GENERAL
• Performing a parry before entering the full shield state (4 frame window) will now parry projectiles starting on frame 3
• This allows parry to be used reactively against projectiles while still preventing players from parrying multihit projectiles after shielding them
• Parrying a cancelable jab will now let you cancel the parry recovery instantly
• This allows you to punish the opponent's jab if you act quickly instead of just resetting to neutral
• Tilt cancels will now use the same joystick mapping as normal tilts
• Previously, you would get an Utilt/Dtilt if your joystick was above/below the deadzone threshold, even if it was tilted mostly horizontally. Now it will perform an Ftilt in those scenarios instead for consistency
• Bug fix: Tilt boost joystick inputs must be performed after starting the jab
• Previously, you could buffer the joystick input before doing the jab, making tilt boosts much easier than intended
• Colliding with another player will now apply a constant force to push them apart instead of apply a gradually increasing force
• This makes the pushback happen faster, decreasing situations where players are overlapping for too long
• Minimum number of shield frames before you can release shield: 0 > 7
• Shield Release duration: 10 > 15
• These two changes add more commitment to using shield in neutral, since you will have to either jump or wavedash to exit shield quickly
• Spot dodge intangibility window length: 14 > 17
• We're pushing back the first actionable frame to make spot dodging easier to punish in most situations. We opted for extending the active window instead of the recovery frames to slightly increase its utility while nerfing its punish potential
• Successful techs will now reset the tech lockout timer
• This allows you to tech multiple attacks in a row
• Airdodging to ledge will now remove all ledge intangibility
• This option made recoveries a little too simple when near the ledge, so now it carries a bit more risk with it
• Hitting an opponent will now only restore 1 of your intangible ledge grabs instead of restoring all 3
• This makes intangible ledge grabs a more limited resource when using them to invincibly attack someone offstage
• Starting an attack will no longer reset the ledge grab lockout timer
• When releasing ledge, you cannot grab ledge for 30 frames. This lockout also applies after a walltech, which is why attacking reset the timer. Now attacking will only reset the timer if it happens after a walltech
• Getting flinched by a new attack while already in the flinch state will now reduce the flinch duration by 30%
• This removes some guaranteed flinch loops (Ranno Fair, Fleet Dair, Orcane Dair)
• Bug fix: You can now parry/counter when you have respawn invulnerability
• Bug fix: Shield DI could sometimes still cause the player to fall off the edge of a platform due to rounding errors
• Bug fix: Leaving the ground on the 2nd frame of PlatDrop will now clamp your aerial speed as intended
• Bug fix: Hitting the ground on the first frame after being spiked will no longer always cause a ground bounce
• Bug fix: Increased the length of Zetterburn, Maypul, Clairen, and Loxodont's intro animations by 1 frame to match the rest of the characters
• Rock Wall side blastzones expanded by 30cm
• It still has the closest side blastzones, but should now be slightly less polarizing
• Ledges will now be displayed in training mode when stage collision drawing is enabled
• The ledges will be colored green when unoccupied and red when occupied
ZETTERBURN
• Summary: Zetterburn is pretty close to where we want him, so we're just toning down some of his more egregious cheesy options.
• Jab 1 and 2 damage: 4 > 2
• Bair sweetspot knockback: 5 + 0.35 > 5 + 0.4
• The low knockback on bair made it true combo into Ustrong against a lot of characters at low kill percents. This change will also make Bair send into knockdown earlier, so it's a bit of a tradeoff
• Dair active frames: 5 > 3
• The total length of the attack is unchanged
• Uspecial final hit hitstun multiplier: x1.0 > x0.8
• This decreases the chances of this move comboing into Ustrong after hitting someone when recovering. It also makes it worse at directly KOing opponents when traveling at downward angles
• Dspecial diving hit can no longer reverse
• This prevents it from sending opponents away from Zetterburn's trajectory
• Dspecial diving hit hitstun multiplier: x1.0 > x0.85
• The knockback needs to be high to make it link into the landing hit, but the hitstun from that high knockback would often lead to guaranteed death even at relatively low percents offstage
RANNO
• Summary: Ranno is a speed demon who can overwhelm opponents with large, fast hitboxes that can be difficult to punish even when predicted. He has some of the most reliable kill confirms in the game, so we want to make sure that they feel a little more earned by introducing more counterplay when Ranno isn't spacing precisely. We also have found his recovery to be a little stronger than intended, specifically when using tongue sling on the bubble, so we're adding a little bit of commitment to that option while trying to maintain the fun movement tech that comes with it.
• Dtilt recovery: 17 > 19
• Dtilt sourspot knockback: 6 + 0.5 > 6 + 0.4
• Dtilt sourspot knockback angle: 70 > 60
• Dtilt sourspot hitstun multiplier: x1.0 > x0.85
• The sourspot is no longer stronger than the sweetspot, but and is instead directly worse at comboing through reduced hitstun and a lower angle
• Fstrong's backmost sourspot was moved forward 25cm and now takes priority over the sweetspot
• This makes Ranno have to space the move better to get the sweetspot
• Fstrong sweetspot knockback: 7 + 1.0 > 6.5 + 0.95
• Slight nerf to the move's killpower, since the burst movement on this attack makes it too reliable of a finisher and Ranno is not lacking in kill moves
• Ustrong sweetspot knockback: 8 + 1.1 > 8 + 1.02
• Ustrong early sourspot knockback: 8 + 0.85 > 7.5 + 0.85
• Since Ranno has so many ways to confirm into this attack, especially with DACUS increasing the range by a lot, we're toning down the killpower very slightly just so it doesn't guarantee kills quite as early
• Fair has a new tiny sourspot at the top with the highest priority of all the hitboxes
• This allows Ranno to purposefully space for the sourspot while also preventing egregious sweetspots when the opponent is above Ranno
• Bair sourspots moved upward and shrunk slightly
• This reduces the disjoint of this attack from below, giving opponents a chance to beat this move from some angles when recovering
• Bair early sweetspot damage: 10 > 8
• Bair early sourspot damage: 8 > 6
• Bair early reverse hit damage: 6 > 5
• Bair late sweetspot damage: 8 > 6
• Bair late sourspot damage: 6 > 5
• Bair late reverse hit damage: 4 > 3
• Decreasing the damage also decreases the shield stun, making it less safe on shield
• Bair landing lag: 8 > 9
• This makes the move slightly more punishable
• Fspecial tongue sling recovery frames: 10 > 8
• Fspecial tongue sling recovery frames are no longer jump/attack cancellable when slinging to your bubble
• Tongue sling is an extremely fun part of Ranno's kit, so we were hesitant to nerf it too hard, but it's proven to be a bit too uncontestable on recovery in a lot of situations. These changes make it a little more committal to sling to his bubble without affecting his tongue sling mixups at the wall
• Bug fix: Jump canceling Fspecial will now spawn the double jump vfx
• Uspecial poison darts will no longer force flinch
• This property was removed from Nspecial's poison darts a while ago, but now that we're seeing how annoying Uspecial's darts can be when used above ledge, they will now also be susceptible to floorhugging
• Dthrow recovery: 18 > 20
• Dthrow knockback: 8 + 0.2 > 8 + 0.3
• This allows DI away to be more effective at high percents
• Bug fix: Dthrow now has a sound on hit
• Exiting the poison bubble will now inflict a minimum of 10 frames of hitstun
• This means opponents (or Ranno himself) breaking out of bubble will not be able to counterattack as quickly
WRASTOR
• Jab 1 and 2 damage: 4 > 2
• Uspecial sweetspot knockback: 9 + 1.0 > 6.5 + 1.2
• Less knockback at lower percents, but becomes stronger around 100%. This makes it less frustrating to get hit by as a result of DIing a single combo move poorly or having slightly unsafe shield pressure
• Bthrow startup: 17 > 19
• This gives the opponent slightly more time to react with DI
KRAGG
• Summary: Kragg has a lot of strengths that are very frustrating to play against, so we want to make sure his weaknesses offset those strengths in ways that make sense. We want to make sure his giant moves are reasonably punishable and his recovery isn't too strong for how hard he is to kill directly.
• Jab 1 and 2 damage: 4 > 2
• Bug fix: Dash Attack is no longer cancellable into jab/tilts when parried
• This allowed Kragg to bypass parry stun by canceling into a single jab
• Utilt hit 1 damage: 2 > 3
• Utilt hit 2 damage: 10 > 7
• We're evening out the damage for this attack to make it less powerful when spammed
• Fstrong active frames: 5 > 3
• Fstrong recovery: 29 > 36
• For such a strong move, it was often extremely tricky to punish
• Fair startup: 11 > 12
• Fair landing lag: 11 > 12
• Fair sourspot knockback: 4 + 0.85 > 3.5 + 0.8
• Fair sourspot damage: 9 > 7
• Fair's size and speed make it extremely tough to challenge or punish in neutral, so we're toning it down slightly
• Bair now has an extra hurtbox during the active frames
• This reduces the disjoint of this move significantly
• Bair recovery: 14 > 16
• Bair landing lag: 9 > 11
• Bair sourspot knockback angle: 55 > 50
• This move is a bit overcentralizing to Kragg's kit both in neutral and punish, so we're toning it down slightly in a few ways
• Dair landing lag: 12 > 13
• This attack has insane reward on hit and is attached to the fastest faller in the game, making it fairly easy to land, so we're increasing the risk by making it worse on shield and whiff
• Rock throw startup: 6 > 8
• This applies to all rock throws and cargo throws. This makes them slightly slower to use against up-close opponents, emphasizing Kragg's weakness to aggression while holding a rock
• Nspecial rock grab recovery: 5 > 8
• Kragg was able to throw the rock too quickly after grabbing it. It's still quite fast, but the opponent will now have a little more time to react before a rock is hurled at them
• Holding the shield button will make Nspecial unable to grab rocks
• This allows Kragg to command grab opponents who are standing near a rock
• Bug fix: Rocks will no longer despawn if they pass the blastzones while Kragg is in the process of throwing them
• Canceling Fspecial will no longer count toward Fspecial's diminishing returns counter
• This allows you to use Fspecial cancel while recovering without nerfing your next Fspecial should you get knocked back offstage
• Bug fix: Fspecial cancel now requires you to press Shield instead of just holding it
• This is how it worked originally and was changed unintentionally, so we're reverting it, since it can currently lead to unintended cancels when recovering
• Uspecial and Fspecial Cancel landing lag: 22 > 28
• Kragg's recovery is stronger than we want, but making it harder for him to get back to stage leads to some very polarizing matchups where he would be unable to recover at all. So instead, we're making it more punishing when Kragg is forced to land on stage with his fast recovery moves
• Uspecial pillar summon recovery: 25 > 30
• This makes pillar more punishable when Kragg is forced to use it to recover, as well as when Kragg whiffs it on stage
• Pillar hitstun multiplier against aerial opponents: x0.75 > x0.88
• Pillar hitstun multiplier against grounded opponents: x0.5 > x0.65
• This adds 5 frames of hitstun so that Kragg still has the same frame advantage as before on hit
• Pillar will now restore Kragg's resources right when it spawns
• This prevents the situation where Kragg is hit while pillar is rising, leaving him with no resources at all
• Pillar will now raise opponents upward even if their ECB is not directly above the pillar
• This makes hitting with pillar more consistent, which is both a good and bad thing for Kragg, since the opponent will also be able to punish him consistently if they're grounded
• Hitting pillar will now restore your walljump
• This helps players recover after being forced to walljump and then break pillar
• Bug fix: Dspecial spikes will now disappear if the ground disappears from under them
• Aerial Dspecial aerial drift: 0 > 0.5
• This lets Kragg space this move a bit better
• Aerial Dspecial recovery: 13 > 22
• This move was too easy to throw out repeatedly with extremely low risk
• Uthrow aerial recovery: 15 > 20
• This throw would lead to a guaranteed Fair against non-floaties, so we're adding some endlag to prevent that in most scenarios
• Dthrow startup: 14 > 16
• This gives the opponent a bit more time to realize they've been grabbed while keeping the throw itself fairly unreactable
• Dthrow knockback: 6.5 + 0.4 > 6.5 + 0.25
• This will keep opponents closer at high percents but they will also have less hitstun, so Kragg won't be able to combo into Fstrong until much higher percents
FLEET
• Summary: Fleet is the most polarizing character in the game, with quite a few highly favorable matchups and an extremely difficult one. All of her aerials are good on their own, but when combined with her Slow Fall mechanic, they can be overwhelming for most characters to deal with, especially when recovering, so we're toning a few of them down to help even out her kit. She's also getting a quality-of-life change that should make using her Slow Fall feel smoother.
• Slow Fall joystick threshold: 0.8 > 0.75
• This makes the slow fall input more responsive, especially when using diagonal-downward inputs
• Slow Fall is no longer restored when grabbing ledge
• Now Fleet must touch ground before being able to float again
• Slow Fall can no longer get a boost from tornadoes that don't belong to Fleet
• This prevents her from boosting over a parried tornado or an opponent's tornado
• Jab 1 and 2 damage: 4 > 2
• Dash Attack multihit knockback angle: 30 > 20
• This should help them link into the final hit better
• Ustrong sweetspot knockback: 8 + 1.15 > 7 + 1.15
• This move being as strong as Zetterburn's empowered Ustrong was unintended, so we're toning it down to match the rest of the upward kill moves that got toned down in previous patches
• Nair active frames: 20 > 16
• Nair recovery frames: 16 > 20
• Same overall duration, but with fewer active frames to help
• Fair multihit hitstun multiplier: x1.0 > x0.5
• This only comes into play if the final hit whiffs
• Fair hitboxes shrunk slightly
• This nerfs its ability to wall out opponents by a little bit
• Fair multihits SSDI modifier: x1.0 > x0.5
• This makes it harder to SDI out of the attack, to compensate for the smaller hitboxes. This does not affect the ASDI modifier, which is still x1.0
• Bair landing lag: 12 > 13
• Bair sweetspot damage: 12 > 10
• Bair sourspot damage: 9 > 7
• This reduces Bair's frame advantage when hitting a shield
• Uair early sweetspot damage: 11 > 9
• Uair late sweetspot damage: 8 > 7
• Uair early sweetspot knockback: 6 + 1.075 @ 70 > 6 + 0.88 @ 72
• The killpower of this move was a little too high for how easy it was to land, and the angle would often get players KOd off the sides when they DId to avoid getting KOd off the top
• Fspecial recovery: 17 > 20
• This helps reduce the spammability of this move while also increasing the effectiveness of DI away to prevent Fleet from comboing off of it
• Fspecial's tornado is now vulnerable 5 frames before it becomes active
• This adds more counterplay to this extremely versatile zoning tool
• Fspecial tornado hurtbox radius: 40 > 55
• This makes it easier to hit
• Fspecial's wind tunnel vfx will now be destroyed if the projectile is destroyed
• This makes it more clear when the tornado will not spawn
• Dspecial will now go into parry stun if the arrow is parried
• Bthrow arrows now have weaker knockback after traveling for 15 frames (8 + 0.4 > 4 + 0.4)
• DIing Bthrow out can sometimes cause the top arrow to hit much later than the other arrows. While this interaction is intended, it was KOing players much too early
• Uthrow's arrow now forces tumble
• This prevents the arrow from getting knockback-armored at low percents, allowing the opponent to DI it
• Uthrow recovery: 27 > 29
• Slight nerf to her combo potential with this incredibly versatile throw
• Dthrow startup: 12 > 15
• This gives players more time to adjust their DI after getting grabbed without making the throw easily reactable
MAYPUL
• Summary: Maypul has the ability to be played very uninteractive if the player chooses to, so we want to make sure those strategies aren't as strong as the interactive ones.
• Jab damage: 3 > 2
• Bug fix: Jab now ignores weight like all other weak jabs
• Nspecial seed damage: 2 > 1
• This reduces the reward for Maypuls spamming this move
• Trying to tether with Special+Grab will now require pressing Grab instead of just holding it
• This was leading to unintended tethers when dropping from ledge with Grab before using Fspecial to refresh ledge intangibility
• Aerial Dspecial can now fall through platforms for the first 2 active frames if Maypul holds down
• This allows Maypul more creativity when using this move on platforms without making it able to dash through platforms to avoid juggles
• Lily detection radius: 100 > 90
• This makes Maypul have to be more precise when setting up Lily combos, and gives the opponent more chances to DI to avoid Lily
• Lily will now remove the Watcher's Mark when hitting a marked opponent's shield
• Bug fix: Maypul can only tether to Terry once
CLAIREN
• Summary: Clairen is a character that generally requires precision to do well, but some of her moves were a little more forgiving in that regard than they should be, so we're cleaning up some of her tippers to make them feel more earned when she does land them. We're also giving her Uspecial a pretty significant nerf, since it was extremely hard to contest when she was recovering.
• Run speed: 18.4 > 20.1
• This helps her deal with distant opponents both in neutral and when comboing them. Her dash speed is still 21.25, so this won't affect her burst movement potential
• Jab tipper stun: 16 > 14
• This gives her slightly less time to set up for a followup from this low-commitment move
• Dash Attack late tipper hitbox adjusted to match the animation better
• This prevents it from hitting opponents so far behind Clairen
• Dash Attack tipper knockback: 7 + 0.3 > 8 + 0.3
• This makes it better at launching opponents at low percents and worse at comboing at high percents
• Ftilt knockback: 6.5 + 0.75 > 6 + 0.85
• This makes it able to finish off high damage opponents much better
• Fstrong tipper hitboxes adjusted to match the animation better
• Fstrong tipper knockback: 8 + 1.1 > 7.5 + 1.13
• Less knockback at lower percents, similar knockback at KO percents
• Fstrong recovery: 34 > 38
• This move is a little overcentralizing for Clairen, since it's big, fast, and strong, so we're adding more opportunities for punishment after whiffing this move
• Bair landing lag: 8 > 10
• This reduces the spammability in neutral for this large, high-reward move
• Bair sourspot damage: 5 > 6
• Bair sourspot knockback: 5 + 0.5 > 5 + 0.55
• Slightly more knockback at mid-high percents to help her send opponents farther offstage when edgeguarding
• Bair tipper damage: 8 > 9
• Bair tipper stun: 25 > 23
• Bair > Dstrong was a guaranteed kill confirm with a ton of leniency. This change in combination with the landing lag increase will make it less lenient but still possible with the proper setup
• Bair tipper range reduced slightly
• The middle sourspot was moved outward, so spacing for the tipper will be slightly more difficult
• Uair's innermost sourspot now has the same knockback as the other sourspot
• Previously, it was weaker, but had lower priority, making it very precise to hit with. This change should make the move feel more consistent/less random
• Uair tipper damage: 10 > 12
• More reward for landing this difficult tipper
• Level 1 Nspecial tipper range reduced slightly
• Spacing for the sweetspot will now be slightly less lenient
• Uspecial 1's 6th Active window removed
• Uspecial 1's 5th Active window active frames: 2 > 1
• This significantly decreases the attack's upward range, allowing for more counterplay when edgeguarding Clairen
• Uspecial 1's transition window no longer stalls in place and instead just multiplies her vertical speed by 0.1
• This very slightly increases the distance she travels while also adding 2 extra frames before she can grab ledge with it
• Ledge Special ground plasma width greatly increased
• This helps prevent the 2nd hit from whiffing after the first hit connects near max range
• Bthrow startup: 9 > 13
• This gives players more time to adjust their DI after getting grabbed without making the throw easily reactable
• Bthrow recovery: 18 > 19
• Very slight nerf to the speed of Clairen's followups after bthrow
• Dthrow knockback angle: 55 > 50
• This makes it send opponents farther offstage when used at ledge, which is the primary intended use case
LOXODONT
• Summary: Loxodont's size and range tend to create situations where he can cover every option that the opponent can choose, so we're addressing some of those by either making it harder to cover so many options or making it harder to put the opponent in the situation where multiple options can be covered. We're also giving him some small quality-of-life buffs for situations where his mechanics could be frustrating to work with.
• Bug fix: Jab 2 no longer ignores weight
• Jab 2 now swings the axe at a higher arc
• This makes it less likely to whiff after landing jab 1's sweetspot
• Dtilt sweetspot knockback angle: 290 > 285
• This makes it more likely that you'll be able to tech the wall when hit by this attack at ledge
• Nair landing lag: 8 > 9
• Nair hits 1 and 2 damage: 6 > 4
• Nair hit 3 damage: 7 > 5
• This very fast, high active frame, combo move did a bit too much damage. This also makes it less safe on shield
• Nspecial air acceleration while charging: 0.53 > 0.28
• This makes it more difficult to follow the opponent's DI after launching them with Dspecial
• Fspecial will now fall slightly after grabbing an opponent
• This means a buffered instant Fspecial will now transition into a grounded Fspecial when it hits an opponent. This means it won't be able to autocancel if you start the aerial Fspecial too low, but it also means it will leave lava pools behind once it reaches the ground
• Lava pool active duration: 5 seconds > infinite
• This allows Loxodont to leave his lava pools unattended and then come back and collect them later
• Lava pools can no longer interact with parried players
• This means parried players can no longer prevent Loxodont from consuming the lava pool
ORCANE
• Summary: Orcane is one of the most annoying characters to fight when he is played in a way that minimizes interaction. We're targeting a lot of the tools that enable this playstyle, such as Fair and Dspecial, to try to make Orcane less frustrating to play against. We're also targeting his recovery, since it was not intended to be as strong as it was
• Weight: 104 > 100
• Orcane was a little too heavy for how good his recovery is
• Jab 1 and 2 damage: 4 > 2
• Jab 3 knockback: 9 + 0.25 > 7 + 0.35
• This attack was breaking the tumble threshold too early
• Ftilt startup: 7 > 9
• Ftilt recovery: 18 > 22
• The range on this attack made it extremely hard to punish, which was a problem since it's fairly strong too
• Utilt recovery: 15 > 17
• This move is intentionally very fast, but was slightly too much
• Nair can no longer bounce after it is parried
• This makes punishing it more consistent after a parry
• Fair recovery: 16 > 22
• Fair can no longer break projectiles
• Fair hitboxes shrunk and moved forward to have much less disjoint
• Fair landing lag: 12 > 16
• Because of its movement, low endlag, and all of the bubbles, this attack was too difficult to punish effectively, so we're toning it down in a few ways to increase the counterplay potential
• Nspecial recovery: 16 > 22
• The combination of incredibly low endlag and a slow, high arc made this move incredibly good at comboing into anything Orcane wanted, so we're adding some endlag to prevent this
• Nspecial and Dspecial droplets hitpause multiplier: x1.0 > x0.5
• Less hitpause so the opponent gets launched earlier and Orcane's puddle spawns earlier
• Fspecial now has a large hurtbox after teleporting until it enters Special Fall
• This helps to make him punishable when recovering to ledge with Fspecial
• Fspecial can no longer grab the ledge until it enters the Special Fall window
• This delays the ledge grab by 12 frames
• Uspecial sourspot head hitbox shrunk slightly
• This hitbox was making the range on one side noticeably larger than the other side
• Dspecial no longer stalls momentum in the air
• This reduces Orcane's ability to stall himself when getting juggled while also allowing him to keep moving when placing droplet or spawning bubbles
• Dspecial recovery windows can now edge cancel
• Dspecial puddle pop recovery: 22 > 30
• This attack is extremely annoying to deal with, so we're making it riskier to throw out
• Dspecial bubbles max vertical speed: 11.33 > 8.83
• This reduces the effective vertical coverage area for this attack
• The first 2 bubbles spawned by Dspecial will now always appear at the outermost edges of the puddle. The next 2 bubbles will spawn halfway out. The rest of the bubbles are all random
• This makes parrying bubbles much more consistent
• Bubble ASDI multiplier: x1.0 > x1.2
• This gives the opponent more counterplay when trapped in bubbles
• Ledge attack now loses intangibility after the first active window instead of after the second active window
• Bug fix: Orcane ledge special will no longer hold ledge for the entire attack duration when the Special input is released instantly
FORSBURN
• Jab 1 and 2 damage: 4 > 2
• Jab 3 Knockback: 8 + 0.6 > 7 + 0.65
• Slightly less knockback at low percents
• Utilt multihit hitboxes rearranged to match the visual better
• Utilt top multihit is now weaker to prevent the final hit from whiffing as often
• This should make this attack slightly more consistent as an anti-air
• Fstrong cape hit recovery: 21 > 24
• We're making this slightly more punishable since it has such long range
• Fstrong dagger knockback: 7 + 0.9 > 7 + 0.95
• Slight buff to its killpower at high percent
• Nspecial's air stall now starts falling immediately
• Fspecial clone toss recovery window air acceleration: 0.72 > 0.4
• This nerfs his aerial drift after using this move while recovering
• Teleporting into smoke with ground underneath it will now put Forsburn on the ground
• Previously, he would teleport to the center of the smoke cloud and then fall to the ground
• Hitting an opponent will reset his Uspecial smoke cancel count
• This allows Forsburn to be aggressive with his teleports and then recover afterward
• Pressing left or right while Uspecial is mid-teleport will make Forsburn face that direction when he reappears
• This gives the player more options when teleporting into smoke
• Smoke cloud hurtbox size increased to match the visual better
• This helps opponents clear smoke effectively
• Adjusted Super Clone attack choices to be consistent based on the target's relative location, similar to how it worked in Rivals of Aether