Notes with this label 1.4.18 Hotfix were added in a hotfix on 12/2.

were added in a hotfix on 12/2. DLC characters can now be spawned while playtesting.

Up and down hard press buffers are now cleared at the start of the initial dash state. This prevents unintentional moonwalks when trying to dash dance immediately after pressing down/up.

Outward hitting moves (such as Forsburn’s Combust or Shovel Knight’s War Horn) now calculate hitstun based on the actual knockback received instead of deriving it from the base knockback and scaling values of the hitbox. This means that hitting with the lower angles of the move will result in less hitstun.

1.4.18 Hotfix If a normal hitbox with low priority and a projectile hitbox with high priority both hit a projectile-immune opponent at the same time, the projectile will no longer make the physical hitbox miss.

If a normal hitbox with low priority and a projectile hitbox with high priority both hit a projectile-immune opponent at the same time, the projectile will no longer make the physical hitbox miss. When an attack hits while the attacker is already in hitpause, the new hitpause will now overwrite the previous hitpause ONLY if the new hitpause is greater than the full value of the previous hitpause. Previously, the attacker’s hitpause could never be overwritten. This comes into play when an opponent hits both Sylvanos and his flower at the same time. Previously, this would cause the attacker to have half the normal hitpause while Sylvanos would have full hitpause.



Forward Air animation cleaned up.

Up Special no longer takes Orcane’s double jump. Orcahop, however, still takes his double jump.

A little bird told me that Wrastor has been terrorizing Rivals metagame during the later half of 2019. While we would argue the Wrastor players have been the real terror, we still wanted to take a look at some of the strategies that Wrastor players have used to get success with little risk. We increased the end lag on Down Tilt to make it less safe to whiff when fishing for an opening while not impacting it on hit. We also wanted to look at Up Strong as we saw Wrastors opting for it nearly every time their opponent had high damage rather than going for other KO options. Finally, we wanted to look at slipstream’s active time to normalize the duration when it misses and also decrease how long a combo can be before Wrastor has to throw another slipstream.

Down Tilt endlag increased from 18 > 24 on whiff. It’s still jump-cancellable on hit, so the on-hit endlag is unchanged.

Up Strong sourspot knockback decreased from 6 + 1.15 > 6 + 1.0.

Up Strong sweetspot knockback decreased from 8 + 1.35 > 7 + 1.25.

Forward Special slipstream duration decreased from 8 seconds > 5 seconds.

Forward Special slipstream cooldowns all normalized to 5 seconds (was previously 8 seconds normally, 6 seconds on parry, and 4 seconds when the projectile was hit).

Thanks to one specific player, Forsburn’s meta has developed much faster than some of the other characters. At a recent event, we got a glimpse of where it could go. Rather than waiting around to see if stalling and sitting on 3 stacks of smoke DOES become a viable strategy, we wanted to reduce its effectiveness. Rather than changing absorbing smoke and slowing Forsburn down or making him clunky, we decided to make a small hit to the strength of Combust. Our goal is to keep the reward high when comboing into Combust but reduce the reward when performed on the ground of center stage.

Combust sweetspot knockback decreased from 7 + 1.3 > 7 + 1.2.

Forsburn is no longer unable to use the dodge button while his clone is in hitpause.

Champion Forsburn’s clone will now hold taunt while you do.

Holding the dodge button during Up Special’s startup will prevent Maypul from tethering.

Performing a double jump on the same frame as a fastfall, resulting in a downward double jump, no longer consumes your double jump. Your jump is restored 7 frames into the double jump animation, and is only restored if your vertical speed is going downward fast enough. This means that if you cancel the downward double jump with a move that shifts your momentum, it will not refund your double jump.

For the longest time, Etalus has been able to freeze invincible opponents who are rolling. Initially he could also freeze parrying opponents. This is because when we first designed Etalus, Freeze was only meant to be countered by jump. Now that Etalus’ meta has evolved, the character already is quite good at punishing both techs and rolls. He doesn’t need to be able to freeze you both after a bad roll and DURING it. Getting frozen while invincible doesn’t feel good when every other attack would miss. We decided to remove the jankiness of that interaction and distribute some power into Etalus’ kit to make up for its removal.

Jab startup decreased from 6 frames > 5 frames.

Down Tilt knockback adjusted from 2 + .3 at angle 361 > 4 + 0 at angle 55. This makes Down Tilt 1 always able to connect into Down Tilt 2 with good spacing. Previously, the low angle allowed opponents to tech between the hits and the scaling made it stop connecting at higher percents.

Armored Up Strong BKB decreased from 8 > 7 (matches non-armored Up Strong).

Non-armored Down Strong BKB increased from 6 > 7 (matches armored Down Strong).

Down Special can no longer slide off of ledges.

Down Special no longer fails to create the landing hitbox if it hits an opponent one frame before landing.

Down Special’s shockwave can no longer freeze invincible opponents.

For Ori & Sein, we wanted to decrease their reliance on certain moves, like dash attack, and increase the usability of other moves, like Ustrong. We also added some variety to their aerial game by changing Bair’s angle, which was previously the same as Fair and Uair.

Taunt hurtbox fixed to match their idle hurtbox.

Dash Attack sourspot hitbox shrunk.

Up Tilt final hit knockback angle adjusted from 80 > 85.

Back Air knockback angle changed from 361 > 40.

Back Air knockback scaling decreased from 0.7 > 0.6. This is a small net-buff to Back Air. The average character with good DI will be sent approximately 40-50px farther horizontally above 100%.

Up Strong (both versions) pre-charge startup decreased from 16 > 12.

Up Strong (both versions) final hit knockback scaling decreased from 1.1 > 1.05. Increases the usability in more situations while reducing the potency as a parry punish.

While opening Up Special’s feather, you can now fast fall to drop slightly for a frame (this was accidentally removed in 1.4.14 to fix a fastfall bug).

Bash no longer stops at edges when grounded.

After hitting with Bash, Ori will no longer keep their previous momentum during the 2 frames between the end of hitpause and Ori launching themselves.

(prevents this bug from happening)

Base knockback swapped on Up Strong’s sourspot hitboxes (the inner hitbox is now the stronger of the two).

1.4.18 Hotfix Damage swapped on Up Strong’s sourspot hitboxes (so that the stronger hit does more damage).

Damage swapped on Up Strong’s sourspot hitboxes (so that the stronger hit does more damage). Non-poisoned enemies caught by Forward Special will now be trapped in bubble for 40 frames. This reverts the change from 1.4.13 that made it 20 frames, as it oversimplified non-poisoned bubble combos without making them weaker. It also hurt Ranno more than intended when hitting a tongue while recovering.

Up Special now only records a 2nd press of the special button 8 frames after the first hitbox appears (instead of immediately when the first hitbox appears).

Plasma Field now removes Zetterburn’s flame pools.

Down Special will now auto-arm when stuck to a Ranno that’s in the dizzy animation after his Forward Special is parried.

Every 60 frames of travel, uncharged Forward Special’s missile will gain 1% damage up to a max of 5%.

Falling Down Special mine can no longer be hit by another Elliana’s mine.

1.4.18 Hotfix Steam hitboxes can no longer hit an aerial mine.

Steam hitboxes can no longer hit an aerial mine. 1.4.18 Hotfix Mine now has a sound effect when it’s destroyed by Clairen’s plasma field.

Forward Tilt now has a physical hitbox before the seed is launched.

Down Tilt hurtbox pulled in during the frames right after the hitboxes are present.

Sylvanos will no longer go into pratfall after eating his own flower with Forward Special. Previously, you would only avoid pratfall by hitting a player or their objects, including enemy Sylvanos’ flowers.