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Steam News4 August 20267d ago

The Gouie Update - Patch 1.7.0

IT'S BIG UPDATE DAY! We've got a new Rival, custom Gameplay Modifiers (so you can play YOUR way), multiple new sales and bundles, matchmaking improvements, the ability to queue Doubles and FFA with 2 local players, plus

In this update8

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

10 fixes22 additions172 changes9 removals
  • Balance
  • Gameplay
  • Store
  • Events
  • UI and audio
  • Maps
addedIT'S BIG UPDATE DAY! We've got a new Rival, custom Gameplay Modifiers (so you can play YOUR way), multiple new sales and bundles, matchmaking improvements, the ability to queue Doubles and FFA with 2 local players, plus a ton of gameplay and balance updates. Read on for all of the details:
addedNew Rival - GouieGouie , The Lost Mireling , joins the roster as our 7th new Rival. Despite his tragic backstory, this little goo guy is still having fun, and is ready to spread some mischief with you and your friends.
addedNew Rival - GouieGouie is available right now for FREE with all of the standard content included in a new Rival release. This includes Gouie’s Arcade Mode, Target Test, progression unlocks, achievements, and a slew of fun cosmetics our new gooey lad.
changedSteam Sale: 50% Off Rivals 2Rivals 2 is on sale for 50% off from 8/4 - 8/18 to celebrate Gouie’s launch! Tell your friends, or get a great price on a gift for them for the next two weeks via Steam gifting.
changedIn-Game Sale: 20% Off All Pool Party BundlesAll of our Pool Party bundles are going on sale to help keep that summer spirit alive just a little bit longer! You can find them all on the Featured page of the in-game shop with a 20% off reduction tag. This includes our 2025 Pool Party bundle (Loxodont, Clairen, Absa), our Pool Party Forsburn 2025 Midmonth bundle, and our 2026 Pool Party bundle (Slade and Orcane).
addedGouie Twitch DropsTo celebrate Gouie's launch on Twitch, we'll be running Twitch Drops for 2 weeks starting today! Pick up 1000 Aether Coins by watching for 1 hour, a new Purple Palette for Gouie by watching for 2 hours, and 100 Aether Bucks by watching for 3 hours total on any channel streaming Rivals with drops enabled. Check out full details on how to claim them here .
Shield health gained on hit50%25%Shield health gained on hit decreased, nerf8 > 10 This makes it better on shield, going-6-48 > 10 This makes it better on shield, going increased, buff

Rivals of Aether II changes

addedIT'S BIG UPDATE DAY! We've got a new Rival, custom Gameplay Modifiers (so you can play YOUR way), multiple new sales and bundles, matchmaking improvements, the ability to queue Doubles and FFA with 2 local players, plus a ton of gameplay and balance updates. Read on for all of the details:
addedGouie , The Lost Mireling , joins the roster as our 7th new Rival. Despite his tragic backstory, this little goo guy is still having fun, and is ready to spread some mischief with you and your friends.
addedGouie is available right now for FREE with all of the standard content included in a new Rival release. This includes Gouie’s Arcade Mode, Target Test, progression unlocks, achievements, and a slew of fun cosmetics our new gooey lad.
changedRivals 2 is on sale for 50% off from 8/4 - 8/18 to celebrate Gouie’s launch! Tell your friends, or get a great price on a gift for them for the next two weeks via Steam gifting.
changedAll of our Pool Party bundles are going on sale to help keep that summer spirit alive just a little bit longer! You can find them all on the Featured page of the in-game shop with a 20% off reduction tag. This includes our 2025 Pool Party bundle (Loxodont, Clairen, Absa), our Pool Party Forsburn 2025 Midmonth bundle, and our 2026 Pool Party bundle (Slade and Orcane).

IT'S BIG UPDATE DAY! We've got a new Rival, custom Gameplay Modifiers (so you can play YOUR way), multiple new sales and bundles, matchmaking improvements, the ability to queue Doubles and FFA with 2 local players, plus a ton of gameplay and balance updates. Read on for all of the details:

New Rival - Gouie

Gouie, The Lost Mireling, joins the roster as our 7th new Rival. Despite his tragic backstory, this little goo guy is still having fun, and is ready to spread some mischief with you and your friends.

Gouie has multiple abilities that make him great for beginners like extra jumps, a super armored down special, plus tons of air control from being a floaty puffball. He also has the unique ability to go from the lightest character in the game to one of the heaviest, so you can play him with multiple styles. Get ready to throw goobers, sling slime, and be just a little evil with our newest Rival.

Gouie is available right now for FREE with all of the standard content included in a new Rival release. This includes Gouie’s Arcade Mode, Target Test, progression unlocks, achievements, and a slew of fun cosmetics our new gooey lad.

If you're looking for some tips and tricks for Gouie, make sure to search YouTube to find some of our official Creator Program partners that already put out videos on getting started. Here's just a couple of our favorites:

Steam Sale: 50% Off Rivals 2

Rivals 2 is on sale for 50% off from 8/4 - 8/18 to celebrate Gouie’s launch! Tell your friends, or get a great price on a gift for them for the next two weeks via Steam gifting.

Rivals of Aether II

In-Game Sale: 20% Off All Pool Party Bundles

All of our Pool Party bundles are going on sale to help keep that summer spirit alive just a little bit longer! You can find them all on the Featured page of the in-game shop with a 20% off reduction tag. This includes our 2025 Pool Party bundle (Loxodont, Clairen, Absa), our Pool Party Forsburn 2025 Midmonth bundle, and our 2026 Pool Party bundle (Slade and Orcane).

Gouie Twitch Drops

To celebrate Gouie's launch on Twitch, we'll be running Twitch Drops for 2 weeks starting today! Pick up 1000 Aether Coins by watching for 1 hour, a new Purple Palette for Gouie by watching for 2 hours, and 100 Aether Bucks by watching for 3 hours total on any channel streaming Rivals with drops enabled. Check out full details on how to claim them here.

New Shop Items

We've got some brand new bundles for our newest, gooiest Rival:

  • Louie Launch Bundle: He's alive! Play as Gouie when he was still the adorable Louie.

    • $19.99 and includes 25,000 Coins, 250 Bucks, the Epic Louie Skin, Louie Taunt, Louie Emote, and Louie Icon.

  • Mired Skin Bundle: What if other Rivals fell prey to the Mire..?

    • $19.99 and includes the Rare Slime Ranno, Orcane, Etalus, and Slade, plus their corresponding 4 Rare Slime skin icons.

  • Mega Mired Bundle: Get everything from both of the new bundles for $5 off with the Mega bundle.

    • $34.99,25,000 Coins, 250 Bucks, Epic Louie Skin, Louie Taunt, Louie Emote, Louie Icon, Rare Mired Ranno, Orcane, Etalus, and Slade. 4 Rare Mired skins Icons

Other Gouie cosmetics in this patch include coin shop rewards:

  • Coin Shop Rewards for Gouie: Mallard Gouie, Black Palette

New Feature: Gameplay Modifiers

We’ve added new Gameplay modifier settings! Mix and match major mechanics to your heart's content with this new feature available in local matches and lobbies. Find them in the Match section of the setting menu.

Matchmaking Improvements

Our backend now tracks Dodges (leaving a matchmade mode without playing a match), and can apply a 12-Hour Ban to repeat offenders to prevent them from continuing to matchmake. We are turning on the tracking today, and after we confirm it looks good we will begin enacting Bans later this week.

New Feature: Queue Doubles, Crews, & FFA Locally

As requested, you can now queue with other players locally (at the same PC!) to find online opponents for Doubles, Crews, and FFA. You can also add local players to lobbies so your friend at your house can play with you and your online friends!

Gameplay Changes

It's been a whole season since our last big balance patch, so after a few months of ladder and tournament matches, we have a bunch of gameplay changes to include with the Gouie update. You can see our reasoning behind impactful changes with the bullet points attached to each one.

  • New Match Settings: Gameplay Modifiers!

    • You can now change the following settings in local matches and lobbies in the Match section of the settings menu:

    • ShieldsOn/Off - When disabled, pressing the shield button will start a parry instead.
    • GrabsOn/Off - When disabled, pressing the grab button will perform a strong attack instead.
    • LedgesOn/Off - When disabled, characters can walljump during their recovery moves. Walljumps will also no longer be restored when hitting an opponent, like in Rivals 1.
    • KnockdownOn/Off - When disabled, the ground bounce threshold after being spiked in the air is significantly lowered and players will go into the Hitstun Land state when not bouncing. This also makes weak and medium hitstun techable to make it feel more like Rivals 1.
    • Floorhug: On/Off/Off When Attacking/Crouch Only/Knockdown Only (only moves that send into knockdown can be floorhugged)/Auto-Floorhug Only (only moves with the auto-floorhug flag can be floorhugged)/Auto-Floorhug or Knockdown/Quick (floorhugging is always 4 frames).

    • Tilt Cancels: On/Off/On Hit Only.

    • Drift DI: On/Off.

    • Whifflag: None/Additive/Subtractive/Both - Adds recovery frames on whiff, subtracts recovery frames on hit, or does a little of both. Jabs, tilts, and aerials get 5 frames of whifflag, while dash attacks and strongs get 8 frames, and aerial landing lags get 4 frames.

    • Hitfalling: On/Off.

    • Babydash: On/Off.

    • Quick Parry: On/Off - Reduces the startup of parry to match Rivals 1.

    • Quick Wavedash: On/Off - Makes wavelands actionable on frame 1.

    • Knockback Multiplier: x0.5 - x3.

    • Damage Multiplier: x0.5 - x3.

    • Hitpause Multiplier: x0.5 - x3.

    • Shield Damage Multiplier: x0 - x3.

    • Crouch Cancel Knockback Multiplier: x0 - x2.

    • Intangible Ledge Grabs: 0 - 5 or infinite.

    • Preserve Ledge IntangibilityOn/Off - When disabled, ledge intangibility will be removed when releasing the ledge.
  • New Advanced Control option: Hold to Taunt

    • This option prevents taunting unless the taunt button is held for 8 frames. This prevents accidental taunts when lightly brushing the taunt button without the need to enable Dpad Movement. This also affects pressing taunt in the air.

  • All characters now have a small hurtbox along the ground during their Dash, Run, and RunTurn states.

    • This prevents certain dash animations from avoiding low-hitting attacks like Clairen Down Tilt. Previously, only Wrastor had this hurtbox, but now it has been applied universally.

  • Holding up on the joystick will now only cause a fullhop if the jump was started with tap jump.

    • Previously, it would cause a fullhop if tap jump was enabled at all. Meaning that you could not shorthop while holding up.

  • Walljump vertical speed will now decay by 15% of its current value with each use, with a minimum of 50% of the default speed. The decay resets when touching ground, grabbing ledge, or hitting an opponent, but not when getting hit.

    • This increases the reward for repeatedly knocking an opponent offstage, since each time they walljump in a single recovery, the height gained will significantly decrease.

  • During states where you can aerial drift, you can now walljump without holding your joystick toward the wall if you have used all of your double jumps (unless you're in the double jump state).

  • You can no longer drift away from a wall if you have used all of your double jumps and have a jump input in your buffer.

    • These two changes prevent players from accidentally drifting away from a wall before their buffered walljump input was processed.

  • Platdrop is now processed before attack inputs.

    • This allows you to buffer platdrop aerials, where previously that would result in a grounded attack.

  • Fixed a bug that caused characters to instantly throw an item after grabbing it with a tilt input while dashing when Suppress Dash Attack was enabled.

  • New character stat added: Hitstun Max Fall Speed

    • We already had the option to change a character's gravity during hitstun, but that only affected the early frames of hitstun until their vertical speed reached their max fall speed (a set number of frames for each character). Now we can also edit their max fall speed in hitstun, which affects the knockback trajectory for the entire duration of hitstun after reaching their max fall speed, potentially making a much bigger difference on high-knockback hits. For characters with a higher hitstun max fall speed than their normal max fall speed (i.e. Absa, Gouie, etc), their total downward velocity will ease into their normal max fall speed instead of leaving them falling faster than they normally can without a fastfall.

  • Standing grab ranges decreased almost universally.

    • The only characters whose grab ranges were not reduced are Wrastor, Maypul, Absa, and Olympia, as their grabs were already very short-range. The main goal of this change is to increase the effectiveness of spacing moves on shield, since shield grabs won't be able to reach the attacker as easily. Generally, characters with the largest grab ranges got the most dramatic grab range decrease, while those with shorter grab ranges were only decreased slightly.

  • Standing grab startup: 7 > 6

    • We're reverting the grab startup nerf from when shield grabs became bufferable again because of the following change…

  • The input buffer will now be shortened to 2 frames at the end of shield stun (except when perfect shielding) and at the end of hitstun land after floorhugging.

    • Previously, all defensive options out of shield and floorhug could be fully buffered, making them frame perfect more often than not. In order to counter these frame-perfect options, the attacker needed to space/time their attacks nearly perfectly, making approaching a shield more risky than intended. This change gives the attacker more leniency with their offense, since the defender now has to time their counterattacks. As we've seen with previous versions of the game where shield grabs weren't bufferable, this does make dealing with properly-spaced/timed pressure harder, but now that we've tested the alternative, we've decided that we'd rather these interactions favor the attacker, as it gives players more incentive to approach. To reduce this imbalance, we implemented the following change…

  • If an attack hit a shield and didn't hit a player, the input buffer will now be shortened to 2 frames on its IASA frame, its landing lag IASA frame, or its cancel frame if it's a jab.

    • This makes shield pressure an even playing field where both players need to time their next move. Without this change, quick tilts that were already barely punishable on shield would be a bit too safe for how easy they are to repeatedly throw out. This still gives the attacker an advantage, since they can input their followup at a consistent timing instead of needing to react to what their opponent does.

  • Shield health gained on hit reduced from 50% to 25% of the attack's damage.

    • Shields were regaining health a bit too quickly, so we're reducing the gain by half. This also buffs Etalus' frozen shield mechanic.

  • Shield dropping during the ShieldRelease state will now require a new Down press if you were holding Down when you started shielding.

    • This is how shield dropping already works in the ShieldStart and Shield states, so the input will now be consistent. Previously, you would shield drop any time you're holding Down in the ShieldRelease state, which frequently led to unintentional shield drops.

  • Tech inputs will now be accepted during the first 2 frames of hitpause.

    • While this extends the tech input window for all attacks, it's mostly intended to help teching against quick multihit moves. Previously, attempting to wall tech a move with multiple low-hitpause hits like Galvan Forward Special (when hit far enough away from the wall to prevent an instant wall tech) was essentially random, with a low chance that your tech input would be successful, since there were more hitpause frames per hit than frames between the hits. Now, hits with very small hitpause values will barely affect your tech inputs at all and will feel less random to tech.

  • Vertical speed threshold for bouncing off the ground after getting spiked in the air: 26 > 40 cm/f

  • Minimum remaining hitstun frames required for bouncing off the ground after getting spiked in the air: 60 > 30

    • Previously, the conditions for bouncing off the ground after being spiked in the air were too strict, so it basically never happened. These new values will make it much more feasible and will lead to more varied combos at high percents.

  • You can no longer wall tech while in tumble.

    • This interaction allowed players to drift into the wall and tech it, even after being launched in the opposite direction.

  • Minimum horizontal speed required to bounce off a wall: 12 > 10

    • Previously, characters would slide along walls instead of bouncing off of them, even while moving toward them with moderate horizontal speed, so we're lowering the threshold to cause more wall bounces.

  • Post-parry forced ledge hang duration: 5 > 40 (now accompanied by a dark overlay on the character)

  • You can now release ledge during the post-parry forced ledge hang to instantly go into the Ledge Slip state for 28 frames.

    • Previously, the reward for parrying recovery moves was so low that the recovering player could essentially ignore it entirely in most cases. These changes significantly increase the reward for parrying offstage opponents, as they will be vulnerable to attacks after grabbing the ledge. The parried player can opt to release ledge to avoid otherwise guaranteed punishment, at the expense of putting them in a vulnerable state low offstage, away from the wall.

  • Command grabs and hitgrabs can now be parried while invulnerable.

    • This allows you to parry grabs like normal after respawning.

  • Air Acceleration will now be capped at 0.5 after being parried

    • This reduces the ability to adjust your trajectory after getting parried, which makes it harder to reach a wall or ledge cancel your attack.

  • Adjusted many Roll, Tech Roll, Getup Roll, and Ledge Roll speeds.

    • Some rolls were going much too far, making them too safe to use when trying to escape pressure. While some characters had high roll speeds to offset their hurtbox width, they went a bit too far even when taking that width into account. In general, Tech Roll and Getup Roll speeds have been reduced almost globally, reducing the distance that players need to cover in order to tech chase. A few ledge rolls have been shortened, while a few were made longer, just to eliminate some outliers. Numerical details can be found in the character-specific sections.

  • Removed the cap on vertical knockback speed when bouncing off the walls on Frozen Harbor.

    • Previously, bouncing off the Frozen Harbor walls would cap your vertical speed to 20cm/f, which meant players would rarely die even without teching. Now, missing the wall tech will be more punishing.

  • Bug FixFixed a bug that allowed players to adjust their knockback angle with DI every time they bounced off the walls on Frozen Harbor.
  • Bug FixFixed a bug that prevented the wind VFX from spawning on Armada Flagship's platforms when they were about to move.
  • Tech Roll Speed: 30 > 28

  • Getup Roll Speed: 28 > 26.5

  • Ledge Roll Speed: 32 > 29

  • Hitstun Gravity: 1.5 > 1.4 (default)

  • Hitstun Max Fall Speed: 28 > 28.3

    • This ends up keeping his resistance to vertical KOs approximately the same.

  • Double Jump animation raised slightly

    • This reduces the disjoint of his ledge grab box while double jumping.

  • Standing Grab range reduced.

    • This is part of the universal grab range reduction change.

  • Aerial Down Special now prevents aerial opponents from ground-bouncing after hitting them

    • With the newly lowered ground bounce threshold, this move was causing ground bounces at higher percents, preventing it from comboing into the landing hit.

  • Down Air active frames4 > 3 (Recovery adjusted to preserve the full move duration)
  • Down Air sourspot hitbox radius: 80 > 75 (hitbox moved down 5cm to preserve downward range)

  • Down Air sweetspot moved 15cm downward

    • This move was taking up a bit too much space for how much reward it has

  • Tech Roll Speed: 28.6 > 27.5

  • Getup Roll Speed: 27.5 > 26.5

  • Hitstun Gravity: 1.32 > 1.28 (default)

  • Hitstun Max Fall Speed: 22.72 > 22.8

    • This ends up keeping his resistance to vertical KOs approximately the same.

  • Standing Grab range reduced.

    • This is part of the universal grab range reduction change.

  • Bubble cooldown when hit by opponent: 30 > 60

    • Previously, attacks with extremely high hitpause (such as Clairen tippers) would cause the bubble to come off cooldown before Ranno got launched, effectively disabling this mechanic for those attacks.

  • Up Special divekick landing lag: 32 > 36

    • Previously, it was almost always better to use the divekick when landing on stage with Up Special, as the reduced airtime was shorter than the extra landing lag. With these extra frames, Ranno will sometimes want to choose not to divekick to avoid the extra lag.

  • Up Special divekick upper hitbox now only exists on the first active frame

    • This move had a bit too much upward range, making it decently difficult to attack from above, which didn't fit it as a divekick.

  • Up Special divekick lower hitbox moved downward slightly

    • This makes it less inversely disjointed, making it better at beating moves from above.

  • Aerial drift after using Up Special's spinning poison dart storm until reaching the Special Fall window: 0.64 > 0.25

    • This makes it less ambiguous where he will land after using this move, allowing the opponent to punish it when used in a bad spot.

  • Forward Air recovery: 24 > 28

    • This move was still recovering too quickly after whiffing offstage, allowing Ranno to follow up with another Forward Air immediately afterward.

  • Forward Air sourspot knockback: 5 + 0.55 > 5 + 0.65

    • This makes it send farther at higher percents, forcing Ranno to cover more distance in order to secure a followup.

  • Forward Strong backmost sourspot active frames: 2 > 1

    • This hitbox is supposed to represent the smear frames of the attack, but it lingered for an extra frame, which led to some weird interactions where it would hit opponents behind him.

  • Tech Roll Speed: 30.5 > 29

  • Getup Roll Speed: 28.6 > 27

  • Hitstun Gravity: 1.1 > 0.85 (default)

  • Hitstun Max Fall Speed: 22.6 > 23.8

    • This makes him slightly more resistant to vertical knockback, both in combos and for KOs.

  • Up Special sweetspot hitbox radius: 10 > 15

    • The size of this hitbox was a little too unforgiving for how short-range it is, especially against thinner characters whose hurtboxes shift around.

  • Tech Roll Speed: 31.5 > 28

  • Getup Roll Speed: 30 > 26

  • Hitstun Gravity: 1.55 > 1.7 (default)

  • Hitstun Max Fall Speed: 28.8 > 25.7

    • This makes attacks generally launch him higher, as his combination of heavy weight and high fall speed made him overly resistant to vertical KOs.

  • Standing Grab range reduced.

    • This is part of the universal grab range reduction change.

  • Opponents that land on pillar during an airdodge will no longer gain intangibility if they were in the recovery windows of the airdodge.

  • Neutral Air hits 1 and 2 hitfall hitstun multiplier: x0.8 > x1.0

    • This hitfall hitstun multiplier was originally added to prevent it from comboing into grab. Now that his grab's range has been reduced, the grab followup can be avoided with proper DI on top of the already existing counterplay, like floorhugging. Because of this, we're removing the hitfall hitstun multiplier on these hits.

  • Bug FixFixed a visual bug where Mecha Kragg's gears would be offset incorrectly during his rolls.
  • Tech Roll Speed: 30 > 27

  • Getup Roll Speed: 28 > 25.5

  • Hitstun Gravity: 1.2 > 0.94 (default)

  • Hitstun Max Fall Speed: 20.6 > 22

    • This makes her slightly more resistant to vertical knockback, both in combos and for KOs.

  • Slow Fall duration: 60 > 45 frames

    • This reduces the amount of time Fleet can spend stalling offstage while edgeguarding an opponent, slightly increasing the effectiveness of the opponent's recovery mixups.

  • Standing Grab range reduced.

    • This is part of the universal grab range reduction change.

  • Ledge Special will now reverse based on which side the opponent is on on its first active frame instead of reversing based on the direction it is fired.

    • Previously, Fleet could mix up an opponent's DI just by holding left or right, forcing them to guess which way they would be sent. She can still do that if they're just above the arrow on the first active frame, but not if they're on stage.

  • Neutral Air sweetspot active frames3 > 2, sourspot active frames increased by 1 to maintain total active frames.
  • Neutral Air sweetspot damage: 9 > 7

  • Neutral Air sourspot damage: 6 > 5

  • Neutral Air hitpause multipliers reset to x1

    • We're toning down Neutral Air in a few ways that retain its main strengths. The damage decrease makes it slightly worse on shield.

  • Forward Throw's initial toss is now untechable.

  • Bug fix: Forward Throw's final arrow is now techable.

    • Forward Throw guarantees that all three arrows hit the opponent by making each hit untechable, but the initial toss being techable led to some weird behavior where the arrows would turn abruptly to home in on their target. The final hit was also intended to be techable, but was using the same knockback properties as the first two arrows.

  • Down Throw startup: 15 > 20

    • This makes this throw less likely to catch opponents off guard before they can DI properly, while still being fast enough to surprise them in high-pressure situations.

  • Tech Roll Speed: 28 > 27

  • Getup Roll Speed: 26.5 > 26

  • Forward Strong recovery: 30 > 32

    • This move's range, coupled with Maypul's speed, made it a bit safer than intended, so we're adding a little bit of endlag to it.

  • Forward Air damage: 8 > 10

    • This makes it better on shield, going from -6 to -4.

  • Down Throw recovery: 24 > 20

    • This increases Maypul's advantage after using this throw, as previously she could barely follow up even if they missed the tech.

  • Bug FixFixed a bug that caused her Up Special and Forward Special to be instantly actionable when buffered out of being wrapped.
  • Tech Roll Speed: 30 > 28

  • Getup Roll Speed: 28 > 26.5

  • Standing Grab range reduced.

    • This is part of the universal grab range reduction change.

  • Roll Speed: 32 > 29

  • Tech Roll Speed: 32 > 30

  • Getup Roll Speed: 30 > 28

  • Hitstun Gravity: 1.25 > 1.06 (default)

  • Hitstun Max Fall Speed: 21 > 21.6

    • This makes him slightly more resistant to vertical knockback, both in combos and for KOs.

  • Molten Boulder intangibility frames on spawn/hit: 6 > 3

    • This makes grounded Neutral Special more vulnerable from the front, since it won't be protected by a large intangible hitbox for as long.

  • Down Special will now reset its attack count when using level 1, 2, or 3.

    • This allows the next level 0 Down Special to stall on its first use instead of starting at reduced efficacy.

  • Standing Grab range reduced.

    • This is part of the universal grab range reduction change.

  • Jab 1 no longer leans as far back during the startup

    • Previously, he could use the startup of Jab 1 to dodge attacks, which was a problem since Jab 1 is fast and relatively noncommittal.

  • Jab 1 active frames: 3 > 2

    • The size of this move makes it extremely good at safely controlling the space in front of Loxodont. Instead of shrinking the attack, we're reducing its active frames a bit to balance out its size.

  • Up Strong sweetspot can no longer reverse hit

    • This addresses a rare situation where opponents behind Loxodont would get barely clipped by the sweetspot and get sent backward.

  • Down Air no longer squishes as far upward during the startup.

    • This makes it worse at dodging attacks, but also helps it not cancel before the active frames when rising through a platform at specific heights.

  • Tech Roll Speed: 30.5 > 28.5

  • Getup Roll Speed: 28 > 26

  • Standing Grab range reduced.

    • This is part of the universal grab range reduction change.

  • Frames between bubble hits: 7 > 6

  • Puddle will now disappear after being deployed for 12 seconds

    • With a permanent puddle, Orcane could always leave it on one side of the stage and then fight on the other side to make sure he could use it as a recovery mixup. Now that it's on a timer, the longer Orcane spends on the other side of the stage from his puddle, the faster he'll need to use it before it despawns. It cannot disappear while Orcane is performing an attack or after Orcane gets KOd (before respawning). Performing a Special Pummel will reset the puddle's timer.

  • Bubble lifetime: 40 > 35

    • The intent of these changes is to give Orcane less time (around 6 frames on average) to react to the opponent's ASDI while still allowing for followups on Down Special and Up Throw.

  • Bubble hitbox radius: 15 > 25

    • This makes them a bit more consistent for both hitting the opponent and getting parried, making up for their random movement.

  • Up Air landing lag: 12 > 14

    • This makes Up Air juggles a bit tighter.

  • Tech Roll Speed: 30 > 28

  • Getup Roll Speed: 28 > 26.5

  • Ledge Roll Speed: 32 > 28

  • Double Jump animation raised slightly

    • This reduces the disjoint of his ledge grab box while double jumping.

  • Standing Grab range reduced.

    • This is part of the universal grab range reduction change.

  • New Empowered Special Pummel: Forsburn spawns a clone, who then throws the opponent in a random direction while Forsburn is actionable behind him.

  • Forsburn can now command his clone by pressing the Parry button while holding an opponent after grabbing them.

    • This allows him to command super clone to attack without performing a pummel himself.

  • Ledge Attack now has a hitbox at the bottom for the first 2 frames.

    • This removes a deadzone where the move would commonly whiff against recovering opponents.

  • Bug FixFixed a bug where canceling Getup Special while empowered would leave you with a super clone that responded to your Special presses like a normal clone.
  • Roll Speed: 32 > 31

  • Tech Roll Speed: 31 > 29

  • Getup Roll Speed: 30 > 27

  • Ledge Roll Speed: 28 > 24

  • Hitstun Gravity: 1.5 > 1.56 (default)

  • Hitstun Max Fall Speed: 27.6 > 25

    • This makes attacks generally launch him higher, as his combination of heavy weight and high fall speed made him overly resistant to vertical KOs.

  • Standing Grab range reduced.

    • This is part of the universal grab range reduction change.

  • Ice armor can now only be removed when Etalus is hit with a hitbox or thrown

    • This prevents him from losing armor to passive damage, like Zetterburn's fire. The armor will still lose health any time he takes damage, but can only be fully removed by a hit/throw.

  • Neutral Special shield damage multiplier: x0.66 < x1.0

    • This makes it deal ~45 shield damage (a full shield has 50 health), making it much more terrifying to shield.

  • Getting hit out of his Up Special while it's charging will now increment his Up Special counter

    • Previously, he would only receive diminishing returns on Up Special if he actually launched, but now the opponent will be rewarded more for interrupting him while charging.

  • Up Strong hit 1 now has 2 hitboxes at the top on the last active frame with knockback: 13 + 0 > 8.5 + 0

    • This makes it less likely for opponents hit by the top of hit 1 to get launched too high for hit 2 to connect.

  • Bug FixFixed a bug that prevented the "Ice is Right" achievement from triggering.
  • Tech Roll Speed: 28 > 27

  • Getup Roll Speed: 27 > 25.5

  • Ledge Roll Speed: 27 > 28.5

  • Hitstun Gravity: 1.6 > 1.85 (default)

  • Hitstun Max Fall Speed: 33.07 > 32

    • This ends up keeping her resistance to vertical KOs approximately the same.

  • Crystalized opponents will now break out of the crystal when colliding with a ceiling

    • This makes it consistent with its wall collision behavior, and makes it work better on stages with ceilings, like Fire Tower.

  • Bug Fix: Neutral Special's projectile will no longer set up a gem field if Olympia is KOd when it finishes its trajectory.

  • Forward Special Gem Hit Leap window duration: 36 > 40

  • Pressing Special after 20 frames of Forward Special's Gem Hit Leap window will now toss the gem early.

    • This adds some flexibility to when she throws the gem, and extends the range where she can slam it into the ground.

  • Down Tilt all hitboxes: radius increased by 5cm.

    • This move was a little too stubby for how many different hitboxes and knockback angles it has, so we're increasing the size of the hitboxes slightly.

  • Down Tilt tip hitbox knockback angle: 55 > 65

  • Down Tilt middle hitbox knockback angle: 65 > 70

    • This increases the reward on the outer hits of Down Tilt, as the range is still very short and we want to reward Olympia for closing the distance on her opponents.

  • Back Throw knockback angle: 125 > 120

  • Back Throw recovery: 25 > 21

    • This increases the effectiveness of Back Throw against suboptimal DIs, while still allowing a full escape with good DI.

  • Up Throw recovery: 32 > 30

    • We're reverting the recovery increase introduced in patch 1.3.3, because the air mobility changes in patch 1.5.5 decreased this throw's effectiveness a bit too much.

  • Tech Roll Speed: 28 > 27

  • Getup Roll Speed: 26.1 > 25.5

  • Hitstun Gravity: 0.95 > 0.83 (default)

  • Hitstun Max Fall Speed: 17 > 19.5

    • Absa was a bit of an outlier when it came to vertical knockback resistance, being extremely hard to combo and extremely easy to KO. She will still be the most extreme in both of these categories, excluding Gouie, but not by such a severe margin.

  • Bug Fix: Fixed a bug that doubled the width of Up Special's ledge grab box when it was traveling straight downward.

    • This was a mechanic that existed when Up Special's ledge grab box only extended in front of Absa, and was unintentionally left in when the ledge grab box was adjusted to reach both sides.

  • Up Special recovery 1 start window length: 3 > 5

  • Up Special recovery 2 start window length: 12 > 17

    • These windows are the stalled recovery windows that Absa goes through before she can cancel Up Special into an attack. These changes increase the punishability of Up Special, especially on the 2nd zip. This does not increase the time between Up Special zips.

  • Up Special damage: 4 > 3

    • This lowers the amount of damage Absa can rack up while using this move to poke at the opponent.

  • Bug FixFixed a bug that caused Up Special to move backward when hitting something on the frame after passing the corner of a solid object or platform.
  • Jab 1 and 2 recovery: 10 > 15

    • This makes her jab more committal, since her close-quarters pressure was a bit stronger than intended and closing the distance on Absa should usually be a rewarding position. This does not affect the cancel windows, so jab/tilt followups will be unchanged.

  • Jab 1 and 2 inner hitbox radius: 45 > 35

    • This decreases the inward range of her jab.

  • Getup Roll Speed: 30 > 28

  • Ledge Roll Speed: 32 > 30

  • Hitstun Gravity: 1.56 > 1.75 (default)

  • Hitstun Max Fall Speed: 25.6 > 25.1

    • This ends up keeping his resistance to vertical KOs approximately the same.

  • Standing Grab range reduced.

    • This is part of the universal grab range reduction change.

  • Jab 3 minimum number of hits before the finisher: 5 > 3

    • This allows him to more quickly get to the final hit, giving opponents less of a chance to escape if he doesn't hold it.

  • Hitting with an attack that spawns a drill will now preserve his galvanized status.

    • This allows him to finish his combos with a drill-spawning attack without sacrificing his galvanized status. It also allows him to go for risky Down Airs offstage, since he will now be able to recover if it hits.

  • Special Pummel's magnetize will now become weaker when the opponent is more than 10m away horizontally, reaching zero effect at 15m. It will also not pull opponents whose horizontal knockback velocity is greater than 26cm/f.

    • This prevents magnetize from messing up his KO moves, since it won't affect them at high percents.

  • Bug FixFixed a bug that would cause CPU Galvan to perform a neutral-angled Up Special when only a forward-angled one would reach the ledge.
  • Roll Speed: 30 > 28.5

  • Tech Roll Speed: 31 > 27

  • Getup Roll Speed: 29 > 25

  • Hitstun Gravity: 1.55 > 1.6 (default)

  • Hitstun Max Fall Speed: 24.5 > 24.4

    • This ends up keeping her resistance to vertical KOs approximately the same.

  • Standing Grab range reduced.

    • This is part of the universal grab range reduction change.

  • Chair will no longer be destroyed when passing the side blastzones.

    • This allows La Reina to use her chair even when right next to the blastzone, which can be occasionally useful when trying to avoid edgeguard attempts.

  • Chair bottom blastzone buffer distance: 1m > 2m

    • This makes the chair take slightly longer to despawn when falling into the bottom blastzone, giving La Reina more time to recall it while also extending the time before its cooldown starts.

  • Bug Fix: Neutral Special chair recall location will now move inward if her hand is inside a solid platform.

    • This prevents some weird situations where the chair would struggle to return to La Reina.

  • Forward Special spike hitpause multiplier: x1 > x0.5

    • This makes teching this move on stage more lenient, since you won't be locked out of teching for quite as long, while also making it less reactable on hit.

  • Up Special recovery on hit: 16 > 26

    • This forces La Reina to land after slamming an opponent into the ground in most cases, solidifying this move as a finisher instead of a strong combo tool. The farther she falls with this move, the higher she bounces, so she can still avoid landing if she falls far enough before slamming the opponent.

  • Up Special will now go into the Land state when landing during the on-hit recovery window.

    • This combines with the change above to fix a visual bug, but also allows her to cancel the recovery early if she lands earlier than normal, usually due to an upward-moving platform.

  • Down Special's roll resource will now be consumed on the first startup frame.

    • This rewards opponents for interrupting the startup of this incredibly strong recovery tool. This also means the resource will be consumed if the roll fails due to the chair being on cooldown.

  • Down Special's roll can no longer hit projectiles.

    • This makes it more vulnerable to projectiles while recovering. This does not affect its interactions with her chair.

  • Dash Attack spike hitboxes shrunk and moved forward.

    • This makes the later active frames of Dash Attack less disjointed. The hitboxes have also been moved forward so that this attack must be aimed a little more precisely during edgeguards.

  • Forward and Up Strong hit 1 can no longer hit projectiles

    • This makes them function more like grabs than hitgrabs against projectiles (since they are technically both). This change does not include projectiles that can be grabbed, like her chair or Kragg's rock.

  • Up Air recovery after breaking through the table: 28 > 36

    • This reduces the range of percents where La Reina can get another Up Air afterward on DI in. This only affects her when landing on the table, not the platform held up by her adoring fans, so she will still get double Up Air combos on DI in.

  • Down Air knockback angle: 75 > 72

    • Even after the last angle change for this move, it was still confirming too freely into her strongest finishers regardless of DI. This change lets the opponent get farther away from La Reina with the correct DI, often limiting her to her more long-ranged options, like Forward Air instead of Up Air.

  • Roll Speed: 28.5 > 27

  • Tech Roll Speed: 30 > 27

  • Getup Roll Speed: 28 > 25.5

  • Ledge Roll Speed: 28 > 32

  • Standing Grab range reduced.

    • This is part of the universal grab range reduction change.

  • Forward Special 3 Downward will now prevent ground bounces when hitting aerial opponents.

    • This preserves its previous functionality with the newly lowered ground bounce threshold.

  • Forward Air hit 1's tip hitbox moved closer to the gameplay plane on its first active frame.

    • Previously, it could whiff against opponents at the farthest spacing due to the hitbox being too far in the foreground. This change makes it more likely to hit at max range on the first active frame.

  • Boomerang will now reflect if parried in the first 30 active frames after being thrown.

    • This makes it behave like other similar projectiles on parry, while retaining the previous behavior when it gets parried on the way back.

  • Treasure Chest pickup range adjusted to be a rectangle instead of a circle

    • Previously, taller items would have a shorter effective pickup range, since the item's center must be in the Treasure Chest's range. This change makes it more consistently pick up items near the edges.

  • Treasure Chest pickup range width: 180cm > 200cm

    • This allows it to pick up items from slightly farther away

  • Treasure Chest can now fire items in the Hurt state if its owner was the last player to hit it.

    • This allows Slade to quickly reposition his chest without locking himself out of commanding it.

  • Pirate Hook's grab now reaches 40cm lower on the first active frame

    • This prevents situations where it would whiff at point-blank range against characters low to the ground.

  • The Pirate Hook icon will now be grayed out when Slade has used his aerial Pirate Hook resource.

  • Now exists. Enjoy!

Source

Steam News / 4 August 2026

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