Like with the first major character rework in v7.0, this update reworks most of the cast quite significantly, adding new abilities and changing existing ones. This time, the rework is based off not only community feedback, but also newly gathered statistics per character such as win rates.
The general focus was on reducing the power level of Vile and Axl, while trying to avoid feeling like a nerf and giving them new abilities to compensate and skills to explore. X also was given a lot of improvements and options to make his kit more well rounded and not dependent on a few dominant choices. Another goal of the reworks was to reduce the effectiveness and extremely binary nature of cross-character counters. A character should not be rendered useless just because another character exists on the battlefield, and should have more options to fight back. Similarly, there should not be an extremely powerful ability rendered null and void by an extremely powerful (and often, obscure) counter. The traditional counter triangle of Zero > Axl > Vile > Zero has been shakened up and weakened in many cases as a result.
In addition to reworks there were a few other major improvments, notabily to the game's physics and animations, which were improved to be faster, snappier, and more in tune with the real games.
The first major character rework was X. From the statistics gathered last month, X has the lowest DM winrate as well as the lowest kill rate. One of the main problems is the weapon and armor imbalance: a few weapons and armors are clearly better than the others. Use of inferior weapons and armor can drive down X's kill potential and win rate. Therefore, the X rework consisted of a sweep through all of X's weapons and armors, buffing underutilized ones and slightly tuning some of the more dominant ones where appropriate. In addition, the highly requested mixable armors has finally been implemented (shoutout to Bando for his hard work in providing the sprites!), and along with this came armor effect tweaks to make X's various armor options more balanced with respect to each other.
Chameleon Sting (Charged): Now cloaks X, rendering him fully invisible to enemies while the effect is active, in addition to the invincibility granted. Show commentary
Rolling Shield (Uncharged): No longer explodes when hitting torpedos. This includes both X's Homing Torpedos and Frog armor torpedos. Show commentary
Fire Wave (Uncharged): Reduced damage rate by half. Introduced burn effect. Every hit introduces 1 second of burn. Burn deals damage over time at the rate of 1 damage per second. For the most part, burn works exactly like acid, except that Axl's dodge roll can also reduce burn time by 1. Show commentary
Fire Wave (Charged): Reduced damage from 2 to 1. Now applies 2 seconds of burn per hit. Show commentary
Bubble Splash (Uncharged): Removed limit of 7 bubbles at once. Now shoots a constant stream of bubbles for as long as the fire button is held, until X is fully charged (much like Fire Wave). Show commentary
Strike Chain (Both): Can now be aimed diagonally. Up-diagonal wall grappling will impart additional X and Y velocity, allowing X to swing through maps like Spiderman. Also increased projectile speed and rate of fire. Polished health pickup behavior to always pull them inside of X. Show commentary
Speed Burner (Uncharged): Reduced damage from 3 to 2. Now applies 1 second of burn. Show commentary
Speed Burner (Charged): Reduced damage from 6 to 4. Now applies 2 seconds of burn. Reduced recoil damage from 3 to 1 (helmets no longer reduce recoil). Show commentary
Acid Burst (Charged): Reduced acid time from 4 to 3 per blob. Show commentary
Triad Thunder (Uncharged): Increased ball damage from 2 to 3. Show commentary
Triad Thunder (Charged): Can now knock climbing enemies off walls. Show commentary
Ray Splasher (Uncharged): Increased damage rate and range. Show commentary
Ray Splasher (Charged): Removed self damage. Removed damage cooldown; this means the weapon not only deals damage at a higher rate but multiple turret damage can now stack.Show commentary
Gravity Well (Uncharged): Wells can now be destroyed by enemy attacks to the core. Each well has 2 HP. Ray Splasher deals double damage, allowing it to easily destroy wells. Only one well can now be shot at a time, but pull power is doubled. Wells can longer pass through walls.Show commentary
Gravity Well (Charged): Gravity time increased to 4 seconds. Now shoots a well projectile. This deals no damage but can be destroyed to stop the vertical gravity effect, and has 4 HP. Ray Splasher deals double damage to it. X is no longer vulnerable for the entire duration of the gravity effect, but shooting the intial well does take some time. Show commentary
All armors: Added mixable armor system. X can now combine armor pieces from any armor set (the menu will no longer lock you out of the other armor sets if you upgrade armor from one armor set). When mixing armors, armor set bonuses cannot be used (Hadouken, Shoryuken, Chips + Golden Armor). Show commentary
All armors: Helmet upgrades no longer protect against stomps or headshots. Show commentary
X1 Helmet: No longer shows enemy health. Now grants a headbutt attack like in MMX1. Headbutts do 3 damage with a flinch but require you to carefully jump upwards from underneath a midair enemy to hit them. If combined with an air dash from the X3 boots, it will deal double (6) damage. Show commentary
X1 Boots: No longer grants global 110% speed. Now increases just the ground dash speed by 15% (which does not carry over to air speed if X jumps out of the ground dash). Show commentary
X2 Armor: Giga Crush now reduces damage taken by 1/8 (12.5%).Show commentary
X2 Boots: No longer grants two air dashes. (This was moved to the X3 chip upgrade.) Instead, increases air dash speed by 15%. Show commentary
X3 Chest: Barrier now applies on any hit, not just flinching blows. For non-flinching hits, the barrier lasts 1 second. For flinching blows, the barrier time is increased to 2 seconds. Show commentary
X3 Buster: The hyper buster's 4 smaller ball projectiles can now all hit at once. This allows a single shot to do up to 12 damage. (4 for the center ball, 8 for the smaller balls if all 4 hit for 2 damage). In addition, Hyper Buster charge is no longer lost on death. Show commentary
X3 Boots: Increased up dash speed and height. Also allows X to now shoot while up-dashing. Show commentary
X3 Head Chip: Doubled the healing rate and reduced time to heal from 4 to 2 seconds. Show commentary
X3 Boots Chip: Now grants two of any air dash (sideways or up). You can even mix any order of them. Show commentary
All X3 Chips: If a chip is equipped, X can no longer earn scrap or transform into Golden X. Show commentary
Golden Armor: Can no longer gain scrap on kills. Show commentary
As with the previous rework, Zero was changed the least as I feel like he is in an acceptable spot. The stats confirm this, as he's right in the middle in most cases - better than X, but worse than Vile/Axl.
Ryuenjin: Now applies two seconds of burn in addition to 4 damage up front. Show commentary
Purple Raijingeki: Attack animation now faster. Also no longer prevents up/down specials out of a 3-slash ground combo. Show commentary
Guard: No longer blocks Axl Bullet headshots. Show commentary
Black Zero: Fractional damage values now rounded up. Show commentary
Black Zero: Other Zeroes can no longer block saber swings. Show commentary
Black Zero: Can no longer carry the flag as Black Zero. Show commentary
1v1: Health increased to 32 bars. Show commentary
Vile probably received one of the biggest reworks, completely overhauling his design. Two recurring problems and complaints about the character were that: a) he was too strong in his Ride Armor and b) he was too weak outside of his Ride Armor. Originally designed as a tank character for team modes better at sponging attacks instead of dishing them out, this made him ineffective in deathmatches, and so his Ride Armor offensive capabilities ended up being buffed to the point of dominance. This rework attempts to address these problems.
Vile: no longer spawns with a Ride Armor. Instead, he can now switch between several capable weapons. The first armor slot is the Front Runner and the second is the Vulcan. (More on these in the next bullets.) The third weapon slot now allows him to summon his various Ride Armors for 5 scrap apiece. Show commentary
Vile: gains the Front Runner Cannon in slot 1. Can be used both on the ground and the air. On the ground, it can now be aimed at both a 30 and 60 degree angle, just like in MHX, allowing Vile to counter air threats more easily. It can also now be fired in the air, but air shots travel slower and can only be aimed 30 degrees up or down. Also can be used when wall sliding, crouching, and climbing ladders. Show commentary
Vile: gains the Vulcan finger gun in slot 2. This is a rapid fire machine gun that has a high damage rate, but can only shoot straight ahead. Can be used from all places the Front Runner cannon could be used (ground, air, etc). Show commentary
Vile: stun shot, air bombs, napalm and rocket punch were moved to the Special button. Stun shot is neutral ground special, air bombs are air special, napalm is down special on the ground, and rocket punch is side special on the ground. Summoning mechs is now done via weapon slot 3 and will open an additional weapon slot menu to select the appropriate mech. Show commentary
Vile: Air bombs now lauched faster, and decreased the height requirement for the move to activate Show commentary
Vile: Rocket punch speed and napalm damage rate increased. Show commentary
Vile MK-II: Now activated via an explicit "revive" mechanic. When Vile is killed, for about two seconds before his body explodes out of existance, you'll have the option to quickly revive him on the spot for 5 scrap as Vile MK-II. While in the revive animation, Vile MK-II is invulnerable to damage and regains all his health back. Show commentary
Vile MK-II: The shield on his back now reduces damage by half, rounded down. If an attack deals exactly one damage, it is blocked completely. Show commentary
Vile MK-II: Napalm grenade now leaves a fire trail and applies a burn effect of 1 second for the trail and 2 seconds for the main projectile. Show commentary
Vile MK-II: Gains a health-draining grab attack. Activate with dash + special. Enemies grabbed will be immobile for up to 4 seconds and can have up to 8 health leeched and transferred to Vile MK-II. However, like most stun moves, this can be mashed out of. The grab's damage ignores defense boosts. Note that the grab will not work if done in a spot that would clip the victim into a wall or other obstacle.Show commentary
Goliath Ride Armor: Now must be manually summoned by Vile MK-II after reviving, and costs 10 scrap as opposed to 5 for the other Ride Armors making for a total costs of 15 to access Goliath (5 for MK-II and 10 for the armor). Show commentary
Normal and Goliath Ride Armor: Can no longer hover. Show commentary
Hawk/Frog Ride Armor: Added 1 second of flinch cooldown to stomps. Show commentary
All ride armors: Can no longer gain scrap on kills. Show commentary
All Ride Armors: Vile now launches a single Napalm grenade with SPECIAL when ducking in any Ride Armor. No longer alternates between air bomb and napalm, and MK-II will launch his fire grenade instead. Show commentary
All Ride Armors: X Helmet upgrades no longer reduce stomp damage and flinch. Show commentary
Summary: Axl's win rate and kill rate are unsurpassed by any character. Part of this is due to the small player base and the fact that there are few newbie Axl players. However, the high precision and damage rate of the Axl Bullets are also a contributing factor. In the right hands, a good Axl player can single handedly demolish an entire server. The goal of this rework was to slow down Axl's kill rate potential in matches, and reduce reliance and dependence on the Axl Bullets, shifting some of its power to the lesser used Copy Shot/A-Trans mechanic. As the signature ability of Axl, transformations were quite underused, so they received an overhaul and much greater attention and polish.
Axl Bullets: Added a bullet spread mechanic. The amount of current spread is indicated by how far the crosshair lines are apart. Spread increases greatly the faster Axl is moving and is lowest when standing still. Spread will rise over time the longer the shot is held down. Note that the spread pattern is completely deterministic and that White Axl's Double Bullets do not have any spread.Show commentary
Axl Bullets: Headshots no longer prevented by X helmets or blocked by Zero guard. Show commentary
Axl Bullets: Auto aim for 8-way modes (directional aim with controller analog setting set to no) now targets the head.Show commentary
Blast Launcher: Reduced ammo usage by half. Reduced damage of primary fire (grenades) from 3 to 2. Increased cooldown of alt fire (explosion) from 1.25 s to 1.5 s. Show commentary
Blast Launcher: Horizontal self-knockback from rocket jumps increased and no longer fade over time if the direction of the knockback is held. Show commentary
All Axl Weapons: Will no longer reload if switched to another weapon. In order to reload a weapon you must have it selected. When ammo is empty, a HUD message will indicate the time until the weapon automatically reloads. Show commentary
A-Trans: When a transformation is selected in your inventory, pressing SPECIAL now reveals detailed information on the character you would transform into, such as name, weapons and ammo, armor, etc. You can now copy Rakuhouha ammo and even White Axl and Black Zero hyper modes, if you managed to kill one of those. Show commentary
A-Trans: Reworked transformation controls. When transformed, SPECIAL no longer reverts back to Axl. Instead the transformed character will have an additional weapon slot at the end that can be switched to and used for reverting to Axl. Therefore, all abilities can now be used for all transformed characters. This includes hyper modes as well. The only exception is summoning mechs as Vile, due to netcode limitations. Show commentary
A-Trans: When disguised, Axl now gains an "Assassination" ability in the second to last weapon slot. Charge this weapon all the way up and unleash it on an unsuspecting foe for 8 damage, or an instant kill if aimed at the head. Upon releasing the shot, Axl's disguise is immediately lost. This move can be only held at 1 second of max charge before being automatically released.Show commentary
A-Trans: Now costs 1 scrap to activate transformations. Show commentary
White Axl: Transformation is no longer affected by gravity, and can transition into the hover state immediately on transformation by holding down JUMP during the transformation. Show commentary
White Axl: now immune to self damage on knockback, but can no longer pick up the flag. Show commentary