[Injustice 2] История патчей

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crazyliukang
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[Injustice 2] История патчей

Сообщение crazyliukang » 20 апр 2018, 08:10

Паьчноутов нет ещё?
MKX: Liu Kang, Kitana, Johnny Cage
Injustice 2: SuperGirl, The Flash, Batman
MKXI: Liu Kang, Kitana, Onaga (?)

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kindawatwat
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[Injustice 2] История патчей

Сообщение kindawatwat » 20 апр 2018, 10:16


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Barrogh
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[Injustice 2] История патчей

Сообщение Barrogh » 20 апр 2018, 10:31

Вкратце:

- убрано, что рекавери некоторых интерактивов было имунно к броскам;
- нерф экз-молнии бладама;
- колд: б23 мид, б232 теперь +4 и пофикшен хитбокс, олсо завезли плюсов на экз-колдбласт.
- пиу-пиу дедшота рекаверится на 5ф быстрее в трейте;
- Фейт: сфера меньше держится, незначительные нерфы дамаги хз на чём;
- Файерштром: меньше активов на бёрсте, пофикшен хитбокс д1, завезли минусов на лужи и торпеду;
- Гродд: срезали 2 кадра анимации с прыжков и кэнселов, бафф первичного рывка при обычном шаге;
- Хеллбой: нерф хитбокса ап-револьвера;
- Джокер: каждое ХА! теперь уменьшает получаемый урон в хит и сильнее уменьшает урон в блок;
- Редхуд: что-то сделали с хитбоксом д1;
- Старфаер: меньше иммунитета к броскам на рекавери метрового пиу-пиу (наверное);
- Черепахи: какая-то дичь с гиром и тем, как некоторые мувы взаимодействуют с пэрри.
Последний раз редактировалось Barrogh 20 апр 2018, 12:47, всего редактировалось 1 раз.
"Step, and parry, and kick, and throw your hat. And spin, and spit and lunge for the nethers. Our fighting style isn't exactly formal, but it works."

( Чары. Не потому, что умею за них играть, а дабы соблюсти декорум. )
MK 9,11 - Raiden
IGAU - Solomon Grundy
DoA 5:LR, 6 - Mila
KI (2013) - Aganos
Injustice 2 - Bane
Fantasy Strike - DeGrey/Rook/Midori
For Honor (лол) - Conqueror


( Что вы знаете о тренировках по хардкору? )
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JTF
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[Injustice 2] История патчей

Сообщение JTF » 20 апр 2018, 11:17

Ооо, деда Ашота подкрутили чутка. Надо запустить игру как-нибудь.

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[Injustice 2] История патчей

Сообщение KINGusha » 20 апр 2018, 12:11

Да харош, б2 колда не мид.
Легенда русского NRS
MK9 MFA 2012 - 2 place.
MK9 Kiev Kup 2 - 1 place.
Injustice MFA 2013 - 1 place.
Injustice MFA 2014 - 1 place.
MKX MFA 2015 - 1 place.
MKX MFA 2016 - 2 place.
Injustice 2 MFA 2017-2018 Дорогу молодым!
Мы бесим всех кого мы лучше, а те кто лучше нас, тем не до нас.

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Barrogh
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[Injustice 2] История патчей

Сообщение Barrogh » 20 апр 2018, 12:48

KINGusha писал(а): 20 апр 2018, 12:11Да харош, б2 колда не мид.
Верно, мой косяк. Олсо добавил про спешал.
"Step, and parry, and kick, and throw your hat. And spin, and spit and lunge for the nethers. Our fighting style isn't exactly formal, but it works."

( Чары. Не потому, что умею за них играть, а дабы соблюсти декорум. )
MK 9,11 - Raiden
IGAU - Solomon Grundy
DoA 5:LR, 6 - Mila
KI (2013) - Aganos
Injustice 2 - Bane
Fantasy Strike - DeGrey/Rook/Midori
For Honor (лол) - Conqueror


( Что вы знаете о тренировках по хардкору? )
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ZorN
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[Injustice 2] История патчей

Сообщение ZorN » 20 апр 2018, 12:57

Джокера пытаются бафать?)
MK 9: Quan Chi, Scarlet, Liu Kang
Ты мечтал родиться cотни лет назад,
IGAU: Zatanna, Zod
Биться на турнирах в блеске черных лат.
MK X: Quan Chi, Alien
Закат багровой краской твой бы красил щит
Injustice 2: Dr. Fate
И враги бы знали - Ты лишен души.
MK 11: Shao Kahn, Geras, Jacqui
( )
Эффект ZorN'a

Bayun
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[Injustice 2] История патчей

Сообщение Bayun » 20 апр 2018, 15:22

Все окай, инжу забалансировали, можно теперь на МКХ патч?
MK9 - Shang Tsung
MKX - Mileena(Ethereal), Kano(Commando)
MKXI - Jade, Shao Kahn, Shang Tsung
"Все персонажи делятся на ссанину, топов и поломов. Топ это персонаж оппонента, которого ты побеждаешь, полом — персонаж оппонента, которого ты не побеждаешь. Ссанина — твой персонаж." (с) - RicciFlow
Bayun @ [MK X] Tier list
Bayun @ Tier List дизайна персонажей Injustice 2

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[Injustice 2] История патчей

Сообщение Barrogh » 20 апр 2018, 20:34

Bayun писал(а): 20 апр 2018, 15:22Все окай, инжу забалансировали, можно теперь на МКХ патч?
Можно, ETA - апрель 2019-го.
"Step, and parry, and kick, and throw your hat. And spin, and spit and lunge for the nethers. Our fighting style isn't exactly formal, but it works."

( Чары. Не потому, что умею за них играть, а дабы соблюсти декорум. )
MK 9,11 - Raiden
IGAU - Solomon Grundy
DoA 5:LR, 6 - Mila
KI (2013) - Aganos
Injustice 2 - Bane
Fantasy Strike - DeGrey/Rook/Midori
For Honor (лол) - Conqueror


( Что вы знаете о тренировках по хардкору? )
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[Injustice 2] История патчей

Сообщение ALeXx406 » 21 апр 2018, 01:20

Наглядно об изменениях:


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SUGATA
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[Injustice 2] История патчей

Сообщение SUGATA » 09 янв 2019, 00:12

Т.к. лог патчей NRS удалили с сайта официального - оставлю это здесь для истории.

ВСЕ патч логи игры с датами в оригинале.

#12
Patch 20-04-2018 (1.20)
APRIL UPDATE
General Gameplay Adjustments
• Move list corrections and improvements to AI logic
• Fixed an issue with progress tracking on page 3 of Legendary Multiverses
• Made UI Improvements to Infinite Transforms
• Inventory advanced gear filter can now sort up to level 30
• Fixed an issue that was causing some players loot drops to favor Black Manta or Hellboy gear over other characters
• The missing level 30 Augments which increase Defense are now available (Tank, Steamroller, Juggernaut)
• Gear earned in Story Mode can now be regenerated past level 20 up to level 30
• Changed Level 30 Base Health of Cyborg, Supergirl, Starfire, and Enchantress to 1175 (from 1100)
• Fixed some Text & Grammar issues in Learn Mode
• Adjusted the conditions for the finals tasks in Advanced Blocking Tutorial and Corner Combo Tutorial to be more consistent
• Character Tutorials will no longer sometimes award rewards when they are skipped
• Fixed a soft lock that could occur after disconnecting a controller during a character tutorial demo and then skipping the lesson after reconnecting the controller

Stage Specific Adjustments
• Fixed some Background Interactions being throw immune during their recovery frames

Character Specific Adjustments
• Atom - Fixed a rare bug where Making Matter Gear Ability could leave a lingering visual
• Atom - When Atom's Legendary is equipped there is now a button prompt for interacts that he can use

• Batman - Fixed bug that could cause Mechanical Bats to appear during the victory screen

• Black Adam - Lightning Strike MeterBurn base damage is now 15.4 (from 19.3) and it is no longer throw immune
• Black Adam - The 2nd and 3rd hit of Lightning Strike MeterBurn will no longer hit airborne opponents outside of juggles
• Black Adam - Fixed a rare bug that could prevent the opponent from getting a first hit bonus while Orbs of Seth Character Power is active

• Black Manta - Slightly reduced backdash distance
• Black Manta - Speared And Seared (Supermove) now does 36.7 base damage (down from 40.1)

• Captain Cold - Cold Blast MeterBurn recovery 10 frames faster, has 5 less frames of block stun, and causes a bigger reaction on hit
• Captain Cold - Ice-Solated (Away + Medium, Hard) now hits mid and had its hit region adjusted
• Captain Cold - Prison Break (Away + Medium, Hard, Medium) has 2 more active frames, 9 less recovery, is +4 on block (up from +2) and had its hit region adjusted
• Captain Cold - Legendary Augment "Cyclotron Charge" recharge rate is now affected by Flash's character power

• Deadshot - Wrist Cannon, Trick Shot, Bullet Barrage, and Low Wrist Cannon Gear Ability have 5 less recovery frames while character power is active

• Dr Fate - Displacer Orb Meter Burn duration is now 180 frames (down from 240)
• Dr Fate - Amon Ra Blast now does 6 base damage (down from 7)
• Dr Fate - Apophis Blast now does 8 base damage (down from 9)
• Dr Fate - Fixed bug that caused the 4 piece set bonus for “Fate Reborn” and “The Finery of Order” healing amounts to be larger than intended

• Firestorm - Adjusted hit region of Short Burst (Down + Light)
• Firestorm - Atomic Burst MeterBurn has 5 less frames of block stun and slightly increased damage scaling
• Firestorm - Molten Trap has 5 less hit advantage, 5 less block stun, and 3 more recovery frames on miss
• Firestorm - Molten Trap Meter Burn has 13 less hit advantage, and 5 more recovery frames on miss
• Firestorm - Fusion Charge has 3 more recovery frames on block and no longer shakes the camera upon landing

• Gorilla Grodd - Reduced length of jump forward, backward, & up by 2 frames
• Gorilla Grodd - Slightly increased initial step forward and step backward speed
• Gorilla Grodd - Stampede Cancel now has a more distinct animation and recovers 2 frames faster

• Hellboy - Slightly reduced hit region of Up Devil’s Revolver

• Joker - While Character Power is active Joker takes reduced hit damage and greatly reduced block damage relative to the HA level

• Red Hood - Slightly adjusted Hit Region of Quick Strike (Down + Light)

• Scarecrow - Fixed bug that could cause Terror Charge Gear Ability to have lingering visual effects when interrupted

• Starfire - No longer throw immune during some of the recovery frames of Starbolt MeterBurn

• TMNT - Practice mode AI Reversal and Wakeup Attack order is now consistent with other characters
• TMNT - (Air) Shellicopter MB can now be performed while (Air) Shellicopter and Shell Slide Gear Abilities are equipped on the same loadout
• TMNT (Donatello) - Bo-llistic MeterBurn Gear Ability can no longer be clashed
• TMNT (Leonardo) - Michelangelo’s Turtle Power assist can no longer be parried by high projectile parries
• TMNT (Leonardo) - Fixed bug preventing Michelangelo’s and Raphael’s Turtle Power assist from being performed by holding forward or back when Donatello’s Turtle Power assist is on cooldown
• TMNT (Michelangelo) - COWABUNGA Character Power attack can now be parried by low parries.


#11
Patch 02-04-2018 (1.19)
MARCH UPDATE
General Gameplay Adjustments
• Game has been updated to the Legendary Edition
• General stability and Online stability improvements
• Move list corrections and improvements to AI logic
• Improvements to AI logic including fixing a bug which could cause some Gear Abilities to not be used despite being equipped
• Increased Character Level Cap to 30
• Each character can earn 25 more additional inventory slots (unlocks at level 25)
• Augment Slot is now available (unlocks for each character at level 30)
• Tutorial Mode has been expanded and is now the Learn Hub
• Infinite Transforms is now available for purchase
• Older Regen Tokens (regenerates an item up to level 20) have been removed from the game. Existing pre-Legendary Edition Regen Tokens will be converted to Credits
• New Regen Tokens (regenerates an item up to level 30) can now be acquired
• Added new Gear items and visuals for all characters (at least 50 new items, including 1 new set each)
• Bruce Wayne Premier Skin is now available
• Legendary Multiverse Portals are now available for all DLC characters
• Legendary Multiverses now have an additional Boss Battle event which upgrades a character legendary Accessory to level 30

Stage Specific Adjustments
• Batcave - Fixed an issue which allowed some teleport moves to move outside the boundaries of the arena if performed while the opponent uses the hook Background Interaction

Character Specific Adjustments
• Aquaman – The last hit of Trident Scoop Meter Burn will no longer build meter when blocked

• Atom - Fixed bug that allowed the opponent to briefly move off camera when Atom performed The Big Bang (Supermove) at full screen distance
• Atom – There will no longer be lingering visual effects when Atom is defeated while performing Catalyst Chaos

• Batman - Scatter Bombs MeterBurn will now correctly indicate when it gets punished

• Cyborg - Cyborg can no longer sometimes face an incorrect direction when performing Power of the Motherbox Character Power as a wakeup attack

• Dr Fate - Glyph of Osiris and Glyph of Osiris MeterBurn hit region can no longer be destroyed by Scarecrow's Fear-Ferno
• Dr Fate - Fixed an issue with Dark Ankh Gear Ability having lingering visual effects in some cases when multiple ankhs were active

• Enchantress – Fixed a rare bug that could cause the opponent to be able to block while being in a combo involving Xibalba Demon Attack in certain situations
• Enchantress - Some hexes will no longer sometimes remain active for a short time after successfully parrying an attack with Shrieking Witch (Medium, Light) despite the visual disappearing
• Enchantress – The hit region of Pentacle Hex MeterBurn can no longer be destroyed by Scarecrow's Fear-Ferno
• Enchantress - If an opponent dies and begins a resurrection move, any active Hex will be removed

• Green Arrow - Savage Blast arrow will no longer visually linger when destroyed by Enchantress' Hell's Gate or Donatello's Character Power

• Hellboy - Fixed the Hand of Doom from sometimes appearing in the front hand when performing wakeup attacks in some situations
• Hellboy - Vasilisa's Gift MeterBurn Gear Ability can no longer sometimes become visually misaligned

• Red Hood – The Known Outlaw, Known Outlaw (Alternate), One-Man Army, One-Man Army (Alternate) Shaders are now available

• Scarecrow - Fixed visual bug that could happen when an opponent was defeated while Scarecrow is performing Panic Port

• Starfire - No longer throw immune during some of the recovery frames of Starbolt MeterBurn

• TMNT - Fixed issue with where their weapons would occasionally not return to their correct spot after Shell Shock (Supermove)
• TMNT - Fixed issue that made performing Shell Shock (Supermove) with Medium + Hard + MeterBurn while Button Shortcuts are turned On harder than intended in some situations
• TMNT - Shell Slam Gear Ability is no longer throw immune during some of its recovery frames
• TMNT - Turtling will no longer sometimes have shorter recovery after performing Turtling MeterBurn
• TMNT - Shell Slide MeterBurn Gear Ability is now easier to perform
• TMNT (Donatello) – Character Power now always correctly ends at the end of a round
• TMNT (Donatello) - If a Character Power gadget is active when a clash occurs, the gadget will no longer instantly visually disappear
• TMNT (Leonardo) - Fixed issue with the skateboard used by Mikey during the Turtle Power assist having an ice material on it if was performed while Leonardo is affected by freezing visual effects
• TMNT (Leonardo) – Fixed a bug that prevented the Turtle Power assist attacks from sometimes not being aborted if Leonardo was hit during some frames of their startup
• TMNT (Michelangelo) – Adjusted the hit region of Wicked Kickflip Character Power attack
• TMNT (Michelangelo) – Adjusted the hit recovery and hit advantage of Hot Nunchaku Fury to be more consistent against grounded and juggled opponents
• TMNT (Raphael) – Unused Hype Levels will no longer be depleted when Mean, Green, Fightin' Machine is MeterBurned before the entire attack completes
• TMNT (Raphael) – The camera can no longer sometimes become misaligned during Mean, Green, Fightin' Machine in rare situations
• TMNT (Raphael) - The opponent can no longer pass through Raphael's Shell Shock (Supermove) attack with a dash during a couple of its startup frames.


#10
Patch 22-03-18 (1.17 - 1.18)
MARCH UPDATE
Injustice 2 Update 1.18 Patch Notes
• General bug fixes and stability improvements
Injustice 2 Update 1.17 Patch Notes
• Character level cap increased to 30.
• New Augment Slot is available at level 30.
• Tutorial has been expanded and is now the Learn Hub.
• Added new Gear Items for all characters.
• Infinite Transforms is now available for purchase.
• Bruce Wayne Premier Skin added.
• General gameplay and balance tweaks.
• General bug fixes and stability improvements.


#9
Patch 09-02-18 (1.16)
FEBRUARY UPDATE
General Gameplay Adjustments
• General stability and Online stability improvements
• Move list corrections and improvements to AI logic
• Fixed some Credits / Mother Box / Multiverse exploits involving deleting your save data
• Manually deleting your main save data will now result in Multiverse progress being reset
• Fixed some remaining instances of the indicator incorrectly displaying "Counter" instead of "Punish"
• You can select available Premiere Skins in Tournament Mode
• Setting the AI movement mode to Jump in Practice Mode will no longer sometimes cause then to do a Roll when knocked down
• Fixed a bug which could cause some throw special camera angles to persist when interrupted
• Fixed a bug causing several attacks with a tumble away reaction to sometimes be a hard knockdown against an airborne opponent but always allow a roll against a grounded opponent.
• These will now always allow a roll
• Brainiac - Towards + Medium, Light, Hard
• Captain Cold - Medium, Light, Hard
• Darkseid - Light, Light, Medium
• Darkseid - Away + Light, Medium
• Enchantress - Towards + Medium, Hard
• Red Hood - Hard, Medium, Hard
• Sub-Zero - Away + Medium, Hard, Hard
• Supergirl - Away + Light, Medium, Hard
• Dr Fate - Chaos Ankh Evade
• Firestorm - Fusion Charge
• These will now always be a hard knockdown
• Aquaman - Light, Light, Medium, Hard
• Brainiac - Light, Light, Hard
• Cyborg - Towards + Medium, Medium
• Firestorm - Light, Light, Hard
• Cyborg - Sonic Arm
• Gorilla Grodd - Psionic Push
• Green Arrow - Stinger Meter Burn
• Green Lantern - Battery Blast Meter Burn
• Green Lantern - Air Battery Blast Meter Burn
• Superman - Flying Punch Meter Burn
Stage Specific Adjustments
• Atlantis - Fixed an issue with the Fish Tank background interactions not always instantly disappearing on a practice reset
• Metropolis - Anchor Swing Background Interaction is now a hard knockdown on both grounded and airborne opponents

Character Specific Adjustments
• Aquaman - Changed the reaction of Trident Scoop to flip the opponent to the opposite side
• Aquaman - Changed the reaction of Trident Scoop Meter Burn to allow for a bigger range of follow up combos

• Atom - Fixed a rare bug which could allow Atom to keep his Character Power move set in between rounds
• Atom - Enchantress’ Pentacle Hex can no longer sometimes allow Atom to Air Dash without his Character Power being active
• Atom - The visual effects from Shrink Character Power no longer sometimes linger when he loses a round to from passive damage

• Bane - Shattering Cross (Towards + Light) has 2 less startup frames and now also knocks down grounded opponents
• Bane – Mercenaries Elbow recovers 18 frames faster and causes 5 less frames of block stun

• Black Adam - Activating Orbs of Seth Character Power now has 3 more frames of recovery outside of a combo
• Black Adam - End Phase (Light, Light, Hard) recovers 10 frames faster on block and causes 10 less frames of block stun

• Catwoman - Increased combo damage scaling on her normal attacks which allowed for follow up combos
• Catwoman - Tom Cat (Light, Towards + Medium) has 5 less frames of block stun with less pushback and has 9 more miss recovery frames
• Catwoman - Safe Cracker (Hard, Hard, Away + Medium) now has 16 startup frames (down from 19) and causes a splat knockdown on hit while having 14 more recovery frames on hit and 6 more recovery frames on block/miss
• Catwoman - Kitty-Cornered (Hard, Hard, Hard) is now a high block and has 1 more frame of recovery
• Catwoman - Tail Spin (Away + Hard) now has 26 startup frames (up from 23) and had its attack range slightly reduced

• Cyborg - Power of the Mother Box Character Power input precision improved
• Cyborg - Air Drone Character Power has 10 less startup frames, 20 less recovery frames, 120 duration frames (down from 200) and causes a ground bounce reaction with increased combo damage scaling
• Cyborg - Land Drone Character Power has 5 less startup frames and 20 less recovery frames

• Darksied - Backhand (Down + Light) causes a different reaction with 10 more cancel advantage frames on hit and has 1 less frame of recovery

• Dr Fate - reduced the time before the end of round reaction will be when the round is won with Blood Price (Medium, Light, Light, Hard)

• Enchantress - Pentacle Hex can now award First Hit Bonus
• Enchantress - The gameplay message displaying the of the Curse applied by Pentacle Hex now lasts longer
• Enchantress - Increased combo damage scaling after a fully charged unblock-able Evil Essence (Medium, Hard)
• Enchantress - Fixed a bug preventing Pentacle Hex from doing damage during some frames of an opponent’s Block Escape, Air Escape, and Roll Escape
• Enchantress - Xibalba Demon Attack and Demonic Sacrifice can no longer be avoided by Catwoman's Low Evade
• Enchantress - Out of Body Experience (Supermove) will no longer sometimes auto-correct after the into cinematic
• Enchantress - Eclipso's Grasp and Eclipso's Pull Gear Abilities now have a maximum range
• Enchantress - Fixed issue with Divinity Spell Gear Ability not generating super meter while Spell of Protection is active
• Enchantress - The Nothing Can Hurt Me Gear Augment will no longer sometimes stop working after using Demonic Guard


• Firestorm - Adjusted the hit region on Atomic Destruction (Away + Light, Medium)

• Flash - Victory Pose can no longer sometimes have the camera obstructed when it happens on the left side of Metropolis Ace O’ Clubs arena

• Gorilla Grodd - The cancel of Stampede can now also be done with Flip Stance or (Medium + Hard)
• Gorilla Grodd - Skull Crush (Medium) now has 5 more frames of block stun with increased pushback and 7 less recovery frames
• Gorilla Grodd - Cutthroat King (Medium, Medium) now has 16 startup frames (down from 19), 5 less frames of block stun, and recovers 4 frames faster
• Gorilla Grodd - Animalistic (Medium, Medium, Hard) now has 17 startup frames (up from 14)
• Gorilla Grodd - Straight Kick (Away + Medium) has 5 less frames of block stun
• Gorilla Grodd - Mind Control now has 21 startup frames (down from 25), 9 active frames (up from 7) and is now -20 on block (down from -18)

• Green Arrow - Up Haven Blast no longer interacts with projectile destroying attacks

• Green Lantern - Reduced combo damage scaling on Lantern's Might, Bowled Over and their Meter Burned versions.
• Green Lantern - Mechanized Assault (Supermove) now hits overhead and now receives a benefit from the Gear Augment Amplified Constructs
• Green Lantern - Overcharged Lantern now has 5 more frames of block stun with increased pushback and has reduced combo damage scaling
• Green Lantern - Overcharged Lantern Meter Burn now has 10 more frames of block stun with increased pushback and has reduced combo damage scaling

• Harley Quinn - Adjusted the hit region of Single Shot (Away + Medium)
• Harley Quinn - The visual effect for the Cupcake Bomb Gear Ability now correctly goes away with a practice reset

• Hellboy - base stats adjusted to have 100 more ability, 50 less strength, 150 more health, and 200 less defense at level 20
• Hellboy - Adjusted the base damage of special moves to compensate for the 100 more ability stat
• Hellboy - Reduced the meter gain from executing Devil’s Revolver & Fist of Doom
• Hellboy - Fixed several special moves interacting strangely with the Mohlomi’s Bell Character Power

• Poison Ivy - Snap Trap (Down + Light) has its hit region adjusted, has 2 more cancel advantage frames and recovery 2 frames faster
• Poison Ivy - the Chompy & Bitey Bash special move now has a Meter Burn
• Poison Ivy - Datura Hammer Meter Burn now has 3 more frames of block stun on the first 4 hits
• Poison Ivy - Bed of Thorns now does 4 base damage in total (up from 2)
• Poison Ivy - Bed of Thorns Meter Burn now does 6 base damage in total (up from 4)
• Poison Ivy - Bed of Thorns and the Meter Burn now do damage to the opponent if they jump out of its area of effect

• Raiden - Electrocute now recovers 3 frames faster on block
• Raiden - Almighty (Towards + Light, Down + Hard) now has 5 more frames of block stun with increased pushback and 5 less recovery frames
• Raiden - Distant Thunder (Medium, Light, Down + Hard) has 2 more active frames, 4 more frames of cancel advantage, and 2 more recovery frames
• Raiden - Low Pulse (Down + Light) has 5 more cancel advantage frames and recover 2 frames faster
• Raiden - Low Kick (Down + Hard) now has 10 startup frames (down from 12)
• Raiden - Roaring Strike (Jump + Light) now has 6 startup frames (down from 7)
• Raiden - Heavy Chop (Jump + Medium) had its repel region adjusted making it more effective as a crossup

• Robin - Assassin Strike has a more distinct visual effect when blocked
• Robin - Fixed an issue where Holding Back (Supermove) could sometimes have its camera obstructed when it happens on the left side of Metropolis Ace O’ Clubs arena

• Scarecrow - Fixed issue with his Scythe Accessory having visual issues during background bounces in certain circumstances

• Starfire - Star Dust Meter Burn startup increased by 2 frames
• Starfire - Slightly increased forward and backward walkspeed
• Starfire - Warlord's Lunge (Towards + Medium) has 10 less frames of block stun, 1 less frame of cancel advantage, 5 less recovery on hit, and 10 less recovery on block/miss
• Starfire - Bad Shlorvak (Towards + Medium, Throw/Light + Medium) now comes out on block/miss
• Starfire - Stop Zorkmorking Clorbag (Towards + Medium, Medium) now has 11 startup frames (down from 13) and does 7 base damage (up from 5)
• Starfire - Side Scratch (Down + Light) now has 2 more cancel advantage frames

• Sub-Zero - Cold Encounter (Away + Light, Light, Down + Hard) now has 5 less block recovery frames with increased pushback
• Sub-Zero - Ice Ball has 4 less startup frames
• Sub-Zero - Ice Blade (Jump + Medium) has 1 more active frame and had its repel region adjusted making it more effective as a crossup

• Supergirl - Walking Heat Vision Character Power now requires one bar of meter to use
• Supergirl - Air Heat Vision Character Power Gear Ability now requires one bar of meter to use
• Supergirl - Straight Blast and Air Straight Blast cause 5 less frames of blockstun
• Supergirl - Air Straight Laser now causes 10 more frames of blockstun with increased pushback
• Supergirl - Power Struggle (Light, Light, Medium) causes 5 less frames of block stun, has 5 less frames of recovery on block and 10 more frames of recovery on miss
• Supergirl - Side Kick (Down + Light) now has 9 startup frames (up from 7) and is -3 on block (up from -4)

• Superman - In Practice Mode, the AI can now be set to use his Legendary Character Power as a reversal or wakeup

• Wonder Woman - Fixed a visual issue that sometimes occurred when performing Shield Toss immediately after Amelthea Bash.


#8
Patch 22-12-17 (1.14)
JANUARY UPDATE
** indicates fixes from January’s 8th’s update
General Gameplay fixes
• General stability and Online stability improvements
• Move list corrections and improvements to AI logic
• Legendary Multiverse Portals are now available for Aquaman, Black Canary, Harley Quinn
• Fixed an issue with some Multiverse Meta Challenges not correctly completing
• ** Fixed an display issue with Brainiac’s Legendary Multiverse requirements

Stage Specific Fixes
None

Character Specific Fixes
• Atom - Fixed a bug that allowed Atom to block by holding back while Character Power was active
• Atom - Can now use Side Kick's in Multiverse events while Character Power is active
• Atom - The environmental interaction created by the "Making Matter" ability is destroyed when his Character Power meter is fully drained
• Atom - Fixed a lingering sound effect when the blue version of Catalyst Chaos is interrupted
• Atom - Fixed a rare issue when interrupting Atom while his character power is active, which resulted in his tiny visual effect lingering
• Atom - When affected by Dr. Fate's Final Punishment, the ankhs will no longer visually appear when performing Atom's throw animation
• Atom - Update to Atom's throw animation
• Atom - Fixed issue with Atom's victim regions not immediately resetting after his character power throw is escaped
• Atom - Fixed many issues with lingering visual effects on "Atom Field" Gear Ability
• Atom - Fixed some issues with Fermion Fury MeterBurn causing some animation issues on hit
• ** Atom - Catalyst Chaos MeterBurn will no longer sometimes auto face the opponent

• ** Atrocitus - Five Inversions (Light, Light, Medium, Hard) now correctly interacts with projectile effecting attacks
• ** Atrocitus - Blood-Nado MeterBurn is no longer effected by projectile destroying attacks
• ** Black Canary - Canary Shriek Level 3 while her Legendary is equipped with no longer send the opponent in the wrong direction when it hits as a crossup
• ** Black Canary - "Scream Queen" Gear Augment now correctly increases damage to Sonic Scream attacks

• Black Manta - Fixed a rare issue with Black Manta's Multiverse Side Kick attack causing a crash

• Darksied - Clashing while Parademon is active will now cause it to disappear with a visual effect

• Dr Fate - Fixed issue with visual effects persisting during the win screen

• ** Green Lantern - "Shield of Will" Gear Augment now lasts the correct duration listed

• Hellboy - Adjusted the animation, hit region, visual effects location, and repel region on Devil's Revolver which could cause some inconsistent interactions
• Hellboy - Increased base damage on Hell's Fury Gear Ability to 6 (up from 5)
• Hellboy - Fixed punish indicator not working properly on some of his special moves
• Hellboy - it is no longer possible to keep the armor active after dash cancelling out of the Gear Ability Azzael's Guard’s Meter Burn with specific timing
• Hellboy - After missing with Heavy Hoof (Jump + Medium), Hellboy will no longer have slightly modified repel regions for a few frames

• Joker - Legendary Augment "Surprise Chompers" no longer auto-corrects, now does 2 base damage (down from 5), and can be clashed
• Joker - Fixed issue with Legendary Augment "Surprise Chompers" that prevented close and far versions from being performed
• Joker - Clashing with Chattering Teeth or Surprise Chompers on screen will now cause them to disappear with a visual effect

• Poison Ivy - Added Sound Effects to Gear Augment "The Thorned Rose"

• Raiden - AI controlled Raiden can now perform all end of round animations

• Red Hood - Clashing with Ground Mine on screen will now cause it to disappear with a visual effect
• Red Hood - The throwing stars from the "Puncture" Gear Augment will no longer appear during Supermove and Clash cinematics

• Scarecrow - Fear-Ferno no longer builds excessive character power meter when it makes contact with Atom's Catalyst Chaos
• Scarecrow - Fixed visual issue that could happen when Scythe Grab was clashed from long range
• ** Scarecrow - Inner Fear Character Power’s visual effects no longer get removed when he is interrupted out of his teleport despite still being active

• Starfire - Star Dust will now prioritize the very far version over the far version
• Starfire - Star Dust MeterBurn cooldown will now properly reset when it connects with armor or is destroyed

• ** Supergirl - Fixed some sound issues with (Air) Power Slam MeterBurn

• Swamp Thing - Abagail's Garden Character Power visual effects now show up when doing damage to Atom while his Character Power is active
• Swamp Thing - Fixed a bug that could cause some wood attacks impact effects to use the opponent's shader to tint the color

• Wonder Woman - If Shield Toss is clashed, her shield now will disappear with a visual effect.


#7
Patch 01-12-17 (1.11)
DECEMBER UPDATE
General Gameplay fixes
• General stability and Online stability improvements
• Move list corrections and improvements to AI logic
• Legendary Multiverse Portals are now available for Gorilla Grodd, Green Lantern, Joker, & Superman
• The Reward System for the AI Battle Simulator has been adjusted for the attacking team to:
• Winning against a team which has a total level that is the same or higher rewards a Platinum Mother Box
• Losing against a team which has a total level that is the same or higher rewards a Gold Mother Box
• Winning against a team which has a lower total level rewards a Silver Mother Box
• Losing against a team which has a lower total level rewards a Bronze Mother Box
• The Reward System for the AI Battle Simulator has been adjusted for the defending team to:
• Winning against a team of the same level rewards a Platinum Mother Box
• Losing against a team of the same level rewards a Gold Mother Box
• Winning against a team which has a different level than yours rewards a Silver Mother Box
• Losing against a team which has a different level than yours rewards a Bronze Mother Box

Stage Specific Fixes
• Atlantis - Fixed a bug where someone slamming a statue while the other player jumped off it with specific timing could cause it to be able to slammed again after being destroyed
• Batcave - Fixed bug where the camera could lose focus on the characters after remaining idle for an extended period of time

Character Specific Fixes
• Atrocitus - Hate Pounce now correctly gets the damage increase granted by Legendary augment "Feline Fury"

• Black Canary - Fixed a bug where the opponent would not be grounded after hitting a Canary Drop MeterBurn when the opponent was not facing her

• Blue Beetle - Fixed issue with several Gear Abilities not being active when equipped in conjunction with his Legendary Accessory "The Reach's Finest Battle Scarab"

• Brainiac - Fixed a bug where Cybernetic Charge was always keeping opponents on the same side, which could prevent it from being able to be jumped over or slide under

• Captain Cold - adjusted the input window of Character Power special attacks and they require a more precise input
• Captain Cold - Big Freeze MeterBurn will no longer linger it’s visual FX after hitting Hellboy while he has Broom's Rosary active
• Captain Cold - Fixed a bug with Len's Thermal Motion Negating Gun Legendary item that would cause meter to drain faster than normal if the character power button was repeatedly pressed
• Captain Cold - Fixed a bug that could prevent Captain Cold from reaching level 3 charge multiple times in a row when Len's Thermal Motion Negating Gun Legendary item is equipped

• Cyborg - Round win animations now use the Dark Matter effects if his Legendary is equipped
• Cyborg - Practice mode option Character Power Quick Cooldown now works correctly even if the Mother Box attack misses

• Firestorm - Fixed sound effect not stopping when Firestorm dash cancels Heat Wave (Away + Hard)

• Green Arrow - Fixed a rare bug which could cause one of the arrows in Sky Alert MeterBurn to visually be missing when done twice in rapid succession

• Green Lantern - "Street Sweeper" Gear Augment now has audio on the last volley of bullets

• Hellboy - Fixed several attacks causing incorrect reactions when hitting Hellboy while he has Broom's Rosary active
• Hellboy - Fixed issues where opponent's parries could sometimes cause an incorrect animation to play on Hellboy while he has Broom's Rosary active
• Hellboy - Visual effects from Broom's Rosary will no longer sometimes linger after practice reset
• Hellboy - Vasilisa's Gift MeterBurn Gear Ability will no longer sometimes cause an opponent to move to an incorrect location when hitting them out of a dash
• Hellboy - "Holy Hand Grenade" Gear Augment will no longer leave a lingering FX when a transition occurs
• Hellboy - "Lucky Horseshoe" Gear Augment now can only activate after hitting an opponent with a 7 or more hit combo, as the text description says
• Hellboy - "Lucky Horseshoe" Gear Augment no longer activates in practice mode

• Poison Ivy - "Acidic Bile" Gear Augment now applies to Burrow

• Sub-Zero - Fixed as issue where an opponent's weapon could switch hands at an unexpected time when hit by Ground Freeze MeterBurn gear ability

• Superman - Fixed an issue with opponent's head tracking being temporarily incorrect after being hit by Air Heat Vision


#6
Patch 08-11-17 (1.10)
NOVEMBER UPDATE
General Gameplay fixes
• Patch is live on Xbox will arrive on PS4 early next week.
• General and Online stability improvements
• Added support for Xbox One X (including improved shadow quality, enhanced motion blur, better depth of field, overall higher quality post-processing, increased character detail, higher resolution, and HDR support)
• Improved rewards for completing Guild Multiverse Tiers
• Various Movelist corrections and improvements to AI logic
• Legendary Multiverse Portals are now available for Captain Cold, Cyborg, Dr. Fate, Firestorm, Green Arrow, Poison Ivy, and Robin
• Fixed some Credits / Mother Box / Multiverse exploits
• The Meta Challenge "Don't spend any meter during the match" is no longer affected by an opponent’s meter draining attacks
• Multiverse Sidekicks now have a 3 ⅔ second cooldown (was 7 seconds)
• Fixed many instances of the indicator incorrectly displaying "Counter" instead of "Punish"
• Fixed a bug which was causing Down + Medium attacks to not be invulnerable to High Attacks during some of their recovery frames when continuing to hold Down
• Background Bounce Environmental Interactions are now more consistent for all character regardless of facing and stance
• Fixed an issue with Alternate Controls that allowed some special moves to be executed with shortcuts during pre-jump frames while Input Shortcuts option was turned off
• Acrobat & Gadget Character’s Bomb Environmental Interactions now Jump/Plant the bombs 6 frames faster, have 14 fewer startup frames, hit mid (was unblockable), and the Jumps travel a shorter distance
• New Nth Metal shaders are available for some characters.

Stage Specific Fixes
• Arkham Asylum - Bench Throw Environmental Interaction now hits mid (was unblockable), and does 15 base damage (up from 10)
• Atlantis - Big Globe Throw & Globe Cluster Throw Environmental Interaction now hit overhead (was unblockable), and do 15 base damage (up from 10)
• Atlantis - Aquarium Bomb Environmental Interaction now hits mid (was unblockable), and does 15 base damage (up from 10)
• Brainiac’s Ship - Drone Throw Environmental Interaction now hits overhead (was unblockable), and does 15 base damage (up from 10)
• Fortress of Solitude - Ice Wall Punch Environmental Interaction now hits overhead (was unblockable), and does 15 base damage (up from 10)
• Gorilla City - Dinosaur Skull Throw Environmental Interaction & Kudu Slam Environmental Interaction now hit overhead (was unblockable), and do 15 base damage (up from 10)
• Gotham City - Anubis Statue Slam Environmental Interaction now hits overhead (was unblockable), and does 15 base damage (up from 10)
• Joker’s Playground - Fortune Teller throw Environmental Interaction now hits overhead (was unblockable), and does 15 base damage (up from 10)
• Joker’s Playground - Barrel Throw & Barrel Roll Environmental Interactions now hit mid (was unblockable), and do 15 base damage (up from 10)
• Kahndaq - Gargoyle Throw Environmental Interaction now hits mid (was unblockable), and does 15 base damage (from 10%)
• Kahndaq - Tablet Slam Environmental Interaction now hits overhead (was unblockable), and does 15 base damage (from 10%)
• Kahndaq - Pyramid Punch Environmental Interaction starts up 4 frames slower, had its hit region adjusted and can no longer hit opponents in the air
• Metropolis - Hitting opponent with the Diving Helmet Environmental Interaction causes a different reaction
• Metropolis - Fixed visual issue with some super moves showing floating kegs during their cinematics
• Red Sun Prison - Hanging Core Swing Environmental Interaction hit reaction has been changed, is now mid (was unblockable), and recovers faster

Character Specific Fixes
• Aquaman - Fixed an issue where Aquaman’s trident could disappear if From The Deep Gear Ability was interrupted
• Bane - Fixed a bug causing Legendary Straight Damage Augment to use the default cooldown timer instead of its own (1 second at level 1, 2 seconds at level 2, and 3 seconds at level 3)
• Batman - Greatly reduced meter build when executing Batarang Toss & Up Batarang Toss
• Batman - Release Bat, Bat Spin, and Bat Spawn Gear Ability no longer build meter on use
• Batman - Fixed lingering visual effect on 122 if practice mode reset is performed at a specific time
• Batman - Straight Kick (Jump + Medium) has it’s hit region slightly adjusted and has 5 less hit advantage
• Batman - The hit advantage on Straight Grapple on an airborne opponent now more closely matches the hit advantage of hitting a grounded opponent
• Batman - The cooldown on Mechanical Bats has been increased to 12 secs (up from 9 secs)
• Black Canary - Low Parry and High Parry are now available in Practice Mode Reversal and Wakeup options
• Black Manta - Victim region near the head slightly adjusted
• Black Manta - The 2nd hit of Speared And Seared (Super move) will no longer sometimes cross up the opponent if the first hit is blocked while standing in the corner
• Blue Beetle - Adjusted hit regions on several normal attacks
• Blue Beetle - Slightly reduced combo damage scaling on Seeking Reach (Towards + Medium, Hard) & Flying Scarab
• Blue Beetle - Reduced combo damage scaling on Blade Stab Meter Burn & Blade Barrage Meter Burn
• Blue Beetle - Shield Slam has 17 less recovery frames on miss & Mandible Strike has 6 less recovery frames on miss
• Blue Beetle - Blue Beetle's wings no longer sometimes appear during moves while the Alien Cloak Gear Ability is active
• Blue Beetle - Fixed view being obstructed when performing Mandible Strike Meter Burn in the left corner of Arkham Asylum Cell Blocks
• Blue Beetle - Fixed a bug causing Legendary Character Power meter to sometimes stop recharging after an Arena Transition occurs
• Captain Cold - Big Freeze Meter Burn duration reduced to 3 seconds (down from 5)
• Captain Cold - Fixed a bug causing Glacier Grenade’s 14 recovery animation frames to be skipped
• Captain Cold - Glacier Grenade duration reduced to 5 ⅓ seconds (down from 6 ⅔)
• Captain Cold - Greatly reduced combo damage scaling on Cryogenic Blast
• Captain Cold - Fixed bug which could cause Darkseid's Punishment (Medium, Light) combo to sometimes destroy the Glacier Grenade’s collision
• Catwoman - Slightly reduced forward walk speed
• Catwoman - Low Evade is now much easier to execute with Input Shortcuts off
• Catwoman - Fixed a bug that prevented Cat Dash from being able to be parried
• Catwoman - The airborne 2nd and 3rd hit of Rising Claw can no longer be parried
• Cheetah - Legendary Claws of Death now appears in Practice Mode reversal/wakeup options
• Cyborg - Added new Cybernetic Sweep special move (Down, Away + Hard Attack)
• Cyborg - Cyber Attack (Medium, Hard) now attacks with the weaponized big arm, has its hit region adjusted, has 2 more active frames, 1 less recovery frame on miss, and 1 more recovery frame on hit / block
• Cyborg - Power Fist has 10 more block stun frames, 10 more block recovery frames, and can now be Meter Burned on block / miss
• Cyborg - Power Fist Meter Burn now has increased pushback on block, 15 more block stun frames, 15 more block recovery frames, and recovers 5 frames faster on miss
• Cyborg - Increased base damage of Techno Tackle and Techno Tackle Meter Burn by 2
• Cyborg - Cyber Trip (Down + Hard) is now -8 on block and +25 on hit (from -16 / +17) and has 8 less miss recovery frames
• Darkseid - Fixed a bug which could cause the Character Power Demon Blast to be pre-maturely destroyed when used on the right side of Slaughter Swamp
• Deadshot - Reduced the meter gain when executing all Wrist Shot and Rifle special moves
• Deadshot - Increased combo damage scaling on Assassin Knee
• Deadshot - Wrist Cannon now has 14 startup frames (up from 11), 10 more recovery frames on block / miss, 6 less recovery frames on hit, and 6 less hit advantage
• Deadshot - Deadly Assault Meter Burn can now be clashed.
• Dr Fate - Can no longer Meter Burn Displacer Orb while Backdashing, during hit stun / block stun, knocked down, or performing a block escape
• Dr Fate - Sharidum's Lock Meter Burn is no longer immune to throws
• Firestorm - Added new Heat Flux special move (Down, Away, Medium) which will gain Character Power meter while being charged
• Firestorm - Atom Bomb gear ability input is now Down, Back, Hard and It now replaces Atomic Burst
• Firestorm - Reduced the hit advantage of Molten Trap Meter Burn by 24 frames
• Firestorm - Character Power fully charged time is now 12 secs (down from 12.5)
• Firestorm - Eternal Flame now has 37 recovery frames (down from 58)
• Firestorm - Heat Wave (Away + Hard) has 5 less hit recovery and can now be directed forward for increased range while adding 5 more recovery frames on block / miss
• Firestorm - Vapor Jab (Jump + Light) now has 5 startup frames (down from 9)
• Firestorm - Double Burst (Jump + Medium) had its hit region adjusted
• Flash - Flip stance no longer slightly moves Flash forward or back and no longer causes visual issues when used repeatedly
• Flash - Visual effects for Speed Zone Character Power no longer conflicts with "Unrivaled Speed" Epic Gear bonus when Quick Cooldown is active in practice mode
• Flash - Fixed visual effects for Super move lingering on miss in certain circumstances
• Flash - Fists of Fury’s follow up attacks have had their hit regions adjusted to hit more consistently
• Gorilla Grodd - Straight Paw (Down + Light) has had its hit region adjusted
• Green Lantern - Armor on Mechanized Assault (Super move) increased to 30 frames (up from 20)
• Joker - Added new Death Spin special move (Down, Back + Hard)
• Joker - Added new Stab-Aroo normal attack (Away + Medium)
• Joker - The input for Chattering Teeth and Surprise Box Gear Ability is now Down, Down + Hard
• Joker - Adjusted hit regions on several normal attacks
• Joker - Crowbar Slam (Away + Hard) now recovers 5 frames faster on hit
• Joker - BANG! has increased pushback on hit with +5 hit advantage (up from 0)
• Joker - Side Order of Pie Gear Ability now has 20 frames of recovery on miss after the armor wears off and recovers 40 frames faster on block
• Poison Ivy - Added New Chompy and Bitey Bash special move (Down, Towards + Medium)
• Raiden - Victim region near the head adjusted slightly
• Raiden - Fixed lingering FX from Power Bolt Gear Ability in certain situations
• Raiden - Fixed Raiden's victory cinematic blue dragon sometimes appearing one frame too early
• Raiden - Character Power startup is now 1 frame faster, recovers 3 frames faster, has 1 sec longer duration, and the cooldown is 1 sec shorter
• Raiden - Raiden's throw now does additional damage if Character Power is active
• Raiden - Raiden's Lightning Trap Meter Burn Gear Ability no longer builds meter on block
• Raiden - Fixed issue with the camera sometimes quickly moving when the Thunder Cloud (Light, Light, Medium, Away + Hard) combo is done in some corners
• Red Hood - Victim region near the head adjusted slightly
• Red Hood - Lethal Lunge Meter Burn base damage reduced by 1
• Red Hood - Lethal Lunge has 5 more recovery frames on block and 5 less block stun frames
• Red Hood - Lethal Lunge Meter Burn has its hit region adjusted, has 5 less recovery frames, 5 less block stun frames with reduced pushback, and 2 less hit advantage
• Red Hood - Ground Mine base damage reduced by 2
• Red Hood - Air Akimbo Blaze & Air Akimbo Blaze Meter Burn can now be clashed
• Scarecrow - Character power base damage is increased to 1.5 (up from 1 per hit, with damage ticking every 90 frames (up from 60)
• Scarecrow - Character power does reduced damage (2/3) while scarecrow is in hit stun
• Scarecrow - Panic-Port startup is now 14 frames (down from 21), has 27 recovery frames (down from 29) and becomes projectile invulnerable after 6 frames
• Scarecrow - Fixed Panic-Port smoke visual effects sometimes being misaligned if performed immediately following a jump
• Scarecrow - Panic-Port can now be special canceled into Death Bed (Super move) after he teleports
• Scarecrow - Ground Shaker (Hard) now has 15 startup frames (down from 17) and 1 less active frame
• Scarecrow - Fixed issue with the view becoming obstructed during a forward throw in the corner of some Arenas
• Scarecrow - Legendary Traumatize Meter Burn attack is now unblockable
• Scarecrow - Fully holding Toxin Breath while Black Adam hits Scarecrow with his Character Power no longer sometimes causes Scarecrow to become unresponsive in some instances
• Sub-Zero - Max base stat attributes changed to Health - 1150, Defense - 1450, Strength - 1600, Ability - 1650 (from Health - 1050, Defense - 1500, Strength - 1700, Ability - 1600)
• Supergirl - Legendary Kryptonian Laser cancels no longer auto correct her facing
• Supergirl - Fixed a bug where Air Straight Laser could sometimes auto correct her facing as it completed
• Supergirl - Fully holding Frost Breath while Black Adam hits Supergirl with his character power no longer sometimes causes Supergirl to become unresponsive in some instances
• Starfire - Max base stat attributes changed to Health - 1100, Defense - 1450, Strength - 1600, Ability - 1700 (from Health - 1050, Defense - 1500, Strength - 1700, Ability - 1600)
• Swamp Thing - Refoliation & Trunk Punch (Hard) now have armor when executed while Swamp Thing is standing in Abigail's Garden Character Power
• Swamp Thing - Refoliation startup is now 16 frames (down from 17), active frames increased to 8 frames (up from 4), 7 less miss recovery frames, 3 less hit / block recovery frames
• Swamp Thing - Refoliation Meter Burn startup is now 5 frames (down from 12) and has 1 more hit recovery frame
• Swamp Thing - Log Kick startup is now 20 frames (down from 22) and has 10 less miss / block recovery frames
• Swamp Thing - Bayou Bash can now be held to increased its range, when then results in longer recovery on block /miss depending on held time up to an additional 7 frames
• Wonder Woman - Fixed Lasso Grab and Lasso Grab Meter Burn visual placement on Starfire
• Wonder Woman - Adjusted input buffer window for doing a jump attack from Hermes' Blessing (Air) Dash
• Wonder Woman - Fixed Wonder Woman sometimes being hit by Poison Ivy's Up Rooted (Down + Medium) or Quick Bloom (Away + Hard) after successfully parrying them


#5
Patch 25-09-17 (1.09)
OCTOBER UPDATE
General Gameplay fixes
• Some of these changes will go live tomorrow (9-26)*
• General stability and Online stability improvements
• Move list corrections and improvements to AI logic
• Increased the Base Stats on Legendary items
• Legendary Multiverse Portals are now available for Black Adam, Brainiac, Catwoman, Deadshot, Flash, Scarecrow, and Supergirl
• Reduced the ‘minutes played with’ requirements in Legendary Multiverse Events from 3000 & 7000 to 1000 & 3000 respectively*
• The ‘sacrifice gear’ requirements in Legendary Multiverse Events now uses Rare or Epic items*
• Fixes and Tweaks to some Character Tutorials
• When you are hit during the recovery frames of a move or an attack the gameplay message will display ‘Punish’ instead of ‘Counter’ where applicable
• Added dynamic shadows to some character items which were missing them
• Adjusted the hit region of bomb type Environment Interactions
• Fixed rare bug that could some attacks to have abnormal recovery when hitting Flash while he has Speed Zone character power active with specific timing

Stage Specific Fixes
• Arkham Asylum - Fixed a bug which allowed the bus door interaction to sometimes be swung towards in the wrong direction
• Atlantis - Fix a rare bug when using the console slam interaction which could result in the opponent being out of the environment boundaries
• Metropolis - Fixed a bug that could allow movement outside of the environment boundaries after using electronic sign interaction under certain circumstances
• Red Sun Prison - Fixed an issue with gadget and power characters being able to use a console interaction at the same time causing a misaligned hit region
• Red Sun Prison - The cooldown on laser interaction will no longer sometimes immediately reset when interrupted
• Red Sun Prison - Fixed a visual bug causing the laser interaction’s effects to become misaligned when repeatedly interrupted
• Red Sun Prison - Superman will now still be in the background prison if Bizarro Premier skin is used

Character Specific Fixes
• Aquaman - Fixed a bug that could cause his trident to briefly appear in the wrong hand after missing with a some Environment Interactions
• Bane - Legendary Straight Damage Augment now causes damage that scales based on total health. The amount is now 5% for Venom level 1, 12% for Venom level 2, and 25% for Venom level 3
• Black Manta - Fixes to Character Tutorial*
• Black Manta - Fixed a bug which was causing the stat scaling on a few Rare quality items to roll higher than intended*
• Blue Beetle - Fixed a bug allowing Legendary Character Power meter to sometimes keep recharging when not intended
• Captain Cold - Fixed a rare bug that allowed characters dying from Frozen Tips damage under certain circumstances to leave arena boundaries
• Darkseid - Fixed a bug that could cause Explosive Parademon to spawn in the foreground in rare circumstances
• Dr Fate - Fixed visual effects following Dr. Fate if he is punished by a cross-up after missing with his Supermove
• Deadshot - Fix a bug which could result in a lingering empty clip from his end of round win animation
• Firestorm - Fixed an issue with the hit region on Heat Wave (Away + Hard) against some crouching characters
• Red Hood - Fixed a bug which was causing the stat scaling on a few Rare quality items to roll higher than intended*
• Supergirl - Fixed a bug causing cancelling into Air Lasers and buffering down or back to cost double Character Power meter when input with a specific timing
• Superman - (Away + Light) and (Towards + Medium, Down + Light) are no longer throw immune for part of their recovery frames
• Superman - Super Breath no longer becomes throw immune when Meter Burned
• Superman - Intro Cinematics will now play correctly when the full "House El" Epic Gear Set was worn along with the Bizarro Premier Skin
• Starfire - Fixed a bug which was causing the stat scaling on a few Rare quality items to roll higher than intended*
• Sub-Zero - Fixed a bug which was causing the stat scaling on a few Rare quality items to roll higher than intended*
• Swamp Thing - Fix to some lingering visual effects when (Away + Hard) and Bio-Fission MeterBurn are interrupted
• Swamp Thing - Abigail's Garden visual effects will now work correctly against Starfire
• Swamp Thing - Fixed bug causing Harley Quinn to face the wrong way when losing a round to Abigail's Garden damage while performing Tantrum Stance

 

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[Injustice 2] История патчей

Сообщение SUGATA » 09 янв 2019, 00:12

#4
Patch 05-09-17 (1.08)
• Two new shaders for everyone
• A new Gear rarity - Legendary. Listed with a red banner instead of Epic's gold banner/Rare's blue banner/common's grey banner
• Better Gear/inventory management, you can
o Sort Gear by rarity
o Favourite Gear
o Bulk mark by rarity
o Additional options include: excluding sets, augments, level, strength, ability, defense, health, combined stats and price all on a "less than x" variable
• When opening mother boxes you can now equip Gear to your Loadout 1 straight from the mother box screen.
• Ranked is now 3/5, now called "Ranked Sets" rather than just "Ranked"
o Ranked leaderboards have been reset, go get 'em IIINCORRUPTIBLE
• Player match is split into "Versus" and "Competitive Versus" now
• Competitive KOTH
• Multiverse -
o Towers in character-specific miniverses (usually second from the right) now award Epic Gear for that character in every tower, not just the last one
o The last tower in character specific miniverses (one fight vs level 20 AI) now awards a Diamond Box and Epic Gear for a character rather than a Gold box.


#3
Patch notes 01-08-17 (1.07)
General Gameplay fixes
• General stability improvements
• Many move list corrections
• Fixed some currency/mother box exploits
• Many improvements to the stability of King of the Hill
• Improvements to AI logic
• Attacks that collide with a Roll Escape's invulnerability now act as if they have missed (previously this acted as a block)
• Flip Stance button can no longer activate a roll when you are knocked down
• Medium Attack and Heavy Attack can no longer activate a roll when you are knocked down with Button Shortcuts On in controller settings
• Fixed a one frame window in which diagonals could be used for specials when performing a cancel or wakeup attack with Input Shortcuts set to Off
• Holding directions no longer stores that direction in the buffer for dashing with Alternate Controls set to On
• Fixed some rare occurrences of a match extension that would not cause both players to be reset to neutral
• Fix for a one frame window that could cause a dash in the wrong direction if the opponent has just performed a teleport
• Fixed issues with visual effects not disappearing correctly after being evaded by a projectile immune move
• Fixed bug causing some non-projectile attacks being able to be avoided by projectile immune moves in rare circumstances
• Improved hotfix data application to apply right after boot when available
• There is now an Overflow Warning which notifies the player when their overflow is full
• Added icons to show when playing with Competitive Mode On or in Tournament Mode to the gameplay HUD
• Improved display of Daily Challenges in the Main Menu
• The following changes previously disabled in Competitive/Tournament mode are now enabled for all modes:
1. Atrocitus - additional damage added after Napalm Vomit attacks inside of a combo will now use the correct combo damage scaling
2. Bane - Mercenary’s Elbow when meter-burned will no longer do unscaled damage
3. Black Adam - Adjusted Air Boot Stomp ability to be able to cross up when an opponent was in the corner
4. Brainiac - If a Beta Strike Character Power is active when a throw escape occurs, it is destroyed
5. Captain Cold - No longer continues to gain Character Power meter if transitioned while holding Cyclotron Charge
6. Superman - Air Heat Vision follow up from Rising Grab is now a hard knockdown to prevent it from being punishable on hit in certain circumstances

Stage Specific Fixes
• Batcave - Fixed rare issue where players could use the chain swing interaction to move outside the boundaries of the stage
• Brainiac Ship - Drone interaction respawn timer is now 4 seconds (from 2)
• Fortress of Solitude - Wall punch interaction cooldown is now 4 seconds (from 3)
• Metropolis - Fixed bug that could cause the camera to move away from the fighters when valve interaction was used
• Kahndaq - Wall punch interaction cooldown is now 4 seconds (from 3)
• Red Sun Prison - Drone summon interaction cooldown is now 4 seconds (from 2)

Character Specific Fixes
• Aquaman - Huzzah (Away + Light, Medium, Hard) has 3 more recovery frames
• Aquaman - Rising Trident (Down + Medium) has 1 more startup frame and 3 less active frames
• Aquaman - Trident Rush & Trident Rush MeterBurn do less damage for each hit
• Aquaman - Tentacle Strike MeterBurn now does an additional hit that causes a hard knockdown
• Aquaman - From The Deep MeterBurn Gear Ability base damage reduced from 6 to 4
• Atroticus - Slightly Increased the amount of character power meter drained from Atrocitus when push-blocked while Dex-Starr is out
• Atroticus - Slightly increased the amount of Character Power Meter drained for using Blood Ball, Hate Pounce, or Regurgitate Rage Gear Ability while Dex-Starr is active
• Atroticus - Significantly increased the amount of Character Power Meter drained for using Blood Wall while Dex-Starr is active
• Atroticus - Reduced the cancel advantage of the second to last hit of Blood Ritual (Towards + Medium, Medium, Hard) by 3
• Atroticus - Napalm Vomit has 5 less active frames and 3 more frames of recovery on miss
• Atroticus - Napalm Vomit block advantage properties adjusted to be more consistent between close and long ranges
• Bane - base stats adjusted to have 50 less strength, 50 less health, and 100 more defense
• Bane - base damage of most normal attacks and special moves have been increased by 1
• Bane - Brutal Jab (Light) now has 7 startup frames (down from 9)
• Bane - Brutal Hammerfist (Medium) base damage increased to 5 (from 3)
• Bane - Spine Buster MeterBurn (Towards + Medium, Down, Light + Hard MeterBurn) base damage increased to 8 (from 3)
• Bane - Knightfall (Away + Medium, Light) base damage increased to 9 (from 6)
• Bane - Bane Bomb MeterBurn base damage increased to 16 (from 13)
• Bane - Body Press MeterBurn Gear Ability base damage increased to 18.8 (from 15.8)
• Batman - Fixed bug preventing the use of negative edge to perform Bat Swarm with Release Check On in controller settings
• Batman - Pressing a button not bound to any attacks after performing Air Scatter Bombs MB will no longer prevent further inputs
• Batman - slightly increased combo damage scaling after Mechanical Bats Character Power and it is now consistent regardless of how many bats hit
• Batman - Batarang MB and Up Batarang MB damage scaling increased
• Batman - Batarang MeterBurn now has 8 active frames (from 9) and has 6 more recovery frames on hit/block
• Batman - Up Batarang MeterBurn now has 8 active frames (from 9) and has 6 more recovery frames on hit/block
• Batman - Fixed bug which was preventing the AK Battle Armor 5U89R (Alternate) Shader from dropping from Mother-Boxes and end of match rewards
• Black Adam - Riddle of The Sphinx (Towards + Light, Medium, Light + Hard) base damage reduced to 10 (from 13)
• Black Adam - Orbs of Seth Character Power base damage reduced to 2.5 (from 3) on each orb and now increase combo damage scaling
• Black Adam - Boot Dive and Boot Dive MeterBurn base damage has been reduced to 8 (from 10) and has increased combo damage scaling
• Black Adam - Black Magic hit advantage has been reduced to 24 (from 47) and now triggers auto-block on a grounded opponent
• Black Adam - Black Magic has increased gravity against an airborne opponent
• Black Adam - Black Magic Meter burn has decreased combo damage scaling
• Black Canary - No Turning Back (Light, Light, Medium) had 7 less recovery frames, 5 more frames of blockstun and increased pushback on block
• Black Canary - New Wings (Light, Light, Medium, Light + Hard) is now a throw attack and has base damage increased by 1
• Black Canary - Soaring High (Away + Light, Medium) base damage increased to 7 (from 3), 5 more frames of blockstun and increased pushback on block
• Black Canary - High Heel (Hard) has 5 more frames of blockstun and increased pushback on block
• Black Canary - Holding Back (Hard, Hard) has 1 less recovery frame, 10 more frames of blockstun
• Black Canary - Front/Back Handspring into Flying Scissor Kick now recovers 3 frames faster with increased pushback on block
• Black Canary - Front/Back Handspring into Thrust Kick now recovers 4 frames faster and has 15 more frames more blockstun
• Brainiac - Coluan Form (Light, Light) base damage increased to 3 (from 2)
• Brainiac - Collector of Worlds (Light, Medium) base damage increased to 3 (from 2)
• Brainiac - Dual Strike (Away + Medium) base damage increased to 5 (from 4)
• Brainiac - Tendril Swarm (Hard) base damage increased to 7 (from 5) and has increased combo damage scaling
• Brainiac - The delaying of Beta Strike and Beta Bomb no longer gets cancelled when Brainiac is hit or blocks
• Brainiac - Beta Strike can no longer be parried by low projectile parries
• Captain Cold - Fixed bug with Upward Cold Blast Gear Ability not aligning properly when done from some 2in1 cancels
• Captain Cold - Big Freeze MB now ignores projectile immunity
• Captain Cold - Adjusted hit regions on several normal attacks
• Captain Cold - Freeze (Medium, Light, Hard) has 4 less recovery on hit/Miss, 7 less recovery on block, and causes 5 less frames of blockstun
• Captain Cold - Prison Break (Away + Medium, Hard, Medium) has decreased combo damage scaling
• Captain Cold - Grip Hit (Hard) now has 10 startup frames (from 12), active frames increased to 5 (from 3), 5 less recovery, and has 6 more blockstun frames
• Captain Cold - Fixed bug that caused Glacier Grenade to have higher input priority then Cryogenic Blast when performed as a cancel
• Captain Cold - Absolute Zero Supermove and Cryogenic Blast can no longer get destroyed by some Background Interactions
• Captain Cold - Force Field now activates 5 frames faster and has 5 less recovery frames
• Captain Cold - The Wall has reduced pushback on block, 9 less blockstun frames, and 9 less recovery on block
• Captain Cold - The Wall MB startup is now 6 frames (from 14) and recovery increased by 2 frames and now ignores projectile immunity
• Captain Cold - Reduced the gap between The Wall missing and The Wall MeterBurn active frames to 1 (down from 6)
• Catwoman - Tail Spin (Away + Hard) has pushback on block reduced and victim regions slightly increased during the active and recovery frames
• Catwoman - Whip Strike (Jump + Medium Attack) has its hit region angle slightly adjusted
• Catwoman - Cat-Lateral Damage character power damage on each hit changed (overall reduced)
• Catwoman - Cat-Lateral Damage character power no longer has invulnerability on wakeup
• Catwoman - Cat Stance Cat-Wheel has 13 more frames of recovery on block, 8 more frames of recovery on miss, and increased combo damage scaling
• Catwoman - Cat Dash MeterBurn no longer has armor, has increased damage scaling when hitting airborne opponents, and decreased damage scaling when hitting grounded opponents
• Catwoman - Cat's Tail and Up Cat's Tail damage scaling increased
• Cheetah - Fixed issue with Graceful Hunter (Away + Medium, Light + Hard) input window which made it difficult to perform follow ups with Input Shortcuts Off in controller settings
• Cheetah - Fixed bug that could cause her tail to no longer animate after losing a clash to Red Hood
• Cheetah - Silent Stalker (Medium, Medium, Hard) has 25 less recovery frames
• Cheetah - Blood Ritual (Hard, Hard, Medium) recovers 3 frames faster on hit, 6 frames faster on block/miss, has 5 more frames of blockstun, and increased pushback on block
• Cheetah - Last hit of Blood Ritual (Hard, Hard, Medium) now causes a splat reaction instead of a juggle state when hitting airborne opponents
• Cheetah Auto-block is enabled after a 2nd Blood Lunge in the same combo
• Darkseid - Fixed bug that caused Boss Darkseid Supermove to get destroyed by some interactables

• Deadshot - Ops Strike (Towards + Light) now has 7 startup frames (up from 6)
• Deadshot - Low Burst (Down + Light) now has 7 startup frames (down from 8) , 5 less hit/miss recovery frames, 3 less block recovery frames, and blockstun increased by 2 frames
• Deadshot - Knee Burst (Away + Light) now has 14 startup frames (up from 13) and 3 more recovery frames
• Deadshot - Triggered (Away + Light, Medium) has 5 more recovery frames
• Deadshot - Hammer Slam (Towards + Medium) now has 16 startup frames (up from 15)
• Dr Fate - Can no longer spend meter trying to Meter Burn Displacer Orb after it has been projectile parried
• Dr Fate - After Displacer Orb is Meter Burned, it will ignore projectile immunity and cannot be projectile parried
• Dr Fate - Fixed issue with his win screen being obstructed by foreground objects on some backgrounds
• Dr Fate - Fixed issue with some Displacer Orb effects lingering on screen during clash
• Dr Fate - Evoking The Gods (Medium, Light, Light) and Blood Price (Medium, Light, Light, Hard) had their hit regions adjusted
• Dr Fate - Summoned Force (Away + Medium) now has a growing hit region instead of a static one and has 9 startup frames (down from 10) and 3 more recovery frames
• Dr Fate - Glyph of Osiris and Glyph of Anubis recover 1 frame faster on block
• Dr Fate - Glyph of Anubis MB has decreased combo damage scaling
• Dr Fate - The Pillar of Magic after connecting with 3 Ankhs of Final Judgment has decreased combo damage scaling
• Firestorm - Fixed bug causing Energy Shield effects to persist during the win screen
• Flash - Quantum Tunneling and Sonic Parry Gear Ability can now be selected in Wakeup Mode and Reversal Mode in Practice Mode > AI Options
• Flash - Lightning Punches now has 10 startup frames (down from 12)
• Flash - Speed Zone Character Power has increased damage scaling
• Flash - On Your Mark into Sonic Pound has its hit region adjusted, blockstun increased by 10 frames, has increased pushback on block, and hit advantage has increased to 30 or 49 (from 39) if the last hit only or both hits connect
• Flash - On Your Mark into Charge now has a different reaction and has 30 hit advantage (down from 39)
• Flash - Freeze Tank interaction on Red Sun Prison now works correctly if Flash uses it while Speed Zone Character Power is active
• Gorilla Grodd - base stats adjusted to have 50 less Ability, 50 less health, and 100 more defense
• Gorilla Grodd - Slaughtering Humans (Light, Light), Cutthroat King (Medium, Medium), Salvation Run (Away + Medium, Light + Hard) base damage increased by 1
• Gorilla Grodd - Low Bash (Away + Light) has 5 more frames of blockstun and 6 more hit advantage
• Gorilla Grodd - Bloodthirsty Ruler (Away + Light, Light + Hard) and (Away + Light, Light + Hard Meter Burn) base damage increased by 1
• Gorilla Grodd - Hyper-Intelligence (Towards + Medium, Light) base damage increased to 7 (from 5)
• Gorilla Grodd - Carnivore Sweep (Down + Hard) has 2 more hit advantage, recovers 4 frames faster on block/miss, and has 3 more frames of blockstun
• Gorilla Grodd - Secret Sweep (Down + Towards + Hard) has more 10 more blockstun
• Gorilla Grodd - After using Leap 3 times during a combo Savage Kick (Jump + Hard) will cause a splat knockdown
• Gorilla Grodd - Fixed bug that prevented meter build from occurring when exiting Psionic Lift then canceling into Primal Lunge, Savage Strength, or Mind Control
• Gorilla Grodd - The window for canceling into Psionic Push or Savage Strength from Telekinesis now starts 14 frames sooner
• Gorilla Grodd - Telekinesis recovery reduced by 4 frames
• Gorilla Grodd - Stampede base damage increased to 9 (from 5)
• Gorilla Grodd - Stampede Meter Burn base damage increased to 18 (from 10)
• Gorilla Grodd - Stampede Carcass Toss Gear Ability Meter Burn base damage increased to 25 (from 18)
• Gorilla Grodd - Primal Lunge into Head Bash damage increased to 11 (from 10)
• Harley Quinn - Fixed visual bug that caused her mallet to instantly disappear if she is hit by a freeze attack while performing Mallet Slap (Away + Hard)
• Joker - Fixed bug that caused Side Order of Pie Gear Ability Supermove to get destroyed by some interactables
• Poison Ivy - Rhytidome Skin, Thistle Coat Gear Ability, and Datura Hammer now requires a more precise input when buffered
• Poison Ivy - Up Rooted (Down + Medium) now has a growing hit region instead of a static one, has 16 startup frames (down from 20), has 7 active frames (up from 3), and recovers 3 frames faster
• Poison Ivy - Quick Bloom (Away + Hard) now has a growing hit region instead of a static one, has 26 startup frames (down from 29) and has 10 active frames (up from 4)
• Poison Ivy - Straight Datura and Up Datura have increased combo damage scaling
• Poison Ivy - Swinging Datura has greatly reduced combo damage scaling
• Red Hood - Fixed bug causing Ground Mine explosion to have interactable properties
• Red Hood - Battle-Chain MB now has 20 advantage on hit (from 39)
• Red Hood - Lethal Lunge now has 9 startup frames (up from 8)
• Robin - Haunting Legacy (Light, Medium) has 2 less recovery on hit / miss, 3 more recovery on block, and 5 more blockstun
• Robin - Fighting Authority (Light, Medium, Hard) has 20 startup frames (up from 16)
• Robin - Family Secrets (Light, Medium, Down + Hard) has 2 less recovery and 5 more blockstun
• Robin - Quick Draw (Away + Light) has its hit region adjusted
• Robin - Skill And Training (Away + Light, Medium, Up + Hard) has increased pushback on block
• Robin - Deep Laceration (Medium) hit region adjusted, has 5 less recovery, blockstun reduced by 5, and 3 less cancel advantage
• Robin - Blades And Blood (Medium, Light) has its hit region adjusted and 1 more active frame
• Robin - Inner Darkness (Towards + Medium, Light) has its hit region adjusted
• Robin - Never Lose (Away + Medium, Light, Hard) has 1 more active frame and 12 less recovery frames
• Robin - Flip Kick (Towards + Hard) can now be directed closer or further by holding Towards or Away
• Robin - Flip Kick (Towards + Hard) recovers 3 frames faster on hit, 8 frames faster on block, 13 frames faster on miss and has 10 less frames of blockstun
• Robin - Low Cutter (Down + Hard) now recovers 5 frames faster on block
• Robin - Assassin Strike cancel input can now be buffered
• Robin - Swoop has its hit region adjusted
• Robin - Swoop MB now auto faces the opponent, has 8 startup frames (down from 16), the projectile travels faster with improved initial tracking
• Supergirl - Elseworld's Finest (Light, Light, Up + Hard) has 10 more frames of blockstun
• Supergirl - Last Daughter of Krypton (Away + Light, Medium, Hard) has its hit region adjusted and 5 less recovery on block and miss
• Supergirl - Face Smash (Medium) has its hit region adjusted, starts up in 10 frames (up from 8), and is a mid attack
• Supergirl - Forbidden Fortress (Medium, Light) has increased pushback on block, 5 less blockstun, and 3 less recovery frames
• Supergirl - Crossroads of Time (Medium, Light, Medium) now has 16 startup frames (down from 18)
• Supergirl - Matrix (Away + Medium, Light + Hard) has 5 less blockstun, 20 less recovery on block, 15 less recovery on block
• Supergirl - Frost breath MB base damage increased to 2 (from 0) and combo damage scaling reduced
• Supergirl - Kryptonian Force now recovers 4 frames faster
• Supergirl - Fixed bug that caused the hit region of Kryptonian Force MB to be offset when done on right side of the opponent
• Supergirl - (Air) Power Slam MB can now be Air Escaped
• Supergirl - Adjusted the stat distribution on her Epic Set Items to be more in line with similar items.
• Superman - Fixed bug preventing superman from canceling Steel Fist (Jump + Light) or Double Strike (Jump + Medium) into Ankle Breaker (Down + Hard) or Flying Low (Down + Towards + Hard)
• Superman - Flying Punch is now a high attack and has had its repel proximity adjusted
• Superman - Flying Punch MB no longer has armor and has its hit region adjusted
• Superman - Rising Grab has 4 more frames of recovery on block and 9 more frames of recovery on miss
• Superman - Super Breath base damage decreased to 9 (from 10)
• Superman - Super Breath MB base damage decreased to 6 (from 10)
• Superman - Fixed bug preventing combo damage scaling from applying to (Air) Flying Smash when used as an OTG in certain circumstances
• Swamp Thing - base stats adjusted to have 50 less Ability, 50 less health, and 100 more defense
• Swamp Thing - Log Slam (Towards + Hard) and Log Smack (Away + Hard) have their hit regions adjusted
• Swamp Thing – increased base damage of most special moves by 1
• Swamp Thing - Abigail's Garden recovery has been reduced by 9 frames
• Swamp Thing - If Swamp Thing has Abigail's Garden character power active, hitting an opponent with Vine Grab or Green Thumb causes Swamp Thing to gain armor for a short duration
• Swamp Thing - Abigail's Garden will no longer stop growing when Swamp Thing blocks an attack, attacks with Healing The Breach (Towards + Medium, Light), hits with Bio-Fission MB, or does a dash
• Wonder Woman - Eyes of The Gorgon (Towards + Medium, Hard) has 5 less frames of recovery and 10 more frames of blockstun
• Wonder Woman - Challenge of The Gods (Away + Medium, Hard) now has 21 startup frames (down from 24), 10 more frames of blockstun with increased pushback, and recovers 15 frames faster on block / miss
• Wonder Woman - Upward Shield Toss is now a high attack, recovers 17 frames faster and has increased hit advantage
• Wonder Woman - Upward Shield Toss MB has its hit region adjusted and has increased hit advantage
• Wonder Woman - Air Shield Toss is now a high attack
• Wonder Woman - Air Shield Toss MB is now a high attack, has 2 more active frames, recovers 12 frames faster, and no longer triggers autoblock on a grounded opponent
• Wonder Woman - Air Downward Shield Toss MB now recovers 9 frames faster and no longer triggers autoblock on a grounded opponent
• Wonder Woman - Hippolyta's Light character power recovers 9 frames faster.


#2
Patch notes 06-30-17 (1.05)
General Gameplay fixes
• General offline & online stability improvements
• Move list corrections
• Forward and Backward dashes now require a more precise input when buffered
• Setting Input Shortcuts Off in controller settings makes buffered special move checks in cancel windows, reversals, & wakeups have to be more precise
• Bug fixes to lingering visual and sound effects related to some Multiverse Modifiers
• Added Restart Match option to the pause menu in Multiverse where applicable
• Removed Event Select and Main Menu from the pause menu in the Endless event.
• Added End Event Run option to pause menu in the Endless event which grants rewards as if you lost your current match.
• Fixed bug that would cause the boss version of Brainiac to become unresponsive if Drone Summon attack was interrupted at a specific time
• Fixed several issues with resetting practice mode while using interactions
• Adjusted misaligned bomb visual placements when done in certain situations (hit regions were not affected)
• Fixed lingering visual effect errors on several interactions when they were interrupted or used in specific situations
• Fixed an issue that caused some users to receive an excessive amount of Guild and Mother Box notifications at once
• Users now have access to a Quick Open Next option after opening a Mother Box
• Modifier descriptions are now shown before a Multiverse match where applicable
• Multiverse Meta-Challenges are better highlighted
• Added quick scroll buttons to the character list in the Customize Characters menu
• Users can now Mark All As Seen in the Customize Characters menu to clear the ‘new’ indicator
• Several projectile attacks have been changed to interact correctly with projectile affecting special moves (such as Captain Cold’s The Wall MeterBurn). These moves are:
o Batman – Sky Grapple
o Black Adam – Power of Aton Gear Ability
o Captain Cold – Upward Cold Blast Gear Ability
o Cyborg – Up Nova Blast MeterBurn
o Deadshot – Bullet Barrage
o Green Lantern – Air Battery Blast
o Green Lantern – Air Oa’s Rocket Gear Ability
o Red Hood – Air Akimbo Blaze MeterBurn

Stage Specific Fixes
• Bomb interactions now have 3 active frames (down from 5)
• Atlantis - Statue jump interaction can only be performed as a cancel once per combo
• Atlantis - Console slam interaction can only be performed once per combo
• Arkham Asylum - Fixed visual problem when killing an opponent with the toilet interaction
• Batcave - Fixed character facing issue when killing opponent with hanging light interaction
• Batcave - Console slam interaction can only be performed once per combo
• Batcave - Brother Eye interaction can only be performed once per combo and has increased damage scaling
• Slaughter Swamp - reduced the range in which the truck Environmental Interaction can be used

Character Specific Fixes
• Atrocitus – Fixed a bug which allowed for Dex-Starr Character Power attacks to sometimes be used in situations where you were in a throw state
• Atrocitus – additional damage added after Napalm Vomit attacks inside of a combo will now use the correct combo damage scaling. (This does not apply in Competitive / Tournament Mode)

• Batman - Fixed a bug which allowed for the Mechanical Bats Character Power to sometimes be able to attack in situations where you were in a throw state
• Batman - Pressing a button not bound to any attacks during Glide will no longer prevent further inputs

• Black Adam - Fixed a bug which allowed for the Seth Strike Gear Ability to sometimes be able to attack in situations where you were in a throw state
• Black Adam – Adjusted Air Boot Stomp ability to be able to cross up when an opponent was in the corner (This does not apply in competitive / Tournament Mode)

• Black Canary - Fixed bug in which online match rollback could cause the Canary Cry audio effect to persist for the rest of the match
• Black Canary - Canary Cry character power attacks no longer interacts with projectile affecting special moves

• Brainiac - If a Beta Strike Character Power is active when a throw escape occurs, it is destroyed (This does not apply in Completive / Tournament Mode)

• Captain Cold - No longer continues to gain Character Power meter if transitioned while holding Cyclotron Charge (This does not apply in Completive / Tournament Mode)

• Cheetah - Fixed camera issue that could occur when an online rollback happens during Savage Ambush MeterBurn
• Cheetah – After landing a jump attack during her Jungle Jump Gear Ability she can now combo into standing attacks

• Cyborg - Fixed audio issue with Techno Tackle MeterBurn being interrupted
• Cyborg - Fixed issue with Repair Circuit Gear Ability causing the Character Power UI to not display correct information if cancelled
• Cyborg - Fixed a bug that prevented the Directed Arm Blaster Gear Ability from dropping from Mother Boxes
• Cyborg - Fixed bugs with Target Acquired while under the effects of some Multiverse Modifiers

• Darkseid – Adjusted Low Omega Beam’s hit region to collide more consistently
• Darkseid - Fixed a bug which allowed for the Parademon Character Power to sometimes be able to attack in situations where you were in a throw state
• Darkseid - Fixed bug where Explosive Demon could be summoned in the background if used immediately following a Background Bounce Interaction
• Darkseid - Fixed bug causing a summoned Charging Parademon to perform Demon Charge attack in the wrong direction in certain circumstances

• Dr Fate - Fixed a bug which allowed for the Final Judgement or Final Punishment to sometimes be able to attack in situations where you were in a throw state

• Firestorm - Fixed bug where Firestorm's character model could become invisible in certain circumstances during online modes

• Flash - Fixed bug that would cause the Sonic Lift MeterBurn to sometimes miss if the first hit connected directly above Flash's head
• Flash - On Your Mark now requires a more precise input when buffered

• Green Lantern - Battery Blast’s visual effects now always play correctly when on done from the right side

• Harley Quinn - Fixed a bug with Hungry Hyenas Character Power which could cause only one hyena to appear when two have been summoned

• Joker - Fixed a bug that prevented the Gasser Gear Ability from dropping from Mother Boxes

• Poison Ivy - Fixed a loss of control issue when Thistle Hurt (Away+Medium, Down+Medium, Light+Hard/Throw) misses when an opponent tech rolls on the first frame possible after a large combo
• Poison Ivy - Fixed a camera issue when Nightshade's projectile interrupted Batman's throw on Poison Ivy

• Red Hood - Hammer Fury (Hard, Hard, Medium while Electric Hammers is active) starts up 1 frame later
• Red Hood - Fixed bug that could sometimes cause Supermove to auto-correct after the cinematic
• Red Hood - When Low Spin Parry is active Red Hood is now considered to be ducking
• Red Hood - Quick Shot Character Power can now be clashed
• Red Hood - Shrapnel Blast Gear Ability can now be clashed
• Red Hood - Shrapnel Blast damage decreased to 6% base damage (from 10%)
• Red Hood - Shrapnel Blast MeterBurn damage has increased to 10% base damage (from 6%)
• Red Hood - Akimbo Blaze MeterBurn Gear Ability is now recovers 23 frames faster
• Red Hood - Gutted MeterBurn Gear Ability is now +8 on hit (from -14)
• Red Hood - Ground Mine and Ground Mine MeterBurn can now only be parried by low projectile parries, and not all projectile parries

• Superman - Air Heat Vision follow up from Rising Grab is now a hard knockdown to prevent it from being punishable on hit in certain circumstances (This does not apply in Completive / Tournament Mode)

• Scarecrow - Fixed camera issue when Swamp Thing is interrupted during the startup of Slinking Slough Gear Ability with an Away + Hard attack

• Wonder Woman - Fixed a bug could cause Down + Medium to have a misaligned hit region if done when right after an opponent has jumped over you or switched sides.


#1
Patch notes 06-05-17 (1.04)
NRS-Lanny
We are launching the June Update to Injustice 2 today. It should be out by the end of the day.
General Gameplay fixes
• General stability improvements
• Many move list corrections
• Added more descriptive connection error messages and improved detection
• Fixed audio issues related to moves being interrupted
• Improved AI logic for multiverse opponents & for player AI loadouts
• Corrected an issue which could cause specific Jump Attacks to not have recovery when a miss occurred
• Corrected an issue that could cause a character to jump in the opposite direction if the jump was inputted on the same frame as an opponent teleporting to the opposite side
• Gear Loadouts are now displayed in the loading screen for online matches
• The level requirement on Gear will now be displayed as red if the user has not met the level requirement to equip it
• Added an indicator to opponent info in online match making screens which will display if the opponent is using a Wi-Fi connection instead of a Wired connection
• The cursor now starts on Return tab instead of Leave Guild in the edit / view Guild information popup
• Added ability to view Set Bonuses in the customize character summary page
• Fixed an issue related to the projected win percentage not being accurate for online ranked and player matches
• Fixed an issue which could cause players to not receive the proper rewards upon reaching levels 5/10/15/20
• The Guild tab will now flash in the main menu to indicate if awards are available to be claimed
• Corrected an issue that could cause the camera to behave unexpectedly if there was an error when an arena transition happened
• Multiverse opponents and player AI loadout characters will now use sidekick and assist attacks
• Fixed an issue in some Multiverse events that allowed for Sidekick and Assist Attack meter to be depleted without the attack occurring
• Fixed a bug which was causing the stat scaling on a few Rare quality items which were rolling a lot higher than intended
• Mr. Freeze premier skin now has a helmet
• Bronze Mother Boxes now cost 5000 Credits & Silver Mother Boxes now cost 10000 Credits

Stage Specific Fixes
• Batcave - Hanging hook Environmental Interaction now has a cooldown after being used
• Batcave - fixed a bug that allowed hanging hook Environmental Interaction to knock enemies slightly outside of the arena boundary
• Brainiac Ship - fixed a bug causing a character to face the wrong way when using the data canister bomb Environmental Interaction under certain circumstances
• Metropolis - fixed bug causing punching bag visuals to linger after being interrupted while using this Environmental Interaction
• Slaughter Swamp - reduced the range in which the truck Environmental Interaction can be used

Character Specific Fixes
• Black Adam - the Gear Ability Soul of Shazam now increases damage on initial hit of SHAZAM!!! (Flip Stance + Meter Burn)
• Black Adam - the Gear Ability Seth Strike can now be done as a wakeup, reversal, and be 2in1 cancelled into
• Bane - Mercenary’s Elbow when meter-burned will no longer do unscaled damage (this change only applies when not in Competitive/Tournament Mode)
• Bane - fixed a bug which prevented his forward and backward throw to not reward a first hit bonus
• Bane - while in level3 Venom, Shattering Cross (Towards + Medium) will no longer lose its armor breaking property when cancelled into Fist Slam (Down)

• Brainiac - slightly adjusted hit regions on Panic In The Sky (Towards + Medium, Down + Light, Hard)

• Cyborg - fixed a bug which could cause the HUD UI for his character power to display the wrong icon

• Darkseid - the character power Parademons will no longer sometimes immediately attack if the character power button is still held down
• Darkseid - fixed a bug where Low Burn (Down + Hard) could remain active with no visual effect if he was hit during a specific frame
• Darkseid - fixed bug causing Charging Parademon to attack in the wrong direction under certain circumstances

• Deadshot - Fixed bug causing opponent to gain meter when killed by Wrist Cannon while Poison Ammo is active

• Flash - the visual effects for Gear Ability Sonic Bolt will no longer disappear if Flash was hit during the recovery frames

• Green Arrow - fixed a bug preventing Canary's Kiss (Towards + Hard) from receiving a damage boost when meter-burned or performed as a bounce cancel

• Joker - reduced the block stun on Chattering Teeth by 5 to prevent an inescapable block trap against most characters

• Poison Ivy - fixed a bug where Bed of Thorns visual effects could linger when the move was not active

• Scarecrow - fixed a bug which caused his wakeup attacks to have no invincibility frames (affects Fear Toxin & Traumatize)

• Wonder Woman - “The Gear ability Amalthea’s Protection no longer loses armor when meter-burned.

• Wonder Woman - fixed a bug causing Upward Amalthea Bash when done as a wakeup to lose invulnerability before the activate frame

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