Before we dive into the patch notes, we wanted to take a moment to thank you all and share a quick message from Dallen and the team.
"Hey everyone!
Jumbo Josh and version 0.5.0 are finally here!
There are a few things we didn’t quite get across the finish line in time, but we’re working hard to get them wrapped up as soon as we can. In the meantime, we hope you enjoy everything this update has to offer!
We’ll be pushing out a hotfix ASAP.
Thanks so much for your continued support and patience. 💚"
— Dallen & the Cross Impact Team
Patch Notes
Overview
Hey all! coralNecropolis here! Battle Planner at Team Impact. It’s finally here, huh? Jumbo Josh has arrived, alongside Gwen Colgrave, who many may not have expected, but she’s quickly become one of the team’s favorites. Alongside those two new fighters come a sizable amount of well overdue improvements to performance, online, and just the gamefeel of Cross Impact in general.
Content
Jumbo Josh from Garten of Banban and Gwen from Stitched Together make their impact! We hope you enjoy these brand new additions to our growing roster!
Banban’s Kindergarten and Flipside have been added as brand new stages!
Two new assists arrive! Captain Viridian from VVVVVV can help you recover in a pinch, and Axe from Stomp Party is here to anchor your opponents into the blastzone!
Stardrop has received a resprite by UhAlexWorks! Enjoy Stardrop even more with super cute new art!
Characters have been given more sound effects for their attacks.
Lots of new alternate colors have been added!
Engine
Fix: Profiles no longer delete themselves when opening the game.
Fix: Online CSS now displays your chosen character and alternate color!
Fix: Fixed a lot of desyncs, ensuring you can enjoy Cross Impact’s rollback without any issue!
Fix: Rebound the default controls so the Meter and Item Toss buttons were no longer on the same button.
Fix: Workshop Support has hopefully been fixed! Fingers crossed. (No Impact.)
Fix: The icons that tell the player how to navigate the controls and profile menus on the Character Select Screen have been made more visible.
Fix: Countdown on match start is now synced with the announcer.
You can now clear binds from a profile! When you bring up the prompt to hit a button and bind it to an action, you can press Select on Controller or Backspace on Keyboard to clear it!
Made massive improvements to game performance.
Overhauled the camera!
Airdodges have less endlag across the board! This was done to promote use of special cancelling, as it is one of the many ways you can spend meter, it should be worth the meter you spend!
The Parry window on shield release has been reduced to 5 frames, but to compensate, Shield Release will end earlier (down from 18 frames of lag to 11.) and can be jump cancelled.
Wall Jump momentum can now be affected by holding left or right.
Rolls now have slightly less endlag.
Stages
Control Room
Lowered the top blastzone.
Fixed a bug where foreground elements were not displaying above the characters.
Flower Mountain City
Adjusted art to add items to the foreground.
Adjusted the spawn locations.
My World
Lowered the top blastzone.
Neo Osaka
Adjusted the collision on the insides of the walls to behave closer to as expected.
Slightly adjusted layout of platforms.
Pizzascape
Lowered the top blastzone.
Styxcoin
The end of the right side of the stage is now a platform instead of being solid.
Assists
Alex
Alex will now ascend slightly before performing LP Toss, giving him more effective range.
The size of the hitbox on the record is now slightly larger.
CLEAR
Flat hitstun effect removed.
Knockback scaling increased slightly.
Increased the size of the final slash’s hitbox.
Jay Eazy
Jay Eazy’s pellets will now combo into each other, locking the opponent in place until the final shot, a larger lemon that pops them up for combos!
To compensate, the range of the pellets has been reduced.
Nat
Stun time increased from 5 to 20.
Orange
Extended the range of this assist.
Puss in Boots
Hitboxes have been given the Autolink flipper, hopefully improving consistency.
Final hitbox knockback reduced.
Wizard
Knockback scaling reduced from 1.0 to 0.8.
Characters
Alex
Bug Fixes
Fixed a bug that would cause the game to crash if Alex traded hits with another player using his Forward Tilt.
Balance
Alex: Jump squat increased from 3 frames to 5.
Alex: Fastfall speed reduced from 14 to 12.
Jab: Endlag is now reduced on a successful hit.
Down Tilt: Knockback scaling on second hit reduced from 1.1 to 0.7.
Down Tilt: Angle on second hit changed from 65 to 55.
Neutral Air: Spike hitbox lifetime reduced from 4 frames to 2.
Neutral Air: Spike hitbox base knockback reduced from 14 to 7.
Neutral Air: Late hitbox base knockback decreased from 14 to 9.
Back Air: Added a weaker hitbox that covers the non-spike portions of Alex’s hair.
Down Air: Reduced the damage of this attack from 23 to 17.
Neutral Special: Panda will no longer disappear on his own, and will need to be destroyed to be cast again.
Forward Special: Damage reduced from 15 to 5.
Forward Special: Base knockback reduced from 11 to 3.
Forward Special: Knockback scaling reduced from 0.4 to 0.2.
Forward Special: Projectile speed increased from 15 to 20.
Down Special: Reduced the cooldown of the move from 170 frames to 60.
Down Special: Reduced the amount of time it takes to detonate the amp.
Cowboy
Bug Fixes
Fixed a bug that would cause the game to crash if Cowboy traded hits on the same frame their slowdown passive would trigger.
Balance
Jab: Made jump cancellable on hit.
Up Tilt: Damage reduced from 13 to 8 on the sweetspot, and 8 to 5 on the sourspot.
Side Special: Can now special cancel out of throws.
Fark
Overview
Fark is a very odd rushdown character, with unique tools such as his Forward Tilt and Down Tilt controlling large amounts of space alongside powerful burst options like Side Special. Many of his air options (besides Up Air) felt clumsy to use at times, leading Fark to not feel as agile as he should in the air. With these changes, I hope to round out Fark as a character into being closer to what the team envisioned when they first designed his moveset.
Content
Fark has received a large bundle of new alternate colors!
Balance
Jab: Startup reduced from Frame 8 to Frame 6.
Jab: Extra hitlag effect reduced from 10 frames to 5.
Jab: Endlag reduced from 18 frames to 12 frames.
Neutral Air: Hitboxes have been made larger to match the animation.
Neutral Air: The second hit no longer has a reverse angle flipper.
Neutral Air: Angle on second hit changed from 45 to 35.
Neutral Air: The first hit now has an autolink angle flipper.
Neutral Air: Landing lag on whiff increased from 12 to 20.
Neutral Air: Landing lag on hit increased from 4 to 12.
Down Air: Removed the ability to fastfall during this move.
Down Air: Extra hitlag effect reduced from 15 frames to 5.
Down Air: You can now jump cancel this move on hit.
Up Air: Damage reduced from 11 to 7.
Forward Air: Now gives Fark a slight vertical boost on each successful hit, to help him continue the chain.
Forward Air: The first two hits should chain better into the next, with new autolink flippers.
Back Air: No longer makes Fark descend rapidly.
Back Air: Cleaned up the hitboxes.
Back Air: Separated the 3 hits into their own hitbox groups.
Up Air: Now launches slightly behind Fark.
Up Special: Can now be walljump cancelled.
Side Special: Can now be walljump cancelled.
Side Special: Knockback scaling reduced from 0.7 to 0.3.
Side Special: Reduced the hitstun of the attack.
Neutral Special: Max range reduced from 270 to 250.
Neutral Special: No longer deals shield damage.
Jacket
Bug Fixes
Fixed Jacket not being able to airdodge cancel his neutral special (with gun) in the air.
Fixed Jacket not being able to airdodge cancel his neutral special (no gun).
Balance
Jacket: Increased the length of Jacket’s wavedash.
Dash Attack: Jacket can now chain his dash attack into his jab on a successful hit! Beat your opponents to a bloody pulp with this brutal new addition to his kit.
Down Tilt: Down Tilt will now begin to charge when Jacket is holding his axe over his head, cutting down the time between releasing charge and the hitbox coming out.
Down Tilt: Now has super armor when beginning to swing the axe.
Forward Air: Landing lag reduced from 17 frames to 10.
Forward Air: Startup reduced from 15 frames to 12.
Forward Air: Angle changed on grounded opponents to bounce opponents off the ground on a successful spike.
Up Air: Landing lag is now reduced on successful hit.
Down Air: Damage reduced from 10 to 7.
Neutral Special (No Gun): Given the ability to B Reverse during this move.
Neutral Special (No Gun): Knockback Angle changed to be more vertical.
Neutral Special (Gun) (Grounded): Base hitlag reduced from 8 to 3.
Neutral Special (Gun) (Grounded): Given 5 frames of extra hitlag.
Neutral Special (Gun) (Aerial): Base hitlag reduced from 8 to 4.
Neutral Special (Gun) (Aerial): Given 5 frames of extra hitlag.
(With extra hitlag allowing you to special cancel sooner, Jacket can use his lengthy wavedashes to close the gap between him and his opponent and follow up with ease. This was done to encourage use of special cancelling, by making it fun to use!)
Up Special: The spike hitbox now only hits aerial opponents.
Up Special: The normal hitbox’s knockback scaling has been improved.
Up Special: Damage increased from 7 to 15.
Down Special: Down Special is now able to be angled, throwing the molotov at a higher arc if you hold up, and bouncing it off the ground in front of Jacket if you hold down.
Jackie
Overview
Jackie was a very powerful and fast character in previous patches, particularly her very powerful Neutral Air and Up Airs being major highlights of her kit. A lot of characters in Cross Impact excel at using their strong Up Airs to juggle people until they could kill off the top at an early percent. To help Jackie have some of her own identity, she has been rebalanced to be more of a defensive character who is strongest on the ground, with options like her new Up Tilt being an extraordinary anti-air given its new upper body invulnerability, and Forward Tilt being given more utility with a unique charge mechanic that grants the move additional strikes! Keep opponents at bay with long-reaching pokes, and punish them greatly if they invade your personal space!
Bug Fixes
Fixed Jackie’s wall jump failing if she was facing towards the wall.
Fixed the animation not looping properly when falling with Down Air.
Fixed the staple projectile of Neutral Special facing the wrong way if you shot it facing left.
Balance
Jackie: Jumpsquat increased from 3 frames to 6 frames.
Jackie: Run speed reduced from 10.15 to 8.55.
Jackie: Waveland speed boost reduced from 0.55 to 0.45.
Forward Tilt: Reduced the startup after charging.
Forward Tilt: Reduced Endlag by three frames.
Forward Tilt: Knockback multiplier on charge reduced across the board.
Forward Tilt: Reworked entirely! Now starts as only a single poke with the broom, and gains more hits (up to 3!) the longer you charge it.
Forward Tilt: Lowered the charge threshold for the Level 2 Forward Tilt from 15 frames of charge to 6.
Forward Tilt: Lowered the charge threshold for the Level 3 Forward Tilt from 30 frames of charge to 20.
Up Tilt: Increased size of hitboxes to cover more of the laptop.
Up Tilt: Made hitbox cover more of the laptop during the attack.
Up Tilt: Given upper body invulnerability during the active frames.
Up Tilt: Given more endlag if you whiff the attack.
Up Tilt: Added an extra hitbox near the bottom of the laptop that sends downwards, but can only hit airborne opponents.
Down Tilt: Can now reverse hit.
Neutral Air: Increased start up by 4 frames.
Neutral Air: Momentum during the move altered.
Neutral Air: Reduced damage from 10 to 6 (strong) and from 9 to 5 (weak).
Neutral Air: Hitbox made more accurate to the animation.
Neutral Air: Landing lag is now increased on whiff (frame 13 to 20) and decreased on successful hit. (frame 13 to 10.)
Up Air: Added an extra hit, when she initially brings out the cactus.
Up Air: Base knockback on the strong hit increased from 11 to 13.
Up Air: Knockback scaling on the strong hit reduced from 0.9 to 0.5
Back Air: Landing lag increased from 4 to 8.
Back Air: Given a new tipper hitbox.
Down Air: Startup reduced to 9 frames.
Down Air: Fall speed reduced from 20 to 14.
Dash Attack: Initial speed boost reduced from 12 to 10.
Dash Attack: Increased knockback scaling from 0.15 to 0.35.
Dash Attack: Increased DI Angle from default to 20. (This allows the person being attacked to DI further than usual, forcing Jackie to be on her toes if she wants to combo off of this powerful burst option.)
Dash Attack: Increased endlag on hit from 12 frames to 16 frames.
Dash Attack: Increased endlag on whiff from 22 frames to 30 frames.
Neutral Special: Decreased lifetime of the projectile from 90 frames to 40 frames.
Forward Special: Increased air friction while using the move.
Forward Special: Added a very weak hitbox to Jackie’s hand when she pulls out her phone.
Forward Special: Projectile can now only be created after Jackie pulls out her phone.
Up Special: Decreased the jump speed of the initial pogo from 19 to 16.
Up Special: Decreased the jump speed of subsequent pogos from 19 to 13.
Up Special: Added the ability to wall jump cancel out of the move, to help Jackie recover.
Up Special: Removed the ability to fastfall during the move.
Taunt: Added a secret property. 🙂
Mort the Chicken
Balance
Mort: Weight reduced from 0.8 to 1.2.
Mort: Run speed reduced from 13 to 7.25.
Mort: Dash speed reduced from 10 to 7.
Mort: Walk speed reduced from 5.25 to 4.25.
Mort: Air Speed increased to 8.55.
Mort: Air Acceleration increased from 1.25 to 1.35.
Mort: Increased waveland friction from 0.22 to 0.74.
Up Tilt: Hitbox moved back a little to cover more of Mort, instead of the place in front of him.
Dash Attack: Can now be cancelled into Up Tilt during its startup.
Dash Attack: Sends at a more forward angle.
Forward Air: Adjusted hitboxes to be more accurate to the animation.
Forward Air: Sweetspot damage reduced from 13 to 9.
Back Air: Hitbox made longer, to cover more of Mort’s leg.
Back Air: Can now reverse hit.
Back Air: Increased hitlag from 4 frames to 6.
Back Air: Given a late hit that lingers while Mort’s leg is still out.
Up Air: Hitbox lowered.
Up Air: DI angle on move increased from default to 18.
Up Air: Knockback scaling reduced.
Up Air: Base knockback increased.
Forward Special: You can now angle this move slightly up or down.
Forward Special: Projectile damage reduced from 22 to 5.
Forward Special: Slow version of projectile knockback angle changed from 40 to 130.
Forward Special: Projectile base knockback reduced from 12 to 10.
Forward Special: Flat hitstun changed from 35 to 25.
Forward Special: Maximum speed of projectile reduced.
Up Special: Removed the ability to up special again after Mort cancels it with an aerial. You can get the use of up special back by landing, airdodging, or walljumping.
Down Special: On the ground, it will now pop opponents up into the air for followups.
Down Special: In the air, this move will send opponents towards the ground for Mort to follow with special cancels.
Down Special: This move now has a small window where Mort can jump.
NAIR Block
Overview
NAIR Block is almost perfect. They nair! They’re block! What more could you ask for? Well, Down Air had a bit of an issue where it could combo into itself better than intended. Here’s a fix, and a few small buffs just to give our GOAT some love.
Balance
NAIR Block: Reduced the length of their airdodge slightly.
Nair: Reduced the startup of this move from 10 frames to 6.
Nair: Reduced the endlag of this move from 20 frames to 14.
Nair: Increased the size of the move’s hitbox.
Nair: Decreased the damage of this move from 14 to 10.
Dair: Reduced extra hitlag from 30 to 10.
Dair: Reduced base knockback when hitting airborne opponents from 10 to 9.
Dair: Reduced knockback scaling when hitting airborne opponents from 0.7 to 0.4.
Ortheo
Balance
Neutral Special: Gear now has a fixed hitstun.
Forward Special: Jump cancelling out of dive on hit should feel much smoother.
Down Special: Now has a small hitbox while Ortheo raises his arms above his head, and when he throws them down, giving the move more functionality for special cancelling.
Pal
Overview
Pal doesn’t need much help to be fun, he’s already a favorite among many. However, he did have a few small bugs that needed fixing, to fully function as expected. I’ve also decreased the amount of hitstun on his Side Special to encourage use of Cross Impact’s Special Cancels.
Bug Fix
Fixed Pal’s wall jump failing if he was facing towards the wall.
Fixed an oddity where Pal’s side special in the air would sometimes fail to successfully connect even if the detectbox was activated.
Balance
Pal: Run speed reduced slightly.
Pal: Hitstun gravity increased from 0.35 to 0.45.
Forward Air: Landing lag reduced from 13 to 6.
Side Special: Flat hitstun reduced from 37 frames to 25 frames.
Side Special: Can now be walljump cancelled.
Side Special: On whiff, the endlag has been reduced from 28 frames to 18.
Up Special: Landing lag reduced from 22 frames to 8.
Toree
Overview
Toree was always meant to be speedy, but at times Toree could feel unwieldy and awkward to control. With these changes to Toree’s base stats, we hope to rein in some of that speed while still retaining Toree’s faster-than-average movement. Toree’s Up Air was also a victim of the Ladder Combo Curse, and so it has been reworked to be another accessory to Toree’s powerful grounded combo game.
Balance
Toree: Jump and shorthop height slightly decreased.
Toree: Run speed reduced from 13 to 11.
Toree: Fastfall speed reduced from 14 to 13.
Down Tilt: Made the hitbox slightly longer.
Up Air: Damage reduced from 10 to 7 (strong) and from 10 to 5 (weak).
Up Air: Knockback scaling reduced from 0.8 to 0.3. (Strong)
Up Air: Base knockback reduced from 8 to 6.
Up Air: Given an extra hit as the star returns to Toree’s backpack.
Up Air: Landing lag increased from 5 to 8.
Neutral Special: Startup reduced from 30 frames to 24.
V1
Overview
V1 for a long time had a lot of tools and normals that felt awkward to use, making the character feel clunky and preventing them from getting much done besides using a few of their more powerful options such as Forward Air and their various Forward Specials. It was clear to see that V1 didn’t represent their home game, ULTRAKILL, as well as some would hope. With this patch, we hope to rectify this by making V1 more of an explosive character who has a lot of tricks up their sleeves, and plenty of mobility to avoid attacks, while crumbling very easily if any land.
New Mechanic
V1’s airdodge has been replaced with a 2-way airdash with low endlag that allows them to be more aggressive with their movement, at the cost of the airdash not having the invulnerability of a normal airdodge.
When V1’s style meter is in ULTRAKILL rank, V1 can use their airdash and double jump twice each before landing, and their movement speed is increased.
Bug Fixes
Fixed irregularities between “no gun” and “pistol” Forward Specials.
Fixed the pellets of V1’s shotgun attack being oriented improperly if you were facing the left.
Adjusted animation on V1’s forward tilt.
Fixed a missing frame of animation on V1’s down tilt.
Fixed the game desyncing due to a bug with the Style Meter.
Balance
V1: Gravity increased from 0.6 to 0.7.
V1: Hitstun Gravity reduced from 0.65 to 0.6.
V1: Weight reduced from 1.1 to 1.25.
V1: Jump height slightly reduced.
V1: Double jump amount reduced from 2 to 1.
V1: Shorthop height slightly increased.
V1: Increased the rate of the Style Meter’s decay, making it harder to maintain higher ranks.
V1: The Style Meter’s cap has been slightly increased, allowing V1 to hold ULTRAKILL rank for longer.
Jab: Startup reduced: Frame 7 > Frame 5
Jab: Angles altered to be slightly more vertical.
Jab: Knockback scaling reduced.
Jab: Made jump cancellable on hit.
Dash Attack: Damage reduced from 8 to 4.
Down Tilt: Late hitbox now only hits grounded opponents.
Up Tilt: An additional hit has been added to the move, before the charging period.
Up Tilt: Hitboxes cleaned up.
Forward Tilt: Added an additional punch that links into the explosion, mimicking the Knuckleblaster’s behavior from the original game, ULTRAKILL.
Forward Tilt: Reduced time between releasing charge and the move’s hitbox coming out.
Forward Tilt: Reduced knockback and knockback scaling slightly.
Forward Tilt: Added screenshake when the second hit lands. This totally buffs the move. I promise.
Up Air: Startup has been reduced from frame 14 to frame 10.
Up Air: Total duration has been reduced significantly.
Up Air: Added an additional final hit that knocks enemies up and away from V1.
Up Air: Reduced meter gain on hit.
Down Air: Reduced knockback scaling from 1.3 to 0.7.
Down Air: Reduced damage from 8 to 2, to account for the Style Meter’s damage multiplier.
Neutral Air: Startup has been reduced from frame 10 to frame 5.
Neutral Air: Time between the two kicks has been reduced to help them connect better.
Neutral Air: Knockback scaling has been increased.
Neutral Air: Angle has been made slightly more vertical.
Back Air: Hitbox has been made slightly wider, to cover more of V1’s arm.
Back Air: Knockback scaling reduced slightly.
Back Air: Damage reduced from 8 to 3 (strong) and from 6 to 2 (weak).
Back Air: Startup has been reduced by 1 frame.
Pistol/Blue Fspec: Can no longer be shield cancelled during startup.
Pistol/Blue Fspec: Bullet hitstun has been reduced to 10 frames.
Pistol/Blue Fspec: No longer makes V1 bounce if used in midair.
Shotgun/Purple Fspec: Knockback scaling increased from 0.1 > 0.6.
Shotgun/Purple Fspec: Damage reduced from 8 > 5.
Shotgun/Purple Fspec: Angle changed from 70 to 45.
Rocket Launcher/Green Fspec: Now launches lower to the ground, matching the animation.
Down Special: The coin itself now has a very weak hitbox while it travels. Sorry.
Up Special: Reduced the damage of both the meteor and non-meteor versions of the attack to compensate for the style meter’s damage boost. (This move previously did 30 damage!)
Up Special: Reduced the knockback scaling on the meteor version of the move.
Up Special: Changed the damage range for the meteor version to activate from 50 to 100.