Full notes
Full Brawlhalla update
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What changed
- Gameplay
- Fixes
- Balance
Hurtboxing
We've added some new functionality that will give us better control over hurtbox interactions going forward. For now, we've focused on fixing some of the worst cases where hurtboxes don't correctly follow their owner during powers.
Fixed a bug where powers could use the wrong hurtbox when colliding with a wall.
Added support for improved hurtboxing during powers.
Updated Hurtboxes for multiple signature moves.
Unarmed
Unarmed is only getting one adjustment that we consider a balance change: A Hitbox reduction to the blazing-fast Neutral Light. The other changes are more akin to bug fixes.
- Unarmed Neutral LightReduced how far Hitboxes extend backwards.
- Unarmed Ground PoundReduced Hit Window on ground collision from 4 to 2; Removed a Hitbox increase that happened after being held for long durations.
Lance
Lance has gotten some visual improvements to a few of its powers. The Down Air's ground collision has been adjusted and should be more consistent.
- Lance Side LightFixed a bug where exhaust flames held on a single animation frame instead of playing correctly.
- Lance Down AirDuring a ground collision - Hitbox more closely follows lance head, Hit Window is decreased from 7 to 6, and slides less far forward during Recover Time.
Blasters
Currently, the Blasters are slightly over performing at the highest levels of play, and slightly underperforming everywhere else. We suspect this is due mostly to the effectiveness of Down Air to gravity cancelled Neutral Light. While this string still exists, different follow ups will be needed instead at higher damage. At very high damage, it should start to become usable as a spike. We're hoping this will serve as a reduction for high level players but a buff for everyone else.
- Blasters Down AirIncreased Variable Force from 10 to 23 and angled more outwards; Increased Recover Time on miss from 23 to 26.
Blasters Ground Pound: Upward bounce on shot is delayed until after the Hit Window.
Spear
Most players will agree that the buffs for Spear last balance patch were too generous. Spear users as a group average about a 51% winrate, but have shown a notable increase in usage and negative feedback that can reflect some imbalances not apparent in the numbers. We're toning them back in a few places, with the largest reductions focused on Spear's Neutral Light.
- Spear Neutral LightIncreased Time to Hit from 3 to 4; Decreased Hitbox sizes, especially after the first animation frame of the hit; Reduced Damage from 24 to 19; Removed some cases where target would be dropped.
- Spear Side AirSlightly decreased Hitbox sizes. Increased Cooldown Time from 7 to 12; Decreased Recover Time on Hit from 29 to 28; Increased Recover Time on Miss from 29 to 31.
- Spear Side LightReduced Damage from 24 to 18; Reduced Fixed Force from 67 to 60; Angled Force slightly more upwards.
- Spear Down LightIncreased Damage from 13 to 14.
Katar
The current state of katars is fairly contentious at the moment, with data and public perception at odds with each other. We've made some minor reductions but are holding off on larger changes for now.
- Katar Side LightIncreased Time to Hit from 5 to 6.
Katar Side Air: Hitboxes are less generous below the user.
Axe
As a small improvement for the Axe's ground game, we're making the Side Light into Side Air string harder to
Source
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