Volume 3.6 Patchnotes
System Changes
Burst
- Bursting during wall splat no longer eats your burst
- burst blockstun reduced
Air Recovery
- Air Recovery horizontal velocity increased
- Air Recovery vertical velocity increased
- Air Recovery now passes through the opponent for 20 frames
Tag Mode
- 1v1 and Tag modes are now separated
- Tag is now one round to win
- Snapback Added
- Press 236F with at least 1 bar of meter to force-swap your opponent’s fighter in a tag match.
- Snapback can be canceled into from normals
- Sahkive Assist Changed to 6S
- Arzon Assist Changed to 5S
- Jojo Assist Changed to 3H
Miscellaneous
- Increased movelist scroll speed
CHARACTER BALANCE CHANGES
KEY
- BUG FIX or ADDITION
- BUFF
- NERF
- CHANGE
ANGOUS
CHANGES AT A GLANCE:
A running theme of this patch is considerations in regards to neutral and character’s advantage state. Angous is emblematic of that, taking hits to some of his movement and lockdown options, as well as lowering his damage output.
MISCELLANEOUS
- Shorthop Dashjump horizontal speed reduced
- Angous’ lack of range is allegedly supposed to be one of his weaknesses, and his hyperhop more or less completely negated it as it let him fling himself across the screen with massive, easy to convert, extremely plus on block jump-ins. I’m remedying this by lowering the distance he can cover with a hyper hop in tandem with changes to the blockstun on his main jump-in options.
NORMALS
- 3H backdash cancel removed
- Could cancel backdash into 3H for some reason.
- 5M starter scaling increased (90% > 85%)
- 90% was a bit high. While 5M doesn't have much range, it's one of the best buttons in the game for literally everything else (and most of the time he can just microdash it anyway), so letting it scale like a heavy was a bit egregious.
- 5M extender scaling increased (87% > 85%)
- jL blockstun reduced
- jM blockstun reduced
- jH blockstun reduced
- jH hitbox adjusted
- This hit crossup a bit too frequently. Now, if you want to hit it cross up, a bit more precise timing is required. Will still happen more often to big characters like Roger, but let's be real. Roger can hold that.
SPECIALS
- 6S~B starter scaling increased (100% > 90%)
- 6S~B damage decreased (100 > 70)
- 6S~B launch height decreased
- Nerfs to 6S~B to both lower Angous’s minimum damage on baby confirms and to force Angous players to innovate a little bit on their combo structure in ways other than 6S>6S>Blargen. Get out there and live a little.
- jS/jEX landing hitbox adjusted
- The landing hitbox was massive, hit behind Angous, and gave him a low profile (even for the first few frames where he’s airborne…?). Needed a change to also help the move be generally more punishable.
- jS no longer hits behind Angous outside of combos
- An extremely easy-bake meterless conversion from crossup jM made this an easy change to make. He’s going to have to commit to jumping in deeper if he wants to confirm a hit or maintain pressure.
- 5[S] first hit launch height reduced
- 5[S] projectile hitstop reduced
ARZON
CHANGES AT A GLANCE:
Arzon is strong, but some of his neutral and ability to confirm stray hits on random situations felt lackluster, which was antithetical to his design. Ironed some of that out a bit while granting him increased meter gain to get access to the more fun parts of his kit more often.
NORMALS
- 5M active frames increased
- 5M recovery reduced
- 5H metergain increased
- 5H hitstun increased
- jH metergain increased
- j6H can now be performed from j5H
- j6H metergain greatly increased
- j6H active frames reduced
- j6H recovery reduced
- jH now groundbounces standing opponents
- It felt appropriate, and also a reasonable change to counterbalance everything else he was getting.
- 5M hurtbox extension lengthened
- 5H ground pushback increased
SPECIALS
- 5S startup reduced
- 6S startup reduced
- 4S (Wind Trap) is now a low
- 6EX projectile size increased
REMIXES
- 4R pull increased on grounded enemies
- All remix versions are now jump cancelable mid combo
- All remix versions can be canceled into another remix once
- 4R pull decreased on airborne enemies
DR. ROGER
- Bug Fixes related to 4S.
EDDY
CHANGES AT A GLANCE:
I've had it. 5L whiffing on crouchers just isn't fun. At least with JV you can murder anyone who gets comfortable crouching, but Eddy just isn't built like that. So his 5L can hit crouchers again. Some changes have also been made to j6S and j6EX to solidify their niche in his kit.
MISC
- Filled in missing entries in movelist
NORMALS
- 5L hitbox adjusted
- 3H is now a level 3 starter
- 2L, 2M, and 2H no longer hitstun scale on grounded opponents
- fixed a bug where jH would whiff on armor moves
SPECIALS
- Bug fixes related to the j6S/j6EX limiters
- 4S~LMH now does not spend SKD on counterhit
- j6S now halts backward momentum
- j6S now builds more meter
- j6EX no longer requires an airdash available to be dash-canceled
- j6EX is now an overhead
Grandmaster Wu
CHANGES AT A GLANCE:
Honestly mostly just bugs and general oversights, combined with removing the thick coating of Old KO glaze on him. He was the top 1 best character in the game, but now he should hopefully be playing nicer with everyone else.
MISCELLANEOUS
- Can now be thrown while crouching. Yes you read that right.
- Fixed a bug where he was doing a different pushblock from everyone else
- Fixed a bug where he was doing a different recoil guard from everyone else
- Remix Attack Input Buffer improved
- Crouching hurtbox size increased
- Bro was moving like Sahkive.
- Charge Partition Window Increased by 3 Frames
NORMALS
- 3H scaling added
- jH startup reduced
- jH active frames increased
- Wu no longer goes into unactionable recovery after whiffing an air normal
- jH hitstop reduced
- 5H hitstop reduced
- 5H now pulls in on grounded opponents
- Meter gain reductions on many normal moves
- 5M active frames reduced
- 2M starter scaling increased
- 2M forward movement removed
- 2H starter level reduced 3 > 2
- 5H now has pushback in the corner
- 6H(1) launch height decreased
- 6H now has pushback in the corner
- 6H hurtbox size increased
- jM hitstop reduced
- jH hitbox size reduced
- j2M startup increased
- j2M Divekick hitbox size reduced
- No. This move did not need to cross up and be disjointed in addition to being an instant overhead that he can convert from meterlessly and steer in both directions.
- jH symmetrical hitstop removed
- Throw recovery increased
SPECIALS
- Fixed a bug where 2S/2EX became +60-ish if the opponent instant blocked them
- 5S [Level 2] Now hitstun scales
- 5S [Level 2] Charge Time increased to 60F
- 2EX damage reduced
- 2EX invul reduced
- 2EX scaling increased
- 2EX starter level reduced
REMIXES
- 4R clone now tracks to the opponent's vertical position
- 2R clone hitstop decreased
- 2R clone hit downward velocity increased
- 2R clone grounded hitstun reduced
JV
CHANGES AT A GLANCE:
I don’t need a reason to nerf JV. He pretty much already embodies what I want for the character's advantage states in the game, but I’ve gotta keep him honest. So nerfs it is.
NORMALS
- 2L recovery increased
- 5M hitbox size decreased on active frames 3 and 4
- 2M starter scaling increased
- 5H hurtbox size increased
- 2H hurtbox size increased
- 6H hurtbox size increased
- 6H recovery increased
- jL hurtbox size increased slightly
- jM hurtbox size increased
- jM hitbox size reduced
- jH hurtbox size increased
SPECIALS
- 4S > M blockstun reduced
- This move was already punishable, but nobody was punishing it. So I made it easier!
- 4S > M now sends opponents further away on ground hit
- Now requires a microdash to convert meterlessly. Felt in the spirit of the character.
- 4EX now has extra startup if performed outside of a combo
- Closest thing to an actual needed change. 4EX is funny, but it's too fast. Hopefully the additional 10 frames of startup + matchup knowledge will make it work as a neutral skip less often, and introduce more gaps when it’s used as blockstring filler.
- 4EX can now only be done once per combo
- While it was an objectively bad option, 4EX could be done as much as you wanted during combos, unlike most EXs which are limited to one use. Removed because 4EX has the genuine utility of restabilizing sketchy or flubbed conversions, and he shouldn’t be allowed to do that multiple times per combo.
SUPERS
- 236X initial proration for unenhanced version increased (90% forced scaling > 80% forced scaling)
ASSIST
- Kanon Driver (Assist) No longer has increased damage at range
- Kanon Driver (Assist) Damage reduced
- Kanon Driver (Assist) Hitstop reduced
- I know nobody plays tag mode but this assist was so genuinely soul wrenching to fight. My goodness. These nerfs were needed.
ONE
Safe. For now.
SAHKIVE
CHANGES AT A GLANCE:
Sahkive is one of ArcFalse’s more unique characters and frankly has been receiving preferential treatment. However, his neutral and advantage was way too strong when his best tools were actually utilized. He’s lost out a bit on his ability to lock enemies down in pressure, and changes to his hard knockdowns will force him to think more about routing for okizeme if he wants to maintain his oppressive presence.
NORMALS
- 3H deadzone near sahkive removed
- Why did this move even have a deadzone to begin with…?
- 3H blockstun reduced
- He could lock you down way too hard with this button
- 3H whiff recovery increased
- jL blockstun reduced
- Generally speaking stuff you can trijump or instant overhead with doesn't get a lot of hitstun or blockstun. For reference of why this needed a nerf, Sahkive’s jL did as much blockstun as Vile jH.
- jL is no longer an overhead
- Sahkive doing Vile mix on you while also threatening a meterlessly comboable command grab, a plus on block low he can hit in front or behind, an invincible frame zero command grab super, and an air unblockable if you try to jump out was a little bit much. I mean, maybe if it was Unlimited Sahkive, sure. But this is base form.
- jM blockstun reduced
- jH crossup hitbox removed
- WHY DID THIS HAVE A CROSSUP HITBOX.
- jH hurtbox size increased
- Was massively disjointed, making it a godlike and nigh uncontestable a2a when he Trijumped with it, on top of it also hitting both sides and dealing crazy blockstun as a jump in.
REMIXES
- jR hurtbox size increased
- jR hitbox adjusted
- jR now inflicts a soft knockdown on second use
- Probably the most important change here. Sahkive will now have to route differently if he wants okizeme instead of a techchase.
- 5[R] Recovery increased
- 5[R] Now has Counterhit Recovery
- 2R blockstun greatly decreased
SPECIALS
- 4EX now applies starter scaling
- 4EX momentum carries further
- 6S/6EX recovery on-hit increased
- The increased recovery makes it so that Sahkive can't do a meaty trijump button on oki after 6S HKD without having to contest with 2H. 6EX can ignore that though.
- 4EX starter level reduced (4 > 2)
- 4EX extender scaling increased
- 4EX no longer hits behind Sahkive
VILE
- Added 4H to his movelist (lol)
JOJO
CHANGES AT A GLANCE:
Despite the fact that I still don’t believe this character was bad, I did feel like he could get some buffs to round out his kit and make it feel better to use (or in some cases, make a move worth using). Also, he’s got a double jump now. Rejoice.
MISC. CHANGES
- j2S invul removed
- Jojo now has a double jump
NORMALS
- 2M active frames increased
- 2M hitbox size increased
- jM active frames increased
- jM startup reduced
- 3H air hit velocity changed
- 2H hitbox sizes increased
- 5H starter scaling reduced (90% > 100%)
- Not even close to a necessary change. But if you get hit by this raw? You deserve whatever happens next.
- Charged jH base damage reduced (160 > 120)
- I’m not hearing anyone out on this one. I think with the other buffs he’s getting…he can hold this!
SPECIALS
- 6S can now be canceled into Swag Step
- 4EX and 2EX can no longer be done without meter
- 4EX and 2EX no longer build meter on hit
Z
CHANGES AT A GLANCE:
Z’s ground strings were already pretty bad, but I didn't care, cause being in the air is kind of his thing. But with 3.5 introducing free pushblock, I felt it was necessary to give him some slight improvements to his ground game.
NORMALS
- 5MM/4M recovery reduced
- Can now do 2M > 4M
- Can now do 3H > 5H
Files
Get KNOCKOUT - ARCHETYPE:FALSE
KNOCKOUT - ARCHETYPE:FALSE
False fire still burns.
| Status | Released |
| Author | PXN. |
| Genre | Fighting |
| Tags | 2D, 2d-fighter, airdasher, anime-fighter, No AI, Pixel Art, stickfigure, traditional-fighter |
| Languages | English |
| Accessibility | Configurable controls |
More posts
- Updated to version 3.4.1Feb 08, 2025
- Updated to Version 3.1Nov 20, 2024

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