Ahead of the release of patch 1.09 (they haven’t specifically said 1.09, but that’s chronologically the next one) for PlayStation All-Stars Battle Royale on March 19th – the same day as Isaac, Zeus, and Graveyard – Seth Killian has posted lots of patch notes.

These aren’t the complete list as he’ll be publishing the rest tomorrow, but you can check the pretty long first half below:

General Combat Changes:

Characters can not Block or Evade until frame 5 after landing during an air attack; Previously they were able to do so on the first frame if landing during air attacks

Characters have been standardized to not be able to Super until frame 12 after landing during an air attack

While blocking a hit while already in Block Hit reaction, character’s X velocity no longer gets set to zero

Character changes:

Big Daddy

Air Forward Triangle has 11 additional frames of start up

Air Down Square now gains 20 AP (up from 10), and victim’s reaction is reduced by 3 frames

Level 1 Super now has an additional hit volume that occurs on frame 36 and causes a Butt Drop reaction. Little Sister will then land as a killing blow to most victims of this earlier hit

Level 2 Super – Triangle attacks are sped up

Big Daddy Level 3 Super:

Attacks now breakout 6 frames earlier

Attacks now become active on frame 9 (previously 12)

Adjusted hit volume on attack to be more centered around Big Daddy

Victims can now swim faster

Fixed a bug where floating characters would get stuck upon entering Infinite Avoidance

Good Cole

Forward Square -> Square hit volume enlarged to hit small characters even if they are in Crumple reaction

Moved 4 frames of recovery time from the Neutral Triangle attack state to the exit state

Lowered recovery of ground neutral circle to 20 from 28 frames

Level 3 Super – Movement speed of tornado has been increased

Dante

Dante can change his facing direction between attacks during his Square and Forward Square Combo

Up Square is now jump-cancellable on both active frames

Air Neutral Square hit volumes adjusted to combo more consistently against short characters

Down Square (Helm Breaker) generates 20 AP now (previously 10)

Up Triangle has 2 more frames before Dante can cancel into the Counter (Neutral Circle)

Neutral Circle (Counter) has reduced active time (25 frames, down from 30) and increased recovery by 5

Level 1 Super cost reduced to 125 (previously 150)

Level 2 Super cost reduced to 325 (previously 400)

Drake

Up Triangle – Explosion is now only active for 5 frames (previously 15)

Up Square – Explosion is now only active for 5 frames (previously 15)

Level 1 Super hit volume reduced (from 2.25 meters to 1.85 meters)

Level 3 Super – Drake and the Descendants now become controllable at the same time, 50 frames after the Super is initiated

Drake Neutral Circle (Barrel)

No longer explodes if countered or destroyed by opponents

Increased size of hurtbox

Explosion is now only active for 5 frames (previously 30)

Lifetime reduced 24 frames

Teammates will no longer cause damage to barrel

If Drake is hit by twitch attacks while creating the barrel, the barrel will still come out

Emmett Graves

Level 2 Super cost reduced to 325 (previously 350)

Evil Cole

Forward Square -> Square hit volume enlarged to hit small characters even if they are in a Crumple reaction

Moved 4 frames of recovery time from the Neutral Triangle attack state to the exit state

Neutral Triangle Overload has an increased explosion hit box (from 5 meters to 5.5 meters). Evil Cole also recovers from the Overload state after 40 frames (previously 70)

Neutral Circle max punch start-up increased by 4 frames from 6 to 10, super armor reduced to 10 AP, active hitbox decreased from 13 to 11, increased recovery by 2 frames

Stand and Air Up Circle AP standardized to 5, 5, 20

Up Throw trajectory changed to no longer allow guaranteed follow up into Level 1 Super

Level 2 Super start-up reduced from 26 frames to 16

Level 2 Super now blows up it’s victims much faster, but it can be extended to the full length by holding R2. You also now drain AP from the victims as you grab them, instead of at the very end of the super

Fat Princess

Neutral Square now causes Light Overhead reaction and gains 5 AP

Armor does not activate until frame 6 (was frame 1) on Charge Up Neutral Square

Air Forward Circle (Summon Warrior) now has 21 additional frames of start-up as well as longer recovery

If Fat Princess summons any assists in the air she will land in the Attack Land state instead of the normal land state

Level 3 Super – Increased number of mages and bombs that show up and removed delay of warriors showing up

Heihachi

Up Square – Will not collide with other players for the first 26 frames of the attack allowing second hit to hit easier if first hit whiffs

Air Up Triangle – Now gains 20 AP (previously 10)

VFX for Wind God Fist and Electric Wind God Fist changed to be more distinguishable

Level 2 Super will no longer be extended if Heihachi is hit by a freeze missile

Jak

Air Forward Square now activates on frame 6, so it no longer drives through opponents

Neutral Triangle – Now causes a heavy reaction and gains 20 AP (previously 10.) Has faster start-up (20 frames, previously 28) and increased recovery (18 frames, previously 8)

Air and Stand Forward Triangle – Last hit no longer causes Eject Roll and each shot now gains 6 AP (previously 10); In addition, the shots fire faster faster (12 frames apart, down from 15) and travel 2 meters less (down to 9 meters); You can also hold the button down to continue to fire

Air and Stand Neutral Circle (Drone) now bounces off of walls and level bounds instead of exploding on contact; Also lasts 1 second longer so that it can fire a total of 21 shots (previously 12) The shots also have an increased lifetime (from 0.225 seconds to 0.3).

Air and Stand Forward Circle has increased range (~8 meters) and speed, causes a Mini-Launch Lift reaction, and will gain 20 AP (previously 10)

Air and Stand Up Circle has has a reduced start up (25 frames, previously 41) and 2 frames more frames of recovery

Down Circle has a reduced hit volume (50% smaller) and no longer hits behind Jak

Level 1 Super cost reduced to 125 (previously 150)

Kat

Is now considered on the ground for the first 10 frames of jumping (previously 9)

Kat’s Backwards Roll now works like the rest of the cast

Ground Down Square’s reaction caused is 1 frame less (50 to 49) and Down Triangle cancel times have increased by 1 frame (9 to 10 frames) to prevent Down Square, Down Triangle->Square infinite.

Level 1 Super will no longer kill people who have a Gravity Shield

[Head over here for part 2]

Do any of these changes stand out to you? Let us know in the comments below.

[Source]