the very early KO combos.
[i] General[/i]
[list]
[*] + Ground movement speed increased to 2250 from 2025
[/list]
[i] Ground Dash Attack[/i]
[list]
[*] + First hit now more consistently combos into second hit
[/list]
[i] Ground Side Attack 1[/i]
[list]
[*] ~ Maximum charge time reduced to 1.25 seconds from 1.5 seconds
[/list]
[i] Ground Neutral Attack[/i]
[list]
[*] ~ Maximum charge time reduced to 1.25 seconds from 1.5 seconds
[/list]
[i] Ground Up Attack[/i]
~ Maximum charge time reduced to 1.25 seconds from 1.5 seconds
- Uncharged knockback scaling reduced to 15 from 20.5
+ Knockback charge multiplier increased to 1.25 from 1.0
[i] Ground Down Attack[/i]
[list]
[*] + First hit now more consistently combos into second hit
[*] + Movement increased
[*] ~ Maximum charge time reduced to 1.25 seconds from 1.5 seconds
[/list]
[i] Air Neutral Attack[/i]
[list]
[*] - Knockback reduced to 2450 from 2650
[/list]
[i] Air Side Attack 1[/i]
[list]
[*] + Now more consistently combos into Air Side Attack 2
[/list]
[i] Ground Side Special[/i]
[list]
[*] + On-hit cancel window advanced 10 frames
[/list]
[i] Air/Ground Neutral Special[/i]
[list]
[*] ~ Maximum charge time reduced to 1.25 seconds from 1.5 seconds
[/list]
[i] Air/Ground Up Special[/i]
[list]
[*] ~ Attack properties have been updated to a single-hit knockback away from Finn from a multi-hit vacuum
[*] - Knockback influence multiplier increased to 1.2 from 1.0
[*] ~ No longer launches Finn forwards
[/list]
[b]Gizmo[/b]
[i] Air/Ground Neutral Attack[/i]
[list]
[*] ~ Arrows fired in the air now ignore platform collision; arrows fired on the ground unchanged
[/list]
[i] Ground Side Special[/i]
[list]
[*] - Car explosion damage reduced to 15 from 24
[/list]
[i] Air Down Special[/i]
[list]
[*] + Knockback angle made more downwards
[/list]
[b]Harley Quinn[/b]
Harley's playstyle has been adjusted from the one dimensional form of aggression prior to this patch, to a proper mix of aggression, combos, and being an anti tank assassin.
[i] General[/i]
[list]
[*] + Ground movement speed increased to 2200 from 1975
[/list]
[i] Ground Side Attack 1[/i]
[list]
[*] ~ Hitbox Adjusted to better match visuals
[/list]
[i] Ground Side Attack 2[/i]
[list]
[*] ~ Hitbox Adjusted to better match visuals
[/list]
[i] Ground Side Attack 3[/i]
[list]
[*] ~ Hitbox Adjusted to better match visuals
[/list]
[i] Ground Side Attack 4[/i]
[list]
[*] + Damage increased to 5 from 4
[*] + Knockback scaling increased to 22 from 20
[/list]
[i] Ground Neutral Attack[/i]
[list]
[*] + Now breaks armor
[/list]
[i] Ground Up Attack[/i]
[list]
[*] ~ Active hitbox duration increased 2 frames to better match visuals
[/list]
[i] Ground Down Attack 2[/i]
[list]
[*] + Knockback increased to 1750 from 1650
[*] + Knockback scaling increased to 18 from 10
[*] ~ Knockback angle made more horizontal
[/list]
[i] Air Side Attack 1[/i]
[list]
[*] ~ Knockback angle made more downward to allow ground bounces
[*] ~ Hitbox Adjusted to better match visuals
[/list]
[i] Air Side Attack 2[/i]
[list]
[*] + Knockback increased to 1700 from 1550
[*] ~ Knockback angle made more horizontal to prevent ground bounces
[*] This is to prevent an instant tech after Air Side Attack 1
[/list]
[i] Air Neutral Attack[/i]
[list]
[*] ~ Hitbox Removed from Harley's Head
[/list]
[i] Air/Ground Neutral Special[/i]
[list]
[*] ~ Cooldown ammo removed
[*] + Overall cooldown reduced to 8 seconds from 12 seconds
[*] ~ Batdoll projectile now ignores platform collision when colliding with platforms from below
[/list]
[i] Air/Ground Side Special[/i]
[list]
[*] ~ Pressing the Attack or Special button will fire the boxing glove projectile up to 23 frames early
[/list]
[i] Air/Ground Down Special[/i]
[list]
[*] ~ Hitbox more accurately matches visuals
[/list]
[b]Iron Giant[/b]
[i] Rage Air/Ground Side Special[/i]
[list]
[*] ~ Plasma orb projectile now ignores platform collision
[/list]
[b]Jake[/b]
[i] Ground Up Attack[/i]
[list]
[*] * Fixed an issue where Jake's hand was not properly becoming invulnerable above 50% charge
[/list]
[i] Air Up Attack 2[/i]
[list]
[*] + Damage increased to 7 from 6
[/list]
[b]Jason[/b]
Ki Ki Ki Ma Ma Ma
[i] General[/i]
[list]
[*] ~ Fixed an issue where buffering dodge out of some attacks would dodge the wrong direction
[/list]
[i] Ground Dash Attack[/i]
[list]
[*] + Projectile shield start-up window reduced 2 frames
[*] + Hitbox start-up window reduced 1 frame
[/list]
[i] Ground Neutral Attack[/i]
[list]
[*] + Knockback increased to 1750 from 1300
[*] - Charge knockback multiplier decreased to 1.5 from 2.0
[*] - On-whiff cancel window advanced 6 frames
[/list]
[i] Ground Side Attack 3[/i]
[list]
[*] + Knockback scaling increased from 16 to 20
[/list]
[i] Ground Up Attack[/i]
[list]
[*] - On-hit cancel delayed by 1 frame
[*] - On-whiff cancel window advanced 8 frames
[*] ~ Fixed an issue where Bed was trapping people in hitstun and not connecting when hitting below a platform
[*] ~ VFX adjusted to better match visuals
[/list]
[i] Ground Down attack[/i]
[list]
[*] + Start-up window decreased 1 frame
[*] ~ Knockback angle made more upward
[*] + Knockback increased to 1800 from 1250
[*] + Knockback scaling increased to 14.5 from 14
[*] + Movement increased
[/list]
[i] Air Neutral Attack[/i]
[list]
[*] ~ Knockback angle made more downward to allow ground bounces
[/list]
[i] Air Down Attack[/i]
[list]
[*] + Start-up window decreased 3 frames
[/list]
[i] Ground Neutral Special 2 (Shout Attack)[/i]
[list]
[*] + Hitbox start-up window reduced 1 frame
[*] + Hitbox size increased to better match visuals
[*] + Damage increase to 7 from 5
[*] + Now applies a stun debuff on-hit
[/list]
[i] Air/Ground Side Special[/i]
[list]
[*] - Knockback scaling reduced to 15 from 19.5
[*] ~ Now consumes rage buff
[/list]
[i] Ground Down Special[/i]
[list]
[*] * Fixed an issue where Sleeping Bag was doing 0 damage to enemies hit by a thrown sleeping bag
[*] + On-whiff cancel window advanced 45 frames
[*] + Capture hitbox size increased
[/list]
[b]LeBron[/b]
[i] Air/Ground Side Special[/i]
[list]
[*] * Fixed an issue where LeBron could get infinite dunks under certain conditions
[/list]
[b]Morty[/b]
[i] Air/Ground Neutral Attack[/i]
[list]
[*] ~ Snake projectiles now ignore platform collisions
[/list]
[i] Air/Ground Up Attack[/i]
[list]
[*] ~ Snake projectiles now ignore platform collisions
[/list]
[i] Air/Ground Neutral Special[/i]
[list]
[*] - Grenade explosion knockback scaling reduced to 20 from 29
[/list]
[i] Ground Side Special[/i]
[list]
[*] ~ Now splits enemy Morty grenades
[*] ~ Hitbox adjusted to better match visuals
[*] - On-hit weakened debuff removed
[/list]
[b]Reindog[/b]
[i] Ground Neutral Attack; (Air Version Unchanged)[/i]
[list]
[*] + On-hit cancel window advanced 13 frames
[*] ~ Projectile spawn location moved lower
[*] ~ Reindog now moves forward during the attack
[*] * Fixed an issue where Reindog could not change facing during the first 4 frames
[/list]
[i] Air/Ground Neutral Special[/i]
[list]
[*] + Tether pull activation advanced 4 frames
[*] ~ Tether no longer attaches to Watermelon Steven
[/list]
[i] Ground Side Special[/i]
[list]
[*] + On-hit cancel window advanced 11 frames
[*] ~ Knockback angle made more vertical
[/list]
[i] Ground Up Special[/i]
[list]
[*] * Fixed an issue where the crystal would fire while in Limbo state, like in Taz’s stomach
[*] * Fixed an issue where the crystal would stop firing once it returned to terrain after drifting away from terrain
[*] * Fixed an issue where the crystal would appear to fire when it was not hovering over terrain
[*] * Fixed an issue where the crystal would not fire when spawned near a platform ledge
[/list]
[i] Air Up Special[/i]
[list]
[*] ~ Adjusted travel speed when thrown up or down
[/list]
[i] Air/Ground Down Special[/i]
[list]
[*] ~ Fireball projectile now ignores platform collision when colliding with platforms from below
[/list]
[b]Rick[/b]
This patch addresses Rick’s Meeseeks usage issues, as well as inconsistencies with his combo starters.
[i] General[/i]
[list]
[*] + Ground movement speed increased to 2050 from 1775
[/list]
[i] Ground Side Attack 1[/i]
[list]
[*] + On-whiff cancel window advanced 12 frames
[/list]
[i] Ground Side Attack 3[/i]
[list]
[*] ~ Rocket projectile now ignores platform collisions
[/list]
[i] Ground Up Attack[/i]
[list]
[*] + First hit now more consistently combos into second hit
[*] ~ First hit hitpause reduced
[/list]
[i] Ground Down Attack[/i]
[list]
[*] + Now has a hitbox on Rick’s hand that combos into the fart bomb projectile
[*] + Fart bomb projectile now breaks armor
[/list]
[i] Air/Ground Neutral Attack[/i]
[list]
[*] ~ Attack momentum can now carry Rick off platforms
[/list]
[i] Air Side Attack[/i]
[list]
[*] + On-hit cancel window into portal advanced 2 frames
[*] ~ Now ignores player collisions during movement
[/list]
[i] Ground Neutral Special[/i]
[list]
[*] + All commands now have a hitbox on Rick’s hand
[*] ~ Golf Meeseeks can now reflect ally projectiles to redirect them
[*] * Fixed an issue where Golf Meeseks would not swing his club while reflecting a projectile
[/list]
[i] *NEW* Ground Neutral Special (Cooldown)[/i]
[list]
[*] + Rick can now use this attack on cooldown to utilize the hitbox on his hand and to give commands to idle Meeseeks
[/list]
[i] Air/Ground Side Special[/i]
[list]
[*] ~ Projectiles that travel through a portal will reset their hit history, allowing them to hit fighters that have already dodged the attack
[/list]
[i] Air/Ground Down Special[/i]
[list]
[*] - Ally morphize buff no longer increases damage dealt; increased knockback unchanged
[*] + Ally morphize buff now increases fighter weight 15 units
[/list]
[b]Samurai Jack[/b]
[i] Air/Ground Side Special[/i]
[list]
[*] - Hurtbox is now extended so Jack is less likely to teleport through incoming projectiles
[/list]
[b]Shaggy[/b]
[i] General[/i]
[list]
[*] Sandwich item now ignores platform collision while thrown
[/list]
[i] Passive[/i]
[list]
[*] * Fixed an issue where Shaggy could not use Instant Aerial Dodge Rage specials
[/list]
[i] Ground Side Attack 1[/i]
[list]
[*] - On-whiff cancel window delayed 2 frames
[/list]
[i] Ground Up Special[/i]
[list]
[*] - On-whiff cancel window delayed 7 frames
[/list]
[i] Air Down Special[/i]
[list]
[*] ~ Shaggy can now grab enemy fighters during attack start-up, carrying victims into his ground slam
[/list]
[i] Rage Air/Ground Side Special[/i]
[list]
[*] - On-hit weakened debuff removed
[/list]
[i] Rage Air Down Special[/i]
[list]
[*] ~ Shaggy can now grab enemy fighters during attack start-up, carrying victims into his ground slam
[/list]
[b]Steven Universe[/b]
[i] Air Neutral Attack[/i]
[list]
[*] - On-whiff cancel window delayed 5 frames
[*] - Charge max damage multiplier reduced to 2.0 from 3.0
[*] * Fixed an issue where this attack would not destroy certain projectiles
[/list]
[i] Air Up Attack[/i]
[list]
[*] - Knockback scaling reduced to 16.5 from 18.5
[/list]
[i] Air/Ground Neutral Special[/i]
[list]
[*] - Knockback reduced to 1750 from 1800
[*] - Knockback scaling reduced to 18.5 from 21
[*] - Cooldown increased to 20 seconds from 16 seconds
[/list]
[i] Air/Ground Up Special[/i]
[list]
[*] - On-hit cancel window delayed 5 frames
[*] - On-whiff cancel window delayed 5 frames
[/list]
[b]Stripe[/b]
[i] Air/Ground Down Special[/i]
[list]
[*] - Explosion hitbox size reduced
[*] - Explosion hitbox damage reduced to 7
[*] - Traveling hitbox duration reduced 20 frames
[*] - Traveling hitbox damage reduced to 3
[*] - Ammo cooldown increased to 15 seconds from 12.5 seconds
[/list]
[b]Superman[/b]
[i] Ground Side Special[/i]
[list]
[*] + Superman is now immune to projectiles while teleporting to his attack location
[/list]
[b]Taz[/b]
[i] Ground Neutral Attack[/i]
[list]
[*] ~ Spit projectile now ignores platform collision
[/list]
[i] Ground Up Attack[/i]
[list]
[*] + First hit now more consistently combos into second hit
[/list]
[i] Air/Ground Side Special[/i]
[list]
[*] ~ Hitbox now better matches visuals
[*] ~ Hurtbox position updated so it is no longer drifted behind the tornado
[/list]
[i] Air/Ground Neutral Special[/i]
[list]
[*] * Fixed an issue where Taz grab would not break armor
[/list]
[i] Air/Ground Up Special[/i]
[list]
[*] + First hit now more consistently combos into follow-up hits
[/list]
[i] Air/Ground Up Special (Cooldown)[/i]
[list]
[*] + First hit now more consistently combos into second hit
[/list]
[i] Air/Ground Down Special[/i]
[list]
[*] + Boot projectile lifetime increased to 1 second from 0.8 seconds
[*] + Boot projectile now applies Tasty debuff on hit
[*] ~ Boot projectile now ignores platform collision
[*] + On-hit cancel window advanced 4 frames
[/list]
[b]The Joker[/b]
With the reductions to The Joker's jab focused gameplay, the playstyle became one dimensional and very defensive.These changes hope to improve his approach game, and introduce new combo routes while also reducing out some of his laddering power.
[i] Ground Dash Attack[/i]
[list]
[*] ~ Hitpause reduced
[/list]
[i] Air/Ground Neutral Attack[/i]
[list]
[*] + Hitbox added to The Joker's hand while he throws a card
[*] + Now moves The Joker forward
[/list]
[i] *NEW* Neutral Attack (On Cooldown)[/i]
[list]
[*] + The Joker can now use this attack on cooldown to swipe his hand without throwing a card
[/list]
[i] Ground Side Attack 1[/i]
[list]
[*] + Forward movement increased
[/list]
[i] Ground Side Attack 2[/i]
[list]
[*] + Forward movement increased
[*] ~ Knockback angle made more horizontal
[/list]
[i] Ground Up Attack[/i]
[list]
[*] + Forward movement increased
[*] - On-whiff cancel window delayed 10 frames
[/list]
[i] Ground Down Attack[/i]
[list]
[*] + Hitbox added to The Joker's hand when the teeth are thrown
[*] + Now moves The Joker forward
[*] + Teeth projectile spawn advanced 2 frames
[*] + Teeth projectile now better combos into subsequent hits
[/list]
[i] Air Side Attack[/i]
[list]
[*] + Start-up window before charge reduced 4 frames
[/list]
[i] Grounded Side Special[/i]
[list]
[*] ~ Now moves The Joker backwards when rocket projectile is launched
[*] + Knockback increased to 2150 from 1800
[/list]
[i] Grounded Down Special[/i]
[list]
[*] + Jack in the Box hitbox size increased
[*] + Cannon fire start-up window reduced 12 frames
[/list]
[i] Air Down Special[/i]
[list]
[*] - Start-up window increased 2 frames
[*] - Knockback influence multiplier increased to 1.2 from 1.0
[/list]
[i] Air Neutral Special:[/i]
[list]
[*] ~ Knockback angle made more downwards
[/list]
[i] Air Up Special:[/i]
[list]
[*] - Uncharged knockback reduced to 1600 from 1750
[*] - On-hit and On-whiff cancel windows delayed until after The Joker releases the balloon
[/list]
[i] "Joker's Wild" Perk[/i]
[list]
[*] - Card knockback scaling reduced to 19 from 21
[/list]
[b]The Powerpuff Girls[/b]
Aerial combat has been improved to allow for more unique aerial combo routes, and more aggressive gameplay in the air overall to better match their grounded game as very light but hyper rushdown assassins.
[i] General[/i]
[list]
[*] ~ Visuals have been updated to better feature the leading girl
[*] - Bubbles leader air speed buff reduced to 10% from 15%; ground speed buff unchanged
[/list]
[i] Ground Down Attack[/i]
[list]
[*] - Damage reduced to 6 from 11
[/list]
[i] Air Neutral Attack[/i]
[list]
[*] - Damage reduced to 5 from 9
[*] + Knockback increased to 2600 from 1400
[*] - Knockback scaling reduced to 2 from 7
[*] ~ Knockback angle made more horizontal
[*] - Hitstun reduced
[*] - Knockback influence multiplier increased to 1.5 from 1.0
[*] + On-hit cancel window advanced 5 frames
[/list]
[i] Air/Ground Neutral Special (Blossom)[/i]
[list]
[*] + Knockback increased to 2800 from 2600
[*] ~ Knockback angle made more horizontal
[*] - Knockback influence multiplier increased to 2.0 from 1.5
[*] - On-hit cancel window delayed 12 frames
[/list]
[i] Air/Ground Neutral Special (Bubbles)[/i]
[list]
[*] + Reflect hitbox duration increased 5 frames
[/list]
[i] Air Side Special[/i]
[list]
[*] ~ Each girl now causes a different knockback angle on-hit
[*] + Girls no longer bounce backward on-hit
[*] - Dash hitbox armor break removed
[*] * Fixed an issue where platforms would prevent the girls from traveling the full distance
[/list]
[i] Air/Ground Up Special (Blossom)[/i]
[list]
[*] - Travel distance reduced
[/list]
[i] Air/Ground Up Special (Buttercup)[/i]
[list]
[*] + Travel distance increased
[/list]
[i] Air Down Special[/i]
[list]
[*] * Fixed an issue where using aerial down specials near the ground allowed for infinite aerial down special attacks
[/list]
[i] "Acrobattack" Perk[/i]
[list]
[*] - On-whiff cancel window delayed 8 frames
[*] - Repeat-move lockout increased to 20 frames from 8 frames
[/list]
[b]Tom & Jerry[/b]
[i] Ground Up Attack[/i]
[list]
[*] ~ On-hit cancel window is now limited to specific actions: Ground Up Special, Ground Down Special, Ground Side Special, and Ground Down Attack
[/list]
[i] Ground Up Special[/i]
[list]
[*] ~ Rocket projectile now ignores platform collision when colliding with platforms from below
[/list]
[b]Velma[/b]
[i] Air/Ground Down Special[/i]
[list]
[*] ~ Book projectile now ignores platform collision
[/list]
[b]Wonder Woman[/b]
[i] Ground Dash Attack[/i]
[list]
[*] - On-whiff cancel window delayed 4 frames
[/list]
[i] Ground Side Attack 1[/i]
[list]
[*] - On-whiff cancel window delayed 10 frames
[/list]
[i] Air Down Attack[/i]
[list]
[*] - Hitbox size adjusted so it is less likely to hit above Wonder Woman
[/list]
[i] Ground Up Special[/i]
[list]
[*] - Removed ability to fast fall and land cancel to interrupt the attack early
[/list]