Added the option to play versus another player in Training Mode when two controllers are connected.
A new option was added to have CPU vs CPU in local matches
For those who are speed running Arcade Mode, we added a timer to the HUD in Arcade Mode. Also loading times are no longer included in the final time
Character Selection no longer resets when entering the Rules menu.
A timer was added to the Online Modes for the character and stage selection, when the timer runs out, a random character and stage are selected starting the battle after it.
Stage collisions have been improved to prevent phasing.
UI now properly adapts to different screen aspect ratios.
Minor UI Tweaks
Balance
Universal
General
Grounded normals now clang with grounded normals, always
Grounded normals now rebound against grounded strongs, always
Grounded strongs now beat out grounded normals, always
Aerial normals now never collide with other hitboxes, excluding projectiles
Aerial strongs now never collide with other hitboxes, excluding projectiles and RPS win/loss interactions
RPS loss length increased to 30 plus half your current percent for duration (frames)
RPS loss takes hitstun from winning strong attack
RPS loss takes damage from winning strong attack
Initiating a dashdance now puts the character into a brief turnaround stance for a frame and keeps the character in place for slightly longer before initiating the next dash
Initiating a dash from a state that isn't explicitly set up as tweenable (ie: dashdancing) will activate a fallback where the move tweens from the start of a character's idle animation; this drastically reduces the janky/snappy visual effect dashdancing can have
Color overlays for standard and good blocks altered to be more opaque
Fixed bug where a move sending down and slightly to the left wouldn’t DI properly if holding horizontal-left
Fixed bug where color overlays while blocking persisted a few extra frames than the endlag represented
Sports Mode
Players are now able to hold the ball
AI is now able to handle balls around hazards
Mid Throw Grounded
base kb: 50 → 40
kb growth: 120 → 100
base stun: 32 → 11
stun growth: 10 → 28
Mid Throw Aerial
base kb: 85 → 45
base stun: 28 → 10
stun growth: 5 → 22
Spongebob
General
Certain actions now use proper textures when mirrored
Aerial Down Light
Length increased: 24f → 31f
Aerial Down Strong
Length increased: 44f → 49f
Patrick
Aerial Down Light
Length increased: 23f → 33f
Base stun increased: 13 → 18
Shredder
Fixed the charge vfx visual bug, vfx now will disappear after dying with the status effect active.
Sandy
Aerial Down Light
Length increased: 24f → 32f
Aerial Down Strong
Length increased: 40f → 48f
Aang
Aerial Down Light
Length increased: 24f → 30f
Aerial Down Strong
Length increased: 40f → 53f
Korra
Aerial Down Light
Length increased: 26f → 32f
Aerial Down Strong
Length increased: 38f → 50f
Lincoln Loud
Aerial Down Light
Length increased: 20f → 31f
Aerial Down Strong
Length increased: 38f → 51f
Lucy Loud
Aerial Down Light
Length increased: 22f → 30f
Mid Special
Length increased: 25f → 29f
Damage increased: 1% → 3%
Launch angle changed: 20° → 34°
Base knockback decreased: 60 → 35
Knockback gain increased: 0 → 90
Base stun decreased: 40 → 21
Stun gain increased: 0 → 13
Block direction set to "Mid"
Down Special
Block direction set to "Down"
Leonardo
Aerial Down Light
Length increased: 29f → 39f
Aerial Down Strong
Length increased: 40f → 55f
April O'Neil
Aerial Down Light
Length increased: 24f → 35f
Fixed issue where ratings would only build on hitbox's last active frame
Aerial Down Strong
Length increased: 42f → 52f
Shredder
Aerial Up Strong
Grabbed can no longer escape
Mid Special
Hitbox activates one frame later
X-velocity decreased: 130 → 100
Hitting a shielding/invincible opponent will halt Shredder's movement
Block push decreased: 3 → 0.5
Ren & Stimpy
Aerial Down Light
Length increased: 24f → 36f
Powdered Toast Man
Up Strong
Base knockback decreased: 170 → 100
Aerial Down Light
Length increased: 20f → 31f
Aerial Up Strong
Base knockback decreased: 270 → 115
Aerial Down Strong
Length increased: 45f → 51f
Zim
Aerial Down Light
Length increased: 22f → 30f
Aerial Down Strong
Length increased: 40f → 48f
Gir
Can no longer be grabbed during very beginning of explosion animation
CatDog
Aerial Down Light
Length increased: 30f → 34f
Reptar
Aerial Down Light
Length increased: 24f → 33f
Down Special (air)
Launch angle changed: 300° → 322°
Nigel Thornberry
Aerial Down Light
Length increased: 22f → 28f
Launch angle changed: 290° → 318°
Helga
Aerial Down Light
Length increased: 22f → 31f
Aerial Down Strong
Length increased: 45f → 49f
Danny Phantom
Aerial Down Light
Length increased: 18f → 30f
Oblina
Aerial Down Light
Length increased: 22f → 32f
Aerial Down Strong
Length increased: 45f → 51f
Garfield
Light Down
Hits aerial opponents now… Again
Aerial Down Strong
Length decreased: 55f → 50f
Gameplay updates explained
The current update contains several balance tweaks which address feedback we have received from the community. We also added a couple of features which have been by players like CPU vs CPU. Enjoy!
Update 02-03-2022
General
Shredder joins the battle!
New Stage available, Double Dare!
Added a message that notifies players of when one of their replays is no longer compatible with the current version of the game
Loading optimizations were applied for the menus on all platforms, menus should load faster. The results vary per platform
Fixed issue that made incorrect thumbnail image show in arcade mode for the Sweet Dreams stage
Fixed issue that made rewards not show at the end of Arcade mode when playing with Garfield
Fixed issue that made the incorrect button prompt appear in the results screen for the save replay functionality
Changed Garfield’s dialogue box to be a thought bubble in the arcade mode.
Fixed issue that made the screen flicker sometimes during the matchmaking when opponents changed their skins or characters
Fixed issue that made the incorrect goal-post assets show in the Sweet Dreams Stage in Sports Mode
Fixed an issue that made the game get stuck on a “joining game” screen after entering a private lobby password
We’ve heard people having issues with their controllers mapping getting mixed up when going back to the character select screen. We’re happy to announce that we’ve implemented a controllers profile system that will allow players to assign their specific control mappings to their own specific profile so they won’t get mixed up anymore
Fixed an issue that made the character select screen appear more than once sometimes in online modes
There have been updates to the blocking system ,now horizontal attacks can only be blocked if you’re holding a horizontal direction while blocking (Diagonals are considered vertical direction)
Balance
Universal
DI angle reverted (14° → 16°)
Getup & tech root roll anims linger for 2 & 4 extra frames respectively before moving
Holding diagonal for a block is now mutually exclusive for down/up, will not block mid attacks
Holding diagonal with the horizontal AWAY from an oncoming attack will no longer produce a down/up block
Z-drops no longer affected by DI
All characters now properly slowfall once per airtime with their aerial strong attacks, subsequent airstrongs fall at normal speed
RPS pre-attack hitboxes now attack in the “correct” direction
RPS pre-attack hitboxes now encompass the entire character
Fixed bug where certain characters couldn’t turnaround jump out of a jump-cancelable attack while in hitstop
Fixed bug where a grounded jump could quickly lead into an aerial grounded jump if the input was pressed again within 4 frames
Fixed bug where block on-hit was actionable 1-frame later
Spongebob
Aerial Mid Light
Stun gain decreased (9 → 7)
Aerial Up Light
Knockback gain increased (105 → 115)
Stun gain decreased (16 → 11)
Down Special
Using the grounded version no longer takes away an aerial charge
Sandy
Down Special
Cancelable actions now possible with second stick
Aang
Aerial Mid Light
Damage decreased (9 → 7)
Knockback increased (30 → 50)
Knockback Gain increased (75 → 105)
Stun decreased (30 → 22)
Stun gain increased (0 → 6)
Down Special
Can no longer infinitely jump during the turnaround animation
Toph
Mid Special
Input setup altered: now releasing special immediately throws the projectile, while pressing block cancels the charge; this new system allows an uncharged projectile to be immediately thrown in a manner similar to the rest of the cast
Now has a cooldown system like other projectile attacks
Color overlays now flash to indicate when a new charge level is met, yellow for mid-charge and orange for full-charge
Charge time for mid-level projectile decreased (40f → 35f)
Charge time for max-level projectile increased (55f → 70f)
Projectile time before self-destruction reduced (5s → 3s)
A max-charge projectile can no longer be rebounded, destroyed, grabbed, or beaten out by any traditional means; good luck!
Up Special
Ascent begins faster (26f → 24f)
Throws projectile faster (33f → 24f)
Startup now decays horizontal speed gradually, instead of all at once
Projectile inherits Toph's horizontal speed when initiated
Can grab edge sooner (50f → 38f)
Transitions to fallstate sooner (60f → 47f)
Down Special
Platform duration halved (10s → 5s)
Lucy Loud
General
Now uses correct speed modifiers when carrying an opponent
Fixed issue where effects showing off which form Lucy was in would disappear under specific circumstances
Aerial Down Strong
No longer can cancel preemptively after respawning
April O'Neil
Up Special
Can no longer be used to stall when out of fuel
Down Special
No longer gains ratings from hitting blocking/invulnerable opponents
Ren & Stimpy
Aerial Mid Throw
Fixed animation cycling through >2000 more frames that it should've
Powdered Toast Man
Up Light
Attack button can now be held to salute your enemies after KO’ing them
Up Strong
Hitbox repositioned to properly cover PTM’s head
Aerial Mid Light
Hitbox repositioned to properly cover PTM’s body
Aerial Up Light
Attack button can now be held to salute your enemies after KO’ing them
Zim
Up Special
Fixed bug where attacking Zim prior to releasing the projectile would cause Zim’s gravity to change until up special was performed again
Gir
Fixed issue that made Gir get stuck on some walls instead of bouncing off
Fixed issue that made Gir get stuck with other Girs ingame
Danny Phantom
Aerial Down Strong
Pre-attack landing lag minimum fixed to standard amount (5f → 8f)
Oblina
Mid Special
Before hitting the ground, goop acts like any other projectile
After hitting the ground, goop can only be destroyed by a strong attack from whoever doesn't own the projectile
No longer land-cancelable
Gameplay updates explained
With the strong prevalence and potential reward of reaction tech chasing (rtc) in the current meta, some major buffs were deemed necessary for the defensive options; while it should remain a disadvantage, it shouldn’t be to the extent that follow-ups are almost guaranteed with minimal effort. The hope is these changes to both the wait before a movement takes place & a decrease in the time it takes for an action will be enough to balance the scales.
Update 12-13-2021
General
Added Sweet Dreams as a legal stage for competitive matches.
Fixed issue where character images would show a white box behind them.
Fixed an issue that made The Flying Dutchman’s Ship stage show visual errors.
Fixed issue that created an invalid state where players had to restart the game after experiencing a network error when entering “Quick Play”.
Improvements have been made to the matchmaking algorithm and now the competitive matchmaking should be much faster.
Fixed visual bug with Oblina when performing get up attack with her alt costume.
Fixed issue where effects animations wouldn’t be cut off as expected when entering the results screen.
Overall improvements to the netcode functionalities.
Character fixes
Zim
Zim's up special now reaches the correct vertical height.
Gir now faces the expected direction when being redirected.
Gir now explodes when z-dropped.
Gir no longer despawns after a set time.
Gir now immediately falls through sinking terrain. (Prevents bug where Gir couldn’t be respawned if trapped in quicksand)
Leonardo
Fixed bug where Leonardo’s mid special release animations were slower than intended, causing hitboxes to appear behind him.
Leonardo's Up Aerial now uses the correct animation.
Sandy
Sandy's lasso comes out correctly in the air now.
Sandy's lasso reel-in animation is sped up so opponents are released in front of Sandy as expected.
Toph
Toph's neutral special fire animation comes out correctly in the air now.
Garfield
Garfield's light down hits aerial opponents now.
Aang
Aang now rolls the correct directions.
Update 12-09-2021
General
Garfield joins the battle!
Some people hosting tournaments were having issues with constantly having to press the spectate button as soon as a match finished, so that their audience could watch the match, so we implemented an auto spectate feature that should fix this problem for tournament organizers.
Added the option to go back to the character select screen after a match is over.
Fixed issue that caused second stick attacks to not come out as expected when trying to do a mid during a run animation
Fixed issue where hit effects wouldn’t come out immediately after hitting an opponent, now hit effects will initialize and linger during hitstop as expected
Fixed issue with Gir that made him get stuck in some walls or against another Gir.
Added a message that clarifies when a match can’t be spectated once it has started.
Balance
Universal
Cooldown implemented for dash attacks from dash attacks. Now once per dashing string a dash light can be canceled into a dash strong, or vice-versa; after this, attempting a dash attack input will instead send out their respective mid attack
Grab hitbox comes out sooner on ground (frame 8 → frame 7)
Grab hitbox comes out later in the air (frame 8 → frame 12)
Grab length increased in the air (30 → 40)
Characters can no longer be grabbed while downed
Tech roll distance increased (9 units → 11 units)
Ensured consistent roll distance across the cast for getups and techs
Throw Mid launch angle changed (20° → 35°)
Throw Up launch angle changed (60° → 75°)
Throw Down launch angle changed (350° → 15°)
Throw Down base knockback decreased (80 → 65)
Throw Down knockback gain increased (80 → 100)
Throw Air Mid launch angle changed (15° → 35°)
Throw Air Up launch angle changed (70° → 75°)
Throw Air Down launch angle changed (335° → 15°)
Throw Air Down base knockback decreased (120 → 100)
Throw Air Down knockback gain decreased (50 → 30)
DI window tightened (16° → 14°)
Spongebob
Down Strong Air
remove rainbow hitboxes
radius buff foot (0.95 → 1.1)
Local Y offset buff foot (0 → -0.15)
radius nerf knee (0.95 → 0.75)
radius nerf hip (0.95 → 0.65)
Zim
Up Special
Bomb appears sooner (frame 22 → frame 13)
Transitions to special-fall sooner (frame 60 → frame 40)