Patch 1.3 Notes

Patch 1.3 Notes

System-Wide

  • When a player can attack during their landing frames has been dramatically improved. Upon landing, you can now attack on the second frame (down from the fifth frame). Moves that can be performed upon landing include all ground-based attacks, forward dash, and back dash. I.e., you can now properly execute “empty jump lows”.

  • Adjusted how and where characters fall to when coming in from Swap Strike and KO, preventing literal edge cases where the incoming character would pass through the screen edge.

  • Weapon attacks now cause spark effects, Power Rangers style!

  • Assist Takeover effects have been added.

  • Camera shake effects improved for all attacks and hit reactions.

  • KO visual effects have been added.

  • Crouching hit reactions added, with certain attacks having explicit “force standing” properties.

  • Pushblock slightly reworked: startup increased to 3 frames, up from 1. Pushblock hitpause against attacker decreased from 7 frames to 3. Hitpause inflicted on the pushblocker during air pushblock has been completely removed (was 7 frames). Air pushblock now allows the pushblocker to attack on the way down after blockstun ends. Overall, pushblocking should feel better to use in most cases. Pushblock sound effect has been changed to a more distinct "pew!" sound, differentiating it from the normal blocking "thk!" sound.

  • Throw range has been normalized across the board. Generally, range has been decreased for characters with strong "kara throws" and "slidey throws".

  • The knockdown state at the end of wall bounces is now an OTG-able state. Supers and Swap Strikes can pick up characters knocked down by wall bounces.

  • Splat knockdowns are OTG-able. Dragon Armor Trini and Gia Moran have splat knockdown attacks with their jump medium attacks.

  • Dragonzord's heavy attack (Tail Slam) now causes a splat knockdown when hitting a grounded opponent.

  • Assists now ignore the juggle limiter system, allowing players to extend their combos to the fullest. E.g., a max limit combo extended with Gia's whip assist, then finished off with the point character's Super attack should work.

  • Removed assist physics box during their incoming descent to prevent them from getting in the way of certain extension combos.

  • Removed assist physics box during the tauntout phase so that assists don't get in the way as they teleport out of the arena.

  • Assists are now only vulnerable for the first 12 frames of their taunt-out animation, making it less likely for them to have their teleport out effect interrupted.

  • Removed the physics from point characters leaving the arena (i.e., the swapped out point character no longer obstructs opponent’s movement).

  • Most Supers now crush and bypass armor. E.g., Cenozoic Blue Ranger's Super will beat Dragon Armor Trini's Back Special (Jetrush).

  • All Megazord attacks crush and beat armored moves.

  • Certain attack visual effects (like slash swooshes and muzzle flashes) dissipate appropriately and no longer linger (e.g., hitting Gia out of her air Special).

  • Fixed an issue where hitting an incoming character would continue to progress the combo counter.

  • Fixed an issue where hitstun decayed to absolute zero too early, causing certain Super and EX attacks to drop at the end of a combo.

  • Fixed an issue where jumping attacks would snap lower than their character model (like Gia’s jumping light).

  • Forward dashing: normalized cancel windows for all characters. Dash mobility within character classes should feel similar. E.g., Rangers can attack and block out of forward dash at similar timings, while big body characters have less lenient forward dash cancels.

Tommy Oliver (MMPR Green)

  • Forward Special (Charged): descending hits are now considered jumping attacks, and must be blocked standing. Hitboxes have been improved as well. However, his assist is not considered an overhead and can be blocked crouching. Blockstun has been improved.

  • Airborne Special: physics box adjusted, preventing Green Ranger from crossing up and causing the opponent to run into it unexpectedly.

  • EX Attack: startup reduced to 15F, down from 16F, with the first hit now causing a stagger, making it more reliable. All hitboxes have been improved.

  • Back medium (Axe Kick): frame 11 upper hitbox is now an AntiAir type, giving Tommy a way to punish airborne opponents directly above him. The overhead hit (second hitbox), grants more frame advantage on hit, making it easier to link into standing and crouching light. First few frames of back medium are invulnerable to jumping attacks, as well.

  • Back dash is now cancelable with special attacks, making it feel more responsive.

  • Pre-Super flash physics box has been fixed.

  • Fixed an issue where Tommy would transition into his forward Special automatically after a back throw.

  • Swap Strike hitbox has been significantly improved.

  • Fixed an issue where attacks out of crouching heavy caused Tommy to slide backwards.

Jason Lee Scott (MMPR Red)

  • EX Attack startup increased to 12 frames, up from 10. First and second hit now causes stagger, making it more reliable in combos as a juggle. EX Attack recovery increased significantly.

  • Neutral Special (Counterstrike): counter portion is now projectile invincible.

  • Fixed an issue where Red Ranger could cancel the third hit of his forward Special (Triple Slice) with standing heavy.

  • Reduced hitstun and blockstun for roll shots considerably.

  • Reduced hitstun and blockstun for air shot slightly.

Gia Moran (S21 Yellow)

  • Forward throw scales follow-up combo damage heavily, since it's a self-comboable throw.

  • Pistol-based attacks do not require hit to progress their target combos (Standing Medium > M > M, Back medium > M > H) . This change allows Gia to poke with several pistol attacks from past her max pistol bullet range.

  • Slightly improved hitboxes on pistol attacks.

  • Pistol bullets can now clash with incoming projectiles, with their projectile strengths rated slightly under Tommy’'s neutral Special (Greendoken).

  • Back medium: Added significant recovery. No longer dash or move-cancelable.

  • Back medium Target Combo: New gun-based target combo attack performed with B+Medium > Medium > Heavy input sequence. This opens up some of her combo routing, primarily when starting with back heavy into back medium.

  • Jumping medium attack now causes a splat knockdown on grounded opponents, preventing her from performing easy j.L > j.M > j.H loops against big-bodied characters.

  • Back Special: removed secondary hitbox type, no longer "sweet spots". Adjusted frame data to limit loop combos, while keeping it advantaged on block. Overall, the attack has been made more effective in the neutral game, but still punishable if jumped over.

  • Back Special Follow-up (Grapple): can now be canceled with low attacks as well as dash jump.

  • Forward special: added two rear hitboxes, giving the attack more utility while Gia activates this special attack as the team leader. Does not apply to the assist version of the attack. Last hit now causes a spinning knockdown hit reaction instead of a launcher hit reaction.

  • Airborne Special: adjusted physics box to allow Gia to jump over cornered opponents.

  • Super: increased damage to 275, up from 225.

  • EX Attack: third hit now staggers, making the follow-up more reliable on hit.

  • Standing light 2: second hit of light target combo now has a slight pull-in effect.

  • Removed forward-canceling from standing medium attack.

  • Slightly reduced overall "slideyness" of attacks when canceled from dash and backdash.

  • Increased jump and dash jump height ever so slightly.

  • Forward heavy (Overhead): Slightly easier to link into standing light on hit.

  • Crouching light can no longer be rapid-fire chained.

  • Crouching medium startup increased to 11 frames, up from 8.

  • Fixed an issue where Gia's back throw couldn't KO.

Ranger Slayer

  • New airborne Special: while buffed with Arrow Nock (neutral Special buff), Ranger Slayer throws out two bombs at once.

  • Neutral Special: slightly reduced recovery.

  • Forward Special, M (Forward Arrows): reduced hitstun to normal projectile amounts.

  • Forward Special follow-ups: reduced landing recovery.

  • Super is now much more punishable on block.

  • Super now deals 285 damage, up from 260.

  • Forward throw: much easier to juggle off of a forward throw in the corner. E.g., forward throw into crouching medium.

  • Crouching light: removed "rapid fire" property and it can no longer cancel into standing light attack. It can now be blocked standing.

  • Increased hitstun and blockstun of assist attack arrows.

  • Airborne Special (Timebomb): limited to one on screen at a time, unless canceled from jumping light or jumping heavy attack. Bomb is instantly deploy-able as soon as the first one detonates.

  • EX Attack: removed air Megazord activation cancel. EX Attack can only be canceled with Super and Megazord activation while Ranger Slayer is grounded.

  • Slightly reduced "slideyness" of attacks when canceled from dash, backdash, and crouching medium attack.

  • Forward Special and Airborne Special: physics box adjusted, allowing Ranger Slayer to cross up cornered opponents.

  • Forward heavy (Spartan Kick): can now be canceled with meter-based attacks (EX, Swap Strike, Super).

  • Improved dash cancel responsiveness.

  • Improved hitboxes of light attacks.

Kat Manx

  • All hits of her Super now ignore damage scaling. Ending hit generally causes a "spike" hit reaction.

  • Forward throw scales follow-up combo damage heavily, since it's a self-comboable throw.

  • Multi-hit attacks, like neutral Special (Catscratches), have been adjusted so that they're more reliable in juggle combos.

  • EX attack phase 1 causes stagger on successful hit, making it much more reliable when hitting airborne opponents.

  • Reworked EX Attack: phase two follows up with a full Catscratch combo, providing more potential for extended follow-up assist takeover combos.

  • Slightly reduced the sliding effect on many of her ground attacks and throws, reducing some of her dash cancel into attack range (although it's still a bit nutty). Added a sliding effect to crouching heavy.

  • Back Special (Backspring): Added invincibility frames from frames 8 to 27 (invulnerable to most attacks, but can be thrown). Gives Kat incentive to back off from the enemy with an evasive maneuver into a surprise stagger attack, while not being abuse-able as a wake-up or cornered option.

  • Air Special (Divekick): initial pause effect is more pronounced, making it easier to use when canceled from her other airborne attacks. Divekick can cross up cornered opponents.

  • Forward Special (Cartwheel) is now +2 on block and its hitbox sizes have been slightly increased.

  • Fixed an issue where Kat could cancel her crouching light with back medium.

Magna Defender

  • EX Attack starts up in 15 frames and is much less likely to pass through opponents.

  • Neutral Special (Buckshot): cancel window moved to a later window to ensure Super hits properly when canceled.

  • Back Special (Counter): counter portion is now projectile invincible.

  • Super is now much more punishable on block.

  • Super damage decreased to 305, down from 325.

  • Neutral Special can hit multiple times and deals much more damage at close range.

  • Forward dash can be canceled with attacks earlier by 3 frames, improving his ground offense.

  • Standing medium: increased hitbox size.

Lord Drakkon

  • Jump light now causes a juggle hit.

  • Standing light startup reduced by 1F and can now hit crouchers.

  • Crouching light can now be blocked standing.

  • Increased recovery when landing from air Special (Foot Dive).

  • Super damage reduced to 275, down from 305.

  • Standing heavy: reduced hitstun decay penalty.

  • Forward Special > M (slide): added some juggle limiter penalty, since it's an extremely effective juggle tool for almost all juggle situations. Reduced blockstun.

  • Forward throw scales follow-up combo damage heavily, since it's a self-comboable throw.

  • Slightly reworked neutral Special projectile speed.

  • Decreased physics box at the tail end of his EX Attack, making it less likely for enemies bouncing off of the wall to collide with him.

  • Physics box while crouching fixed.

Goldar

  • Standing light attack combo and medium attack combos reworked. Medium attacks include sword attacks while light attacks include limb attacks.

  • Standing light 3 now cancels into back medium on hit.

  • Crouching heavy now has a slight knock-up effect; combos into neutral Special.

  • Back heavy is now a blockable normal attack that deals 0 damage, but inflicts 5 frames of blockstun or 10 frames of hitstun.

  • Back special (Air Throw): increased startup time and reduced active window from 15 frames to 6. Damage reduced to 110, down from 130.

  • Reduced jumping light hitstun and blockstun to make it easier to answer when blocked as an instant overhead.

  • Reduced jumping light hitbox size. Requires dash jump to cause an instant overhead attack on medium crouching characters.

  • Increased jumping heavy startup from 10 frames to 12.

  • Initial hits of Super deal increased damage and hits more reliably in juggles. Deals over 450 damage on a "sweet spot" hit.

  • Less juggle limiter penalty on most normal attacks.

  • EX Attack can now reflect projectiles and hits more reliably in juggles. Second phase animation has been improved.

  • Neutral Special (Charged/Ranged): no longer requires holding Special. New input is Special => Special (input Special during startup). The ranged portion of the attack is now considered a projectile and can clash with other projectiles.

  • Standing heavy: increased hitstun and blockstun.

  • Forward throw deals much less damage, but can be canceled into back Special. It is no longer Super-cancelable.

  • Can no longer instantly dash jump out of a forward dash, making his instant overhead sequences less oppressive, although still effective against big characters.

  • Jumping light attack hitbox size reduced significantly, but can still instant overhead most crouching characters off of dash jump. Jumping light inflicts significantly less hitstun and blockstun to give the defender a chance to respond with an antiair if Goldar uses it as an instant overhead.

  • Hurtbox size while standing has been increased. Hurtbox size during juggle state has been increased.

Mastodon Sentry

  • Jumping heavy and airborne Special shots are now more likely to combo in air juggles thanks to wider hitboxes.

  • Jumping medium juggle effect has been improved to make it easier for Sentry to continue juggle combos.

  • Crouching medium inflicts enough hitstun to combo into a point blank crouching heavy shot, opening up a low-hitting combo route.

  • EX Attack no longer causes a wall bounce, in order to prevent OTG loops. It’s now easier to follow up with an Assist Takeover combo.

  • Assist has been reworked with a new animation and new functionality. Overall, it's not as obnoxious to deal with.

Cenozoic Blue (Movie Blue)

  • Empowered forward Special (Bluedoken): velocity reworked; it now launches quickly before slowing down considerably.

  • Back Special (Ride the Lightning): projectiles are no longer despawned when their owner (Cenozoic Blue Ranger) is hit.

  • Forward Special (Repulsor Blasts): hitbox size increased for the second and third shot. Reduced startup by 1 frame.

  • Crouching light can now be blocked standing.

  • Reduced juggle limiter penalty on several attacks.

  • Airborne Special (Air Charge): hitbox size increased slightly.

  • Fixed an issue where Cenozoic Blue Ranger could cancel crouching heavy into forward Special.

  • Fixed an issue where Cenozoic Blue Ranger could call an assist during the first phase of his EX Attack.

Udonna

  • Neutral Special (Ice Ball): hitbox is significantly smaller, with the bounced version reducing further in size. Blockstun has been reduced and the recovery period has been increased, making it less of a "go to" move in the neutral game and in block strings. Ice Ball is destroyed if its owner is successfully hit (Udonna) while it's in play.

  • Back Special (Snow Shield): recovery reduced by 5 frames.

  • Udonna no longer flips out of multi-hit attacks when she's being juggled. E.g., Dragon Armor Trini's Super.

  • Super damage increased to 270, up from 260.

  • Jumping light and jumping medium now correctly apply some juggle limiter penalty.

  • Standing heavy can now be canceled before its third hit so that at the end of a max juggle combo, standing heavy canceled into EX Attack or Super is guaranteed.

  • Fixed an issue where crouching light was dash cancelable.

  • Fixed an issue where Udonna's Super hitting an assist automatically triggered the cinematic against the point character.

Dragon Armor Trini

  • Fixed an issue where DAT’s back special (Jetrush) continually plays its animation while pushing up against a grounded opponent.

  • Fixed an issue where DAT is invulnerable during her back throw attempt animation.

  • Fixed an issue with DAT's juggle hurtbox size in several of her states.

  • Neutral Special (Negabeam) has been fixed so that it hits much more reliably, generally guaranteeing the final blast. Assist damage reduced and now scales combo damage a bit higher than before.

  • Fixed an issue where DAT's assist would continue to fire even after she's interrupted.

  • Fixed an issue with the direction DAT is facing after a forward throw in the corner.

  • Fixed an issue where DAT's hurtbox after whiffing her Jetrush throw was raised too high, making her invulnerable to low attacks.

  • Fixed an issue where DAT could call an assist during phase one of her EX Attack.

  • Fixed an issue where DAT could cancel her EX Attack with Megazord activation.