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Steam News5 May 20263mo ago

Patch 1.6.2 - Dreamscape

New Event - Dreamscape Ready to get tucked in? Well, don’t close your eyes just yet, because it’s time for the Dreamscapes event!

In this update5

Full notes

Full Rivals of Aether II update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

5 fixes9 additions76 changes7 removals
  • Store
  • Gameplay
  • UI and audio
  • Balance
  • Fixes
  • Maps
addedNew Event - DreamscapeReady to get tucked in? Well, don’t close your eyes just yet, because it’s time for the Dreamscapes event! Our latest bundle includes 2 new Dreamscape skins - Pajama La Reina, and Pajama Zetterburn with their own icons to match, plus coins and bucks.
changedNew Event - DreamscapeThe free event track includes the Quilted Forsburn Skin and Icon, plus the Dreamscapes Platform, Pajama La Reina emote, and Dreamsplosion death effect.
addedNew Event - DreamscapePlayers equipping any of the new event skins above, or any of the following skins will receive 20% Bonus XP on the event track: Night Owl Fleet, Clown Ranno, Santa Zetterburn and Early Bird Wrastor. The Night Owl Fleet skin has also been added to the Feature Store for Aether Coins.
changedNew Event - DreamscapeThis month you'll notice we have a smaller bundle just like March, with more currency included to offset there being one less skin. There's no event trailer this month, but next month we have some changes coming to the event track and patch schedule, so keep an eye out for a trailer then to kick off the big summer event together.
addedItem Gifting to recently played playersYou can now gift items to players you have encountered in online battles !
changedItem Gifting to recently played playersOn the Item Gifting screen, press a trigger button to switch between your friend list and your recently played list.
0 > 4 This changes Down Air hit 2's shield advantage-8-20 > 4 This changes Down Air hit 2's shield advantage increased, buff

Rivals of Aether II changes

  • This skin is currently only available by beating top player Stang0 in his Loxodont Challenge. Keep an eye out for other ways to grab it in the future though!store-item
addedReady to get tucked in? Well, don’t close your eyes just yet, because it’s time for the Dreamscapes event! Our latest bundle includes 2 new Dreamscape skins - Pajama La Reina, and Pajama Zetterburn with their own icons to match, plus coins and bucks.
changedThe free event track includes the Quilted Forsburn Skin and Icon, plus the Dreamscapes Platform, Pajama La Reina emote, and Dreamsplosion death effect.
addedPlayers equipping any of the new event skins above, or any of the following skins will receive 20% Bonus XP on the event track: Night Owl Fleet, Clown Ranno, Santa Zetterburn and Early Bird Wrastor. The Night Owl Fleet skin has also been added to the Feature Store for Aether Coins.
changedThis month you'll notice we have a smaller bundle just like March, with more currency included to offset there being one less skin. There's no event trailer this month, but next month we have some changes coming to the event track and patch schedule, so keep an eye out for a trailer then to kick off the big summer event together.
addedYou can now gift items to players you have encountered in online battles !

New Event - Dreamscape

Ready to get tucked in? Well, don’t close your eyes just yet, because it’s time for the Dreamscapes event! Our latest bundle includes 2 new Dreamscape skins - Pajama La Reina, and Pajama Zetterburn with their own icons to match, plus coins and bucks.

The free event track includes the Quilted Forsburn Skin and Icon, plus the Dreamscapes Platform, Pajama La Reina emote, and Dreamsplosion death effect.

Players equipping any of the new event skins above, or any of the following skins will receive 20% Bonus XP on the event track: Night Owl Fleet, Clown Ranno, Santa Zetterburn and Early Bird Wrastor. The Night Owl Fleet skin has also been added to the Feature Store for Aether Coins.

This month you'll notice we have a smaller bundle just like March, with more currency included to offset there being one less skin. There's no event trailer this month, but next month we have some changes coming to the event track and patch schedule, so keep an eye out for a trailer then to kick off the big summer event together.

New Shop Items and Features

Item Gifting to recently played players

You can now gift items to players you have encountered in online battles !

On the Item Gifting screen, press a trigger button to switch between your friend list and your recently played list.

Palettes

  • Mint Hearts Orcane

  • Cool Blue Night Owl Fleet

  • The Don Loxodont

    • Special Note on The Don - This skin is currently only available by beating top player Stang0 in his Loxodont Challenge. Keep an eye out for other ways to grab it in the future though!

  • Black Baker Olympia

Icons

  • Jellikid Icon

  • Tentacopter Icon

  • Tsuclami Icon

  • Minto Icon

  • Searscale Icon

  • Flitch Icon

  • Dreams Punched Icon

  • Dreams Safe Icon

  • Dreams Sheep Icon

  • Dreams Sheep Angry Icon

  • Dreams Wail Icon

New Ranked Shop Items

Champion La Reina has been added to the Ranked Shop! This includes a skin, two emotes, and two icons for The Crowd Magnet.

Matchmaking Adjustments

The unranked 1v1 hidden elo matchmaking constraint now starts considerably tighter, and widens more slowly. This is intended to help address unranked having high variability in match quality depending on where on the skill curve you were positioned. It will still expand eventually to encompass a wide pool, to help account for the outer edges of our skill curve.

We may make more changes to this in the future depending on feedback and how it feels in practice, to try and find a good balance between match quality and matchmaking time.

Additionally, playing Ranked will now pull your Unranked hidden elo towards it if the two have grown far enough apart.

Fixes

  • Fixed the Profile Screen showing an outdated match history. The match history is now re-fetched after any online battle.

  • The item gifting feature should now load your friends a little faster.

Gameplay Changes

  • Knockback velocity will now decay at double the character's grounded friction value if they're in the KnockdownStart or Knockdown states

    • Previously, it would only do this if the character was sliding along the ground faster than 9cm/frame, which made sliding off platforms more common than intended.

  • Fixed a bug that would cause characters to get ground-bounced when hit during certain attacks that are technically grounded but the character is not visibly on the ground, such as Maypul Getup Special and La Reina Ledge Special.

  • Item throws will now remove ledge intangibility if they are grounded on or after their IASA frame.

    • This prevents characters from gaining grounded actionable ledge intangibility frames by aerial glide tossing off the ledge.

  • Fixed a bug that prevented frame-perfect babydash tilts when using the Suppress Dash Attack setting.

  • Fixed a bug that prevented buffered aerials when running off a platform while using the Suppress Dash Attack setting.

  • When using the Suppress Dash Attack setting, you can no longer change the attack after inputting an attack during your dash.

    • This was necessary to fix a bug, but also prevents performing the wrong tilt due to snapback.

ITEMS

  • Stinky Cheese: Can no longer reverse hit when thrown

  • Gooplicator: Can no longer reverse hit when thrown

  • Crystal Ball: Initial hit knockback: 8 + 0 > 8 + 0.35

    • This makes the opponent stay crystalized for longer as their percent rises

  • Crystal Ball: Initial hit SDI multiplier: x1 > x0

    • This prevents floorhugging it to prevent getting crystalized

  • Fruit Bowl: Now spawns less fruit when colliding with the ground or a wall instead of a player (Heals 27% instead of 50%)

STAGES

  • Sinking Shipwreck: Shockjaw will now ignore projectiles.

  • Sinking Shipwreck: Shockjaw's bite is now ground techable.

  • Wall Run: Wallrunner (non-item version) knockback: 10 + 1.0 > 12 + 0.75

  • Wall Run: The wallrunners' hits are now ground techable.

  • Frozen Harbor: The ice walls' collision now reaches lower, preventing players from getting trapped under them.

  • Treetop Bridge: Treetop Hunter knockback: 8 + 1.0 > 10 + 0.85

  • Thunderous Peak: Lightning cloud knockback: 15 + 0.5 > 15 + 0.25

  • All stage hazards that can hit players now ignore weight

    • This makes them equally hazardous to all players instead of being especially deadly as Absa and barely noticeable as Kragg. This applies to Shockjaw, the Wallrunners, the Treetop Hunter, Thunderous Peak's lightning cloud.

  • Hitting/grabbing Zetterburn or his shield will now remove 1 tick of burn.

    • This gives opponents a way to reduce the damage dealt when Zetterburn burns them.

  • Flame puddles will now be extinguished if an invincible opponent steps on them

    • This allows respawning players to pressure Zetterburn after he places a flame puddle at the ledge. It also allows players to roll through the flame puddle to extinguish it, although characters with shorter rolls might still get burned once the roll's intangibility ends.

  • Dash Attack recovery: 18 > 21

    • This makes the move slightly more punishable and less rewarding when not canceling it into Up Strong.

  • Up Tilt sourspot knockback angle: 75 > 70

    • Previously, the sourspot was just as good if not better than the sweetspot at certain percents, so we're lowering the knockback angle to make it slightly worse.

  • Down Tilt recovery: 16 > 19

    • The low endlag of this move made it a bit too safe to throw out in neutral, so we're making it a few frames slower.

  • Poison Bubble will now have a dark overlay when it gets put on cooldown after getting hit by an opponent.

    • This makes it obvious when the bubble cannot capture Ranno after being hit.

  • Poison Bubble will flicker during the last second of its active window

    • This lets Ranno know when the bubble is about to despawn.

  • Back Air late hit hitboxes shrunk.

    • This makes it less disjointed and a bit less oppressive offstage.

  • Down Air hit 2 damage: 6 > 8

  • Down Air hit 2 extra shield stun: 0 > 4

    • This changes Down Air hit 2's shield advantage from -8 to -2, significantly increasing the reward on hitting a shield with this hitbox.

Dash Attack Changes

Previously, opponents could always floorhug tech hit 1 to punish Maypul for landing the dash attack at any percent. With these new values, opponents that floorhug hit 1 can shield or crouch cancel hit 2 until around 40%, but afterward will be unable to do so and will need to counter hit 2 in another way, such as floorhug teching it, which is possible until higher percents due to its newly decreased base knockback. Opponents will be able to crouch cancel hit 1 to consistently counter hit 2 at any percent.

  • Dash Attack hit 1 knockback: 8 + 0 > 5.65 + 0.1

  • Dash Attack hit 1 front hitbox knockback angle: 30 > 100 for the first 2 frames, 105 for the remaining 4 frames

  • Dash Attack hit 1 mid hitbox knockback angle: 30 > 60

  • Dash Attack hit 1 no longer forces tumble

  • Dash Attack hit 1 will now immediately cancel into the next window when hitting a player.

  • Dash Attack frames between hits: 5 > 6

  • Dash Attack hit 2 knockback: 9 + 0.4 > 7 + 0.55

  • Dash Attack hit 2 now has a large hitbox in the back on the first active frame

  • Jab recovery: 20 > 22

    • This move controls a ton of space relatively quickly, with extremely high reward when hitting the tipper. This makes it slightly less safe to throw out in neutral and makes the confirms afterward a bit tighter.

  • Down Tilt hitboxes resized and moved to be closer to the ground.

    • This makes Clairen more vulnerable to aerial attacks while performing Down Tilt.

  • Down Tilt tipper damage: 9 > 7

    • This makes it worse on shield by 2 frames and reduces the damage buildup from repeated Down Tilts. The hitpause values have been adjusted to keep the same tipper stun duration.

  • Neutral Air final sourspot knockback angle: 60 > 50

    • This change reduces the reward for hitting with the final sourspot, making it more important to land the sweetspot.

  • Up Strong recovery: 30 > 35

    • This extremely powerful move was too safe for how gigantic it is, so we're adding some endlag to it.

  • Down Air's feet are no longer intangible during the active frames

    • This made the move too easy to hit against recovering opponents, since it could not be challenged from below, so we're reverting this change. This also allows Loxodont to trade with recovery moves, which can end up saving him in certain deep offstage interactions.

  • Dash Attack late tip hitbox radius: 40 > 30

  • Dash Attack animation changed to not hit quite as high up on the last 2 active frames

    • This reduces the upward range of this move, as it could hit opponents on low platforms a bit too consistently.

  • Down Tilt recovery: 18 > 20

    • This move's speed, disjoint, and reward on hit were making it a bit too good in neutral, so we're adding a few frames of endlag to make it more reasonable.

  • Etalus will now go into the whiff recovery window when an opponent wall techs the initial grab of his Up Air.

    • Previously, he would go into a 6 frame Ledge Slip state, which meant that he could instantly perform another Up Air, which looked extremely confusing due to the speed at which it happened. This new version rewards the opponent more for teching the Up Air by forcing Etalus to deal with their post-tech mixup instead of the other way around.

  • Down Air active frames per hit: 3 > 2

    • We're removing the first active frame from all three active windows, reducing the upward range of the move so that it is more downward-focused and vulnerable from above. This also increases the startup of the move by 1 frame.

  • Forward Special final hit knockback angle: 45 > 40

    • Reducing the hitstun effectively removed the combo potential for the non-jump-canceled version of this move, it also drastically reduced the KO potential as well. This new angle change makes it slightly better at KOing horizontally than before on good DI and essentially the same on no DI.

  • Forward Special jump cancel maximum horizontal speed: 20 > 17cm/f

  • Forward Special jump cancel maximum horizontal speed is now increased/decreased by 3cm/f by holding forward or backward

    • When jump canceling this move, Galvan's would often need to drift backward to avoid whiffing with his followup aerial. With this change, the natural momentum of the jump cancel will leave him in a better spot to hit the opponent forward, and holding forward will still go the same speed as before.

  • Grounded Down Special can now grab knocked down opponents.

    • This increases the utility of the move, but also just feels intuitive, since the claws rise out of the ground.

  • Forward Strong early hit knockback: 6.5 + 1.05 > 6.9 + 1.05

    • This move could feel a little weak in certain scenarios, so we're increasing the base knockback to give it some more power.

  • Neutral Air's tail sweetspot now starts interpolated.

    • The recent startup nerf made it harder to hit certain grounded opponents with this move, especially out of shield, so we're extending the downward range on the first active frame.

  • Forward Air knockback: 4 + 0.9 > 4 + 1.0

  • Reinforced Forward Air knockback: 6.5 + 0.9 > 5.5 + 1.0

    • This makes both versions of Forward Air stronger at high percents.

  • Up Special's hand intangibility will now be removed during the last 3 active frames

    • This allows it to be challenged from above at the peak of the arc.

  • Up Air post-grab air acceleration: 0.77 (default) > 0.4

    • This makes her pre-grab momentum matter more for setting up the offstage checkmate situations, since she won't be able to drift toward the blastzone as easily.

  • Chair will no longer be put on cooldown when hit by a teammate in doubles.

  • Holding up on the joystick will prevent Forward Special from performing part 2.

    • This makes it easier to buffer an Up Special after using Forward Special part 1.

  • Forward Special hit 1 knockback: 5.9 + 0.1 > 6.35 + 0.1

  • Forward Special hit 2 forward knockback: 3.6 + 0.4 > 4 + 0.45

  • Forward Special hit 2 downward knockback: 4.5 + 0.2 > 5.5 + 0.2

    • We're increasing the knockback of some of the early weak hits of Forward Special so that they pop opponents a little higher up

  • Forward Special hit 4 forward knockback: 5.5 + 1.1 > 4.5 + 1.2

  • Forward Special hit 4 backward knockback: 6 + 0.88 > 5.5 + 0.95

  • Forward Special hit 4 upward knockback: 7.5 + 0.9 > 6.75 + 1.0

    • We're increasing the knockback scaling on most of the Forward Special finishers so they feel more rewarding to hit at high percents.

  • Successfully parrying with Forward Special hit 3 backward will now restore all of Slade's resources and allow him to cancel the endlag of the parry into a jump or airdodge.

    • This makes it less risky to parry while offstage.

  • Up Special early hit knockback: 6.5 + 0.92 > 6 + 1.0

    • This move sometimes felt a little weak at high percents, so we're increasing the scaling and decreasing the base knockback. These changes make it stronger around 52% on an average weight character.

  • Up Special late hit knockback: 6 + 0.3 > 6 + 0.4

    • Slight increase to the scaling of this move to make it more deadly at mid-high percents.

  • Aerial Up Special final hit knockback: 6.5 + 0.56 > 6.5 + 0.6

    • Small buff to the scaling so it sends farther at high percents.

  • Getup Special multihits knockback angle: 160 > 180

    • This prevents opponents from holding up to escape the final hit.

  • Ledge Special reel-in frames: 45 > 30

    • This makes fishing a bit less risky, especially when going for the golden fish.

  • Floppy fish (both regular and golden) will now reset its despawn timer when hitting a player.

    • This increases their maximum flop potential.

  • Neutral Air early sweetspot knockback: 4.4 + 0.8 > 3.5 + 0.87

  • Neutral Air early sourspot knockback: 4 + 0.7 > 3.5 + 0.75

  • Neutral Air early reverse knockback: 4 + 0.625 > 3.5 + 0.65

  • Neutral Air late hit knockback: 3.25 + 0.525 > 3 + 0.55

    • This raises the tumble percent a bit while also making it better at KOing at high percents.

  • Forward Air hit 1 knockback: 5.5 + 0.95 > 4.5 + 1.05

    • This makes it weaker at low percents, making it better at comboing into the 2nd hit with the right setup, and stronger at high percents.

  • Down Air early hit knockback: 6.5 + 1.05 > 6.5 + 1.1

    • Slight increase to the KO power of this move at high percents.

  • Dash Grab and Pivot Grab backward range increased significantly

    • These grabs had unfortunate deadzones that would cause them to whiff when Slade was too close to the opponent.

  • Bomb will now apply hitpause when colliding with an opponent.

    • This makes sure that the explosion will hit the opponent on the next frame instead of whiffing in specific circumstances.

  • Bomb will now take knockback angle into account when determining the threshold for exploding when hit.

    • This means that more downward-sending hits will cause it to explode, like Kragg Aerial Down Special.

  • Bomb will now explode on contact with the ground regardless of its speed if its despawn timer is about to expire.

    • This can only happen when the bomb is caught and dropped after being shot out of the treasure chest, so is mostly just for a rare edge case.

  • Slade will now get 10 gold when finishing his default Taunt.

Source

Steam News / 5 May 2026

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