Full notes
Full Brawlhalla update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey everyone and welcome to patch 2.13.1! Don't be confused, this patch has some massive amounts of awesomeness in it, and as always, we're excited to be bringing it to you! Keep an eye out for new skins, new balance improvements and put in some play time on Danger Zone. We all want to be on that highway soon, but we would love some more feedback from you. For now enjoy the new patch!
What changed
- Store
- Maps
- Gameplay
- Fixes
- Workshop
- Balance
New Skins
Tengu Koji - Ka kaw! Ka kaw!
Swashbuckler Asuri - Seven seas, nine lives. Plenty of time.
Darkheart Katars - Every nightmarishly twisted blade has its thorns.
Darkheart Hammer - We know not from whence it came, but in the quiet hours, it whispers of smashing.
Test Maps - Danger Zone
We’ve made a few adjustments to the Danger Zone test map and are looking for continued feedback from our players before fully implementing it. Let us know what you think!
The side platforms on Danger Zone now have a lower peak and a higher valley.
Removed the majority of chains in the Danger Zone map background.
Balance Improvements
Sword
Sword Neutral Light has a very old hitboxing that no longer matches how our powers get hitboxed. Updating it to correctly extend Hit Windows to match the animation made it a little too strong, so we've dialed back some of its overhead coverage.
- Sword Neutral LightExtended Hit Window on first swing from 1 to 3; Extended Hit Window on second swing from 1 to 6; Extended Hit Window on third swing from 1 to 4; Decreased Hitbox Height, especially on the second swing; Recover Time on Hit changed from 24 Variable to 2 Fixed 19 Variable; Recover Time on Miss changed from 10 Variable to 15 Variable.
Spear
Spear Neutral Light's combination of speed, coverage, and mixup potential with the Down Light makes approaching the Spear very difficult. We've made it slightly slower and more precise to leave more room to approach it, while making the Spear's own grounded approach a little faster.
- Spear Neutral LightIncreased Time to Hit from 4 to 5; Decreased Hitbox size on the first three frames of the Hit Window to match the smaller hitboxes after them.
- Spear Side LightDecreased Time to Hit from 14 to 13.
Hammer
Hammer Neutral Light is tied for the fastest startup in the game and is now taking Spear Neutral Light's place at 4 Time to Hit as that moves to 5. The Down Air is a little too safe to repeatedly fish with from overhead, and has gotten a combination of Cooldown and Recovery on miss. While Hammer Recovery is a very strong move, its extremely low Damage can make landing it in some situations give almost no reward. It has received a minor Damage increase.
- Hammer Neutral LightIncreased Time to Hit from 3 to 4.
- Hammer RecoveryIncreased Damage from 10 to 12.
- Hammer Down AirIncreased Recover Time on miss from 1 fixed 13 variable to 1 fixed 17 variable; Increased Cooldown Time from 5 to 10.
Blasters
Blasters Recovery has some unique properties that make it ideal for disengaging on a miss. We've decreased steering acceleration in the later phases of the power to limit how far one can retreat after committing to an attack.
Source
Changelog.gg summarizes and formats this update. How we read updates.
