Tribalstack Tropics is now available in Competitive Mode with the side platforms removed.
Reduced the blast zone sizes on Shivering Coast.
All charge attacks deal increased knockback when charged.
A visual effect has been added to many high-impact attacks when they connect on an opponent to give them a little extra OOMPH.
Ledge changes
Removed the 55 frames ledge grab restriction after getting hit, players can now grab ledges immediately after taking damage.
Characters no longer get ledge invincibility after landing on Olaf's pillar/platform.
Decreased ledge snap distance when facing the ledge from 2.5 to 2 (snap distance remains 1 when not facing the ledge).
Teching changes
Wallteching has been added.
The teching window has been reduced to 10 frames. The cooldown for a missed tech is still 30 frames.
Menu changes
Decreased result screen timer in online lobbies for spectators.
Added a new controller setting "Use taunts on pedestal" . This defaults to "On". If set to "Off" you can't use taunts on pedestals (like on the character select / stage select / result screen) and frees up the dpad for navigation.
Online lobby list now shows how many players can still join the lobby rather than how many playing slots are free.
Added an option in Practice mode to set your rage or maintain it to a specific value.
Bug fixes
Fixed a bug where you could fast fall a ledge attack and self destruct.
Character Balancing
Yooka-Laylee
Decreased hitbox size and hit active frames on Forward Aerial.
Up Air Attack angle adjusted to send opponent a bit more to the side.
Projectile speed decreased.
Projectile's knockback decreased.
Small bubble now deals 1 dmg.
Big bubble now deals 6 dmg and its speed increases with time charged.
Up Special now consumes Rage.
Increased end lag & decreased hitbox range on Forward Tilt.
Decreased end lag on Side Charge Attack.
Increased knockback on Down Charge Attack.
Decreased knockback & end lag on Down Special.
The Drifter
Down Charge Attack no longer has an active hitbox above the sword.
Side Special & Forward Air Special now have 2 parts. A build up and a slide.
Side Special slide range increased.
Side Special slide knockback increased if you have rage.
Down Special & Down Air Special are now cancellable 5 frames earlier.
Sprint attack now comes out much faster after you start sprinting (about 10 frames).
Juan
Aerial Rooster Uppercut now consumes Rage.
Vandal
Up Special and Up Air Special now consume Rage.
Up Special & Air Up Special now have a landing animation if you touch the ground while it's active.
Decreased damage & removed shock debuff when the Rage Meter is empty on Up Special & Air Up Special.
Decreased knockback growth on Side Attack & Air Forward Attack.
Increased knockback & decreased end lag on Down Charge Attack.
Increased knockback on Side Charge Attack & Up Charge Attack.
Ripjack
Poison DPS reduced from 5 to 3.
Apunaut
Decreased knockback on Air Forward Attack part 2.
Paco
Side Special Attack now drops the victim when in air.
Increased end lag on Side Charge Attack.
Dead Cells
Up Special & Air Up Special now have a landing animation if you teleport into the ground.
Air Down Special (Firebrands) projectile's fall speed reduced.
Air Down Special fire duration reduced and can now only hit once.
Decreased knockback on Jab Special Attack.
Decreased knockback on Air Forward Attack part 2.
Sephi'ra & Variations
Air Up Special now has a landing animation when you teleport into the ground.
Removed end lag from Air Up Attack (when touching the ground).
Decreased end lag on Down Tilt.
King Apu & Variations
Small tweak to Down Air Special knockback angle.
Small knockback growth increase on Forward Charge Attack.
Olaf Tyson & Variations
Removed a hitbox from Sprint Attack.
Sprint Attack damage increased.
Sprint Attack knockback reduced.
Glacier Punch knockback growth increased.
Pillar no longer stops opponent attacks when lifting them, increasing the risk of lifting someone.
Chief Feathers & Variations
Back Aerial can now be fast fallen.
Reduced hit-pause on Down Charge Attack to prevent opponents from having too much time to react & tech.
The Beheaded comes with its own stage, the iconic ‘Prisoner's Quarters', their favorite respawn point. A pair of teleporters on each side make the battles both strategic and even more frantic.
This new stage features the original score ‘Prisoner's Awakening' by the talented Motion Twin composer, Yoann Laulan.
New Single Player ‘Trials' Mode
Get ready for the ultimate Brawlout challenge! Fight your way through a variety of team battles, 1v1's, bonus modes and menacing, stage-filling bosses while collecting powerful perks along the way to even the odds! Do you have what it takes to pass the Trials?
New Online Modes
We reworked the online matchmaking and lobby systems! Online play is now separated into Ranked Matchmaking and Online Lobbies to make it easier to find the kind of fight you're looking for! 4-player FFA, Team Matches and Party Mode are now all available to play with the new public lobby system!
Create your own public or private lobbies for FFA, Team Matches or Party Mode!
Up to 8 players can join the same lobby, anyone not playing will be able spectate while waiting for their turn!
Need one more for your 4-player match? You can now add CPU fighters to online matches!
Gameplay Tweaks
Greatly improved AI
The Trials mode would be no fun without a challenging AI, now would it? We made sure the CPU characters now do their best to put up a great fight, recover from off-stage, evaluate the tricky platforms better, and maybe even defeat you.
Teching tweaks
The window for teching has been increased from 8 to 11 frames, and the lockout penalty for missing a tech has been decreased from 48 frames to 30. You can now also tech 2 frames after touching the ground.
Adjusted Knockback Formula
All characters behave the same when knocked back, but with the new formula we avoided cases where it would take a lot of effort (over 250% damage) to knock out heavy characters, like Acolyte. Now, over 150% damage, most characters start flying offstage around the same way.
Improved Spot Dodge Timing
Spot Dodge now has a bit more end lag, to make spamming it a much less viable option for defense.
Character Balancing
The Drifter
Increased damage and knockback on several of his moves:
Down Tilt
Down Charge Attack
Up Air Attack
Forward Tilt
Juan
Olmec's Headbutt – Increased Knockback on Special N.
Rooster Uppercut – Increased Knockback on his Special U.
Gancho Puncho
His forward air attack sends opponents flying downwards, so it can be countered with a Spike Cancel.
Mako
Increased character weight.
His forward air attack sends opponents flying downwards, so it can be countered with a Spike Cancel.
Increased Knockback on his Back Air.
Increased Damage on his Down Air.
Increased Knockback on his Side Special Dive Out.
Apunaut
The Ground and Air Neutral Special whip swings don't hit behind the character anymore. The tip (fist) is now a sweet spot and you can't hit with both the chain and the fist at the same time anymore.
The Air Down Special has just a bit more end lag, to avoid spamming it. New combos are now possible because of the quick fall attacks.
Increased Damage & Knockback on Down Air Special.
Increased Knockback on Side Tilt and Side Charge Attack.
Down Air Special can be countered with a Spike Cancel off stage.
Funkmaster
The character is now heavier when knocked back.
The Ground and Air Neutral Special whip swings don't hit behind the character anymore. The tip (fist) is now a sweet spot and you can't hit with both the chain and the fist at the same time anymore.
The Air Down Special has just a bit more end lag, to avoid spamming it. New combos are now possible because of the quick fall attacks.
Increased Damage & Knockback on Down Air Special.
Down Air Special can be countered with a Spike Cancel off stage.
King Apu
The Ground and Air Neutral Special whip swings don't hit behind the character anymore. The tip (fist) is now a sweet spot and you can't hit with both the chain and the fist at the same time anymore.
The Air Down Special has just a bit more end lag, to avoid spamming it. New combos are now possible because of the quick fall attacks. The knockback angle is slightly down, to be able to perform a Spike Cancel against it.
Increased Damage & Knockback on Down Air Special.
Increased Knockback on Side Tilt and Side Charge Attack.
Down Air Special can be countered with a Spike Cancel off stage.
Paco
His forward air attack sends opponents flying downwards, so it can be countered with a Spike Cancel.
Increased Knockback on his Back Air.
Volt
Increased Knockback on Special D last electrocute part.
Increased Damage on Down Tilt.
Yooka-Laylee
Increased Knockback on Air F.
Decreased hitbox size and hit active frames on Air F.
Increased Damage and Knockback on Charged Up Attack.
Lizard Leap – Increased Knockback on Down Special.
The Air Up Special doesn't have a rehit rate anymore (only hits once).
Fixed the freeze time and stun time on the charged projectile (ground and air versions), for Special N.
Senator Feathers
Charged Down Attack does less damage when fully charged.
Natu'ra
Reduced damage and knockback on her Jab Special.
Apucalypse
The Air Down Special has just a bit more end lag, to avoid spamming it. New combos are now possible because of the quick fall attacks.
Increased Damage & Knockback on Down Air Special.
Down Air Special can be countered with a Spike Cancel off stage.
Vandal
Increased Knockback on Special D last electrocute part.
With a handful of devastating options for dealing with opponents above them and Yooka's ability to eat and fire back projectiles, we see Yooka and Laylee as a character with great doubles potential, as well as the tools to be incredibly disruptive against players who rely too much on projectiles.
New Stage: Tribalstack Tropics
The first Grand Tome of Yooka-Laylee comes to Brawlout, complete with music straight from their game! Throw down on one of the largest stages in Brawlout yet!
New Character Variants
GANCHO PUNCHO
THE TRAVELING TROUBADOUR
Rather than becoming a wrestler, this Paco's passion was for music. Now nicknamed Gancho Puncho by his adoring public, this mariachi is always on the move.
STING'RA
THE GUARDIAN OF THE HIVE
Sting'ra is the matriarch of a underground insectoid colony — their large stingers being powerful enough to fell the largest threat.
RIPJACK
RIP AND TEAR
Constant exposure to unstable magic has fried Ripjack's brain, turning him into a feral beast that feels no pain.
FUNKMASTER
LORD OF THE DANCE
Dressed in the finest polyester and with a luscious afro, the Funkmaster would dazzle audiences with his amazing moves.
Party Game Modes
Bring your friends together in Party Mode! Play a series of quick matches, each with their own unique win conditions!
Golden Belt
King of the Hill with a twist! Stay close to the belt to capture it faster, then hold the belt for as long as you can or until your golden meter is filled to win!
Plague
A terrible plague follows the nearest player, until it infects them, dealing damage over time. Don't let the infected hit you or they'll pass the plague on to you! First to eliminate 3 opponents wins.
Sudden Death
Everyone starts with 300% damage and with just enough meter for a single rage burst. The player with most kills in 1 minute wins.
Coin Mania
Collect all the gold coins and watch your back! Taking hits or getting K.O.ed will cause you to lose them! Player with most coins when time runs out wins.
Bomber Blast
All players keep dropping bombs, even after they're out of stocks! Last player alive wins.
Greatly Improved Loading Times
We've restructured quite a bit behind the scenes to noticeably improve loading times vs. version 1.3.
New Unlock System
All Character Variants now unlock by leveling the main characters, with all variants for that character unlocked by level 5.
All stages unlocked from the start! No more unlocking stages, ever.
The gems have been removed. All items are now purchasable with a single currency.
New Gear Items
Many cosmetics can now be found in the Fluffy Pinata, which replaces the Brawler Pinata.
Universal Gameplay Changes
Charge Attacks
Players now have a dedicated button mapped for doing Charge attacks.
Players can now set their right control stick to perform Charge attacks.
Players can now toggle activating Charge attacks by tapping the left stick and pressing attack on or off.
The knockback formula for charge attacks has been modified.
Certain Charge attacks now start at the strength of the attack's corresponding tilt.
Ledge Grabs and Ledge Hanging tweaks
The ledge has been changed based on player feedback to make it a bit more interesting and to give players more options when playing around it. Maneuvers such as ledgedashes are now possible.
All characters can now hang from the ledge for 4 seconds before automatically doing a neutral get up.
Players can now act almost immediately after letting go of the ledge.
There is now a 0.5 second ledge regrab timer that is active when attacking from ledge to make aerial attacks more reliable from ledge.
Fastfalling
Players can now fastfall during most aerial attacks. Previously fastfalling had to be started prior to attacking.
Attacks that stop or alter your momentum such as Sephi'ra's forward air part 1 or divekick cannot be fastfalled.
Players can now fastfall immediately after wavedashing off of a platform.
Spike Canceling
If your character is hit by an attack that sends them within 35 degrees of straight down, you can now cancel your knockback and hitstun by either jumping or using your recovery move 17 frames after being hit.
We've increased the knockback of most of the game's weaker spikes to compensate.
Attempting to jump too early will impose a 40-frame lockout, essentially taking the opportunity to spike cancel away from you.
There is no lockout penalty for attempting to use your recovery move too early.
UI and Presentation
"Random" has been added to the Stage Select Screen.
Stormy City is now removed from the Stage Select Screen in Competitive Mode.
Fixed a bug with Directional Influence that allowed players with certain control setups to change their trajectory more than intended.
Brand new music on the Character Select Screen.
Misc.
Jumping now has a 8 frame buffer, making jumping out of an action easier.
AI difficulty tweaks based on community feedback.
Automatic input lag in matchmaking and private lobbies has been adjusted and will now typically use one extra frame of delay compared to the last update. This should make online play a little smoother overall.
Character Balancing
Olaf Tyson
Olaf has a new forward Charge attack.
Acolyte
Acolyte has a new forward Charge attack.
Dr. Tysonstein
Tysonstein's Charge attacks no longer deliver the electrical attack debuff on their own.
His neutral special has been replaced with a new move called "Dynamo". Rather than a straight attack, it's now a buff that can be charged up to temporarily add the electrical attack bonus to his normal attacks.
His recovery move has been replaced with a similar move called "Thunder Plate". This version of the attack summons a metal plate beneath Tysonstein, and can no longer be used to wall off sections of the stage or attack players.
Natu'ra
Knockback on Natu'ra's dash attack has been reduced by ~28%.
Upair now has landing lag.
Sephi'ra
Upair now has landing lag.
Nightma'ra
Nightma'ra's flutter has been adjusted to match Yooka-Laylee's flutter mechanic.
Upair now has landing lag.
Juan
Juan now regains his Rooster Uppercut and Dashing Derpderp after grabbing the ledge.
Vandal
Vandal now regains his Vandal Ball after grabbing the ledge.
Condor X
Condor's mine now does a bit less damage (10% -> 8%) and does less knockback.
The Oceanic Enforcer is the first Paco Character Variant, with his own special attacks and a slick new flow!
Ranked Mode
Take part in online 1v1 Ranked matches and keep progressing from one competitive tier to another. Match up against players your skill!
Ranked matchmaking uses the game's "Competitive mode", removing the knockback bonus from Rage Mode, making it a purely defensive mechanic.
Players start at 500 ELO points. The amount of ELO won or lost is determined by how large the difference in rank is between the two players.
Players who leave matches early in this mode will be penalized with a loss of ELO and their opponent being awarded the win. This is the only way below the 500 ELO starting point, eventually putting habitual quitters into their own skill tier below the starting point.
New Features
Video Capture
It's here! You can now record video clips by holding the Switch's capture button!
Unlock Character Variants directly
No more Brawler Pinatas. You can now unlock all Character Variants directly! All objectives that previously rewarded Character Shards now reward Gems which you can spend directly on whichever character you want to unlock next.
New Daily Objectives
New Gear Items
Take part in our online tournaments to unlock exclusive gear items.
Gameplay
Arcade Towers
On the harder Arcade Mode difficulties, your extra opponents are now on staggered respawn timers, rather than fighting you at the same time right at the start. Defeat your opponents quickly or risk being overrun!
Players can now play Arcade Mode while matchmaking.
Dash Dancing
Dash dancing has been added! There is now an initial dash window where players can change direction immediately with no movement penalty like skidding or pivoting. Use it to bait out attacks or quickly adjust your positioning. The distance you can dash dance is specific to each character, so hit up practice mode and try it out with your favorite Brawlers!
New Meteor Respawn Mechanic
Rather than immediately spawning mid-stage, players now fall as a comet from the top of the screen and are able to steer it as they fall toward the stage and can break out early at any point by pressing a button.. Players who break out of a comet have a very brief invulnerability window, so make sure you choose where you break out carefully to maximize your comeback!
Knockback tweaks
We've made some changes to the knockback formula to make certain characters' trajectories more predictable. Certain characters (most notably Apucalypse, Condor X) previously could be launched notably further horizontally than vertically. Total knockback distance is no longer influenced by direction.
Stages
Several stages received lighting overhauls to better illuminate characters. Player visibility on Raging Glacier, Moonlight Jungle, Sunset Eyrie and Blazing Jungle is substantially improved.
Input improvements
The inputs for wavedashes has been reworked to prevent accidental rolls and allow players to jump out of wavedashes/lands. You have 4 frames (while in jump start animation) to press Dodge to enter a wavedash. The input timing should feel familiar to players of other platform fighters while still being easy to pull off for beginners.
Pressing an attack while holding side dodge will now trigger an attack rather than a dodgeroll
Pressing an attack when in jump start animation will now buffer the attack, causing it to come out the first frame after you leave the ground.
UI/Menus
You can now view other players' profile from leaderboards or online replays. This gives you access to in-depth stats on their mains, win ratio, win streaks and others.
Players can now navigate menus with the Dpad.
Team Matches
Share Stock
Added the ability to share stocks with teammates when one player is out of stocks.
Stock sharing can be disabled by the host from the match options screen.
Improved team outlines
It's now easier to clearly see which players are in the red team and which are in the blue team.
Character Balancing
Juan
Fixed a rare bug where Juan's side charge attack would get canceled.
Vandal
Fixed a bug where Valdal could not use his recovery until he touched the stage after respawning.
Apucalypse
Aerial side special can no longer be land canceled, landing with the attack out results in 14 frames of endlag.
Side special's mine can no longer be used at long range without meter to spend on the attack.
Watch live and recent matches from players worldwide!
Check out your own online match history and watch replays of your previous online battles.
Smarter AI
AI opponents are now able to use DI (Directional Influence), both to escape combos and to dampen the impact of otherwise fatal blows. In general they should be a little harder to combo and KO.
In Practice Mode, players can now set the training dummy to DI in a specific or random direction, DI to escape combos, or to DI for survival.
New Achievements
Tons of new achievements, which give players extra rewards to help speed up the process of acquiring pinatas.
Mastery Skins
We've added two special cosmetics for each character that will unlock when players reach Mastery Levels 10 and 15 with them.
Exclusive character gear items
Special cosmetics have been added that are obtainable by redeeming codes given out during special events.
New Taunt Emotes!
Special credit to Hellphy and Nova for providing some of the first community-created emotes!
Fixes
Heavy optimizations to get rid of the ‘frame stutters' reported by players.
Online matchmaking improvements, for smoother online 1v1 matches
Added region locks, so players from different continents won't join the same session.
Added initial tests for ping between players on the "accept match" prompt, with a connection quality indicator to show players what kind of connection they can expect before accepting a match.
Short hop improvements
It'll be easier to perform short hops, as the input window has been extended to 4 frames for the entire cast.
Currency reward tweaks
Tweaked how rewards are given out for local matches and in online matches with friends.
Fixed character select and stage select navigation when surrounding characters/stages are locked.
Fixed certain inputs not mapping properly to specific buttons (such as mapping jump to a trigger button).
Fixed daily login bonuses not progressing as intended.
Fixed players losing access unlocked stages in certain situations.
Character balancing
Sephi'ra
Reduced the range on her sprint attack by 20%.
Reduced the damage and knockback of back air after the first couple of frames.
Up tilt -> Up tilt part 2 is no longer spammable, as the second part now has a 15 frame landing lag.
Olaf Tyson
Removed the last hitbox on his jab special.
Paco
Forward air has sourspots, which deal less damage/knockback and send the opponent upward and out, instead of slamming them down.
Forward tilt has less knockback growth, and slightly tweaked hitboxes (so it doesn't hit opponents on platforms above him, or under him).
Less knockback on the second part of the up tilt when at the ledge, so it wouldn't kill at very low percents.
Chief Feathers
Less hitstun/knockback growth on up special (firebird).
Small reduction in dash attack damage.
The Drifter
His Side Charge attack only does one sword swing and deals less damage/knockback, when only charged half-way. When charged more than 0.5 sec, it deals the same damage/knockback as before.
His Up Special Part 2 (Downward Slash) does AoE damage when hitting the ground, even if he doesn't grab anyone on the way down.
Volt
Increased Stormcall's damage to 7%.
Added another hitbox and an extra frame to the air forward attack.
Increased knockback growth on up tilt.
Juan
Extended up tilt's hitbox to reach lower down, so it wouldn't miss shorter opponents like Paco.
Extended the size of Rooster Uppercut's hitbox to cover into Juan's lower body.
Increased the damage on Forward throw (Das Boot) to 7%.
Increased the damage on Back throw to 5%.
Increased the damage on Up throw to 4%.
Natu'ra
Reduced the damage and knockback of back air after the first couple of frames.
Up tilt -> Up tilt part 2 is no longer spammable, as the second part now has a 15 frame landing lag.
Nightma'ra
Reduced the range on her sprint attack by 20%.
Reduced the damage and knockback of back air after the first couple of frames.
Up tilt -> Up tilt part 2 is no longer spammable, as the second part now has a 15 frame landing lag.
Senator Feathers
Less hitstun/knockback growth on up special (firebird).
Sprint attack now has endlag.
Condor X
Less hitstun/knockback growth on up special (firebird).
Vandal
Increased Stormcall's damage to 7%.
Up tilt makes him jump higher and does more knockback.
Apucalypse
Reduced the knockback on aerial side special to be more in line with the grounded version of the attack.