Welcome to Patch 2.12! With Season 1 well under way we’ve taken a look at game balance and made a number of improvements across the board. There are new skins available in the store, a new weekly legend rotation and a number of fixes in this patch as well. We’ll see you in Brawlhalla!

PlagueDoctorLucien

 
 

New Skins

  • Plague Doctor Lucien
  • Roland The Hooded
  • Cupcake Cassidy

New Weekly Legend Rotatio

Bödvar, Brynn, Koji, Lord Vraxx, Queen Nai, Teros,

Maps

  • New test map! Danger Zone is now available in 1v1 and 2v2 map sets when test features are enabled!
  • Improved AI navigation on Wally.

Bug Fixes

  • Fixed a bug that caused the portrait of a character in the HUD to be the incorrect color.                              
  • Fixed display bug where season rating was shows your best instead of current.     
  • Fixed a visual bug where a player could be facing the wrong direction during the throw animation if the user changed direction between letting go of the throw button and the throw animation finishing.                                        
  • Fixed a bug where sometimes the server would reject a perfectly valid color choice for strikeout if that color was chosen as a backup because all of the colors you could normally choose had already been selected by other players.          
  • Fixed a bug that caused the volume sliders to display incorrectly when the game is relaunched.
  • Fixed a bug that caused your randomed legends to be displayed in the level select screen after viewing the store in the character select screen.
  • Fixed some edge cases where players could get inside the walls of moving platforms.
  • Potentially fixed a bug that would match players onto the wrong region.
  • Fixed the swoosh on the sword’s down air attack animation
  • Fixed the gold and idol confirm buttons to make them more obvious in the checkout process in the store            

Balance

Unarmed

Players have discovered some truly impressive applications of the unarmed kit, but they’ve started to create stale gameplay. These changes should create escape opportunities during some of the most oppressive unarmed combos.

  • Unarmed Neutral Light: Increased Fixed Force from 32 to 45; Decreased Stun Time from 25 to 23.
  • Unarmed Side Air: Decreased Stun Time from 28 to 22.

 

Sword

The sword is a weapon we’re hesitant to adjust but one that needs adjusting, much for the same reason: Players use it considerably more than any other weapon. Like changes to other kits in the past, we’re adding some much needed Recover Time on miss to the Neutral Light. Finally, the Down Air is a frequent source of concern due to its horizontal priority, and has been brought in significantly in width. We’re hoping these adjustments will make fighting against sword players easier, while still keeping options intact for those who enjoy brawling with a blade.

  • Sword Neutral Air: Decreased Time to Hit from 16 to 15; Increased Cooldown Time on Hit from 15 to 17; Increased Recover Time on miss from 20 to 24.
  • Sword Down Air: Decreased Hitbox size after the first frame of the hit window.
  • Sword Neutral Light: Increased Recovery Time on miss from 0 to 10.

 

Lance

We’re adjusting grounded landings of the Lance Down Air to feel more responsive, but are reversing some of the stun advantage increases related to its previous state. The Side Air is getting some added priority in a head-on exchange, but is slower to recover on a miss.

  • Lance Down Air: On ground hit: Reduced Stun Time from 20 to 16; Reduced Recover Time from 20 to 15 on hit, from 24 to 21 on miss; Increased forward movement from 0 to 50 at start of Recover frames on hit, from 0 to 35 on miss.
  • Lance Side Air: Slightly increased Hitbox Size; Variable Force increased from 31 to 36; Fixed Force Decreased from 65 to 60; Increased Recover Time on miss from 23 to 28.

 

Hammer

The Hammer’s Down Light combo setup is much harder to choose the correct follow up for than similar powers. We’ve extended both the Stun Time and Recover on Hit to give a longer window for reacting to the hit.

  • Hammer Down Light: Increased Recover Time on hit from 3 to 8; Increased Stun Time from 28 to 33.
  • Hammer Neutral Light: Decreased Damage from 30 to 27.
  • Hammer Down Air: Decreased Hit Window from 16 to 13.

 

Blasters

The Blaster’s Down Air into Gravity Cancelled Neutral Light is one of the more consistent and rewarding strings in the game. It’s been toned down slightly in damage, and the difference in stun advantage between high and low Dexterity legends has been narrowed slightly.

  • Blasters Neutral Light: Increased Time to Hit from 8 to 9; Decreased Damage from 30 to 28.
  • Blasters Down Air: Increased Cooldown Time on Hit from 12 to 16; Recover Time on Hit adjusted to scale slightly less for low Dex legends.

 

Spear

Spear’s Side Air was incorrectly applying cooldown, and has been fixed with new values. The Down Light was a little too safe in picking up grounded opponents while displacing its user’s hurtbox and now loses that threat earlier in its hit window.

  • Spear Side Air: Increased Cooldown Time on miss from 0 to 8; Increased Cooldown Time on hit from 0 to 11.
  • Spear Down Light: Decreased how far Hitboxes extend below legend after first frame of hit window.

 

Bow

Though the Bow is performing slightly below average at most ranks, it has become dominant at the tournament level for its ability to follow up misses with a second attack. We’re increasing the risk on a number of its powers.

  • Bow Down Air: Increased Recover Time on miss from 18 to 23.
  • Bow Down Light: Increased Recover Time from 27 to 28 on aerial miss; Increased Recover Time from 25 to 27 on grounded miss.
  • Bow Neutral Light: Increased Recover Time from 19 to 22 on miss.

 

Axe

While there has been some positive response to the stun advantage increases on the Axe, it has seen a sharp decrease in use since the reductions to the Down Air. We’ve pulled back on these some. The Side Light is now more consistent and has less risk, but retains the same stun advantage since its Neutral Air string has true combo follow ups.

  • Axe Side Light: Decreased Recovery Time on hit from 12 to 10; Decreased Recovery Time on miss from 17 to 15; Decreased Stun Time from 31 to 29; Decreased Variable Impulse from 10 to 9, Decreased Fixed Impulse from 75 to 70; Angle of force is more consistent.
  • Axe Down Light: Increased Cooldown Time from 0 to 10.
  • Axe Down Air: Increased Hitbox Sizes; Maximum Damage and Force is now also applied to the third frame of the hit window; Decreased Stun Time on final frame of hit window from 23 to 22.

 

Hattori

The ability of Hattori’s Neutral Sword to hit grounded opponents in rare circumstances feels inconsistent to the point where it is occasionally reported as a bug. We’ve raised its threat upward slightly to remove this case.

  • Hattori Neutral Sword: Increased vertical teleport distance; Decreased Hit Window from 10 to 9; Increased Recover Time from 15 to 17.

 

Bödvar

Bödvar’s Down Sword is being toned down slightly due to its size and Force.

  • Bödvar Down Sword: Increased Time to Hit from 17 to 18.

 

Scarlet

Scarlet remains one of the highest winrates at low ranks. Her Side Lance is getting a small increase in Time to Hit.

  • Scarlet Side Lance: Increased Time to Hit from 19 to 20.

 

Thatch

Thatch’s Side Blasters has an unusually long Recover Time that makes its use too much of a risk.

  • Thatch Side Blasters: Decreased Recover Time from 33 to 28.

 

Asuri

Asuri’s Down Sword feels weaker than similar signatures. We’ve made it more rewarding to land.

  • Asuri Down Sword: Increased Damage from 22 to 32.

 

Barazza

Barraza’s Side Blasters have one of the largest startup times of any signature, without the extra advantages of comparatively slow attacks.

  • Barraza Side Blasters: Decreased Time to Hit from 27 to 22.

 

Hurtboxing

  • Unarmed Side Light: Adjusted Hurtboxes to better match animation.
  • Unarmed Down Light: Adjusted Hurtboxes to better match animation.
  • Unarmed Side Air: Adjusted Hurtboxes to better match animation.
  • Sword Neutral Light: Adjusted Hurtboxes to better match animation.
  • Sword Side Light: Adjusted Hurtboxes to better match animation.
  • Sword Down Light: Adjusted Hurtboxes to better match animation.
  • Sword Side Air: Adjusted Hurtboxes to better match animation.
  • Lance Neutral Light: Adjusted Hurtboxes to better match animation.
  • Lance Side Light: Adjusted Hurtboxes to better match animation.
  • Lance Down Light: Adjusted Hurtboxes to better match animation.
  • Hammer Neutral Light: Adjusted Hurtboxes to better match animation.
  • Hammer Side Light: Adjusted Hurtboxes to better match animation.
  • Blasters Neutral Light: Adjusted Hurtboxes to better match animation.
  • Blasters Side Light: Adjusted Hurtboxes to better match animation.
  • Blasters Recovery: Adjusted Hurtboxes to better match animation.
  • Spear Side Light: Adjusted Hurtboxes to better match animation.
  • Spear Neutral Air: Adjusted Hurtboxes to better match animation.
  • Spear Side Air: Adjusted Hurtboxes to better match animation.
  • Spear Down Air: Adjusted Hurtboxes to better match animation.
  • Katar Side Light: Adjusted Hurtboxes to better match animation.
  • Katar Side Air: Adjusted Hurtboxes to better match animation.
  • Katar Down Air: Adjusted Hurtboxes to better match animation.
  • Axe Side Light: Adjusted Hurtboxes to better match animation.
  • Axe Neutral Air: Adjusted Hurtboxes to better match animation
  • Axe Side Air: Adjusted Hurtboxes to better match animation.
  • Axe Recovery: Adjusted Hurtboxes to better match animation.
  • Bow Neutral Light: Adjusted Hurtboxes to better match animation.
  • Bow Side Light: Adjusted Hurtboxes to better match animation.