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.
 

