Category: Entertainment & Lifestyle

  • Check out Mai Shiranui’s full set of color variations in Street Fighter 6 which include references to other popular SNK characters











    Hot off the heels of her Street Fighter 6 debut, Mai Shiranui is now lighting all of the internet ablaze trying to figure out what exactly she’s capable of as the newest fighter in Capcom’s beloved hit.






    If you’re one who’s more interested in aesthetics than ability, though, or simply curious what kind of wardrobe she’s bringing with her to the fight, we’ve got all of her colors available for viewing for both of her costumes right below, including how to unlock your favorites.









    As one of the premiere fighting game heroines of the genre, Mai Shiranui definitely brings a lot to the table especially as a friendly rival to her Street Fighter counterpart Chun-Li which goes more than 20 years back to the Capcom vs. SNK games of the early 2000s.


    While Mai has seen her fair share of changes throughout the years, Street Fighter 6 seems to be paying homage to both her original Fatal Fury design while also having some of the raunchiness her later King of Fighters appearances has made her famous for. On top of that, with her second costume representing the upcoming Fatal Fury: City of the Wolves, it’s a great preview of what’s to come for SNK’s flagship girl later this year.


    To see all the color variations for both of her costumes, check out the gallery below. After the gallery you’ll find details on how to unlock them as well.





    Mai Shiranui Street Fighter 6 Colors Gallery image #1

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    Mai Shiranui Street Fighter 6 Colors Gallery image #19

    Mai Shiranui Street Fighter 6 Colors Gallery image #20

    Click images for larger versions


    For any consumers who bought either of the Year 2 passes, all of the colors will be unlocked right away for Mai’s original costume. However, if you bought her separately you can still obtain her colors either by paying 50 fighter coins a pop or 360 fighter coins for the full bundle.


    In the event that you’re more inclined to play Mai with pants on, you can grab her second costume either by paying 50 Fight Coins up front (and you’ll also receive all 10 colors if you do) or head to World Tour and bring your bond with her up to level 100. You can also bypass all of this if you purchase the Year 2 Ultimate Pass which will give you the costumes and colors for all Season 2 characters right off the bat, including Mai.


    Looking over the costumes, it’s clear that there are some subtle and less subtle references to other characters from SNK’s gallery of characters within Mai’s color schemes, and if the banner didn’t tip you off to it I’ve already spotted my favorites which reference my mains from SNK’s other fighters, Samurai Shodown’s Mina Majikina and Fatal Fury/Garou’s B. Jenet.


    If you’re a new visitor to the Street Fighter 6 world and might be wondering how to get the costumes and colors for the rest of the cast, don’t hesitate to take a look at our Street Fighter 6 character costume guide from around M. Bison’s release, which should give you all the information you need to know.


    Oh, and just in case the Fighter Coins currency isn’t something you keep in your head, the conversion rate with USD is as follows: 250 Fighter coins for $6.99, 610 Fighter Coins for $11.99, 1,250 Fighter Coins for $23.99 and 2,750 Fighter Coins for $49.99.







    Source: Event Hubs

  • Patch notes for the final season of MultiVersus before the inevitable shutdown











    The patch notes for MultiVersus Season 5 have been released. Notably, Season 5 is the final season before the game’s inevitable online shutdown.






    Lola Bunny and Aquaman are now set to be the final characters being added to MultiVersus with this update. They can both be acquire for free as the game has now removed the option to buy content with real money.









    This ends up being an enormous patch with changes impacting the entire roster. With these changes in place, characters are less likely to get rung out early while combos are made to be more dynamic.


    Check out all the patch notes below:


    • Aquaman ascends from the deep and joins the Multiverse! Aquaman will be available on February 4th. As a token of gratitude to our players, we are giving away the Season 5 Premium Battlepass FOR FREE! Aquaman can be claimed from the Battlepass immediately!

    • Lola Bunny comes in and SLAMS into the Multiverse! Lola Bunny will be unlocked for FREE on February 4th.

    Shields

    • Shield visuals and animations have been updated for all fighters

    • Minimum shield duration increased to 5 frames from 2 frames

    • Shield drop recovery duration increased to 16 frames from 11 frames

    • Shielded projectile damage to Dodge Meter increased 70%

    • Many debuffs and on-hit effects no longer apply to shielding enemies, including Stripe’s target reticle, Batman’s bat bomb, Superman’s ice gauntlets, and the perk That’s Flammable, Doc!

    Automatic Techs

    • Holding the attack button during an automatic tech now causes an in-place Tech and a Tech Attack explosion around the Teching fighter. This Tech option has the least invulnerability out of all the Tech options (12 frames)

    • In-place Automatic Tech invulnerability increased to 26 frames from 22 frames

    • Automatic Techs are now properly invulnerable on the first frame of the Tech, preventing instances where fighters could get hit even though the Tech visuals appeared.

    Dodge Meter and Dodge Cancel Actions

    • When the Dodge Meter is emptied (fighter is Fatigued), Dodge Meter now no longer returns over time. Fatigued state now only completes after dealing or receiving enough knockback to fully refill the Dodge Meter

    • Dodge Jumps now cost 1 bar of Dodge Meter (2 total including the cost of a Dodge)

    Camera

    • Minimum camera distance from fighters has been increased 10%

    • Camera is now more responsive and better tracks fighter movement

    Other Combat Updates

    • All evade land cancel windows advanced to frame 3 from frame 7

    Hitpause

    • We have reduced hitpause across most attacks in the game. This will lead to combos feeling faster and more fluid. Stronger ringout attacks will still provide the high impact feel with slightly reduced hitpause. Fewer hitpause frames will help to reduce moments in which attacks felt like they took too long to complete on-hit.


    Agent Smith always had some compelling tools in his kit, but they were unfortunately overshadowed by a small subset of his attacks. These changes are an effort to remove power from his jab and the combo routes that came from it, while improving the frame data of other attacks.

    • Ground Dash Attack

    + On-hit cancel window advanced 10 frames

    ~ Knockback influence multiplier on final hit increased to 1.3 from 1

    ~ Knockback angle made more diagonal

    + Movement increased

    + First hit now more reliably combos into follow-up hits

    + Hitbox size increased

    • Ground Neutral Attack

    ~ Knockback angle made more horizontal

    + Base knockback increased to 2000 from 1300

    – Knockback scaling reduced to 18.5 from 21

    + On-hit cancel window advanced 6 frames

    • Ground Side Attack 1

    – Hitstun reduced

    ~ Movement reduced

    + On-hit cancel window into Ground Side Attack 2 advanced 3 frames

    • Ground Side Attack 2

    – Hitstun reduced

    + On-hit cancel window advanced 2 frames

    • Ground Side Attack 3

    + Base knockback increased to 1500 from 850

    + Knockback scaling increased to 17 from 10

    ~ Knockback angle made more horizontal

    • Ground Up Attack

    + Knockback scaling increased to 13.5 from 15.5

    – Knockback charge multiplier reduced to 1.4 from 1.75

    – Hitstun reduced

    – On-hit cancel window delayed 8 frames

    – On-whiff cancel window delayed 6 frames

    + Start-up window after charged reduced 3 frames

    • Ground Down Attack

    – Base knockback reduced to 1500 from 1600

    – Knockback scaling reduced to 18 from 21

    ~ Knockback angle made more downward

    – On-whiff cancel window delayed 18 frames

    – Start-up window increased 6 frames

    – Hitstun reduced

    – Removed armor during charge

    • Air Neutral Attack

    + Base knockback increased to 2000 from 1300

    – Knockback scaling decreased to 18.5 from 21

    ~ Knockback angle made more horizontal

    + On-hit cancel window advanced 6 frames

    • Air Side Attack

    – Knockback scaling decreased to 17.5 from 19

    • Air Up Attack

    + Base knockback increased to 1400 from 1100

    + Knockback scaling increased to 15 from 12

    • Air Down Attack

    + On-hit cancel window advanced to 36 from 44

    • Air/Ground Neutral Special

    + Ground version on-hit cancel window advanced 3 frames

    + Air version on-hit cancel window advanced 10 frames

    • Ground Side Special

    – Final hit knockback scaling reduced to 14 from 16.5

    • Air/Ground Up Special

    – Damage decreased to 6 from 10

    + Base knockback increased to 1300 from 1150

    – Knockback scaling decreased to 15 from 16

    + Start-up window before charge reduced 7 frames

    + Hitstun increased

    + On-hit cancel window advanced 22 frames

    – Sweetspot hitbox removed

    ~ Agent Smith now attempts to teleport closer to the target reticle

    + Aimer target reticle speed increased to 5000 from 1850

    • Ground Down Special

    + Start-up window before charge reduced 13 frames

    + Added a hitbox onto Agent Smiths hand

    * Fixed an issue causing clone throw to terrain bounce under certain conditions

    * Fixed an issue where grabbing an enemy would cancel all knockback received before the throw

    • *NEW* Ground Down Special (Cooldown)

    ~ Agent Smith now plays his Ground Down Special without summoning an agent clone

    • Air Side Special

    – Final hit knockback scaling reduced to 14 from 16.5

    • Air Down Special

    ~ Final hit knockback angle made more downward

    + One shot on-hit cancel window advanced 17 frames

    + Two shots on-hit cancel window advanced 20 frames

    + Three shots on-hit cancel window advanced 14 frames


    We want to push Arya’s playstyle towards more expressive combo strings that take less time to execute. We’ve given her multiple new ways to find openers such as the face steal cancel now added to dash attack, and we’ve lowered the hitstun on many attacks that lead to easy early ringout routes (especially those difficult to escape when used with the Airwalker perk). Arya should feel much more expressive and should have more opportunities to play as an aggressive character.

    • Ground Dash Attack

    + On-hit cancel window into Ground Neutral Special advanced 25 frames

    • Ground Side Attack 1

    – Damage reduced to 2 from 3

    – Hitstun reduced

    + Active hitbox duration increased 1 frame

    + On-hit cancel window advanced 3 frames

    – On-whiff cancel window delayed 17 frames

    • Ground Side Attack 2

    + On-hit cancel window advanced 2 frames

    • Ground Up Attack

    + On-hit cancel window advanced 12 frames

    – On-whiff cancel window delayed 6 frames

    + Now maintains more momentum when executed as part of a dodge attack

    • Ground Down Attack

    – Damage reduced to 6 from 8

    – Knockback scaling reduced to 19 from 23

    + On-hit cancel window advanced 2 frames

    – On-whiff cancel window delayed 3 frames

    + Hitbox added to sword tip with higher knockback and a more horizontal knockback angle

    • Air Neutral Attack

    – Second hit damage reduced to 4 from 5

    ~ Knockback angle made more diagonal

    + On-hit cancel window advanced 2 frames

    + Now maintains more momentum during attack

    • Air Side Attack

    – Uncharged damage reduced to 5 from 8

    – Uncharged base knockback reduced to 1100 from 1725

    + Uncharged knockback scaling increased to 21 from 17.5

    ~ Knockback angle made more horizontal

    + On-hit cancel window advanced 7 frames

    • Air Down Attack

    + Repeat-move lockout reduced to 12 frames from 20 frames

    – Start-up window after charge increased by 2 frames

    • Ground Neutral Special; Air version unchanged

    – Damage reduced to 4 from 5

    + Base knockback increased to 1100 from 800

    + Knockback scaling increased to 15 from 1

    + Knockback influence multiplier increased to 1.1 from 1.0

    – On-hit cancel window delayed 6 frames

    • Air/Ground Side Special (Cooldown)

    – Final hit damage reduced to 5 from 6

    • Air/Ground Side Special (Dash to Dagger)

    + Hitstun increased

    – Dash speed reduced to 10,000 from 12,000

    + On-hit cancel window advanced 2 frames

    • Air/Ground Up Special

    – Damage reduced to 4 from 6

    – Hitstun reduced

    + On-hit cancel window advanced 2 frames

    + On-whiff cancel window advanced 3 frames

    • Air/Ground Down Special

    + Now maintains more momentum when executed as part of a dodge attack

    • *NEW* Air/Ground Down Special (Cooldown)

    ~ Arya now performs a version of her Air/Ground Down Special that does not dash to allies or grant the Turn Attack buff


    Banana Guard is receiving multiple changes to moves in his kit which were not seeing much use in gameplay. Air Down Special is receiving a hitbox while falling in similar fashion to Iron Giant, Ground Down Attack is receiving hitbox adjustments to better match the visuals of the attack, and the Ground Down Special tears are being improved along with a buff to the “Icy Tears” signature perk.

    • Ground Shield Break Attack

    ~ Now uses Banana Guard’s Ground Dash Attack

    • Ground Down Attack

    + Start-up window after charge reduced 2 frames

    +On-hit cancel window advanced 10 frames

    • Air Side Attack

    – Damage reduced to 10 from 11

    – Knockback scaling reduced to 19.5 from 20.5

    • Air/Ground Neutral Special

    ~ Banana Guard now slowly falls while charging in the air

    • Ground Side Special

    – On-whiff cancel window delayed 4 frames

    • Ground Down Special

    + Tears hitbox size greatly increased

    • Air Down Special

    – Damage reduced to 11 from 14 on final hit

    + Knockback scaling increased to 14 from 12

    – Cancel window before landing delayed 23 frames

    + Hitbox added to Banana Guard while falling starting on frame 18

    * Fixed an issue where Banana Guard could cancel landing frames with a dodge

    • “Icy Tears” Perk

    + Now spawns an ice puddle at Banana Guard’s location


    Batman’s strength comes from his ability to secure ringouts easily from a few strong combo strings. We want Batman to have multiple ways to start combos while lowering his ringout strength to provide a more balanced approach to his hyper aggressive gameplay. We are broadly increasing Batman’s whiff lag to add more risk to his gameplay, but also increasing his freedom of movement on Air Down Special to allow more angles of attack.

    • Ground Dash Attack

    – Knockback scaling reduced to 18.5 from 22

    – On-whiff cancel window delayed 15 frames

    • Ground Neutral Attack

    + On-hit cancel window advanced 1 frame

    – On-whiff cancel window delayed 5 frames

    • Ground Neutral Attack (Cooldown)

    + On-hit cancel window advanced 2 frames
    – On-whiff cancel window delayed 3 frames

    • Ground Side Attack 1

    + Start-up window reduced 1 frame

    + On-hit cancel window advanced 1 frame

    – On-whiff cancel window delayed 10 frames

    * Fixed an issue where Ground Side Attack 2 did not always occur when buffered on-whiff

    • Ground Side Attack 2

    + Active hitbox duration increased 1 frame

    + On-hit cancel window advanced 1 frame

    – On-whiff cancel window delayed 9 frames

    * Fixed an issue where this attack could not be canceled into an Instant Dodge Aerial attack

    • Ground Side Attack 3

    + On-hit cancel window advanced 10 frames

    – On-whiff cancel window delayed 5 frames

    • Ground Up Attack

    – Repeat-move lockout increased to 12 frames from 8 frames

    + On-hit cancel window advanced 1 frames

    • Ground Down Attack

    + On-whiff cancel window advanced 5 frames

    • Ground Down Attack, Kick Follow-up

    – Damage reduced to 6 from 8

    – Knockback scaling reduced to 21 from 22

    • Ground Down Attack, Sweep Follow-up

    – Damage reduced to 6 from 10
    + Knockback scaling increased to 18 from 15.5
    + On-hit cancel window advanced 2 frames
    – On-whiff cancel window delayed 4 frames

    • Air Neutral Attack

    + On-hit cancel window advanced 1 frame

    – On-whiff cancel window delayed 4 frames

    • Air Neutral Attack (Cooldown)

    + On-hit cancel window advanced 1 frame

    – On-whiff cancel window delayed 1 frame

    ~ Visuals updated

    • Air Side Attack 1

    – Hitstun reduced

    + On-hit cancel window advanced 1 frame

    – On-whiff cancel window delayed 2 frames

    • Air Side Attack 2

    – Damage reduced to 6 from 8

    – On-hit cancel window delayed 2 frames

    • Air Down Attack

    – Knockback influence multiplier increased to 1.2 from 1.0

    + Hitstun increased

    + On-hit cancel window advanced 4 frames

    – On-whiff cancel window delayed 3 frames

    • Air/Ground Neutral Special

    ~ Bat-Bomb can no longer be applied through enemy shields

    • Ground Side Special/Air Side Special

    ~ Grapple hook is now immune to Marvin’s bubble

    • Ground Up Special

    – Knockback scaling reduced to 15 from 16
    – Now counts towards Batman’s air special limit

    • Ground Down Special

    + On-hit cancel window advanced 3 frames

    • Air Side Special

    – On-whiff cancel window delayed 6 frames

    • Air Down Specia

    + On-whiff cancel window advanced 2 frames

    + Now maintains more horizontal momentum during attack


    We are revising Betelgeuse to feel more like the Assassin character he is, with general improvements to combo starters, combo routes, and ringout power. Ground Dash Attack and Air Down Special will provide multiple new ways to approach enemies with a significant reward on hit. This should help give players more options instead of forcing Betelgeuse to attack primarily with jabs.

    • Ground Dash Attack

    + On-hit cancel window advanced 6 frames

    – On-whiff cancel window delayed 4 frames

    • Ground Neutral Attack

    + Damage increased to 9 from 8
    + Base knockback increased to 1650 from 1400
    + On-hit cancel window advanced 1 frame

    • Ground Side Attack 2

    * Fixed an issue where this attack could not be canceled into an Instant Dodge Aerial attack

    • Ground Side Attack 3

    + On-hit cancel window advanced 1 frame

    • Ground Up Attack

    – Hitstun reduced

    • Ground Down Attack

    + Knockback scaling increased to 15 from 14

    – On-hit cancel window delayed 8 frames

    • Air Neutral Attack

    + Now maintains more momentum during attack

    • Air Side Attack

    + Knockback scaling increased to 17.5 from 16

    ~ Knockback direction made more diagonal

    + Repeat-move lockout frames reduced to 11 from 15

    • Air Down Attack

    + On-hit cancel window advanced 1 frame

    • Ground Side Special

    + Knockback scaling increased to 15 from 14 for the sweet spot

    + Second hit on-hit cancel window advanced 2 frames

    • Ground Up Special

    + Hitstun increased

    + On-hit cancel window advanced 9 frames

    • *NEW* Ground Down Special (Cooldown)

    ~ Betelguese now performs his air down special near the ground when his ground down special is on cooldown

    • Air Side Special

    + Sourspot knockback scaling increased to 16 from 15

    + Sweetspot knockback scaling increased to 17.5 from 16.5

    ~ Sourspot knockback direction made more horizontal

    • Air Down Special

    + On-hit cancel window advanced 2 frames

    ~ Sandworm knockback angle made more diagonal


    Black Adam is receiving hitstun reductions across many attacks that previously led to near inescapable combo loops. We are also broadly increasing his whiff lag and reducing his ringout power. In exchange, we are giving him faster on-hit cancelling and we are returning his cancel options that were removed in previous patches, opening up potential for multiple new combo routes.

    • Ground Dash Attack

    – Hitstun reduced

    • Ground Side Attack 1

    + On-hit cancel window advanced 1 frame

    + On-hit cancel window into Jump re-enabled

    – On-whiff cancel window delayed 4 frames

    • Ground Side Attack 2

    – Hitstun reduced

    + On-hit cancel window advanced 1 frame

    + On-hit cancel window into Jump re-enabled

    – On-whiff cancel window delayed 4 frames

    • Ground Up Attack

    + On-hit cancel window advanced 4 frames

    + Lightning projectile startup window reduced 2 frames

    • Ground Down Attack

    + Knockback scaling increased to 17 from 15

    + On-hit cancel window advanced 10 frames

    – On-whiff cancel window delayed 9 frames

    • Air Neutral Attack

    – Base knockback reduced to 2350 from 2450

    – Knockback scaling reduced to 17.5 from 18.5

    – On-whiff cancel window delayed 7 frames

    • Air Side Attack

    – Knockback scaling reduced to 20 from 23.5

    – On-whiff cancel window delayed 3 frames

    • Air Down Attack

    + On-hit cancel window advanced 1 frame

    • Air/Ground Neutral Special

    + Hitbox added to Black Adam’s hand during attack start-up

    • Ground Side Special/Air Side Special

    + On-hit cancel window advanced 5 frames


    We are looking to increase Bugs Bunny’s aerial momentum and aerial cancel timings to help Bugs approach and combo more effectively in the air.

    • Ground Dash Attack

    + On-hit cancel window advanced 2 frames

    • Ground Up Attack

    + Knockback influence multiplier increased to 1.2 from 1.0

    + Hitstun increased

    + On-hit cancel window advanced 2 frames

    • Air/Ground Down Attack 2

    ~ Pie projectile can no longer be redirected by ally projectiles

    • Air Neutral Attack

    + Now maintains more momentum while falling

    • Air Side Attack

    – On-hit cancel window delayed 2 frames

    + Repeat-move lockout frames reduced to 8 frames from 12 frames

    + Now allows fast fall during attack start up

    + Now maintains more momentum while falling

    • Air Down Attack

    + On-hit cancel window advanced 4 frames

    + On-whiff cancel window delayed 2 frames

    + Now allows fast fall during attack startup

    + Now maintains more momentum during attack

    • Ground Up Special

    – Now counts towards Bugs Bunny’s air special limit

    • Ground Up Special (Cooldown)

    – Now counts towards Bugs Bunny’s air special limit


    Garnet will feel much quicker with the global hitpause changes, so we have given her more freedom of movement and easier cancel windows to help her fit in with the faster gameplay. To keep her from feeling too strong, we’ve limited the ringout potential of some of Garnet’s aerial attacks, instead moving that power to Garnet’s grounded ringout options.

    • Ground Dash Attack

    + On-hit cancel window advanced 7 frames

    • Ground Side Attack 2 (Side)

    + Damage increased to 9 from 6

    + Knockback scaling increased to 17.5 from 14

    • Ground Side Attack 2 (Up)

    + Second hit base knockback increased to 2050 from 1950

    + Second hit knockback scaling increased to 14 from 13

    ~ Knockback angle made more horizontal

    + On-hit cancel window advanced 2 frames

    • Ground Side Attack 2 (Down)

    + Now maintains more momentum during attack charge

    • Air Neutral Attack

    + Now maintains more momentum during attack

    + Now allows fast fall during attack startup

    + Now maintains more momentum when executed as part of a dodge attack

    • Air Side Attack 1

    – Base knockback reduced to 1500 from 1650

    – Knockback scaling reduced to 18.5 from 19

    • Air Side Attack 2

    • Air Up Attack

    + Now maintains more vertical momentum during attack

    • Air/Ground Down Special (Star Placement)

    + Added a hitbox to Garnets hands

    – Cancel window delayed 12 frames

    * Fixed an issue where the star marker could be placed in the top blast zone under certain circumstances

    • *NEW* Air/Ground Down Special (Cooldown)

    ~ Garnet now plays her Air/Ground Down Special without placing the star


    Gizmo is receiving multiple quality of life updates and improvements to combo routes. Gizmo should feel easier to play at close ranges while also having the tools to continue to play as a creative setup character.

    • Ground Shield Break Attack

    + Start-up window reduced 5 frames

    * Fixed an issue where this attack could cause Gizmo to fall off the stage under certain conditions

    • Ground Dash Attack

    + Movement increased

    • Ground Side Attack 1

    + On-hit cancel window into Ground Side Attack 2 advanced 1 frame

    + Now more consistently combos into Ground Side Attack 2

    • Ground Side Attack 2

    + On-hit cancel window advanced 2 frames

    • Ground Side Attack 3

    + Start-up window before charge reduced 3 frames

    • *NEW* Air/Ground Neutral Attack (Cooldown)

    ~ While Gizmo has no arrow ammo, he can use this attack to pluck his bow with a short range hitbox

    • Ground Up Attack

    – Base knockback reduced to 1150 from 1500

    + Knockback scaling increased to 18 from 15

    ~ Knockback angle made more vertical

    + On-hit cancel window advanced by 7 frames

    + Popcorn hurtbox activation advanced 60 frames

    + Popcorn non-arrow explosion (from fire or perk bounce) base knockback increased to 1750 from 1450

    + Popcorn non-arrow explosion (from fire or perk bounce) knockback scaling increased to 16.5 from 12

    + Increased popcorn explosion duration to 15 frames from 6 frames

    • Ground Down Attack

    – Keyboard base knockback reduced to 1200 from 1350

    + Keyboard knockback scaling increased to 10 from 0

    ~ Note projectile knockback angle made more vertical

    – Note projectile hitstun reduced

    + On-hit cancel window advanced 5 frames

    + Note projectiles now considered normal projectiles instead of light projectiles

    ~ Note projectile knockback now overrides knockback from other knockback sources

    * Fixed an issue where the keyboard did not have a hitbox if the “Rhythm’s Gonna Getcha” perk was equipped

    • Air Up Attack

    + Knockback scaling increased to 18.5 from 17

    – Now maintains less momentum during attack recovery

    – Now maintains higher gravity during attack recovery (attack will feel less “floaty”)

    • Air Down Attack

    + Now maintains more momentum during attack

    • Air/Ground Neutral Special

    – Hitstun reduced

    * Fixed an issue where music note projectiles did not properly become normal projectiles once empowered by other nearby projectiles

    • Ground Side Special

    + Explosion damage increased to 14 from 8; effectively a reduction to 14 from 16 (see bugfix below)

    + Explosion knockback scaling increased to 19.5 from 17.5

    + Overheat duration increased to 1.5 seconds from 1.25 seconds

    * Fixed an issue where the explosion hitbox could hit enemies twice

    • Air Side Special

    + Base knockback increased to 1650 from 1550

    – Knockback scaling reduced to 18.5 from 20

    ~ Knockback angle made more horizontal

    ~ Now prevents fast fall during attack start-up

    • Air/Ground Up Special

    + Ground version knockback scaling increased to 19 from 18; air version unchanged

    – On-hit cancel window delayed 16 frames

    • Air Down Special

    + Hitbox size increased 50%

    + On-hit cancel window advanced 2 frames

    + Now maintains more momentum while falling

    * Fixed an issue where Gizmo would not bounce if hitting an enemy close to the ground


    Harley Quinn’s incoming changes directly aim to move Harley into the combo based character she is intended to be, while reducing ringout power across the board. We’ve given her better cancel timings but we’ve removed the potential for ground bounce on Air Side Attack 1 so it works best as a combo opener. We want to see Harley still play like an assassin, but she should require more effort to get ringouts through positioning, edgeguarding, and usage of the special attack explosives.

    • Ground Neutral Attack

    – Knockback scaling reduced to 15 from 16

    + On-hit cancel window advanced 4 frames

    • Ground Side Attack 1

    + On-hit cancel window advanced 2 frames

    • Ground Side Attack 2

    + On-hit cancel window advanced 5 frames

    • Ground Side Attack 3

    + On-hit cancel window advanced 3 frames

    • Ground Up Attack

    + On-hit cancel window advanced 3 frames

    • Ground Down Attack 2

    – Base knockback reduced to 1400 from 1850

    – Knockback scaling reduced to 15 from 19

    + Hitstun increased

    + On-hit cancel window window advanced 4 frames

    • Air Neutral Attack

    – Knockback scaling reduced to 20 from 21.5

    – Reverse hit knockback scaling reduced 16 to 17

    – On-whiff cancel window delayed 2 frames

    • Air Side Attack

    ~ Knockback angle made more horizontal

    – Knockback influence multiplier increased to 1.1 from 1.0

    + On-hit cancel window advanced 2 frames

    • Air Up Attack

    + Now maintains more momentum during attack

    • Air/Ground Neutral Special

    ~ Bat doll projectile now breaks when hitting an enemy shield

    • *NEW* Air/Ground Neutral Special (Cooldown)

    ~ Harley now pulls out a Bat doll and detonates it in her hands, knocking back enemies

    • Ground Up Special

    – Knockback scaling reduced to 11 from 12

    • Air Up Special

    – Knockback scaling reduced to 15 from 17

    – On-whiff cancel window delayed 10 frames

    • *NEW* Air/Ground Down Special (Cooldown)

    ~ Harley now spawns a jack in the box mine that detonates immediately


    Iron Giant’s size and weight have been slightly reduced. With these reductions we have also improved the offense of Iron Giant, focusing his abilities on being a strong tank. Air Side Special, Air Neutral Attack, Ground Down Special, and Ground Side Special have all been altered in ways to promote offensive pressure against opponents.

    • General

    + Air movement speed increased to 1200 from 1000

    – Weight reduced to 120 from 140

    ~ Size decreased by 10%

    * Fixed an issue where buff UI above Iron Giant’s head could appear off-screen

    • Ground Dash Attack

    ~ Hitbox added during final 4 frames of active hitbox window that sends enemies downwards

    + On-hit cancel window has been advanced 8 frames

    • Ground Neutral Attack

    ~ Knockback angle made more horizontal

    • Ground Side Attack 1

    + On-hit cancel window into Ground Side Attack 2 advanced 4 frames

    * Fixed an issue where this attack could not be canceled into an Instant Dodge Aerial attack

    • Grounded Up Attack

    ~ Projectile hitbox knockback angle made more vertical

    • Air Neutral Attack

    ~ Knockback angle made more horizontal

    – Uncharged hitstun reduced; charged hitstun unchanged

    + Now allows fast fall during attack start-up

    * Fixed an issue where this attack could send enemies in the wrong direction under certain conditions

    • Air Up Attack

    + Sourspot hitbox base knockback increased to 1300 from 1200

    + Now maintains more horizontal momentum during attack

    • Air Down Attack

    ~ Knockback angle made more downwards

    + Hitbox size increased

    + Now maintains more momentum during attack start-up

    • Ground Side Special

    + Movement increased

    + Armor application advanced 6 frames

    • Air/Ground Up Special

    + Now allows tilting of arms during start-up

    • Air/Ground Down Special

    + Ground jump start-up window reduced 10 frames; air version unchanged

    – Air falling hit knockback scaling reduced to 2.0 from 12.0; ground version unchanged

    • Air Side Special

    + Damage increased from 8 to 10

    + Cancel window into dodge advanced 2 frames

    • “Afterburners” Signature Perk

    + Size of flame left on the ground have been increased

    • “Static Discharge” Signature Perk

    ~ Now grants Iron Giant the Thorns buff while he has gray hp


    Jake is receiving buffs across the board to improve his gameplay. Players should be able to find more success in using attacks such as Air Down Attack skateboards, and find simpler ringouts with Ground/Air Up Attacks. The goal of these changes is to help Jake feel less restricted more in line with the rest of the cast of characters.

    • General

    + Ground movement speed increased to 2300 from 2150

    + Air movement speed increased to 1700 from 1650

    • Ground Dash Attack

    + On-hit cancel window advanced 6 frames

    • Ground Side Attack 2

    + On-hit cancel window advanced 2 frames

    • Ground Side Attack 3/Shield Breaker

    + On-hit cancel window advanced 2 frames

    • Ground Up Attack

    + Sweetspot base knockback increased to 1650 from 1550

    + Sourspot knockback scaling increased to 18 from 17.5

    • Ground Down Attack

    ~ Knockback angle more horizontal

    + On-hit cancel window advanced 2 frames

    • Air Neutral Attack 1

    – Base knockback reduced to 1250 from 1400

    + On-hit cancel window advanced 3 frames

    + Repeat-move lockout reduced to 12 frames from 16 frames

    • Air Up Attack 1

    + Damage increased to 4 from 3

    – Hitstun reduced

    + On-hit cancel window advanced 4 frames

    • Air Up Attack 2

    + Knockback direction influence multiplier increased to 1.2 from 1.0

    • Air Down Attack

    + First hit hitbox active duration increased by 1 frame

    + First hit hitbox active window advanced 6 frames

    + First hit on-hit cancel window advanced 2 frames

    + First hit on-whiff cancel window advanced 9 frames

    + Second hit on-whiff cancel window advanced 10 frames

    + Third hit on-whiff cancel window advanced 8 frames

    • Air/Ground Up Special

    – Now counts towards Jake’s air special limit

    * Fixed an issue where enemies that parry this attack would not stun Jake

    • Air/Ground Down Special

    + Cancel window advanced 4 frames


    Jason’s gameplan became too centered around ground bounce combo starters, so we’ve shifted some of his power from ground bounce combos into new combo routes and kill confirms. Jason’s teleport now hits less hard, but he should be able to act out of it a bit easier and use it more reliably for follow-up confirms on hit. With the improvements to attack cancel timings such as Dash Attack, Jason will still instill the fear of a slow, strong, powerful tank.

    • Ground Dash Attack

    + Start-up window reduced 1 frame

    + Movement increased

    + On-hit cancel window advanced 15 frames

    + On-whiff cancel window advanced 15 frames

    ~ Hitbox adjusted to better match visuals

    ~ Late hit knockback angle made more vertical

    • Ground Neutral Attack

    + Start-up window before charge reduced 1 frame

    • Ground Side Attack 1

    – Machete hitbox start-up window increased 1 frame

    – Active hitbox duration reduced 1 frame

    + On-hit cancel window into Ground Side Attack 2 advanced 5 frames

    • Ground Side Attack 2

    + On-hit cancel window into Ground Side Attack 3 advanced 6 frames

    • Ground Side Attack 3

    + Throw base knockback increased to 16 from 14

    + On-hit cancel window advanced 4 frames

    * Fixed an issue where audio and controller rumble would play twice on-hit

    • Ground Down Attack

    + Start-up window before charge reduced 2 frames

    ~ Knockback angle made more horizontal

    + On-hit cancel window into Ground Dash Attack advanced 7 frames

    • Air Neutral Attack

    + On-hit cancel window advanced 1 frame

    ~ Knockback angle made more horizontal

    • Ground Neutral Special

    + On-hit cancel window advanced 10 frames

    + On-whiff cancel window advanced 12 frames

    • *NEW* Ground Neutral Special (Cooldown)

    ~ Jason performs his neutral special explosion to hit enemies around him

    • Air/Ground Side Special

    + Base knockback Increased to 1900 from 1750

    – Knockback scaling reduced to 12 from 16.5

    ~ Ground version knockback angle made more vertical; air version unchanged

    • Ground Up Special

    + Base knockback increased to 1400 from 1200

    + On-hit cancel window advanced 2 frames

    • Air Neutral Special

    + Final hit knockback scaling increased to 20 from 18

    ~ Knockback angle made more horizontal

    – On-whiff cancel window delayed 15 frames

    • Air Down Special

    + On-hit cancel window now allows cancelling into any action while Jason is in the air

    + Cancel window into landing attack advanced 2 frames

    – Landing attack movement reduced


    We are moving LeBron away from focusing on ground bounce combo starters by giving him kit improvements allowing for a more expressive gameplan. We want LeBron to be able to freely switch between having his basketball and not having it while still finding success. To achieve this, we are improving all of LeBron’s no-ball attacks, and we are improving cancel timings on attacks with the ball. In exchange, we are reducing some of the ringout potential from LeBron’s aerial attacks.

    • Ground Dash Attack

    – Damage reduced to 7 from 8

    + Base knockback increased to 1850 from 1700

    – Knockback scaling reduced to 15 from 19

    + Hitstun increased

    + Hitbox active duration increased 1 frame

    + On-hit cancel window advanced 19 frames

    + On-whiff cancel window advanced 15 frames

    • Ground Dash Attack (No Basketball)

    – Damage reduced to 5 from 6

    + Base knockback increased to 1700 from 1500

    + Knockback scaling increased to 18 from 13

    ~ Knockback angle made more horizontal

    – Knockback directional influence multiplier increased to 1.2 from 1.0

    + Hitbox Active duration increased 1 frame

    + On-hit cancel window advanced 17 frames

    + On-whiff cancel window advanced 6 frames

    + Movement increased

    • Ground Neutral Attack

    + Damage increased to 8 from 6

    – Damage charge multiplier reduced to 1.5 from 2.0

    – Knockback scaling reduced to 20 from 22

    • Ground Neutral Attack (No Basketball)

    + Damage increased to 10 from 7

    – Damage charge multiplier reduced to 1.5 from 3.0

    • Ground Side Attack 1

    + On-hit cancel window advanced 3 frames

    • Ground Side Attack 2

    + On-hit cancel window advanced 1 frame

    • Ground Side Attack 3

    + Damage increased to 6 from 5

    • Ground Side Attack (No Basketball)

    + On-hit cancel window advanced 6 frames

    + On-whiff cancel window advanced 7 frames

    • Ground Up Attack

    + Hitstun increased

    + Knockback direction influence multiplier increased to 1.25 from 1.0

    + On-hit cancel window advanced 3 frames

    + Now maintains more momentum when executed as part of a dodge attack

    • Ground Down Attack

    – Damage reduced to 6 from 9

    + Base knockback increased to 2000 from 1825

    + Knockback scaling increased to 18 from 16

    ~ Knockback angle made more horizontal

    + On-hit cancel window advanced 2 frames

    • Ground Down Attack (No Basketball)

    + Second hit damage increased to 9 from 5

    – Base knockback reduced to 2200 from 2450

    + Knockback scaling increased to 10 from 5

    ~ Visuals adjusted to better match hitbox

    • Air Side Attack

    – Damage reduced to 6 from 7

    – Hitstun reduced

    • Air Up Attack

    – Base knockback reduced to 1500 from 1700

    + Knockback scaling increased to 18 from 17.5

    • Air Down Attack

    + On-hit cancel window advanced 3 frames
    + Now allows fast fall during attack start-up

    + Now maintains more momentum during attack

    • Air/Ground Side Special (No Basketball)

    + Knockback scaling increased to 19.5 from 14

    ~ Knockback angle made more diagonal


    We are reducing the ringout power of a few of Marceline’s special attacks that were ringing enemies out a bit too early. In exchange, Marceline is getting a few quality of life changes to her aerial attacks that were not giving players the approaching power we wanted. This should help to move her away from aiming solely for bass stance combo starters, and instead move her towards more aggressive air approaches besides just her Air Neutral Attack.

    • General

    + Air movement speed increased to 1800 from 1600

    * Fixed an issue where Marceline’s automatic tech frame data did not match the other fighters

    • Ground Dash Attack

    – Knockback scaling reduced to 17 from 20

    • Ground Side Attack 1

    + On-hit cancel window advanced 1 frame

    • Ground Up Attack

    + On-hit cancel window advanced 1 frame

    + On-whiff cancel window advanced 4 frames

    • Air Side Attack

    – Hitstun reduced

    + On-hit cancel window advanced 4 frames

    + On-whiff cancel window advanced 4 frames

    + Now maintains more momentum while moving horizontally

    • Air Down Attack

    + On-hit cancel window advanced 10 frames

    + On-whiff cancel window advanced 5 frames

    + Now maintains more momentum while fast falling

    • Ground Neutral Special – Strum attack (All Directions)

    * Fixed an issue where Marceline could cancel into Ground Neutral Attack earlier than intended under certain conditions

    • Ground Neutral Special, Down Finisher

    + Final hit hitbox size increased

    • Ground Neutral Special, Up Finisher

    – Second hit hitbox size reduced

    • Air/Ground Down Special

    – Knockback scaling reduced to 19 from 22

    • Air Up Special

    – Knockback scaling reduced to 17.5 from 19


    Marvin is being buffed to emphasize his strong projectiles and combo starters. We are giving Marvin’s projectiles several quality-of-life fixes and we are buffing his “Y-59 Heat-Seekers” Signature Perk. We are also tuning Air Side Special to serve as a proper ringout move. Marvin’s attacks that featured a cooldown have now gained an on-cooldown attack while the cooldown refreshes, removing the feeling of unusable buttons. With all of these changes, Marvin should feel much more complete, and create a new experience of gameplay for new players and veterans alike.

    • Ground Dash Attack

    + On-hit cancel window advanced 16 frames

    + Movement increased

    ~ No longer ignores player collisions during movement

    • Air/Ground Neutral Attack (Cooldown)

    + Bubble projectile speed increased

    • Ground Up Attack

    – On-whiff cancel window delayed 6 frames

    • Ground Down Attack

    ~ Now hits twice

    – On-whiff cancel window delayed 4 frames

    • Air Side Attack

    + Attack charge is no longer cancelled upon landing on the ground

    • Air Up Attack

    – On-whiff cancel window delayed 2 frames

    • Air Down Attack

    – On-whiff cancel window delayed 2 frames

    • Air/Ground Neutral Special

    + Damage increased to 7 from 5

    + Base knockback increased to 1650 from 750

    + Knockback scaling increased to 14 from 10

    – Start-up window increased 1 frame

    + Knockback influence multiplier increased to 1.25 from 1.0

    ~ Can no longer move on ground during attack

    ~ Reversing projectiles now re-enables their hit timer, allowing them to hit enemies that have already dodged the projectile

    * Fixed an issue where reflected projectiles (by Marvin or allies) were not being reversed by this attack

    • Ground Side Special

    + Cancel window into Air/Ground Neutral Special advanced 2 frames

    + Projectile lifetime increased to 1.25 seconds from 0.75 seconds

    * Fixed an issue where the projectile releasing the fighter would force a ground bounce

    • *NEW* Ground Side Special (Cooldown)

    ~ Marvin fires a blaster shot forward and up into the air

    • Ground Down Special

    + Damage increased to 7 from 5

    + On-hit cancel window advanced 4 frames

    ~ Standardized lock-on effect distance for all fighters

    * Fixed an issue where the flag visuals would appear even if Marvin was interrupted during charge

    * Fixed an issue where the flag would not apply lock-on buff on-hit under certain conditions

    • Air Side Special

    + Damage increased to 10 from 6

    + Knockback scaling increased to 20 from 160

    – Start-up window delayed 4 frames

    – Now allows less momentum control during attack

    ~ Visuals adjusted to better match hitbox

    • Air Down Special

    + Damage increased to 7 from 5

    + Landing hitbox size increased

    + Landing hitbox start-up window after landing reduced 2 frames

    ~ Standardized lock-on effect distance for all fighters

    * Fixed an issue where the flag would not apply lock-on buff on-hit under certain conditions

    • “Y-59 Heat-Seekers” Signature Perk

    + Time to reload Heat-Seeker rockets reduced to 0.25 seconds from 2 seconds

    – Heat-Seeker rockets no longer break shields on hit


    We want Morty to feel more like an aggressive Bruiser, so we are reducing some of the strengths in his ability to play a strong defense. Morty’s movement speed is being increased and we have given him greater freedom of movement during his aerial attacks, allowing Morty an easier time getting in quickly against opponents and fighting up close. On the defensive side of Morty, his dodge distance is being reduced and we are reducing the power of his Ground Side Special. Morty is also receiving several new attacks to serve as on-cooldown replacements for his arsenal of cooldowns, giving him new tools he can use for more combo options.

    • General

    + Air movement speed increased to 1650 from 1540

    + Ground movement speed increased to 2150 from 2080

    – Ground forward dodge distance reduced 10%

    • Ground Dash Attack

    + Damage increased to 10 from 9

    • Ground Side Attack 1

    – Damage reduced to 2 from 3

    + On-hit cancel window advanced 3 frames

    • Ground Side Attack 2

    – Damage reduced to 2 from 3

    + Hitstun increased

    + On-hit cancel window advanced 4 frames

    • Ground Side Attack 3

    + Damage increased to 7 from 6

    + Knockback scaling increased to 18.5 from 15.5

    • Ground Side Attack, Neutral Attack Follow-up (Whip)

    + Start-up window reduced 1 frame

    – On-whiff cancel window delayed 15 frames

    • Ground Up Attack

    + Base knockback increased to 1500 from 1350

    + Start-up window before charge reduced 2 frames

    + Blaster hitbox size increased

    • Ground Down Attack

    + Base knockback of all hits increased 1300 to 1500

    + Hitstun increased 1.0 to 1.1

    + On-hit cancel window advanced 3 frames

    • Air Side Attack 1

    + Base knockback increased to 1400 from 1000

    – Knockback scaling reduced to 1 from 5

    + On-hit cancel window advanced 3 frames

    + On-whiff cancel window advanced 12 frames

    + Now maintains more momentum during attack

    • Air Side Attack 2

    – Damage reduced to 7 from 9

    + Knockback scaling increased to 19 from 17

    – Hitstun reduced

    + On-whiff cancel window advanced 2 frames

    • Air Down Attack

    + On-hit cancel window advanced 4 frames

    + Now maintains more momentum during attack

    + Now maintains more momentum while fast falling

    + Now allows fast fall during attack start-up

    • Air Up Attack

    – Knockback scaling reduced 17.5 to 16

    – On-hit cancel window delayed 5 frames

    • Air/Ground Neutral Special

    + Air version hitbox added to Morty’s arm while he throws a grenade; ground version unchanged

    • *NEW* Ground Neutral Special (Cooldown)

    ~ Morty now performs his whip attack when he’s out of grenades

    • *NEW* Air Neutral Special (Cooldown)

    ~ Morty now swings his arm as an attack when he’s out of grenades

    • Ground Side Special

    – Hitstun reduced

    – On-whiff cancel window delayed 2 frames

    • Air/Ground Up Special

    + Hitbox added to Morty’s arms during attack

    • *NEW* Air/Ground Up Special (Cooldown)

    ~ Morty jumps low and swings his arms without summoning his car

    • Air/Ground Down Special

    + Hitbox added to the reset button when Morty presses the button

    • *NEW* Air/Ground Down Special (Cooldown)

    ~ Morty now presses the button without saving his place when this move is on cooldown


    • Ground Side Attack 1

    + Hitbox active window advanced 2 frames


    • General

    * Fixed an issue where Raven would not shield when holding a direction and pressing the neutral dodge button bind

    • Ground Up Special

    + Arm hitbox now breaks shields

    • Air/Ground Down Special

    * Fixed an issue where the projectile shield could persist at Lenore’s location after Lenore was destroyed


    We are improving Reindog’s ability to play more aggressively. We are adding multiple movement improvements to air attacks like Air Down Attack and buffs to ringout potential to help secure ringouts more consistently. Reindog should feel much less restricted in offensive options and feel like he has new ways to set up combos outside of Air Side Attack or jabs.

    • General

    • Ground Dash Attack

    + Air movement speed increased to 1800 from 1750

    • Ground Neutral Attack

    + On-hit cancel window advanced 2 frames

    – On-whiff cancel window delayed 3 frames

    • Ground Side Attack 1

    – Hitstun reduced

    + On-hit cancel window advanced 1 frame

    + Now allows on-hit cancelling into Jump

    – On-whiff cancel window delayed 12 frames

    + Hitbox active duration increased 1 frame

    – Hitbox size reduced to better match visuals

    • Ground Side Attack 2

    – Hitstun reduced

    + On-hit cancel window advanced 1 frame

    • Ground Side Attack 3

    + Damage increased to 8 from 6

    • Ground Down Attack

    + On-hit cancel window advanced 20 frames

    + On-whiff cancel window advanced 3 frames

    • Air Neutral Attack

    + On-whiff cancel window advanced 6 frames

    • Air Side Attack

    – Final hit Hitstun reduced

    + On-hit cancel window advanced 2 frames

    • Air Up Attack

    + Knockback scaling increased to 14 from 12

    • Air Down Attack

    + On-hit cancel window advanced 5 frames

    + Now maintains more momentum during attack start-up

    + Now allows fast fall during attack start-up

    • Air Side Special

    + Knockback scaling increased to 17.5 from 14.5

    + Hitbox active duration increased 2 frames

    • “Fire Fluff” Perk

    + Fire wall size increased


    While Rick’s combo game is very unique, the focus around jabs into Air Side Attack loops became too strong and a large center focus on the gameplan. To adjust for this we are delaying the cancel timing on Air Side Attack, and improving cancel timings on Dash Attack which will create new routes for Rick. We are also altering the speed in which Polymorph will activate, and reducing the Polymorph duration to prevent Rick from controlling the pace of the game for a long period of time.

    • Ground Dash Attack

    + On-hit cancel window advanced 7 frames

    • Ground/Air Neutral Attack

    + Maximum charge time reduced 6 frames

    • Ground Side Attack 1

    + On-hit cancel window into Ground Side Attack 2 advanced 5 frames

    • Grounded Up Attack

    + Final hit knockback scaling increased to 16 from 14

    • Air Side Attack

    + Knockback scaling increased to 19 from 17.5

    ~ Knockback angle made more vertical

    – On-hit cancel window delayed 2 frames

    • Air Up attack

    + Knockback scaling increased to 16.5 from 15

    • Air/Ground Down Special

    – Polymorph bomb explosion duration reduced to 6 frames from 12 frames

    – Polymorph debuff duration reduced to 6 seconds from 10 seconds

    – Polymorph projectile speed increased to 1700 from 1200

    * Fixed an issue where the polymorph bomb could become stuck to the side of a wall under certain conditions


    Samurai Jack is receiving gameplay updates to smooth out his advantage state and help him keep the momentum going. He has new combos out of Ground Up Attack and Air Neutral Attack and a consistent projectile out of Focus Air Down Special that adds a brand new finisher option.

    • Passive

    + Meditating transition from crouching advanced 10 frames

    • Ground Neutral Attack

    + Uncharged base knockback increased to 1750 from 1500

    • Ground Up Attack

    + First hit hitstun increased

    • Ground Down Attack

    ~ Knockback angle made more horizontal

    • Air Neutral Attack

    + On-hit cancel window advanced 5 frames

    + On-whiff cancel window advanced 5 frames

    • Air Side Attack

    + Base knockback increased to 1500 from 1350

    + Attack charge is no longer cancelled upon landing on the ground

    • Air Down Attack

    * Fixed an issue where follow-up attacks did not always occur when buffered on-hit

    • Ground Neutral Special

    + Armored window increased 2 frames

    • Air/Ground Up Special

    + Movement from charge increased; air version unchanged

    • Focus Air/Ground Up Special

    + Cancel window into Focus Air Down Special advanced 6 frames

    + Movement from charge increased; air version unchanged

    * Visuals adjusted to better match hitbox

    • Ground Down Special

    + Start-up window before charge reduced 3 frames

    • Focus Ground Down Special

    + Start-up window before charge reduced 3 frames

    + Final hit base knockback increased to 2000 from 1800

    – Final hit knockback scaling reduced to 19 from 20

    • Focus Air Down Special

    + Now always spawns a projectile

    + Projectile base knockback increased to 1800 from 1500

    + Projectile knockback scaling increased to 16 from 15

    + Projectile hitstun increased



    Shaggy has always been the all-around character of the cast, so we are making a few adjustments to his gameplay to better reflect this. We are reducing the power of Shaggy’s grounded combo loops and reducing his early ringout potential. Instead Shaggy now has more ways to start short combo strings and keep up the pressure. The goal is to pull Shaggy away from relying almost solely on his side attack combo starters and give an opportunity for players to be more creative with his other attacks.

    • Ground Neutral Attack

    Uncharged damage reduced to 8 from 10

    + Uncharged base knockback increased to 1600 from 1300

    + Start-up window before charged reduced 4 frames

    + On-hit cancel window advanced 6 frames

    + On-whiff cancel window advanced 9 frames

    + Armor application from charge advanced 3 frames

    ~ Knockback angle made more diagonal

    • Ground Side Attack 2

    + Now allows on-hit cancelling into Jump

    + On-hit cancel window advanced 1 frame

    • Ground Down Attack 1

    – Hitstun reduced

    – On-hit cancel window delayed 9 frames

    • Ground Down Attack 2

    + Knockback scaling increased to 12.5 from 9.5

    + Movement increased

    • Air Neutral Attack

    + Final hit knockback scaling increased to 22 from 13

    + Final hit hitstun increased

    + On-hit cancel window advanced 2 frames

    • Air Side Attack

    – Sourspot knockback scaling reduced to 15.5 from 17

    • Air Down Attack

    + On-hit cancel window advanced 6 frames

    + Now maintains more momentum during attack

    • Ground Up Special; Air version unchanged

    – Sourspot damage reduced to 8 from 9

    – Sweetspot damage reduced to 9 from 10



    We are improving Steven’s grounded gameplay to help complement his already-strong aerial attacks. We are also improving his Ground Neutral Attack and his Air/Ground Neutral Special so Steven players will be able to apply the Rose Debuff more easily.

    • General

    + Ground movement speed increased to 2125 from 2075

    • Ground Shield Break Attack

    ~ Now uses Steven’s Ground Side Attack 3

    • Ground Dash Attack

    + On-hit cancel window advanced 7 frames

    + On-whiff cancel window advanced 8 frames

    • Ground Neutral Attack

    + Base knockback increased to 1650 from 1200

    ~ Knockback angle made more diagonal

    + On-hit cancel window advanced 11 frames

    + On-whiff cancel window advanced 6 frames

    • Ground Side Attack 1

    + On-hit cancel window advanced 2 frames

    • Ground Side Attack 2

    + On-hit cancel window advanced 2 frames

    • Ground Side Attack 3/Shield Break Attack

    + Damage increased to 8 from 6

    • Ground Up Attack

    – Movement reduced

    • Ground Down Attack

    + Damage increased to 5 from 4

    • Air Neutral Attack

    + Attack charge is no longer cancelled upon landing on the ground

    • Air Side Attack

    – Damage reduced to 8 from 9

    – Knockback scaling reduced to 17.5 from 19

    • Air Down Attack

    + Repeat-move lockout reduced to 12 frames from 16 frames

    + Now maintains more momentum while fast falling

    • Air/Ground Neutral Special

    + Hitbox added to Steven’s body as he spawns his tether

    • NEW Ground/Air Neutral Special (Cooldown)

    ~ Steven now hits nearby enemies without spawning his tether while this attack is on cooldown

    • Ground Up Special

    – Now counts towards Steven’s air special limit

    • NEW Ground Down Special (Cooldown)

    ~ While on cooldown, Steven will slap downwards as a hit without spawning Watermelon Steven or his healing circle

    • Air/Ground Side Special (Cooldown)

    + On-hit cancel window advanced 2 frames

    • Air Down Special

    + Now allows fast fall during attack start-up


    Many of Stripe’s combos lasted very long due to high hitstun leading to a few early ringouts. We are retooling Stripe’s kit to have quicker cancelling, better movement, and significantly reduced hitstun. In conjunction with the global hitpause changes, Stripe should feel much more aggressive with many short combo strings that allow Stripe to keep up relentless pressure, while also allowing opponents opportunities to escape situations that used to lead to very early ringouts.

    • General

    + Air movement speed increased to 1825 from 1700
    Passive

    ~ Stripe no longer applies his target reticle when hitting shielded enemies

    • Ground Dash Attack

    – Damage reduced to 7 from 8

    + Base knockback increased to 1750 from 1350

    + Knockback scaling increased to 20 from 19

    – Hitstun reduced

    + On-hit cancel window advanced 3 frames

    • Ground Neutral Attack

    + Cancel window advanced 4 frames

    • Ground Side Attack 1

    – Second hit Hitstun reduced

    + On-hit cancel window advanced 2 frames

    • Ground Side Attack 2

    – Base knockback reduced to 700 from 850

    – Hitstun reduced

    + On-hit cancel window advanced 4 frames

    • Ground Side Attack 3

    + Knockback scaling increased to 17.5 from 16

    – Knockback influence multiplier increased to 1.1 from 1.0

    • Ground Up Attack 2

    – Knockback scaling reduced to 18 from 19.5

    + On-hit cancel window advanced 4 frames

    + On-whiff cancel window advanced 3 frames

    • Ground Down Attack

    + Crossbow projectile spawn time advanced 2 frames

    + On-hit cancel window advanced 6 frames

    + On-whiff cancel window advanced 8 frames

    – Movement reduced

    • Air/Ground Neutral Attack

    – Airborne buzzsaw damage reduced to 4 from 5; ground buzzsaw unchanged

    * Fixed an issue where this attack was displaying as an ammo cooldown instead of a standard cooldown

    • Air Neutral Attack (Cooldown); Ground version unchanged

    – Knockback scaling reduced to 12 from 16

    ~ Knockback angle made more horizontal

    – Knockback direction influence multiplier increased to 1.1 from 1.0

    + On-hit cancel window advanced 2 frames

    • Air Side Attack

    + Uncharged damage reduced to 5 from 6

    + Uncharged base knockback increased to 1850 from 1600

    – Uncharged knockback scaling reduced 12.5 to 11.5 from 12.5

    ~ Knockback angle made more horizontal

    – Hitstun reduced

    – Knockback direction influence multiplier increased to 1.2 from 1.0

    + On-hit cancel window advanced 2 frames

    + On-whiff cancel window advanced 5 frames

    • Air Up Attack

    + Now maintains more momentum during attack

    • Air Down Attack

    + Now maintains more momentum during attack start-up

    + Now maintains more momentum while fast falling

    • Air/Ground Neutral Special; Third shot unchanged

    – Damage reduced to 3 from 4

    – Base knockback reduced to 850 from 1000

    • Air Side Special

    + Final hit damage increased to 6 from 5

    + Final hit knockback scaling increased to 19 from 18

    – Hitstun reduced

    ~ Knockback angle made more diagonal

    * Fixed an issue where Stripe could move after latching onto an enemy

    • Air/Ground Up Special

    – Projectile destroy window delayed 5 frames

    • Air/Ground Down Special

    – Body hit base knockback reduced to 1800 from 1950

    + Dynamite explosion hit now ignites enemies


    Superman is receiving several buffs to his general movement. This will allow Superman to be more aggressive in the air and less-inclined to hide behind his Air Down Special as the primary combo starter. Superman’s ground game also felt very limited due to his speed so we are buffing Dash Attack and Ground Down Special to serve as new combo starters which should give him options to use in conjunction with his already strong Ground Side Attack.

    • Movement

    + Ground movement speed increased to 2050 from 1865

    + Air movement speed increased to 1900 from 1775

    • Ground Dash Attack

    + Second hit damage increased to 9 from 8

    + On-hit cancel window advanced 3 frames

    • Ground Side Attack 1

    – Hitstun reduced

    + On-hit cancel window advanced 2 frames

    • Ground Side Attack 3

    + On-hit cancel window into Ground Side Attack 4 advanced 2 frames

    • Ground Side Attack 4

    + Base knockback increased to 1850 from 1600

    + Knockback scaling increased to 21 from 19

    • Ground Down Attack

    + Damage increased to 7 from 6

    + Base knockback increased to 1800 from 1350

    ~ Knockback angle made more horizontal

    • Air Neutral Attack

    – Final hit knockback scaling reduced to 12 from 16

    + Now maintains more momentum during attack start-up

    • Air Side Attack

    – Hitstun reduced

    – Knockback influence multiplier increased to 1.1 from 1.0

    + Active hitbox duration increased by 1 frame

    + On-hit cancel window advanced 3 frames

    + Now maintains more momentum during attack start-up

    * Visuals adjusted to better match hitbox

    • Air Up Attack

    + Now maintains more momentum during attack

    • Air Down Attack

    + On-hit cancel window advanced 2 frames

    + Now maintains more momentum during attack

    + Now maintains more momentum while fast falling

    • Ground Side Special

    – Damage reduced to 12 from 15

    • Ground Up Special

    – Landing slam hit knockback scaling reduced to 26 from 30

    • Ground Down Special

    + Head laser hitbox hitstun increased

    ~ Head laser hitbox knockback angle made more horizontal

    – Head laser hitbox knockback influence multiplier increased to 1.1 from 1.0

    + On-hit cancel window advanced 2 frames

    * Fixed an issue where the ground eye lasers covered a larger distance if Superman hit with his head hitbox; lasers now always go full distance

    • Air Side Special

    ~ Movement reduced after grabbing an opponent

    • Air Down Special

    + On-hit cancel window advanced 4 frames


    Taz is receiving improvements to his aerial movement and fixes to inconsistencies with some of his combo starters. In exchange, some attacks are receiving damage nerfs to prevent easy ringout combos, but Taz should still find success with his improved movement..

    • Movement

    + Air movement speed increased to 1800 from 1750
    Ground Dash Attack

    – First hit damage reduced to 1 from 2

    – Second hit damage reduced to 8 from 10

    – Second hit knockback scaling reduced to 18.5 from 20

    ~ Second hit knockback angle made more diagonal

    + On-hit cancel window advanced 14 frames

    • Ground Neutral Attack

    – Damage reduced to 7 from 8

    – Base knockback reduced to 1900 from 2400

    + Knockback charge multiplier increased to 1.75 from 1.5

    + Knockback influence multiplier increased to 1.1 from 1.0

    + Hitstun increased

    + On-hit cancel window advanced 3 frames

    • Ground Side Attack 1

    – Second hit hitstun reduced

    + On-hit cancel window advanced 6 frames

    • Ground Side Attack 2

    + Damage increased to 9 from 7

    + Knockback scaling increased to 18 from 16.5

    • Ground Down Attack

    + Second hit uncharged damage increased to 5 from 4

    + Second hit uncharged base knockback increased to 1650 from 1450

    – Second hit uncharged knockback scaling reduced to 10 from 12

    + Second hit uncharged hitstun increased

    ~ Second hit knockback angle made diagonal

    + On-hit cancel window advanced 5 frames

    • Air Neutral Attack

    – First hit damage reduced to 3 from 4

    + Second hit base knockback increased to 2200 from 1400

    + Can now be charged when hovering above ground

    – Second hit knockback scaling reduced to 15 from 18

    ~ Knockback angle made more diagonal

    + Vacuum hitbox added to first hit

    – On-whiff cancel window delayed 8 frames

    • Air Side Attack

    – Uncharged knockback scaling reduced to 15.5 from 17

    + Now maintains more momentum during attack start-up

    + Attack charge is no longer cancelled upon landing on the ground

    • Air Up Attack

    + Now maintains more momentum during attack

    • Air Down Attack

    + Now maintains more momentum while fast falling

    + Now maintains more momentum during attack

    • Air/Ground Side Special

    – Final hit damage reduced to 8 from 8.5

    – Base knockback reduced to 2000 from 2150

    – Knockback scaling reduced to 19 from 25.5

    • Air/Ground Up Special (Cooldown)

    + On-hit cancel window advanced 3 frames

    • Air/Ground Down Special

    + Boot projectile base knockback increased to 1400 from 1250

    ~ Boot projectile knockback angle made more horizontal

    + Now maintains more momentum during attack start-up

    + Now allows fast fall during attack start-up

    + On-whiff cancel window advanced 5 frames

    • “I Gotta Get In There!” Perk

    * Fixed an issue where equipping this perk also granted the “Iron Stomach” perk


    We are increasing the commitment required to use Air Neutral Special so it feels less oppressive as an approach tool. Alongside this we are also improving The Joker’s grounded combo game to allow more unique setups and use cases for his ground special attacks.

    • Ground Dash Attack

    + On-hit cancel window advanced 1 frame

    • Ground Neutral Attack

    ~ Card projectiles now ignore platform collision

    • Ground Side Attack 1

    + On-hit cancel window into Ground Side Attack 2 advanced 5 frames

    • Ground Side Attack 2

    + On-hit cancel window into Ground Side Attack 3 advanced 2 frames

    • Ground Down Attack

    + On-hit cancel window advanced 10 frames

    * Fixed an issue where The Joker could charge this move indefinitely

    • Ground Neutral Special

    + Movement increased

    * Fixed an issue where enemies could ground bounce in between hits from this attack

    • Ground Down Special

    ~ Visuals adjusted to better match hitbox

    • Air Neutral Special

    – Start-up window before charge increased by 8 frames

    • Air Side Special

    ~ Final hit knockback angle made more horizontal


    • General

    * Fixed an issue where out of shield timing was much slower than the rest of cast

    • Ground Up Special

    – Now counts towards The Powerpuff Girls’ air special limit


    Tom & Jerry has suffered from the inability to fast fall or drift during their aerial attacks. We are adjusting all of their air attacks to allow better freedom of movement and we are greatly improving Tom & Jerry’s air speed to be more in line with the rest of the cast. These changes should remove the sluggish feeling behind approaching in the air with Tom & Jerry. Attack cancels are being sped up so combos finish quicker and prevent Tom & Jerry from creating excessively long and inescapable combos.

    • General

    + Air movement speed increased to 1700 from 1450

    • Ground Dash Attack

    + On-hit cancel window advanced 2 frames

    + On-whiff cancel window advanced 6 frames

    • Ground Neutral Attack

    ~ Knockback angle made more horizontal

    + On-whiff cancel window advanced 7 frames

    • Ground Side Attack 1

    + On-hit cancel window advanced 2 frames

    • Ground Side Attack 2

    + On-hit cancel window advanced 5 frames

    • Ground Side Attack 3

    + On-hit cancel window advanced 3 frames

    • Ground Side Attack 4

    + Damage increased to 7 from 6

    + Knockback scaling increased to 18.5 from 16
    ~ Knockback angle made more diagonal

    • Ground Up Attack

    – Final hit base knockback reduced to 1800 from 2000

    + On-hit cancel window advanced 2 frames

    • Air Neutral Attack

    ~ Knockback angle made slightly more horizontal

    – Start-up window after charge increased 1 frame

    + On-whiff cancel window advanced 7 frames

    + Now maintains more momentum during attack start-up

    + Now allows fast fall during attack start-up

    – Now maintains less momentum on the ground in the direction opposite Tom’s facing during the attack

    • Air Side Attack

    – Second hit hitstun reduced

    + On-whiff cancel window advanced 6 frames

    + Now maintains more momentum during attack

    + Now allows fast fall during attack start-up

    • Air Up Attack

    + On-hit cancel window advanced 16 frames

    + On-whiff cancel window advanced 4 frames

    + Now allows fast fall during attack start-up

    + Now maintains more momentum while fast falling

    • Air Down Attack

    + Start-up window reduced 1 frame

    + Now maintains more momentum during attack

    + Now allows fast fall during attack start-up

    • Air/Ground Neutral Special (Jerry)

    – Damage reduced to 6 from 7

    – Knockback scaling reduced to 15 from 17

    • Air/Ground Side Special

    + On-hit cancel window advanced 8 frames


    We are fixing Velma’s ability to fast fall during her air attacks, opening up many more aggressive routes to complement her zoning strength. We are also improving Velma’s grounded combo starters, allowing Velma an easier time fighting up close. Ground Down Attack and Ground Up Special are now both great combo starters and setup tools leading to easy ringouts.

    • Ground Side Attack 1

    + On-hit cancel window advanced 2 frames

    • Ground Side Attack 2

    + On-hit cancel window advanced 1 frame

    • Ground Down Attack

    + Uncharged base knockback increased to 2000 from 1250

    + Uncharged knockback scaling increased to 17.5 from 0.5

    ~ Knockback angle made more vertical

    – Hitstun reduced

    + Start-up window before charged reduced 2 frames

    – On-hit cancel window delayed 2 frames

    • Air Side Attack

    – Hitstun reduced

    + Now maintains more momentum during attack

    + Now allows fast fall during attack start-up

    • Air Up Attack

    + Now maintains more momentum during attack

    + Now allows fast fall during attack start-up

    • Air Down Attack

    + On-hit cancel window advanced 3 frames

    + Now maintains more momentum during attack

    • Ground Side Special

    * Fixed an issue where ally fighters could jump into Velma’s arms while they were in hitstun

    • Ground Up Special

    + Hitbox added to Velma’s arm while she throws the ice vial

    + On-hit cancel window advanced 5 frames

    + On-whiff cancel window advanced 3 frames

    • NEW Ground Up Special (Cooldown)

    ~ Velma jumps and swings her arm without throwing the ice vial

    • Air Neutral Special; Ground version unchanged

    + Now allows fast fall during attack start-up

    + On-whiff cancel window advanced 6 frames

    • Air Down Special

    + Now allows fast fall during attack start-up


    Wonder Woman has always had a very easy time securing ringouts, so we are looking to limit that strength to prevent her from feeling oppressive. We are changing her Air Side Attack to feel weaker when she hits with the sword hilt, and we are increasing the whiff lag of her Air Neutral Attack. In exchange, we are continuing to push her identity as an anti-projectile tank by giving her the ability to reflect projectiles with her attacks that previously only blocked projectiles.

    • Ground Dash Attack

    + Hitting projectiles in the first 3 active frames of this attack now reflects projectiles instead of destroying them

    • Ground Side Attack 1

    + On-hit cancel window into Ground Side Attack 2 advanced 2 frames

    • Ground Side Attack 2

    + On-hit cancel window into Ground Side Attack 3 advanced 2 frames

    • Ground Up Attack

    + On-hit cancel window advanced 4 frames

    • Air Neutral Attack

    + Second hit knockback scaling increased to 18 from 8

    – Now maintains less momentum after attack whiffs

    + On-hit cancel window advanced 2 frames

    * Fixed an issue where this attack could be cancelled on-whiff earlier than intended under certain conditions

    • Air Side Attack

    + Base knockback increased to 1750 from 1300

    ~ Hitbox added to sword hilt with lower damage and lower knockback

    • Air Up Attack

    + Hitbox size increased

    • Ground Side Special

    + Hitting projectiles in the first 15 active frames of this attack now reflects projectiles instead of destroying them

    • Ground Up Special

    + Knockback scaling increased to 13 from 10

    + Hitting projectiles in the first 2 active frames of this attack now reflects projectiles instead of destroying them

    • Air/Ground Down Special

    + Hitbox added around Wonder Woman after she has applied armor

    • NEW Air/Ground Down Special

    ~ Wonder Woman now performs a version of her Air/Ground Down Special that does not dash to allies or grant armor

    • Air Side Special

    – Base knockback reduced to 1700 from 1850

    • Air Up Special

    + Hitting projectiles in the first 7 active frames of this attack now reflects projectiles instead of destroying them

    • “Grapple of Hermes” Perk

    + On-whiff cancel window advanced 6 frames







    Source: Event Hubs

  • Mai Shiranui’s launch trailer released for Street Fighter 6 showing off new content and features











    The countdown timer is almost over for Mai Shiranui’s arrival onto the streets, but there’s one last thing to look at before she does.






    Capcom just dropped Mai’s official launch trailer to take a gander at just before she bounces into Street Fighter 6.









    The video claims the new SF6 content is available now, but at the time of reporting, Capcom still has to put the game through server maintenance first tonight before that happens for real.


    The trailer itself starts out showcasing some of Mai’s World Tour mode content as a new Master available to train under where player avatars can learn her moveset and more about her story here in the world of Street Fighter.


    They then show off some of the new Fighting Pass content coming to celebrate Mai’s arrival along with a makeover for the Battle Hub.


    New features aren’t featured here very prominently, but there’s a good number coming in Mai’s update.


    There’s new ranks and an online rewards shop coming as well as a Match Restore feature for lobbies in case things disconnect in the middle of the action.


    World Tour mode is getting a new way to track Masters, and SF6 battle designer Woshige is going to be a special V-Rival for a limited time.



    You can check out Mai’s launch trailer below ahead of her official launch on early February 5.









    Source: Event Hubs

  • Street Fighter 6 Mai update patch notes





    Posted by EventHubs • 39 minutes ago • Comments: 1







    The time has finally come for Mai Shiranui’s long-awaited release into Street Fighter 6, and we can now see what changes to the game she’ll be bringing along with her.






    Capcom just dropped the official patch notes for Mai’s big update. The update should be live after the maintenance period has concluded.









    The characters that received adjustments this time are Manon, Kimberly, Marisa, Dee Jay, Cammy, Chun-Li, Zangief, Rashid, Ed, Akuma, M. Bison, and Terry Bogard.


    Of course, it’s clear that Capcom is simply using this patch to apply some quality of life adjustments. Rather than rebalancing the cast, they’re instead focusing on fixing issues, likely due to how Capcom Cup 2024 is just around the corner.


    For example, while Terry Bogard is getting an adjustment to his walking animation, this doesn’t have any real impact on his walk speed. This will, however, make it a little easier to discern his location while he’s moving about.


    In other words, players shouldn’t expect any shifts in the tier lists with this latest update. Mai Shiranui being added as a new combatant is the only addition that’s truly capable of shaking up the meta.


    Check it all out below:


    • Character Guides & Tutorials – Some character guides and tutorials had replays that didn’t play properly, or text that was inaccurate due to changes made during previous battle adjustment updates. These have now been fixed.

    • Drive Impact – Fixed an issue that caused the input buffer time to be shorter than normal in cases where the attack did not hit the opponent after absorbing a blow with super armor.

    • Drive Reversal (From Block/Recovery) – The backward movement parameters of the first frame have been removed to align with how this technique performs for other characters.

    * Impacted Characters: Kimberly, Blanka

    • Perfect Parry – If a multi-hit attack is Perfect Parried, it is no longer possible to cancel from the 2nd attack and on. This fix was implemented during the 12.02.2024 update, but was rolled back due to a known issue. That issue has now been resolved, so this is being re-implemented with this update.


    • Forward Ashura Senku (forward + Three Kicks) – Expanded the throw hurtbox backwards when moving with this technique to make it more difficult to avoid an opponent’s throw attempts at the moment of passing through them.


    • SA2 Killer Bee Spin/Aerial Killer Bee Spin (QCB, QCB + Punch) – Fixed an issue where these moves would not KO the opponent when trading hits.


    • Crouching Light Kick – Fixed an issue where it was not possible to cancel into a special move if this move was parried by the opponent.

    • Tenku Kick (Modern Controls) (Down + Heavy Attack, during Serenity Stream) – Fixed an issue where the jump cancel input buffer window after a hit when using Modern Controls differed from the window timing for Classic Controls.


    • Threebeat Combo (Light Punch > Medium Kick > Medium Kick) – Fixed an issue where the the second attack would not come out if a downward direction input was being made at the same time.


    • Level 1 Psycho Knuckle (Hold Heavy Punch) – Fixed an issue that caused opponents to not be able to move backwards after being hit with this move during the late active frames (beyond frame 10).


    • SA1 Bushin Beats (QCF, QCF + Kick) and SA2 Bushin Scramble/Soaring Bushin Scramble (QCB, QCB + Punch) – Fixed an issue where these moves would not KO the opponent when trading hits.


    • Normal/Overdrive Rond-point (QCF + Kick) – Fixed an issue where it was not possible to cancel into a Super Art if this move was parried by the opponent.


    • Overdrive Dimachaerus (QCB + Two Punches) – The Super Art cancel input buffer window timing has been changed to start from frame 10 instead of frame 2. Note: This change has been made to cut down on cases where inputting Forward + Punch after performing an Overdrive Dimachaerus with QCB, QCB + Two Punches would result in Marisa’s SA2 activating by mistake.


    • Drive Impact:

    1. The timing for the character’s central axis starting to move forward has been changed from frame 13 to frame 2, increasing the amount of forward movement until the end of the active frames. Note: The appearance of the movement until the end of the active frames has not been changed.

    2. The attack hitbox and pushbox have been adjusted for change 1, so that the reach and situation on hit are not drastically different from before.

    3. The hurtbox and armor hurtbox have been adjusted for change 1


    • SA1 Super Rashid Kick:

    1. Fixed an issue where this move would not KO the opponent when trading hits.

    2. Fixed an issue where the knockback time was considerably short when trading hits.


    • Forward Walk – The walk animation has been updated to pull the central axis of the character further back so that their appearance on screen better represents their actual position.
    Note: This is purely a visual adjustment and no changes have been made to the walk’s properties.


    • Backward Walk (During Burnout) – Fixed an issue where the first frame of a backwards walk during Burnout behaved the same as walking forward.







    Source: Event Hubs

  • Street Fighter 6 server maintenance for Mai Shiranui update and new features scheduled for 8 pm PT











    It’s been quite a long wait since Terry Bogard released as the last DLC character for Street Fighter 6, but he’s about to finally be joined by one of his other Fatal Fury compatriots to round out the series’ first ever guests.






    Mai Shiranui will be here in just a few hours to grace us all with her beauty and ninja arts. We have to get through some server maintenance and a SF6 update first, however.









    Just like all of the other game’s notable patches, Street Fighter will have to go into maintenance mode to prepare everything for Mai’s arrival.


    That server maintenance period is scheduled to begin at 8 p.m. PT and last for around four hours putting the end time around midnight.


    You can see some of the other time conversion rates below.






    Tuesday, February 4 | 8 p.m. – 12 a.m. PST

    Tuesday, February 4 | 11 p.m. – 2 a.m. EST

    Wednesday, February 5 | 4 a.m. – 8 a.m. UTC

    Wednesday, February 5 | 1 p.m. – 5 p.m. JST




    During this time, all online functionality will remain unavailable including matchmaking, the Battle Hub, in-game shop, CFN and more.


    The update itself will likely go live for download before the maintenance ends at which point Year 2 Character Pass owners should be able to try out Mai in the offline modes until the servers are back.


    And she won’t be coming alone either.


    There’s of course the Say Hello to Mai Fighting Pass arriving alongside her with a bunch of Fatal Fury-themed avatar and battle items to collect for around three weeks.





    Plus, Capcom is continuing their trend of adding brand new features and quality of life updates to their patches too.



    Street Fighter 6 is about to get new ranking levels as well as a rewards shop for Master-ranked players to exchange exclusive items like costume colors.


    A Match Restore option for Custom Rooms is being added that allows users to pick up a match where they left off should they disconnect in the middle as a neat feature we haven’t really seen before.


    Once the update hits, players will also be able to instantly view replays as soon as the match ends in both Ranked and Casual sets.


    Even World Tour mode is getting an improvement with the ability to more easily locate and train with specific Master characters across the different maps.


    Finally, a special V-Rival of SF6’s battle designer Woshige is going to be available to fight for a limited time in the Battle Hub.



    Since SF6 just had a larger balance patch in December, we aren’t expecting too many changes to be coming with Mai’s release, but there’s no way to know for sure until the patch notes are here.


    Mai and the new update officially launch on February 5, but it will be very early in the morning for those in the Americas.











    Source: Event Hubs

  • Capcom Fighting Collection 2 release date announced for May, Marvel vs. Capcom Fighting Collection drops on Xbox today



    New arranged soundtracks also coming for 3 of the games








    After years of fans asking for more Capcom vs. SNK and Marvel vs. Capcom, the classics are at least coming back, and we now know when the next batch is going to be available.






    During today’s Capcom Spotlight event, the developer announced the release date for both the Capcom Fighting Collection 2 and the Marvel vs. Capcom Fighting Collection on Xbox









    The Capcom Fighting Collection 2 is scheduled to release on Friday, May 16, 2025 on PlayStation 4, Xbox, Nintendo Switch and PC.


    It seems that will mean the physical edition is launching on the same date this time instead of an extra wait like with Marvel.



    On top of that, the Marvel vs. Capcom Fighting Collection that originally came to the other platforms in September will receive its Xbox One version today, February 4.


    Those who pre-order the physical edition of the Capcom Fighting Collection 2 in the United States can receive a special mini Capcom vs. SNK comic book like we saw with the Marvel compilation last year.


    There’s new features being added to the games in the Fighting Collection 2 as well, and the most interesting is new arranged soundtracks created for Capcom vs. SNK 2, Project Justice and Power Stone 2.


    So it sounds like we’ve got a brand new version of “This is True Love Makin’” and plenty more tracks.


    Moreover, all eight titles will of course feature rollback netcode and lobbies, but there will also be expanded Training Modes including a hitbox viewer and attack displays.


    Arcade Marquee instruction cards, quick save states and a large gallery will be in the new compilation too.


    Plus, there’s special EX settings to allow players to use secret characters and plenty more options to enable from the menu like said arranged soundtracks.


    The version select also seems to confirm Capcom vs. SNK 2 EO (Easy Operation) will be included in the collection too.



    You can check out the new pre-order trailer for the Capcom Fighting Collection 2 below.




    • Capcom vs. SNK: Millennium Fight 2000 Pro

    • Capcom vs. SNK 2: Mark of the Millennium 2001

    • Capcom Fighting Evolution

    • Street Fighter Alpha 3 UPPER

    • Project Justice

    • Power Stone

    • Power Stone 2

    • Plasma Sword: Nightmare of Bilstein










    Source: Event Hubs

  • Capcom Spotlight and Monster Hunter Wilds Showcase stream is now live











    Update: The official Capcom Spotlight stream is now live, and you can watch it here with us down below.







    It’s almost always a good day when a gaming developer / publisher holds their own special showcase stream, so hopefully that stays true for Capcom and fighting game fans today.


    The Capcom Spotlight + Monster Hunter Wilds Showcase double-header event is just about to go down, and we know that at least a few fighters are going to be included in the show.









    Their stream is scheduled to begin today, February 4, at 2 p.m. PT / 5 p.m. ET and is supposed to last around 35 minutes in total with the first 20 dedicated to the Spotlight.


    The Capcom Fighting Collection 2, Marvel vs. Capcom Fighting Collection and Onimusha: Way of the Sword are all confirmed to make an appearance during the show and some descriptions also list Street Fighter 6 as well.


    We previously just discussed the most likely reveals we expect to see out of the Capcom Spotlight that you should check out if you haven’t already.


    You can also watch the show alongside us when the time comes below too.











    Source: Event Hubs

  • Super Smash Bros. Ultimate manages to push another 740,000 units six years after release











    Super Smash Bros. Ultimate has continued to be one of Nintendo’s best sellers. Last we heard, Super Smash Bros. Ultimate was able to cross a new milestone by reaching 35.14 million units sold as of September 30, 2024 (crossing over 35 million for the first time).






    Despite it being over six years since Super Smash Bros. Ultimate was released on December 7, 2018, the game has continued to sell. Indeed, the latest sales report from Nintendo has indicated that the latest entry in the Super Smash Bros. series managed to push out an additional 700,000 units as of December 31, 2024.









    With these updated figures, Super Smash Bros. Ultimate has now sold 35.88 million copies. At this pace, it should be able to achieve yet another new milestone at 36 million before the Nintendo Switch 2 gets released.


    As a result, this game has continued to cement its place as the third best-selling game on the Nintendo Switch. Additionally, it’s still by far the best-selling entry in the entire Super Smash Bros. series.


    Of course, this also means that the second and third best-selling titles on the Switch, Animal Crossing: New Horizons and Mario Kart 8 Deluxe, have also continued to push more units worldwide.


    Mario Kart 8 Deluxe’s sales went from 64.27 million units to 67.35 million units. It’s actually incredible to see that Mario Kart 8 Deluxe was able to move another 3 million units.


    Meanwhile, Animal Crossing: New Horizons’ sales managed to go from 46.45 million to 47.44 million. Indeed, it was nearly able to sell an additional million units in those three months.




    As for the Nintendo Switch itself, it saw an increase in sales going from about 146 million systems to 150.86 million systems. It still has a little ways to go before it’s able to catch up to the Nintendo DS (154.02 million units) and the PlayStation 2 (over 160 million units).


    The new Nintendo Switch 2 trailer provided a short tease of the next Mario Kart entry that’s set to appear on that console. This suggests that Nintendo is paying attention to their best-selling games from the Switch.


    Masahiro Sakurai recently revealed that he’s been working on a secret game project since April 2022. He apparently whipped up the game proposal for this project back in July 2021 “at lightning speed” when he was still juggling the development of Kazuya and Sora as DLC for Super Smash Bros. Ultimate.


    We’ll likely get a new entry to the Super Smash Bros. series on the Nintendo Switch 2 as Super Smash Bros. Ultimate has continued to be a huge success for Nintendo six years later.







    Source: Event Hubs

  • First Steps could potentially have implications for the Marvel vs. Capcom series going forward











    At one point, Marvel signed over movie rights for the X-Men and Fantastic Four over to 21st Century Fox. Years later, Marvel found that they were unable to reacquire these movie rights from Fox.






    Sadly, characters hailing from X-Men and the Fantastic Four were prohibited from being playable from Marvel vs. Capcom: Infinite for this very reason. Eventually, Disney (the parent company of Marvel) was able to work out a $52.4 billion deal to reacquire the full rights to the X-Men and Fantastic Four.









    At long last, we’re now finally starting to see all of this coming to fruition. A new trailer for The Fantastic Four: First Steps has been released.


    Notably, Marvel vs. Capcom Fighting Collection: Arcade Classics was released recently. This is a good potential sign that we could see a true revival of the series.


    We also know that Dr. Doom is set to replace Kang the Conqueror in Phase 6 of the Marvel Cinematic Universe. The Fantastic Four: First Steps will likely address Dr. Doom’s presence in the Marvel Cinematic Universe in some form.


    Though characters like Dr. Doom and Super Skrull were previously playable in Ultimate Marvel vs. Capcom 3, we’ve never been able to play as Mr. Fantastic, The Thing, Johnny Storm, or Sue Storm. Of course, there were plans to make all four of them playable, but the development team had difficulties with Johnny Storm and Sue Storm, causing them to replace all four of them with Super Skrull instead.


    With the Fantastic Four’s movie rights back in the hands of Disney, we’ll likely see them being more willing to promote the characters. Should a true sequel to Marvel vs. Capcom 3 (or Marvel vs. Capcom: Infinite) ever be released, we could possibly see more Fantastic Four representation within the roster.


    Check out the full trailer below:









    Source: Event Hubs

  • Sparking Zero made the list of best selling video games in all of 2024 for the US



    Dragon Ball: Sparking Zero hits 5 million








    2024 marked the launch of a couple of big new fighting games as well as continued support for plenty of others, and now we have a better idea as to how they all performed across the entire year.






    Circana (formerly the NPD Group) recently released their latest best-selling video game charts for December and 2024 as a whole where Tekken 8 and Dragon Ball: Sparking Zero made the cut.









    Starting out with December, Sparking Zero was the only fighter to make the list to close out the year for game sales in the United States according to Mat Piscatella’s data.


    Dragon Ball fell from 5th to 11th month over month and 2nd place from where it launched in October.


    This means the Winter / holiday sales were not enough to help Tekken, Street Fighter 6 or Mortal Kombat 1 get back onto the top 20 of the charts interestingly while other games like Hogwarts Legacy, Astro Bot, Minecraft, Helldivers 2 and God of War: Ragnarök all benefit from the gift-giving season.



    December 2024 Top 20 Best-Selling Premium Games – U.S. (Dollar Sales, Physical and Digital from digital data sharing publishers, excludes add-on content)

    [image or embed]

    — Mat Piscatella (@matpiscatella.bsky.social) January 23, 2025 at 8:03 AM


    As for the entirety of 2024, however, both Tekken plus Goku and crew made the cut for the top 20.


    In terms of money made for the year, Tekken 8 finished in 18th place overall, falling down one spot from the previous total thanks to Minecraft shooting back up.


    Bandai Namco had an even bigger hit on their hands, though, with Sparking Zero closing out 2024 at an impressive 4th place behind only Call of Duty: Black Ops 6, EA Sports College Football 25 and Helldivers 2.


    This isn’t the biggest surprise considering Sparking became the best-selling Dragon Ball game ever in the U.S. in just a month.



    2024 Year Top 20 Best-Selling Premium Games – U.S. (Dollar Sales, Physical and Digital from digital data sharing publishers, excludes add-on content)

    [image or embed]

    — Mat Piscatella (@matpiscatella.bsky.social) January 23, 2025 at 8:03 AM


    More recently, it was also revealed that Dragon Ball: Sparking Zero had surpassed 5 million units sold.



    When looking at the individual platforms, Dragon Ball and Tekken both ranked on PlayStation exactly where they did overall, but Xbox was different.


    On Microsoft’s conosole, Sparking was 7th and Tekken didn’t end up charting at all.


    The Nintendo Switch doesn’t have either of those fighters, but Super Smash Bros. Ultimate still managed to be the system’s 8th-best selling game of 2024 ahead of The Legend of Zelda: Tears of the Kingdom and Pokemon Scarlet / Violet, which is interesting to see.



    2024 Year Top 20 Best-Selling Premium Games on Xbox Platforms – U.S. (Dollar Sales, Physical and Digital from digital data sharing publishers, excludes add-on content)

    [image or embed]

    — Mat Piscatella (@matpiscatella.bsky.social) January 23, 2025 at 8:03 AM


    There’s also some notable absences from the overall list here with Street Fighter 6, the Marvel vs. Capcom Fighting Collection and Mortal Kombat 1 not making the cut in any regard.


    Marvel did manage to chart for two of the months it was out late last year, but that was not apparently enough to get the game to at least 20th place.


    Both SF6 and MK1 were on the top 20 for 2023, but it seems that the Khaos Reigns expansion and some deep discounts were not enough to get them onto the charts again for two years in a row.



    2024 Year Top 20 Best-Selling Premium Games on Nintendo Platforms – U.S. (Dollar Sales, Physical and Digital from digital data sharing publishers, excludes add-on content)

    [image or embed]

    — Mat Piscatella (@matpiscatella.bsky.social) January 23, 2025 at 8:03 AM


    At least Capcom had a different hit on their hands with Dragon’s Dogma 2 while MultiVersus wasn’t anywhere to be seen for Warner Bros.


    The latter isn’t surprising since it was just announced that MultiVersus will be shutting down in May after Season 5.


    For 2025, we’ve got games like Fatal Fury: City of the Wolves, the Capcom Fighting Collection 2 and 2XKO on the horizon, so we’re very interested to see if any of them or the previously mentioned current fighting games will have a shot at the charts again as we move through this year.







    Source: Event Hubs