Patch v2

## 2.0 Patch Notes

On Nov. 7th we joined thousands of gamers across the country in raising funds for Extra Life. There was a 24-hour stream of absolute madness, hanging out with all the amazing players who watched us on stream, and raising funds for children’s hospitals. We raised a total of $851 that will be donated directly to Children’s Health Care of Atlanta who is just down the street from us here in Georgia.

If you want to take a look at the stream recording, you can check it out on our Twitch page. You can also visit our Extra Life page.

## 2.1 Patch Notes – The Bow Update

**New Weapons and Legend!**

* What bow? That bow!
* Ember, The Fangwild’s Daughter, has entered Brawlhalla.
* Weapons: Bow + Katars
* Stats
	+ Strength: 6
	+ Dexterity: 6
	+ Armor: 3
	+ Move Speed: 7

**Servers**

* 2v2 Queues have been enabled for SE Asia and Europe Servers!
* Doubled capacity of servers in both US and EU for better performance and all 118K+ of you.

**Realms**

* New Test Map: Short Side. Great for 1v1!
* Increased the vertical distance between layers of platforms in Grumpy Temple. You will no longer bonk your head on the triangle when jumping from one large platform to the other (unless you use an aerial jump).

**Performance Improvements**

* Improved memory usage for online games to keep 20-minute games from potentially crashing.
* Slight improvement in client memory usage.
* Decreased situation where server rewards would show up late (improved performance).
* More memory pool usage should improve client performance.
* Improved server performance.
* Improved performance in the Character Select.

**Art / UI**

* The options menu now defaults to server location instead of privacy settings in matchmaking lobbies.
* Party menu in the character select is now vertical.
* Hotkeys have been swapped for Lobby List and Player Menu. Lobby List Interaction is now bounded to “Select/Back” on \* Controllers and “B” on the keyboard. Party Menu interaction is now bounded to “X” on Controllers and “V” on the keyboard.
* Disabled the party menu for modes that require no interaction with it.
* The podiums and the clouds can no longer be seen hanging off the edges of the screen when playing with non-traditional aspect ratios.

**Gamepad Support**

* PC Support for NEO Joypad GP001
* Additional PC support for HORI Fighting Commander 4

**Fixes**

* Fixed display bug causing the placement text in the scoreboard to sometimes not fit correctly inside the player’s nameplate.
* Fixed a bug where Legend XP was not getting updated after games.
* Fixed a bug that let players fall through the center of Enigma during the final phase (thanks to /u/Chekoby for sending us the replay that helped us find this).
* Fixed a bug where keyboard inputs would break if you had the chat open in pre-queue when the game popped.
* Fixed a crash when hitting dodge while watching a replay.
* Fixed a bug where stances could sometimes show up as an option with no choices in matchmaking lobbies.
* Fixed bug where you would get your recover moves back after being hit into and bouncing off of the ground.
* Fixed a bug where the chat messages would not show up if you pressed enter or clicked the chat entry to chat.
* Fixed instances of lingering “.. is typing”.
* Fixed a bug where mines planted on the underside of platforms could fail to hit targets in range.
* Fixed a bug where you could possibly see your elo change from the previous game instead of the one you just played.
* Fixed bug when during server load, a duplicate entry would get created for your legend, making it looks like your XP was missing. (Don’t worry, it’s still there!)
* Fixed bug where it would show you you had a free legend available after using a refund when you did not.
* Fixed missing hit stop for thrown Axes.
* Fixed a bug with join prompts on the character select screen where a game allowing more than four players that had one human player and three bots wouldn’t show the join prompt in the fifth slot even though space was made for it.
* Fixed a number of possible drop cases where a stunned player could fall through a soft platform between hits.

Fixed: Teros’ horns now color swap on base skin and Iron Legion skin.

### Balance Notes

**Lance**

*We’ve been hearing concerns for a while that lance has become too strong. While lance win-rates are still fairly normal for the average player, they’ve definitely become dominant at high ranks, and their win-rates at all ranks are continuing to increase. On top of that, playing against the lance felt frustrating for many players, so it was time to give lance a second look.*

The primary goal with these changes is to lessen the effectiveness and ease of use of some combos that have made lance too effective.

The risk/reward of Side Light and Side Air felt too strong when compared to combos on other weapons, and both have been toned down, especially when using the Side Air as a grounded approach tool. Finally, Lance Side Light only gets its second swing on hit similar to the Sword Down Light.

To balance out these reductions, we’ve given small buffs to Down Air and Down Light.

* Lance Neutral Light: Rehitboxed to better match animation.
* Lance Air Down: Rehitboxed to better match animation. Slightly decreased Recovery times. Movement is angled more \* downward.
* Lance Side Light: Rehitboxed to better match animation; Upward swing only occurs on hit; Slightly increased Time to Hit; Increased Recover Time on miss; Decreased distance traveled on a miss. Slightly decreased Stun time.
* Lance Down Light: Increased Damage.
* Lance Air Side: Rehitboxed to better match animation; Increased Cooldown Time; Increased Recover Time; If the move lands on the ground it will travel a shorter distance, have decreased Stun Time, and longer Recover Time on a miss.
* Lance Recovery: Rehitboxed to better match animation. Increased Time to Hit.

**Spear**

Spear issues have a tendency to be underreported or dismissed because they’re so widely used. Frustration with the Spear’s ground pound, in particular, comes up on occasion but is typically countered by pointing out how little protection the hurt box has from underneath. While this is true, it’s a much faster move than most ground pounds and has a great deal more threat. We’ve given more opportunity to react to and punish it (and to a lesser extent, the Spear’s Recovery).

* Spear Ground Pound: Decreased Hitbox height; Increased Time To Hit; Slightly increased Recover Time.
* Spear Recovery: Increased Recover Time.

**Katars**

There was a sense from the community that we would be hitting katars almost as hard as the lance this patch, focusing primarily on the recover times of their air game. The thing is, currently Katar win rates don’t seem to be especially high, and their recover times aren’t much lower than comparable powers. (We also didn’t want to make Lucien too angry)

However, Katar cooldowns are very low, especially for those who enjoy flying through the air assisted by Neutral Airs. We’ve adjusted some of their air cooldowns to discourage this type of play and open them up to punishing just a little bit more.

* Katar Neutral Air: Increased Cooldown Time.
* Katar Side Air: Increased Cooldown Time.

**Blasters**

Blasters are doing a little worse than desired at the moment, and the reductions on the Side Air several patches ago have made Blasters overly reliant on the Down Air. We’re slightly improving the speed of the Side Air to make the air options more uniformly viable, but are being careful to avoid returning it to its former state.

* Blasters Air Side: Slightly reduced Time to Hit.

**Bödvar**

Bodvar’s something of a concern. His win-rates aren’t that far off, but he’s the most widely used character in high level ranked play. His Down Sword has always been a strong move, but can be especially devastating when combined with gravity cancels. We’ve slowed it some.

* Bodvar Down Sword: Slightly increased Time to Hit.

**Cassidy**

Cassidy has fallen pretty heavily out of favor and doesn’t feel like a strong choice at the moment. We’re giving a little more of her characteristic quickdraw to a few of her signatures.

* Cassidy Down Blasters: Slightly reduced Time to Hit.
* Cassidy Side Hammer: Rehitboxed to better match animation; Slightly reduced Time to Hit.

**Ada**

There’s a case to be made that Ada’s Side Blasters are punishable, but she’s shooting for most of that window, making it difficult to attack with more than a simple down air. We’ve given opponents a little more opportunity to retaliate.

* Ada Side Blasters: Increased Recover Time.

**Gnash**

We’re pushing some of the strength around on Gnash’s signatures to fix places where there are a little too much or too little opportunity to punish him.

* Gnash Hammer Side: Increased Recover Time.
* Gnash Down Spear: Slightly decreased Recover Time.

**Sentinel**

Sentinel’s signatures have had issues with lingering hitboxes in such a way that it’s difficult to tell when the lightning stops striking. We’ve adjusted his Side Katar slightly to better match the animation as we did for his Katar Neutral and Down in previous patches.

* Sentinel Side Katar: Reduced Hitbox height; Removed some lingering hitboxes that didn’t match animation.

**Lord Vraxx**

Vraxx’s Blaster signatures have some of the shortest Recover Times of any character, which can lead to some particularly abusive combinations. The biggest offenders have been given a little more window to punish.

* Vraxx Neutral Blasters: Increased Recover Time.
* Vraxx Down Blasters: Slightly increased Recover Time.

**Thatch**

Putting some extra Recover time on Thatch’s Side Sword is a frequently requested change, and it has been made more punishable. That said, Thatch himself is one of the lower win-rate characters, and his Force values don’t seem to match his 7 Strength. We’ve dialed those up slightly.

* Thatch Side Sword: Increased Recover Time; Slightly Increased Force.
* Thatch Down Sword: Increased Force.

**Asuri**

While Asuri continues to shine in the hands of a few players, her win rate is typically low. The chase mechanic of her Side Sword was always situational but has been particularly hurt by the increased base run speed changes since her release. She now gets a burst of sprinting and a faster swing, but less Force on hit.

* Asuri Side Sword: Reaches a higher max speed; Decreased Time to Hit; Decreased Force; Increased Cooldown Time.

**Barraza**

He’s doing okay, but we wanted to nudge him up slightly. The Down Axe is generally considered his most situational move, so we added a little more reward.

* Barraza Down Axe: Increased Force.

**Fixes**

* Gnash Down Spear: Fixed a strange Gravity Cancel behavior (credit Espumoso)
* Sentinel Down Hammer: Fixed a case where the target could be dropped before the final hit. (credit physeK)
* Lance Neutral Light: Fixed a case where the target could be dropped before the final hit.
* Blasters Ground Pound: Fixed a case where the target could be dropped before the final hit.
* Barraza Side Blasters: Fixed a case where the target could be dropped before the final hit. (credit Simponn)
* Cassidy Side Hammer: Fixed a case where the target could be dropped before the final hit.

## Meet the legend – Featuring Ember

Take a look at our latest episode of Meet The Legend – Featuring Ember, the Fangwild’s Daughter. Included is a breakdown of Ember’s lore, skins, and signature set. So if you’re thinking about picking up our first Bow wielding Legend this is a great place to get a start!

## 2.2 Patch Notes

*In this patch, we’re adding the Power Viewer, Fast Falling, a New Gnash Skin, Ember Lore, and a trio of New Maps. Enjoy!*

**Power Viewer**

* Added the Powers Viewer in Training Mode. Advanced Users can now view detailed frame, damage, and impulse information about all attacks in Brawlhalla!

**Fast Falling**

* Fast Falling is a new game mechanic that allows you to make a speedy return to the ground by pressing down in the air. Fast fall can only be performed once you are near the height of your first jump.

**Store / Lore**

* Jurassic Gnash skin is now available in the store!
* Ember has been added to the lore page!

**Maps**

* Flat Map has been renamed Shipwreck Falls and is now an official Brawlhalla map! It has also been added to all matchmaking modes.
* New 8 player map: Big Kings Pass!
* New 8 player map: Big Great Hall! (Great for 4v4)
* Widened the center and right platforms on Titan’s End. The pole in the center has also been shifted to the right to accommodate the wider top of the T.

**User Interface**

* Training mode and Replays now support frame by frame stepping! Press F7 to pause/play, F6 to step forward, and f5 to step backward!
* The options menu now defaults to server location instead of privacy settings in matchmaking lobbies.
* Arrows have been added to the party drop-down menu to change team color and bot difficulty
* Making a selection in the party menu now closes it.
* If you were in a custom online game with more than 4 players and every color you had available for the legend you wanted to use was already being used by someone else in the lobby, the game would only let you pick red and then the server wouldn’t even let you choose that legend. Now if you find yourself in that situation, you’ll be given temporary access to the next available color for that legend (in terms of unlocking order).
* Bow icon in the picker menu has been repositioned to better show off the artwork

**Art / Animation**

* Teros’ teeth no longer change color (he’s been using his toothbrush again).
* Animation Tweak: Improved the seam between the wolf and the ground on Ember’s Side Bow Signature
* Art Tweak: Cleared some of the lines on the hands to help them seam into the arms better.
* Art Tweak: Touch upon Ember’s elbows to help the joints connect better.
* Animation tweak: Added more frames to the Bow’s throw animation to make it smoother
* Animation tweak: Minor tweak to Ember’s wolf to help with clarity between the wolf and the arrow shot.

**Gamepad Support**

* Fixed input threshold for Wii Classic Controller with Mayflash adapter on PC.
* Additional Madcatz fight-stick support for PC
* Fixed mac support for the PS4 controller

**Gameplay**

* Dodge delay after attacking increased by 3 frames (Was 19, now 22).
* Speed of dodging straight down in the air increased to match both the max horizontal dodge speed and the max (non-fastfall) fall speed.
* Aerial jump impulse lowered by 7%.
* Ground Pound powers that could cancel on a ground hit before firing any hitboxes (Unarmed, Sword, Hammer, Lance) now have a small short-duration hitbox when landing. (Credit TorpedoDolphin)
* Unarmed Neutral Light: Fixed a case where the target could be dropped before the final hit.
* Orion Neutral Spear: Fixed some cases where the target could be dropped before the final hit. (Credit: PendragonDaGreat)
* Hattori Side Sword: Added missing hitbox during on-hit animation to fix a case where targets could be dropped before the final hit. (Credit: Tybo)
* Ember Neutral Bow: Fixed a case where the target could be dropped before the final hit.
* You no longer get stuck to walls during attacks (this is most apparent during the pistol recovery).
* A slight adjustment to dodge distance calculation so that dodging in the reverse direction of the direction you’re running is punished more than dodging from a standstill. The max dodge distance has been very slightly increased to mitigate the new minimum dodge a bit.

**Bug Fixes**

* Fixed a rare bug that caused mines and bombs to be duplicated in some specific attempts to catch them.
* Fixed a bug where FFA games would show up as “Unknown” in replay previews.
* Fixed a crash when hitting dodge while watching a replay.
* Fixed a bug where stances could sometimes show up as an option with no choices in matchmaking lobbies.
* Fixed a bug where Dark Matter Vraxx’s eye glow wasn’t color swapping correctly.
* Removed random off-screen yellow speck from the scoreboard screen (Was visible to users playing with really wide and unconventional aspect ratios
* Fixed bug where the “change team” options menu for bots would not show up in the party menu.

## 2.3 Patch Notes

*In 2.3 We’re adding new items to the store, balancing weapons after a ton of great player feedback, improving the UI and post match experience and whole slew of other good things here and there. We’re going to continue patching Brawlhalla with minor patches every week when Legend Rotations change on Wednesdays. Major patches like this one will continue to happen every two to three weeks. Hope you and enjoy, and as always let us know what you think.*

**New Skin**

Snake Goddess Nai – Now available in the store!

**New Taunt**

Thumbs Up! – Now available in the store!

**New Weapon Spawn Animations**

Weapon spawns have received new animations.

**Community Request**

* Added a button that automatically tells your opponent “gg” in the post game lobby.
* Lowered the delay at the start of the game until items begin spawning by 750ms
* In teams games, a weapon pickup will spawn on either side of the map to give each team near-equal opportunity to get a weapon early.
* When entering an online matchmaking queue with another player who is not on the same computer, you will no longer automatically see a bot that looks like the character they selected in Practice mode while queued. This was always just kind of confusing, especially for newer and less experienced players.
* The range that is considered neutral on controller for dodging has been increased to make spot dodges easier.

**UI / Art**

* New menu has been added to the scoreboard screen allowing you to more easily friend and mute other players in the post match screen. This new menu can be accessed by pressing”X” on the controller, “V” on the keyboard, or by clicking the button labeled “Inspect” located in the top-middle part of the scoreboard screen.
* Podiums no longer hang off the bottoms of the screen during character select and scoreboard when playing with smaller aspect ratios
* Fixed a bug that caused team selection to change when attempting to close the party panel.
* Re-factored chat real-estate and tweaked the artwork some
* Re-factored lobby list real-estate and tweaked the artwork some
* Re-factored scoring real-estate and tweaked the artwork some
* Podiums now correctly position and scale based on online-offline and aspect ratio
* Button artwork has been made to look more like traditional buttons with proper hot key sockets
* Chat no longer covers scoring information for the last podium
* Lobby list has a new “selected” animation to match that of the new podium menu art
* Lobby list now has a more obvious controller hot key
* If the game is in character select screen, the collapsed version of the active missions screen are now used.

**Controller Support**

* Additional Mac support for GameCube controllers using the WiiU adapter.
* PC Support for Mayflash USB Arcade Stick
* Added diagonal support for single-axis dpads (this is mostly support for fight sticks and 3rd party PS3 controllers)
* PC Support for Gigatech GX-105
* Fixed PC support for Madcatz Fightpad.
* PC Support for Serioux Phantom 3000W PC/PS3 wireless controler
* PC Support for Logitech Cordless Rumblepad 2
* PC Support for Spartan Gear: Wired Controller
* Fixed PC support for Genius MaxFire Blaze 3
* PC support for SBOX GP-2009 3in1
* Adjusted stick thresholds for Magic Joy Box 3-in-1 Adapter w/ GameCube controller to be in line with other GameCube controller adapters.
* PC Support for Thrustmaster 2 in 1

**Bug Fixes**

* Fixed a bug where the UI and the game are showing at the same time.
* Fixed a bug where hitting a player during certain signatures could cause the target to teleport.
* Fixed a bug where some ground pounds could immediately stop on a soft platform if timed just right (or wrong, depending on how you look at it).
* Fixed a bug where the wrong animation could get played if a player was hit hard quickly in succession.
* Fixed a bug where the final aerial jump was no longer playing the jump animation
* Fixed a bug where the chat input field would not expand when initiating chat with “enter”.
* Fixed podium clipping at the base of the screen when playing in a 4:3 aspect ratio
* Fixed foreground cloud positioning when playing in a 4:3 aspect ratio
* Fixed text on scoreboard podiums so they will no longer look “grainy” when playing at smaller aspect ratios
* Fixed a bug where the head appeared to be disconnected on certain characters while being hit by unarmed attacks.

**Balance Overview**

*We have a number of balance changes coming in with 2.3.1 to even the playing field for everyone.*

**Fast Fall Adjustment**

*This should be a fairly subtle change for most players, but will correct some unintentional buffs created by fast fall.*

* Fast fall speed returns to normal fall speed instantly once an attack starts (instead of keeping the extra momentum).

**Signature Cooldowns**

*Quickly rotating between signatures can be pretty nasty with certain Legends, especially for newer players. This should help make “Sig Spamming” less effective.*

* Cooldown between using two different back to back signatures now set at 10 frames.

**Bow**

*We’ll have a better sense of how the Bow moveset is performing once we have multiple legends that use it, but the results so far suggest it needs some help to be effective. We’re making slight increases in Damage to a number of moves, and giving the Recover and Ground Pound some improvements to increase overall KO potential.*

* Bow Side Light: Increased Damage from 16 to 19.
* Bow Neutral Light: Increased Variable Force from 34 to 40.
* Bow Neutral Air: Increased Damage from 17 to 21
* Bow Down Air: Reduced Time to Hit from 17 to 14; Increased Damage from 15 to 18; Increased Variable Force from 37 to 40.
* Bow Recovery: Increased Hitbox size.
* Bow Ground Pound: Reduced Damage from 25 to 22; Increased Variable Force from 38 to 45.

**Hammer**

*While Hammer is a slow and hard hitting powerhouse, we felt that its combo starter was a little awkward to use compared to other weapons. Hopefully these changes will make the stomp viable without letting it dominate Hammer play.*

* Hammer Down Light: Decreased Time to Hit from 9 to 8; Decreased Stun Time from 33 to 28; Decreased Recover Time on Miss from 18 to 14.

**Katars**

*These fairly minor changes should revert some of the stickiness introduced in the last patch while giving slight windows to start a counterattack when Katars whiff.*

* Katar Neutral Air: Increased Time to Hit from 6 to 7; Reduced Cooldown Time from 15 to 11; Decreased Recover Time on Hit from 21 to 18; Increased Recover Time on Miss from 21 to 23.
* Katar Down Light: Increased Recover Time on Miss from 11 to 13.

**Lance**

*Our attempts to keep the Lance from going out of control left it feeling pretty unappealing and clunky. We’re hoping that these changes will make it feel more viable and responsive so that players who love Scarlet’s inventions can take to the skies once more.*

* Lance Side Light: Decreased Time to Hit from 13 to 11; Increased Hit Window from 8 to 11; Decreased Stun Time from 36 to 31; Decreased Recover Time on Miss from 18 to 14.
* Lance Side Air: Removed landing behavior; Slightly increased movement speed; Reduced Hit Window from 14 to 11; Increased Recover Time on Hit from 14 to 17; Decreased Recover Time on Miss from 31 to 21; Decreased Stun Time from 23 to 17; Increased Variable Impulsefrom 28 to 32.
* Lance Neutral Air: Added a 9 frame Cooldown; Increased Recover Time on Miss from 19 to 22.
* Lance Recovery: Increased Force from 54 to 56.

**Spear**

*Spear Neutral Air is often underused due to it being a bit slow compared to the attacks it normally tries to contest. We’ve sped it up slightly to give a little bit more versatility to the kit.*

* Spear Neutral Air: Decreased Time to Hit from 14 to 13.

**Sword**

*While Sword has been a common complaint in recent weeks, we’ve opted to take a more careful approach with adjusting it to avoid overshooting like we did with Lance. We started by looking at the least fun move to deal with (Side Light) and made it a little more manageable and tuned as an aggressive approach. Neutral Light should be slightly less oppressive and Down Light combos see a small decrease in Damage.*

* Sword Side Light: Increased travel speed; Added a forward dash before swing that increases Time to Hit from 6 to 10; Reduced Hit Window from 19 to 16; Reduced Recover Time from 17 to 15; Increased Cooldown Time from 15 to 17; Reduced Stun Time from 19 to 16.
* Sword Neutral Light: Increased Time to Hit from 3 to 5.
* Sword Down Light: Decreased Damage from 13 to 10.

**Barraza**

Barraza can be pretty effective in the right hands, but he’s a rare sight at all levels of play. We’re nudging a couple of his signatures to make him a little more appealing.

* Barraza Side Axe: Decreased Time to Hit from 26 to 24.
* Barraza Down Blasters: Decreased Time to Hit from 17 to 15.

**Cassidy**

*Cassidy is one of the weaker legends at the moment, which seems to hold true across winrates, tierlists, community feedback, and usage. We’re continuing to make small buffs to her signatures and give more of her quickdraw identity back.*

* Cassidy Side Blasters: Reduced Recover Time from 20 to 18.
* Cassidy Down Blasters: Reduced Recover Time from 21 to 19.

**Ember**

*Most new characters underperform at first, even more so when they have a new weapon. However, there are some signs that Ember actively needs help, especially with regards to the kill potential on her bow. We’re making her bow signatures a little easier to land across the board.*

* Ember Side Bow: Decreased Time to Hit from 21 to 17.
* Ember Down Bow: Decreased Time to Hit from 22 to 20.
* Ember Neutral Bow: Decreased Time to Hit from 17 to 15.

**Scarlet**

Scarlet’s Neutral and Side Lance have Recover Times longer than their Stun to the point where she can be heavily punished for succesfully landing them on a fresh opponent. These changes should put her and her target on more even ground, as well as make her signatures a little less oppressive to use.

* Scarlet Neutral Lance: Increased Stun Time from 18 to 25; Reduced Recover Time from 31 to 25. Fixed Force begins at 90 and drops to 75, increased from a flat 75.
* Scarlet Side Lance: Increased Stun Time from 18 to 27; Reduced Recover Time from 31 to 26. Fixed Force begins at 90 and drops to 75, increased from a flat 75.

**Vraxx**

*Vraxx’s Side Blasters didn’t reflect the animation’s timing very well. It’s been adjusted slightly to match, which should also help with some potential drop cases.*

* Vraxx Side Blasters: Rehitboxed to better match animation.

**Drop Fixes**

* Lance Down Air: Fixed a case where the target could be dropped before the final hit.
* Lance Side Air: Fixed a case where the target could be dropped before the final hit.
* Bow Side Light: Fixed a case where the target could be dropped before the final hit.
* Hattori Down Spear: Fixed a case where the target could be dropped before the final hit. (Credit Eggsoup)
* Brynn Down Axe: Fixed a case where the target could be dropped before the final hit. (Credit Tybo)
* Barraza Neutral Blasters: Fixed a case where the target could be dropped before the final hit.
* Ember Neutral Bow: Fixed a case where the target could be dropped before the final hit.
* Ember Neutral Katar: Fixed a case where the target could be dropped before the final hit.
* Sword Down – Fixed some cases where the target could be dropped before the final hit.
* Sword Air Side – Fixed some cases where the target could be dropped before the final hit.

## 2.3.2 Patch Notes

*In this patch we have a bunch of community requests fulfilled, improved Couch Party support, a new Legend Rotation along with more bug fixes and polish.*

**Cure Seeker**

* Cure Seeker (Hammer weapon skin) is once again available with all of our proceeds going to Kasper and Friends Quest for the Cause. For more information about Quest for The Cause visit kasper and friends, It’s an amazing fundraising drive led by gamers and we’re excited to be supporting it for the second time.

**Dodge Changes**

* Decreased the ability of a player to instantly change directions when coming out the opposite direction of dodge.
* Dodge has a 3 frame delay before attacking if you reverse directions to attack out of dodge.
* Slightly increased velocity coming out of dodge when moving with the dodge direction.

**Couch Support**

* Couch mode now works like Custom Online (8 player local by adding bots works).
* You can now play locally with up to 8 players if you can manage to find a configuration of controllers to do so. Good luck.
* You can now back out of level select in offline games.

**Controller Support**

* Fixed the inverted control stick on SBOX GP-2009 3 in 1 for PC.
* PC support for Eminent Ewent Dual Shock EW3170 USB PC Joypad.
* Fixed PC support for Gigatech GX-105.
* PC support for Acme controller.

**UI/QOL Changes**

* Doubled SEA server capacity.
* The Taskbar flashes(windows) and the Dock icon (Mac) bounces when a when a matchmaking game is found.
* Added a “Demote” to Group Moderation options. This option demotes the player from a brawler to a spectator.
* Improved bot-pathing and increased variance of item spawn locations on Mammoth Fortress.
* Purchases tab in the store now better displays information about refunds and the remaining number of refunds on your account.
* Team kills no longer count towards multikills.
* Killing a teammate no longer causes “+2” to pop up over your HUD icon (and hopefully Dolce will get the ‘-2’ in there to replace it, which we should mention if he does).
* Changed the pistol dodge animation to be more of a dash instead of flip.  This will help it transition into other animations better.
* Added a second katar and blaster to the thrown katars and blasters. Slightly increases their hitbox size.
* Fastforwarding or skipping forward in a replay will now skip the match countdown (3…2…1…BRAWL).
* Fastforwarding a replay or reconnecting to an online game now ignores special effects and sounds so that you don’t get a flurry of them once the game starts back up.

**Bug Fixes**

* Fixed a bug where you’d sometimes have to restart the game in order to buy a color for which you just hit the level requirement.
* Fixed a bug where the GG button would show up disabled.
* Fixed a bug where a player could get hit extremely hard, get interrupted (often by a soft-tossed weapon), and then the next time they weren’t hit they’d regain some of the velocity from the previous hit.
* Fixed a bug where sidekicks would not drop a weapon they were carrying if the player was eliminated during delivery.
* Performance Improvements on Weapon Spawn GFX. Hopefully fixes the input delay issue with keyboards.
* Fixed a bug where a player throwing their item just before losing their last stock could cause replays and spectators to desync.
* If you have a friend selected in the drop down list from the main menu, the list will now remember who you had selected if your friends list changes instead of keeping you on whatever index you had selected.
* Fixed bug causing weapon icons to disappear from the podium when selecting the “Random Legend” option.
* Fixed a bug where clicking the back button on the level select screen would demote you to a spectator in online or back out to the main menu in offline. It now returns you to the character select screen as expected.
* Fixed a bug where a custom online game with one player against bot(s) couldn’t back out of level select.
* Fixed a bug where a refunded taunt would not automatically be removed from your Victory or Defeat slot.
* Fixed a bug that would show the UI while playing an offline game mode.
* Fixed a bug that would make the keyboard unresponsive in the UI.
* Fixed a bug that would sometimes set your plugged in controller to be the primary after backing the controller out from guest.
* Fixed a display bug where hitboxes disappeared right on the frame the move hit.
* Animation Bug: Fixed a bug that caused one of the hands to pop off during the sword’s neutral light attack animation.
* Fixed a bug where if you entered matchmaking and opened the settings menu at the same time, the settings menu could come up on top of the practice mode, and closing it would result in practice mode going into sudden death (thanks to u/BronzeBlessedCow for the reproduction steps).
* Fixed a bug that would not update your 2v2 personal rating per region in the Account summary page.
* Fixed bug causing taunt animations in the store to sometimes not play when mousing over them.
* Fixed bug causing taunts on the second page in the store to play the wrong animation.
* Fixed a bug where podiums after the 4th one appeared in front of the clouds at the bottom of the char select screen

**Drop Fixes**

* Lucien Neutral Blasters: Fixed a case where target could be dropped before the final hit. (Credit DemonicBlazon, Kasane\_Yoshiko)
* Barraza Side Blasters: Fixed a case where target could be dropped before the final hit.

## 2.4 Patch Notes

**Happy Brawlidays!**

*We have a number of fun holiday things going on for the Brawlidays where even our Legends are getting into the spirit of the season. We’ve added Snowbrawl to custom lobbies, skins, colors, and a bit of extra gold to spread Brawliday cheer to everyone. The Brawlidays event will last until Jan 6th.*

**New Game Mode!**

Snowbrawl has arrived! Brawliday cheer and snowball brawling for everyone! This new game mode can be played in Online Custom Lobbies.

**New Skins!**

Three New Brawliday themed skins are available in Mallhalla.

* Holly Jolly Ember
* Wreck The Halls Teros
* Secret Santa Thatch

**New Holiday Colors!**

New Holiday Colors are available at 1500 Gold per Legend.

**Gold for the Brawlidays!**

As a Brawliday present we’re giving everyone an extra 250 gold for their daily login bonuses so you can be sure to grab Holiday Colors for your favorite legends.

**Performance**

We are working with NVIDIA to improve fullscreen performance. For now, we are switching fullscreen to just be maximized mode. If you run the game with a shortcut to include the parameter -fullscreen, you can override this. Just be forewarned, on a lot of machines, this causes decreased performance.

* To do this right click on Brawlhalla in your library. “Set Launch Options…” “-fullscreen”
* For full information on setting launch options see this article: https://support.steampowered.com/kb\_article.php?ref=1040-JWMT-2947

**Universal Weapon Skins**

* Weapon skins unlocked by purchasing a Legend skin are now useable across all Legends who share that weapon.

**Community Request**

* Your preferred victory and defeat taunts now work in Couch mode.
* Color swaps improved to be more vibrant.
* Clicking on an empty spot in the party menu in the character select will now automatically add a bot without opening the drop down menu.
* Added charge up FX to Brynn Neutral Axe and Side Axe Signatures for clarity.
* Holding down when getting ready to throw shouldn’t accidentally fall through as often.
* Ledge canceling now works for thrown items. (Happy Brawlidays, Crockie)

**Controller Support**

* You can now set it so that pressing up on a controller jumps.
* PC Support for Real Arcade Pro V Silent
* PC support for Power A RealTree Pro
* PC Support for Trust Predator GM-1150
* PC support for Sven X-pad
* PC support for Netway
* You can now disable individual buttons on your controller
* If your controller is missing a button (e.g., the GameCube controller doesn’t have a button that correlates to LB), it now shows up as “N/A” in the controller mapping screen and you cannot set a command for it.

**Bug Fixes**

* Fixed a number of unexpected behaviors when grab powers are interrupted or attempt to move a held target through a wall.
* Improved logic for which join prompts to show on the podiums in the character select screen, and making sure they update when they need to. It will now never show more than a single keyboard join prompt, and will not show a keyboard join prompt if there are enough attached controllers to fill the available slots.
* Fixed a bug where opening a new couch game would always put 4 players in, but it would keep whatever setting you had for max num players, which could lead to not being able to start a game when it looks like you should.
* Fixed a bug where new podiums after the first 4 would often show the keyboard join prompt with the controller join prompt in front of it instead of just showing the correct one.
* Fixed a rare crash in character select.

**Balance**

*Generally we’ve found that charging a signature is done more for timing than for the additional power in higher levels of play. In general fully charged signatures are rarely seen. However, in games between newer players, it is much more common. We think the charge multiplier might explain some of the disparity between how frustrating signatures can be between new and veteran players, and are toning it down.*

* The Damage and Force multipliers for fully charging a signature have been reduced from 150% to 125%.

**Sword**

*Sword Down Light seems especially potent when paired with a defensive, reactionary style of play. We’re trying a new approach where a running start is needed to get its full threat. This should make it a little more situational and reward aggressive use.*

* Sword Down Light: Movement speed is now dependent on current speed when using the power – ranges from 56%-100% of previous speed; Decreased Damage from 10 to 8; Increased Recover Time on Miss from 20 to 22.

**Hammer**

*The Hammer’s Down Light combo starter is considered weaker and harder to follow up than comparable attacks. We’re making it setup in a more predictable way, but are being conservative to avoid creating issues other combo starters have. The Neutral Light has been sped up in movement and duration to give it a little more range and make it feel more powerful.*

* Hammer Neutral Light: Increased movement speed on first attack frame from 35 to 50; Decreased window between first and second kick from 18 to 13.
* Hammer Down Light: Standardized Fixed Force to 35 on all frames from a range of 45 to 30; Direction of Force is more consistent and now angled slightly forward; Increased Recovery Time on Miss from 15 to 19; Increased Cooldown Time from 13 to 15.

**Katar**

*Recently, playstyles that rely heavily on Down Light combos have become more prevalent. We’ve fixed some issues with the move’s hitboxing and punish window, and tried to improve the Katar’s ground versatility by reworking the Side Light to be a more effective approach tool.*

* Katar Down Light: Reduced hitbox size; Increased Recovery Time on Miss from 12 to 18.
* Katar Side: Movement speed is now dependent on momentum when starting the power; Movement speed increased roughly 14% to 29% depending on momentum; Increased Active Frames from 7 to 11; Reduced Hitbox size; Variable Force increased from 0 to 23; Fixed Force decreased from 45 to 33; Stun Time increased from 19 to 22; Recover Time on Miss decreased from 31 to 26; Recovery Time on Hit decreased from 25 to 17.

**Spear**

*The damage potential of the Spear’s ground game is skewed too heavily toward the Down Light combo. We’ve dialed that damage down while increasing damage on the Neutral and Side attacks. Spear Down has also been tweaked so that following it up with a Side Air becomes a string for a range of damage values where it previously would have broken.*

* Spear Neutral: Increased Damage from 21 to 24.
* Spear Side: Rehitboxed to better match animation. Increased number of active frames from 1 to 4 on the first swing and 1 to 2 on the second; Increased Damage from 18 to 24.
* Spear Down: Decreased Damage from 23 to 13; Decreased Variable Force from 11 to 10.5 and Fixed Force from 70 to 67; Decreased Stun Time from 25 to 23; Increased Recover Time on Miss from 25 to 28.

**Blasters**

*We’re shifting power slightly with the Blaster’s air options, and giving it better kill potential across moves. Previously the Recovery has been pretty stingy about the precision aiming and steering needed to land a hit. This has been made a more forgiving and should help Blasters find KOs in a broader variety of situations.*

* Blasters Air Side: Increased Variable Force from 30 to 35; Reduced Recovery Time on Miss from 27 to 25.
* Blasters Air Down: Increased Recovery Time on Miss from 21 to 23.
* Blasters Recovery: Increased Stun Time during the carry from 19 to 21 and made the direction of Force more consistent during the initial kick to make the power more forgiving of steering mistakes; On the Exhausted version, reduced Fixed Force on frames 29-37 from 31,29,27,25 to 29,27,25,23 and added upward movement of -10 on frames 38-39 to fix some cases where the target could be dropped when steered correctly.

**Axe**

*The Axe’s ground game has a few instances where the user could jump before the end of the Recover frames. We’re slowly phasing this out wherever it exists. These changes should keep Side Light into Down Light a true combo, while making Side Air follow ups more of a string.*

* Axe Recovery: Force falls off more quickly. Decreased Minimum Variable Force from 41 to 30 and minimum Fixed Force from 71 to 56.
* Axe Side Light: Can no longer jump during the last 7 frames of the Recover Time; Reduced Recover Time on Hit from 16 to 13; Increased Recover Time on Miss from 16 to 18; Decreased Stun Time from 32 to 29.
* Axe Down Light: Can no longer jump during the last 13 frames of the Recover Time.

**Bow**

*The Bow is starting to prove itself as a viable kit, but still struggles to find KOs more than most weapons. These changes should make finding KOs with the bow a bit easier.*

* Bow Air Side: Increased Variable Force from 34 to 37.
* Bow Recovery: Increased Variable Force from 42 to 44.

**Bodvar**

*Bodvar’s Down Sword was originally given an usually high Force value because so much force is lost in bouncing the target against the ground. With the addition of Gravity Cancels, it’s too potent an edge guarding tool.*

* Bodvar Down Sword: Reduced Variable Force from 65 to 56; Increased Fixed Force from 50 to 60; Removed a small, 3 frame lingering hitbox at the end of the swing.

**Barraza**

*Barraza’s signatures can feel a little weak and slow. We’re making him hit a little harder and speeding up some especially long Recover Times on his Down Sig.*

* Barraza Axe Neutral: Increased Variable Force from 49 to 52; Decreased Fixed Force from 65 to 63.
* Barraza Down Blasters: Reduced Recover Time on Hit from 43 to 35; Reduced Recover Time on Miss from 30 to 25; Increased Variable Force from 54 to 57.

**Cassidy**

*Cassidy continues to be considered one of the weakest Legends. We’re giving her a little more Force and giving her Down Blasters signature some new utility as an edge guard.*

* Cassidy Neutral Blasters: Increased Variable Force from 55 to 57.
* Cassidy Down Blasters: If the target is far enough below Cassidy, the Force will be directed diagonally downwards; Increased Variable Force from 53 to 57; Shots are hitboxed on both sides for all frames rather than alternating between left and right; Slightly reduced hitbox sizes to better match animation.

**Orion**

*Orion has been underperforming in recent patches. We’re holding off on making major changes just yet, but are giving him some small buffs.*

* Orion Neutral Lance: Decreased Recovery Time from 26 to 24.
* Orion Down Spear: Decreased Time to Hit from 18 to 16.

**Hattori**

*Hattori is almost always the most common complaint of newer players, even during periods where she had the worst winrate of any Legend. At the moment though, she is performing slightly better than intended and is getting toned down.*

* Hattori Neutral Sword: Decreased Variable Force from 64 to 61.
* Hattori Side Spear: Decreased active frames on the vaulting kick from 13 to 10; Increased Movement Speed by roughly 17% during initial Recover frames; Reduced Variable Force from 57 to 53.

**Scarlet**

*Our recent changes to Scarlet appear to have been an overbuff, and she’s come back with a vengeance this patch. We’re shifting some of the recent changes to more of a middle ground.*

* Scarlet Neutral Lance: Increased Recover Time from 26 to 30.
* Scarlet Side Lance: Increased Recover Time from 27 to 32.

**Brynn**

*Brynn is getting a small nudge to her Neutral Axe’s punish window, and the FX clean up more quickly so the punish window is easier to read.*

* Brynn Neutral Axe: Increased Recover Time from 19 to 22; Decreased duration where FX dissipates after hit window.

## Patch 2.5 - Azoth has arrived!

*Welcome to Patch 2.5! Azoth, our brand new Legend, has entered Brawlhalla alongside a number of client performance improvements, skin viewer, balance improvements, and bug fixes.*

**New Legend!**

Azoth – The One Man Dynasty has entered Brawlhalla! Check out his Meet The Legend Episode for more info.

Weapons: Bow / Axe
Strength: 7
Dexterity: 5
Armor: 6
Move Speed: 4

**Brawlidays + 1 Week**

We’ve decided to extend the amount of time holiday items will be available to players by a whole week. The holiday colors and skins will be removed from the store in next week’s patch, so get those colors and skins while you can. Oh, and Snowbrawl is in for an extra week too!

**All Skins / Colors Available to Preview in Training Mode**

* Training Mode has been opened up to let you use any unlockable stances or colors and any skins, weapons, or colors available in the store. No more buyer’s remorse. No more crowd-sourcing the possibilities on Reddit.
* Note: Items that are available for a limited time (holiday, charity, etc) will only appear in Training Mode while they are available in the store.

**Community Requests**

* Matchmaking will now prevent players from playing the same map in back to back games when possible.
* The name floaters have gone back to using white text and now color the triangle based on team color instead.

**UI**

* Fullscreen is now working again as an in-game option.
* The “Maximize Screen” option has been changed to “Window Mode” inside the options drop down menu and will now cycle between “Fullscreen”, “Maximized”, and “Windowed” display modes.
* The character select screen does a better job making sure the lobby and party UIs don’t overlap the roster icons, particularly for players who are not using widescreen.
* Match preview character displays have been cleaned up to allow for better overlaps.
* Pressing back while the player options are open on the lobby list will now just close the options menu instead of collapsing the lobby list.
* Item cursor no longer renders on top of item displays in the store
* Items in the store displaying characters no longer render behind the “Availability” text for that item
* Updated instances where guest players were still designated by “1” instead of “2”

**Performance Improvements**

We’ve been looking into the client performance drops seen in the last two patches. Here is what we have found:

1) A recent NVIDIA Driver update seemed to be causing issues
2) Garbage collection started to become more of a bottleneck.

To address these issue, we reworked some of our rendering this patch. In addition, we strongly recommend getting the latest driver from NVIDIA as we believe the issue has been addressed. Please keep an eye on it and let us know if it has helped you in either direction. We still have work to do, but we believe it is strong enough to enable Full Screen as the default again.

Please Note: The higher the resolution of your monitor, the more likely you are to have issues in Full Screen. For most people, this won’t matter, but if you are having trouble, we recommend playing in Maximized mode.

**Art**

* The Don’t Leave Me Hangin’ taunt will now show your equipped Sidekick in the post-game scoreboard screen instead of always showing the default VALKRI Mk1 Sidekick.
* Slightly reduced contrast in some weapon metals for several color schemes.
* Ada’s eyes have been fixed in her roster icons.
* Altered hammer Down Light animations to better match hitboxes.
* Slight adjustments to Asuri and Lynx Asuri color schemes to make her stripes more prominent.

**Map Changes**

* Grumpy Temple: In an effort to make camping atop the wedge on Grumpy Temple less effective, the width of the wedge has been slightly decreased, and the widths of the soft platforms on either side of the wedge have been increased. These changes shorten the width of the safe space above the wedge while making the top platform easier to get to with a single jump from the mid-level soft platforms.
* Short Side: Increased the height of the right wall by 33%, moved the left kill line out slightly, and moved the right kill line in slightly to match.

**Gamepad Support**

* Added D-pad support for Hori Fighting Commander 4 on PC
* Fixed PC support for Thrustmaster Dual Analog 3.2
* Fixed PC support for GX-105 controller
* PC support for the Elecom PS2 controller adapter
* Additional Netway controller support for PC.
* Fixed the inverted axis on GM-1150 Gamepad for PC
* Mac support for Snakebyte idroid:con controller.
* Mac support for Dragonpad Wired USB Controller

**Bug Fixes**

* Fixed a bug where playing offline could only give owners of the Collector’s Edition just the Asgardian Hammer and Sword instead of all of the Asgardian weapon skins.
* Fixed a bug where closing the keybinds screen with the close button in the top right while in a game would mess up the context of the keys.
* Fixed a bug where inputs wouldn’t do anything while the keybinds screen was open.
* Fixed a bug where hitting “X” (Heavy Attack) would not open the customize keybinds screen, even though the UI said it would.
* Fixed a bug that caused the rampage and multi knockout animations to appear out of order.
* Fixed a server crash.
* Fixed a bug where you could come out of the pistol down air facing the wrong direction if you had steered the attack backwards before hitting an opponent and then stopped pressing left or right.
* Fixed a bug with Thatch Down Blasters that could result in no Force being applied.
* Fixed a bug where a Sidekick summoned by a horn could lose a tie and end up doing nothing to a player it clearly hit.
* Fixed a bug where If you still have a non-Orion legend using one of Orion’s base weapon skins saved as your default from 2.4.1, that will no longer work. Orion wants to keep his stuff.
* Fixed Teros Neutral Axe animation to no longer jump above his hurtbox (Credit: Exo)
* Fixed display bug causing the highlighter arrow in the controller keyboarding screen to flicker repeatedly.
* Fixed text header alignment issue with news page.

### **Balance**

**Sword**

*The Sword’s air game is often raised as a concern both from a balance and flavor standpoint. Its range can feel deceptively large compared to weapons like the Axe and Spear. We’re making the neutral and down airs a little smaller and faster, and giving a little more punish window after the long active frames of the side air.*

* Sword Side Air: Reduced Damage from 20 to 17; Increased Recover Time from 30 to 32.
* Sword Neutral Air: Decreased Hitbox Size; Reduced Startup Time from 17 to 16.
* Sword Down Air: Decreased Hitbox Size; Reduced Startup Time from 16 to 15.

**Spear**

*The last set of changes to the down light’s combo potential hurt some playstyles more than intended. We’re giving some stun back, but making it more situational whether to follow up with the neutral air or side air. The side light now has a small momentum bonus similar to our recent changes to the katar side light.*

* Spear Side Air: Hitboxes are focused more along the arc of the swing.
* Spear Down Light: Increased Stun Time from 23 to 26; Increased Variable Force from 10.5 to 11; Decreased Fixed Force from 67 to 50; Slightly shifted angle of Force.
* Spear Side Light: Forward movement before first swing is now variable based on momentum, increased from 80 to a range between 80 and 110.
* Spear Neutral Light: Extended Active Frames of first stab from 1 to 5, the second stab from 1 to 5, and the third stab from 1 to 2. Power duration is unchanged.

**Hammer**

*Some of the Hammer kit had much more Recover than Stun Time, and would give targets a free counterhit at low health. We’ve given significant stun increases to the side and neutral air attacks.*

* Hammer Neutral Air: Increased Stun Time from 18 to 28
* Hammer Side Air: Increased Stun Time from 19 to 29

**Katar**

*The Katar’s Recovery is considered by some to be the strongest in the game. It also has fairly generous hitboxes that didn’t match the animation very well, so we’ve addressed that to reduce its power. The side light had unusually high downward movement that has been toned down.*

* Katar Side Light: Reduced downward movement at start of leap from 80 to 35.
* Katar Recovery: Rehitboxed to better match animation.

**Blasters**

*Blasters are getting a small reduction to Ground Pound Force this patch.*

* Blasters Ground Pound: Reduced Variable Force from 52 to 50.

**Vraxx**

*Vraxx’s Side Blasters were killing too early considering their fast startup and recovery times and his 4 Strength.*

* Vraxx Side Blasters: Reduced Variable Force from 55 to 52.

**Gnash**

*Gnash is performing a little better than intended at all ranks. We’re reducing the Force of one of his more reliable signatures, especially considering the buffs to both of his weapons this patch.*

* Gnash Side Spear: Reduced Variable Force from 57 to 54; Reduced Fixed Force from 77 to 72.

**Queen Nai**

*We’re moving some power from Nai’s Katar signatures to her Spear signatures. Her Side Katars is the hardest hitting signature in the game, while her spear attacks are uncharacteristically weak for 8 Strength.*

* Nai Neutral Spear: Increased Variable Force from 48 to 50.
* Nai Side Spear: Increased Variable Force from 50 to 53.
* Nai Neutral Katars: Decreased Variable Force from 58 to 56.
* Nai Side Katars: Decreased Variable Force from 70 to 66.

**Scarlet**

*The reductions to Scarlet last patch didn’t seem to have much of an effect. We’re dialing down her potential for early knockouts slightly to bring her more in line.*

* Scarlet Side Lance: Decreased Variable Force from 55 to 53; Decreased Fixed Force from 90 to 80.

**Sentinel**

*The rewards for landing some of Sentinel’s signatures felt a little out of balance. We’re moving some Force from his Side to Neutral Hammer.*

* Sentinel Neutral Hammer: Increased Variable Force from 48 to 49; Increased Fixed Force from 60 to 62.
* Sentinel Side Hammer: Decreased Variable Force from 60 to 58.

**Lucien**

*Lucien’s Side Blasters continues to be one of his most reliable ways of gaining early knockouts, and has little Recovery Time compared to its Force. We’re giving it a longer punish window.*

* Lucien Side Blasters: Increased Recovery Time on Miss from 18 to 23.

**Teros**

*Teros’s Side Axe covers enough ground and hits hard enough that trying to punish it sometimes doesn’t feel worth the risk. It is also getting a slightly longer punish window.*

* Teros Side Axe: Increased Recovery Time from 23 to 26.

**Ember**

*Like Nai, some power is being shifted away from Ember’s Katar to her other signatures.*

* Ember Neutral Bow: Increased Variable Force from 51 to 54
* Ember Side Bow: Reduced Recover Time from 27 to 24
* Ember Neutral Katar: Decreased Variable Force from 52 to 50
* Ember Down Katar: Decreased Variable Force from 56 to 54; Decreased Fixed Force from 71 to 67.

## 2.6 Patch Notes

**New Store Items**

* Harbinger Orion is now in the store!
* Azure, The First Bow is in the store!

**New Sale Items**

* Skin sale items have changed, check it out!

**New Legend Rotation**

**Balance Changes**

**Community Requests**

* Input Buffering now works for gravity cancels.
* You can now access “Big” maps in Training Mode.
* Big Titan’s End is now a default option for 4 player games of Snowbrawl.

**UI / Art Changes**

* You can now select which set of maps you would like you use for online and offline custom games (changeable in the game settings right above the Test Maps toggle)! It will default to “AUTO”, meaning it will pick the best map set based on current player count and whether or not teams is on. However, if you want to play 4v4 on Shipwreck Falls or 1v1 on Big Kings Pass, you’re crazy, but have at it.
* Error screen can be closed with “B” button now
* News screen can only be closed with “A” or “B” buttons now instead of any button on the controller
* Width / Height of hitboxes and hurtboxes in the Powers Viewer are now reported as full Width / Height instead of as radii.
* Animation changed on Lance Air Down Light Attack.
* Adjustment to Lance Side Light attack animation

**Performance Improvements**

* Improved core server performance.

**Controller Support**

* PC Support for Trust GXT 545 Wireless Gamepad
* Fixed PC support for Logitech Cordless RumblePad 2
* Fixed support for Combat Bow gamepad.
* Support for PS4 Rock Band 4 Controller on Windows 10.
* Mac support for Nyko Core PS3 controller.

**Bug Fixes**

* Fixed a bug where the client and server thinks two different people are leaders.
* Fixed a client crash fix that sometimes occurred with Special FX on a really slow ticks.
* Fixed a bug where powers could use the wrong hurtbox when colliding with a wall.
* Fixed bug causing mouse movement over store items to show both the mouse highlighter and controller highlighters at the same time
* Fixed a bug where the highlighter in the store prompt screen wouldn’t display properly.
* Lance Side Light: Fixed a bug where exhaust flames held on a single animation frame instead of playing correctly.
* Lance Down Air: Fixed a bug where ground collision could happen at the wrong location.
* Fixed a bug where players would stop seeing hints during the preview screen once they reached account level 21.

**Balance Changes**

**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:

* + Axe Neutral Light
	+ Axe Down Light
	+ Bodvar Side Hammer
	+ Bodvar Down Hammer
	+ Bodvar Neutral Sword
	+ Bodvar Side Sword
	+ Bodvar Down Sword
	+ Cassidy Neutral Blasters
	+ Cassidy Down Blasters
	+ Orion Neutral Lance
	+ Gnash Side Hammer
	+ Roland Down Sword
	+ Thatch Side Sword
	+ Ada Neutral Spear
	+ Sentinel Neutral Katar
	+ Sentinel Down Katar
	+ Teros Neutral Axe
	+ Teros Neutral Hammer
	+ Brynn Down Spear
	+ Barraza Neutral Axe
	+ Barraza Side Axe
	+ Barraza Down Axe
	+ Azoth Down Bow

**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 Light: Reduced how far Hitboxes extend backwards.
* Unarmed Ground Pound: Reduced 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 Light: Fixed a bug where exhaust flames held on a single animation frame instead of playing correctly.
* Lance Down Air: During 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 Air: Increased 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 Light: Increased 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 Air: Slightly 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 Light: Reduced Damage from 24 to 18; Reduced Fixed Force from 67 to 60; Angled Force slightly more upwards.
* Spear Down Light: Increased 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 Light: Increased 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 dodge out of, without making it a true combo.*

* Axe Side Light: Increased Stun Time from 29 to 31; Reduced effect of Dexterity for Recover Time on Hit.
* Axe Neutral Light: Slightly increased Hitboxes and Hit Window on hit to decrease chance of drops.

**Bow**

*The Bow is still underperforming a little bit. We’re also finding that its bread and butter Side Light to Down Light to Neutral Light combo is a fairly negative player experience. We’ve made Side Light into Down Light no longer true, but in exchange Bow has gotten a number of other improvements.*

* Bow Side Light: Decreased Stun Time from 23 to 20; Forward movement is now variable based on momentum, changed from 55 to a range between 45 and 65; Slightly increased Hitbox size.; Increased Damage from 19 to 23; Decreased Recover Time on Miss from 19 to 17.
* Bow Neutral Light: Slightly increased stacked Hitbox size; Increased Damage from 18 to 20; Increased Variable Force from 40 to 42; Decreased Fixed Force from 48 to 41.
* Bow Down Air: Increased Variable Force from 40 to 42.
* Bow Recovery: Increased Variable Force from 44 to 46.
* Bow Ground Pound: Increased maximum movement speed from 90 to 96; Variable Force increased from 45 to 46; Hitbox is slightly wider but extends less far upwards.

**Ada**

*For a while now, Ada’s been considered a character whose strong Spear signatures balanced out her weaker lights. With the improvements to Spear and Blasters, her signatures are due for a change. We’ve made some pretty significant reductions to the threat on Ada’s Neutral and Down Spear. However, we also buffed the coverage on her Neutral Blasters, considered one of the weakest signatures in the game.*

* Ada Neutral Spear: No longer hits grounded targets; Decreased Hitboxes behind self; Time to Hit increased from 19 to 20.
* Ada Down Spear: Hitboxing is less generous, doesn’t cover above Ada; Hitboxes now cover entire length rather than alternating between left and right Hitboxes; Increased Hit Window from 30 to 34; Increased Recover Time from 10 to 13.
* Ada Neutral Blasters: Increased horizontal spread of shots. Decreased Damage from 27 to 24.

**Sentinel**

*Sentinel is mentioned less often in player complaints and has a lower use rate, but consistently surfaces as one of the highest winrates at all ranks. We’re giving a little more punish window after some of his signatures that have relatively short Recover Times.*

* Sentinel Neutral Katar: Increased Recover Time from 17 to 19.
* Sentinel Side Katar: Increased Recover Time from 16 to 18.

**Asuri**

*Asuri’s signatures are still considered a little weak. Her Side Katars in particular suggests longer lasting hurtboxes than they previously had.*

* Asuri Side Katar: Rehitboxed to follow the slash effects more closely than Asuri’s claws; Increased Hit Window from 11 to 17
* Asuri Side Sword: While the minimum Time to Hit is still 22, decreased Time to Hit after release from 5 to 3.

**Ember**

*While most of the changes to Ember for this patch are happening on the Bow kit, we’re making her Side Bow signature a little less punishing to use.*

* Ember Side Bow: Decreased Recover Time from 24 to 20.

**Fixes**

* Unarmed Neutral Light: Fixed some cases where target could be dropped before the final hit.
* Hammer Neutral Light: Fixed some cases where target could be dropped before the final hit. Credit: Dobrein.
* Axe Neutral Light: Fixed some cases where target could be dropped before the final hit. Credit: Th\*Dust
* Orion Neutral Spear: Fixed some cases where target could be dropped before the final hit.
* Thatch Neutral Sword: When Gravity Canceled, now waits until Recover Time to start falling

## 2.7 Patch Notes - Koji The Samurai Has Entered Brawlhalla!

'

* Weapons: Bow & Sword
	+ Strength: 5
	+ Dexterity: 8
	+ Armor: 4
	+ Movespeed: 5

**New Legend Rotation**

**Gravity Cancel Taunts**

* Added support for Gravity Canceling Taunts
* Updated Taunt Recover Times to better match animations.
* Smoothed Axe’s enter and exit taunt animation
* Brought all min charge times on taunts down to 60 frames or less if possible (highest is maybe 70).
* Normalized all taunt gravity cancel lengths to 60 frames, after which you start to plummet.
* Cleaned up some bad finish transitions on min charge taunts.

**Map Improvements**

* Improved the variety of item spawn locations on Thundergard Stadium, Shipwreck Falls, and Twilight Grove (will result in less item overlap). Additionally, increased the rate with which items spawned on the main platform in Twilight Grove (increased from 25% to 57%).
* Items can now spawn on the main platform in Great Hall.
* Greatly decreased the frequency with which items spawn on the moving platforms in Blackguard Keep. It is now 18% of the time down from 40%.

**Bug Fixes**

* Fixed a bug where the dodge delay after missing an attack was not always consistent, especially for attacks that have different recovery times based on whether the attack hit or not. The dodge delay for missing an attack is now 7 frames (down from 12, but that 12 was usually starting from too early in the attack).
* Fixed a bug where the UI would show up in front of an offline game.
* Fixed a bug where hints were not being shown during the match preview screen for ranked 1v1 and Ranked 2v2 games.
* Fixed bug where menus would reposition strangely and go pixelated after you minimize or alt-tab.
* Possibly fixed the giant spike ball bug.
* Possibly fixed the tiny characters on the podium bug.
* Possibly fixed the tiny character frames mid-match bug.
* Fixed a bug where Taunts could be affected by Dexterity.
* Fixed a bug where you can leave a matchmaking queue right as it found an opponent.

**Drop Fixes**

* Fixed a bug that could cause hurtbox checking to be a frame off from a physical position. Was likely the cause of increased drops recently.
* Trying a new algorithm to help prevent drops, added to the following powers:
* Axe Neutral: Fixed some cases where the target could be dropped before the final hit; Removed some changes that were made to prevent drops but had negative impacts on the power – First swing applies full damage instead of acting as a multihit, decreased the Hit Window on the second swing from 7 to 5.
* Ember Neutral Bow: Fixed some cases where the target could be dropped before the final hit.
* Asuri Side Katars: Fixed some cases where the target could be dropped before the final hit.
* Spear Neutral Light: Fixed some cases where the target could be dropped before the final hit.
* Spear Down Light: Fixed some cases where the target could be dropped before the final hit.
* Brynn Down Axe: Fixed some cases where the target could be dropped before the final hit.

## 2.8 Patch Notes

### **Happy Valhallentine’s!**

Valhallentine’s Day is here!

Three new Legend Skins, Lovestruck Colors, and a Bow Skin have been added to the store.

* Classy Roland
* Date Night Nai
* Eternal Love Brynn
* Cupid’s Bow
* New “Lovestruck” Color scheme is available for purchase with gold in the store
* Valhallentine’s Day login bonus adds 250 gold to each daily login bonus

**Koji Update**

* Koji’s Gold Cost has been reduced to 5400 gold.
* Koji’s Lore has been added.

[[file:|thumb|600px]]

New Legend Rotation

**Ada**

Weapons: Blasters & Spear
Stats: 6/7/3/6
Details: http://wiki.brawlhalla.com/w/Ada

**Barraza**

Weapons: Axe & Blasters
Stats: 6/4/8/4
Details: http://wiki.brawlhalla.com/w/Barraza

**Bödvar**

Weapons: Sword & Hammer
Stats: 6/6/5/5
Details: http://wiki.brawlhalla.com/w/Bodvar

**Brynn**

Weapons: Axe & Spear
Stats: 5/5/5/7
Details: http://wiki.brawlhalla.com/w/Brynn

**Lucien**

Weapons: Katars & Blasters
Stats: 3/5/6/8
Details: http://wiki.brawlhalla.com/w/Lucien

**Scarlet**

Weapons: Rocket Lance & Hammer
Stats: 8/5/5/4
Details: http://wiki.brawlhalla.com/w/Scarlet

**Public Games List**

* Players can create public custom games for everyone to see.
* You can browse a list of games to find any game mode you like.
* Filters and advanced features coming soon!

**Invites!**

* An Invite system has been added to the game. While in a group, you can invite to your party anyone via your friend’s list. If you are not the party leader, this option changes to “suggest” and the leader will be notified to invite that person.
* If you receive an invite, a notice will show up in the bottom left corner of the screen and you will need to access the notifications tab to accept the invite.

**Servers**

* Brazil and Australia Server regions have been added to custom games. For players close to these locations please provide us with feedback on your experience at support@brawlhalla.com or on reddit.com/r/brawlhalla

**Test Features**

*Enable these in custom lobbies by enabling ‘Test Features’ in the UI. We’ve added a new platforming mechanic, chase dodges, and a new set of potential 1v1 maps. Let us know what you think!*

* Ledge Hopping: If you do an aerial jump close to a platform, it’s now credited as jumping off the platform, meaning you’ll still have 2 aerial jumps remaining
* Chase Dodge: Dodging immediately after landing an attack (and in the same direction as the attack) will cause your dodge to be a full speed dodge regardless of your velocity during the hit.
* Full Speed Dodge Cancels: When dodging at full speed you can now cancel your dodge with a throw, taunt, or any attack.
* Dodges no longer sound different depending on if you’re in the air or not. What used to be the air dodge sound is now the full speed dodge sound, and what used to be the ground dodge sound is now the less-than-full speed dodge sound.
* Added a new Map Set to Timed and Stock for the proposed new set of 1v1 maps for the next ranked season. This set uses smaller, 1v1-focused versions of Thundergard Stadium, The Great Hall, Blackguard Keep, and Mammoth Fortress. This set must be manually picked and will not be selected automatically if you only have 2 players.

**Gameplay**

* Improved overall consistency of input buffering
* Improved some cases where grab powers like Barraza Neutral Axe could fail to apply Damage and Force around corners. (Credit SolarisHan)
* The old jump protection code has been replaced because there was a bug in it that could make it too strict and it could get you killed, especially after being spiked downward.

**UI Improvements**

A persistent utility bar with 6 tabs is now available in most screens when navigating the UI.

– Notifications
– Missions
– Friends List
– Lobby List
– Clan List (Coming soon).
– Options

* If you select a random character and the server rejects it, reselecting random will reroll your character so that you no longer have to move to another character and back to random to get a reroll.
* Game settings has been revised to be more controller friendly and now features tabs to better separate information and aid the new notion of creating a public game
* Minor color scheme improvements to Cursed Gold Thatch, Steamsmith Scarlet, and Metadev Orion.
* When selecting your color, it now shows the name of the color instead of “CHOOSE COLOR”
* As long as you remain in the same online or offline game lobby, the game will remember your custom settings each Game Mode instead of resetting.
* Certain color scheme icon display names have changed: “Base Color” => “Classic Color” and “Holiday Colors” => “Winter Holiday Colors”
* You can now change the damage multiplier or enable test features in Training Mode

**Art & Animation**

* Roland’s base costume received a visual upgrade.
* Tweaked Roland’s character select animation to have less skewing and be more representative of his actual appearance
* Tiny animation tweak to Brynn’s selected pose to reduce how much her neck was stretched
* SFX animation changed for the arrow shot in the base bow kit.
* Power Viewer Hurtboxes are now back to being the correct color (yellow).

**Bug Fixes**

* Fixed color swap issue with Ronin Koji’s sandals. (Credit: Brodie Fecht)
* Fixed an issue with the Salute taunt where things like wings and scarves would stick in front of the character’s arm.
* Fixed a bug where you couldn’t spectate a friend who was spectating.
* Fixed a bug where you would not update your friend status when spectating a lobby.
* Fixed a bug where mines and bombs of eliminated players would fail to explode. (Credit Addymestic)
* Fixed a bug where spot dodging on the ground pressing down dodge would not be treated the same as a neutral spot dodge.
* Fixed a bug where you could use the Don’t Leave Me Hangin’ taunt to get an invisible sidekick flyby.
* Fixed a bug where dodging while going faster than max air speed in the air when result in less than a full dodge.
* Fixed some visual bugs with taunt end animations playing late.
* Fixed a bug where ground pounds could cancel by touching vertical walls. (Credit Addymestic)
* Fixed color swap issue with Burglar Asuri’s teeth during some animations.

### **Balance Changes**

**Spear**

*Spear seems to be in a pretty good place for most players, but does have some devastating combos at the highest levels of play. We’re downgrading the Side Light -> Side Light and Down Light -> Down Light connections from true combos to strings where they exist.*

* Spear Neutral Light: Increased Time to Hit from 3 to 4. (Incorrectly noted as going live in 2.6)
* Spear Side Light: Increased Cooldown from 6 to 10.
* Spear Down Light: Increased Cooldown from 0 to 8.

**Katar**

*For Katar, we debated the same approach as spear, but are opting to try lowering damage instead as Katar imbalances seem to be most common among very low rank players. Katar Side Air has been adjusted so that will spike at a more gentle angle unless it connects lower or later in the Hit Window.*

* Katar Side Light: Decreased Damage from 11 to 10.
* Katar Neutral Light: Decreased Damage from 19 to 18.
* Katar Neutral Air: Decreased Damage from 15 to 13.
* Katar Side Air: Hitbox is broken into two smaller shapes that happen on different frames. Angle of Force is more horizontal on the first two frames of the Hit Window.
* Katar Down Air: Decreased Damage from 21 to 19.
* Katar Recovery: Decreased Damage from 24 to 21.

**Lance**

*Our hitboxing of the Lance tip is starting to feel especially stingy as more hurtboxes are updated. We’ve very slightly increased the priority on a few of its powers.*

* Lance Neutral Light: Slightly increased Hitbox size at tip of lance.
* Lance Down Air: Slightly increased Hitbox size at tip of lance.
* Lance Side Air: Slightly increased Hitbox size at tip of lance.

**Hammer**

*We’ve made some small adjustments to Neutral Light to make its hits and misses feel more correct, and to prevent drops when sliding off of a ledge. The risk for Down Light seems off at the moment, and so the opportunity to punish a missed one is being dialed up.*

* Hammer Neutral Light: Moved Hitbox further forward; Slowed rate of falling while active.
* Hammer Down Light: Increased Recover Time on miss from 19 to 22.

**Blasters**

*After some recent improvements to the Recovery’s ability to land its final shot, we felt the quick initial startup could be dialed down.*

* Blasters Recovery: Increased Time to Hit from 6 to 9.

**Axe**

*Axe Legends seemed to be one of the stronger groups this patch. We’ve mostly tried to address this in a few overperforming signatures, but some power has been shifted around the Axe’s air game to reduce reliance on the Down Air.*

* Axe Down Air: Increased Time to Hit from 11 to 13; Decreased Damage from 20 to 18.
* Axe Side Air: Increased Damage from 15 to 17.

**Bow**

*As the newest weapon, Bow is still somewhat up in the air. While most bow users still have low winrates, especially among newer players, the recent buffs have started to catch up with them and made bows a common sight in tournament play. We’re reevaluating some of the more unpopular buffs bows received in recent patches, starting with this one.*

* Bow Recovery: Decreased Hitbox size.

**Teros**

*Teros’s Neutral Hammer is too dominant right now, but the rest of his signatures are considered pretty bad. We’ve shifted some power from it to his Down Hammer and Neutral Axe.*

* Teros Neutral Hammer: Decreased Hitbox size; Decreased Variable Force from 52 to 50; Increased Fixed Force from 68 to 70.
* Teros Down Hammer: Slightly Increased Hitbox sizes; Decreased gap between swings from 20 to 16; Decreased Recover Time from 17 to 14.
* Teros Neutral Axe: Increased Hitbox sizes on initial ascent; Decreased forward movement on first frame.

**Barraza**

*Barraza’s performance is highly variant depending on where you are in the ladder. At high ranks, he seems fine. At low ranks, he’s underperforming. And in between, he’s a little too strong. We’re shifting power from one of his strongest signatures to one of his weakest.*

* Barraza Side Axe: Increased Recover Time when landing from 23 to 27.
* Barraza Neutral Blasters: Decreased Time to Hit from 15 to 13.

**Azoth**

*Azoth’s Side Bow lingers for a deceptively long time. We’ve removed the Hitboxes from some frames that look like the power should be over.*

* Azoth Side Bow: Decreased Hit Window from 26 to 23.

**Queen Nai**

*Nai has remained one of the stronger Legends this patch. Along with the Katar and Spear changes, we’re dialing down the early knockout potential of her Side Katars.*

* Nai Side Katar: Decreased Variable Force from 66 to 63.

**Sentinel**

*Sentinel’s Down Katar is one of the faster signatures in the game, likely too quick for its threat and Sentinel’s 4 Dexterity.*

* Sentinel Down Katar: Increased Time to Hit from 12 to 14.

**Asuri**

*Asuri continues to underperform for most players, despite her popularity at high ranks. Her Side Sword is being sped up slightly.*

* Asuri Side Sword: Decreased Time to Hit from 22 to 20.

**Fixes**

* Fixed some behaviors when a player is hit out of a custom Hurtbox that could cause apparent teleports or drops. (Credit Doppey)
* Hurtbox locations match better while a legend is stunned.
* Gnash Down Hammer: Fixed a bug where the power could land slightly above the ground. (Credit Dobrein)
* Scarlet Side Hammer: Fixed a bug where the power could land slightly above the ground.
* Bödvar Neutral Hammer: Updated hurtboxes to better match animation.
* Cassidy Side Hammer: Updated hurtboxes to better match animation.
* Orion Side Lance: Updated hurtboxes to better match animation.
* Orion Side Spear: Updated hurtboxes to better match animation.
* Vraxx Side Blasters: Updated hurtboxes to better match animation.
* Gnash Neutral Spear: Updated hurtboxes to better match animation.
* Gnash Side Spear: Updated hurtboxes to better match animation.
* Gnash Down Spear: Updated hurtboxes to better match animation.
* Nai Neutral Spear: Updated hurtboxes to better match animation.
* Nai Side Spear: Updated hurtboxes to better match animation.
* Nai Side Katar: Updated hurtboxes to better match animation.
* Lucien Side Katar: Updated hurtboxes to better match animation.
* Lucien Down Katar: Updated hurtboxes to better match animation.
* Lucien Side Blasters: Updated hurtboxes to better match animation.
* Lucien Down Blasters: Updated hurtboxes to better match animation.
* Lance Neutral Light: Fixed some cases where target could be dropped before the final hit.
* Hammer Neutral Light: Fixed some cases where target could be dropped before the final hit. (Credit Dobrein)
* Roland Side Sword: Fixed some cases where target could be dropped before the final hit. (Credit Dobrein)
* Roland Neutral Sword: Fixed a timing issue where animation and Hit Window did not match. Power timing unchanged. (Credit Dobrein)
* Sentinel Down Katar: Fixed a timing issue where animation and Hit Window did not match. Power timing changes noted above.