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!

Vertical camera tracking dramatically improved, with much better tracking when following characters performing aerial combos.

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.

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.

Crouch and crouchback inputs are no longer two different animations.

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.

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.