September 2025 Balance Patch

Balance Update / 9.19.2025

*

Jason MMPR

Reverting lost changes +

Triple Kick

  • Fixed issue that caused Triple Kick to drop combos during juggles and prevent follow ups.
  • Increased attack speed to prevent dropped combos during juggles and easier follow ups.


Billy MMPR

Reverting lost changes +

Tricera Combo

  • Fixed issue that caused Tricera Combo to drop combos during juggles and prevent follow ups. (Increased speed)

Vaulting Kick

  • Decreased EP cost from 4 to 3
  • Increased damage

Mighty Launcher

  • Increased startup speed from 66 to 50

Staff Slam (Assist)

  • Increased startup speed to 50


Tommy Green MMPR

Reverting lost changes +

Kickin It

  • Fixed issue that caused Kickin It to drop combos during juggles and prevent follow ups. (Speed increased)
  • Changed 2nd attack hit reaction from Interrupt to Sweep


Tommy Green V2

Reverting lost changes +

Power Beatdown

  • Fixed issue that caused Power Beatdown to drop combos during juggles and prevent follow ups. (Speed increased)
  • Changed 2nd hit reaction from Interrupt to Sweep

Challenger Kick

  • Changed air hit reaction from Interrupt to Launch
  • Increased damage
  • Increased recovery speed

Flying Assault

  • Decreased recovery to allow easier follow ups with fast attacks.
  • Decreased startup speed from 25 to 32
  • Decreased EP cost from 7 to 3
  • Decreased Damage


Danny Delgado

Reverting lost changes +

Wild Kick Combo

  • Changed 2nd hit reaction from Interrupt to Sweep

Spinning Roundhouse

  • Increased startup speed from 59 to 49

Bison Charge

  • Fixed bug that prevented proper cueing at the end of the ability
  • Can now cue actions immediately during the chest thumping gesture

Axe Flurry

  • Changed 2nd hit reaction from Interrupt to Sweep
  • Changed last air hit reaction from Interrupt to Knockdown


Sledge

Reverting lost changes +

Darkness Frenzy

  • Fixed an issue that caused combos drop prior to final hit. (Increased speed)
  • Decreased startup speed from 27 to 31
  • Changed 2nd standing hit reaction from Interrupt to Sweep
  • Changed 2nd air hit reaction from Interrupt to Floor
  • Changed 3rd air hit treaction Stagger to Knockdown
  • Increased recovery speed

Merciless Volley

  • Changed projectile configuration to be more consistent during
  • Changed 2nd projectile standing hit reaction from Interrupt to Stagger

Bounty Barrage

  • Delayed 2nd shot to make hitting corner combos more consistent

Vengeful Blast (Assist)

  • Allowed transition to Counter Offense even w/o receiving a Strike or Block type attack
  • Automatic transition to Counter Offense after 36 frames


Dai Shi

Reverting lost changes +

Zocato Fury

  • Increased range
  • Changed 2nd standing hit reaction from Interrupt to Sweep
  • Changed 2nd air hit reaction from Interrupt to Floor

Phantom Beast

  • Changed number of hits from 3 to 9
  • Increased damage

Phantom Beast v2

  • Activated during forward dash
  • Starts the attack at the jumping animation
  • 1st attack = Knockdown
  • Startup speed = 44

Ferocious Roar

  • Allow dash cancel sooner after 1st attack (roar)
  • Increased range (slightly)
  • Increased damage
  • Decreased EP cost from 4 to 3

Black Lion Rush

  • Fixed an issue that cause the 2nd hit to miss if initial attack hit at the maximum distance and the victim had room to move stagger back.
  • Changed 1st hit standing hit reaction from Stagger to Sweep
  • Changed number of hits from 2 to 5
  • Startup speed increased from 55 to 37
  • Increased total range
  • Increased EP cost from 4 to 5
  • Increased damage (damage displayed in HUB only for Black Lion Rush)
  • Gain additional EP = 1

Black Lion Rush v2

  • Activated during forward dash
  • Number of hits = 5
  • 1st attack = Launch
  • Startup speed = 25
  • Increased damage compared to Black Lion Rush (v2 damage is no displayed in HUB)

Dark Shot (Assist)

  • Removed forward dash on spawn (now appear and throws the projectile in the same spot as leader)
  • Increased startup speed from 64 to 45
  • Increased recovery speed
  • Increased damage
  • Increased EP cost from 2 to 3


Blue Senturion

Citation Counter Offense

  • Fixed missing Counter Offense clash frames”


Aurico

Aquitian Combo

  • 3rd hit collider raised to hit high juggled victims

Reverse Flow v2

  • Fixed an issue that caused a juggled victim be able to take action after getting hit by the 2nd attack


Orion

Silver Combo

  • Increased range
  • Raised hit colliders to hit airborne and juggled victims easier
  • Increased startup speed from 39 to 32
  • Changed standing hit reaction from Sweep to Interrupt
  • Changed air hit reaction from Sweep to Floor
  • Increased speed of 2nd and 3rd attack
  • Decreased EP cost from 4 to 3

Super Spear Blaster

  • Allow dash cancel sooner after the 3rd shot
  • Increased recovery speed after the final shot (can act sooner)
  • Decrease EP cost from 4 to 3

Silver Spear

  • Changed standing hit reaction to Sweep
  • Changed air hit reaction to Interrupt
  • Changed last hit reaction to Knockdown
  • Raised hit colliders to hit airborne and juggled victims easier
  • Removed dash cancel window after the 1st hit

Final Strike

  • Raised hit colliders to hit airborne and juggled victims easier
  • Fixed dash cancel window to allow input sooner on miss
  • Increased recovery speed on miss
  • Increased recovery speed on hit
  • Increased number of hits hits from 6 to 17
  • Increased damage

Spear Crest (Assist)

  • Increased EP cost from 3 to 4
  • Increased damage

Power Sixth Unite (Super)

  • Super meter gain increased when dealing damage
  • Decreased damage


Gia

Stun Gun Trio

  • Increased range
  • Increased startup from 24 to 21
  • Decreased recovery speed slightly
  • Changed dash cancel to only be allowed after 1st and not after the 2nd hit
  • Raised hit colliders to hit airborne and juggled victims easier
  • Changed 3rd attack to a projectile that travels full screen (invisible)
  • Changed 1st attack’s air hit reaction from Interrupt to Floor
  • Changed 2nd attack’s air hit reaction from Interrupt to Knockdown
  • Changed 3rd attack’s air hit reaction from Stun to Knockdown
  • Changed 2nd attack’s standing hit reaction from Interrupt to Stagger

Sword Stinger

  • Increased range
  • Increased startup speed from 18 to 15
  • Increased hits from 3 to 5
  • Changed 3rd and 4th hit reaction from Interrupt to Stun
  • Fixed missing action window at the end of the attack. (Now able to cue up cards/dashes)
  • Increased damage

Skeet Shot

  • Increased range
  • Increased startup speed from 40 to 33
  • Allow dash cancel after the 1st attack
  • Decreased recovery speed (after the 2nd attack)
  • Increased damage on 1st attack
  • Reduced damage on 2nd attack
  • Reduced total damage
  • Reduced EP cost from 4 to 3

Saber Whip

  • Increased startup speed from 60 to 48
  • Increased number of hits from 4 to 7
  • Increased damage
  • Increased EP cost from 4 to 5

Hand Cannon Shot (Assist)

  • Increased startup from 72 to 36
  • Change attack to a projectile that travels full screen (invisible)
  • Increased damage


Dragon Armor Trini

Hack and Slash

  • Increased dash cancel window after the 2nd hit
  • Decreased EP cost from 4 to 3

Mega Launch

  • Fixed inconsistent air juggle during follow up when launching already juggled victims
  • Raised hit colliders to hit airborne and juggled victims easier

Jet Rush

  • Increased dash cancel window to include the forward rushing portion of the attack’s entire length
  • Allow dash cancel upon impact if the dash is inputed just before connecting
  • Added Armor during startup
  • Raised hit colliders to hit airborne and juggled victims easier
  • Increased damage

Heavy Weight

  • Increased damage

Havoc Laser (Super)

  • Shortened animation length
  • Added global pause on frame 6 of the startup until 1st projectile is launched
  • Changed super armor to start from frame 6 until the final projectile is launched
  • Increased damage


Master Zedd

Master’s Call

  • Decreased Hits from 3 to 2
  • Damage of old 1st and 2nd hit redistributed to new 1st hit
  • Decreased startup speed from 21 to 24 at the closest range
  • Raised hit colliders to hit airborne and juggled victims easier
  • Increased EP cost from 2 to 3

Impending Doom

  • Decreased startup speed from 36 to 42
  • Increased range of 1st hit

Searing Light

  • Increased recovery speed after the final projectile (can move sooner)

Vortex Return (Assist)

  • Increased EP cost from 3 to 4


Magna Defender

Noble Blow

  • Raised hit colliders to hit airborne and juggled victims easier
  • Activates Noble Blow v2 when used during forward dash

Noble Blow v2

  • Increased number hits from 1 to 2 compared to Noble Blow
  • Increased startup speed from 46 to 18 compared to Noble Blow
  • 1st attack hit reaction = Interrupt
  • 2nd attack hit reaction = Launch
  • No dash cancel is allowed between hits

Valiant Combo

  • Increased range
  • Raised hit colliders to hit airborne and juggled victims easier
  • Changed last attack’s hit reaction from Launch to Knockdown
  • Changed 1st, 2nd and 3rd attack’s standing hit reaction from Interrupt to Sweep
  • Changed 1st air attack’s hit reaction from Intterupt to Floor
  • Added dash cancel window on startup to activate Valiant Combo V2 and Sheath
  • Dash canceling forward on startup activates Valiant Combo v2
  • Dash canceling backwards on startup activates Sheath
  • Changed Invincible frames (i-frames) on startup to Armor (Super Armor / SA) (Can now take damage during SA frames)
  • Changed Armor duration to just before attacking (Can now lose to Stike during the 1st attack and onward)

Sheath

  • Motions returning the sword to its scabard by the waist
  • Gain additional EP = 3
  • Is not considered an attack state and will immediately regain EP if Sheath is activated when the EP cooldown timer is depleted

Valiant Combo v2

  • Fastest startup = 36
  • Decreased number of hits from 5 to 3 compared to Valiant Combo
  • Decreased damage compared to Valiant Combo
  • Gain additional EP = 1
  • Has no Armor or Invincible frames on startup

Zika’s Vengeance

  • Decreased startup speed from 46 to 50
  • Decreased height of 1st collider so it can hit standing opponents
  • Increased range
  • Change start of iframes to point of jump to start of landing
  • Change start of dodge projectile frames to point of jump to start of landing
  • Added dash cancel window on startup to activate Zika’s Vengeance v2 and DC backwards
  • Dash canceling forward on startup activates Zika’s Vengeance v2
  • Dash canceling backwards on startup will gain additional EP = 1

Zika’s Vengeance v2

  • Fastest startup = 32
  • Decreased height of 1st collider so it can hit standing opponents
  • Increased range
  • Decreased number of hits from 6 to 3 compared to Zika’s Vengeance
  • Decreased damage compared to Zika’s Vengeance
  • Gain additional EP = 1

Magna Storm

  • Increased statup speed from 50 to 20
  • Decreased number of hits from 6 to 4
  • Changed 2nd projectile’s hit reaction Interrupt to Sweep
  • Changed 3nd and 4th projectile’s hit reaction Interrupt to Knockdown
  • Damage decreased
  • Changed 1st dash cancel window to be between 1st and 2nd shot
  • Changed 2nd dash cancel window to be between 2nd and 4th shot
  • Dash cancelling forward on the 2nd dash cancel windows activates Magna Storm v2

Magna Storm v2

  • Startup = 50
  • Shoots a burst of 5x projectiles
  • Spend additional EP = 1 (does not spend 1 EP if EP pool is less than 1)”