After months of silence, details have emerged of a new patch for PlayStation All-Stars Battle Royale, which will rebalance some of the game’s mechanics. Sony’s Santa Monica Studio has released notes on what the patch will contain, but didn’t mention a release date.
The following changes will be implemented in the new patch:
- Every character’s throw attempts have been standardized to 9 startup frames, 3 active frames, and 18 recovery frames, with the exception of Isaac, Kat, and Ratchet.
- The minimum effective range of throws has been increased to 1 meter (previously 0.75m) for all characters except Parappa, Sackboy, and Toro.
- In online matches, jumping out of an opponent’s throw attempt is now resolved through the throw clash system.
- Every character’s air dodge has been standardized to 27 invincible frames followed by 9 vulnerable frames (previously 29 invincible plus 7 vulnerable).
- Every character’s directional rolls have been standardized to 18 invincible frames followed by 16 vulnerable frames, with the exception of Fat Princess, Spike, and Zeus.
- Characters can no longer perform actions for 3 frames after landing from air idle.
- Characters can no longer double jump during down tech.
- Landing during down tech or down tech canceled into air dodge now triggers the same recovery as landing during an attack.
- Getting hit in the air no longer renews a character’s double jump ability.
- All timed transformation Level 2 Supers can now be ended manually by pressing L2.
- The AP eject formula has been refined to drain a higher percentage of AP orbs at low levels and a lower percentage of AP orbs at high levels:
- Throws have been grouped into two general categories:
- Throws that cause eject or flatten reactions eject Heavy amounts of AP orbs.
- Throws which act as combo starters eject Light amounts of AP orbs (33% of Heavy).
- Jak’s Up Throw and Sweet Tooth’s Up Throw eject Medium amounts of AP orbs (67% of Heavy).
- Throws, items, level hazards, and other AP eject attacks now produce 50% more orbs during 2X AP Overtime, 100% more orbs during 3X AP Overtime, and 150% more orbs during 4X AP Overtime. AP multipliers no longer increase the value of individual orbs.
- Explosion radii of all mines have been standardized to 0.375 meters, explosion durations have been standardized to 8 frames, and maximum lifetimes have been standardized to 5 seconds.
- Double-tapping L2 now causes characters to eject 50 AP as orbs while taunting.
- All character-specific combo tutorials have been revised in light of the following changes.