Update 1.22
Update 1.22
- Updated the credits screen;
- Reworked online code and updated plugins;
- Fixed controller detection when disconnecting during a match or on the victory screen;
- Fixed the detection of diagonals in the game;
- Fixed the parameters for the game’s achievements;
- Fixed dives collisions (Kimberly and Mingmei were stuck in the air in specific situations);
- Adjustment to melee vs melee attacks (stop whiffing when they hit in the same frame);
- Fixed projectile vs melee interaction (melee attacks were destroying projectiles when they shouldn’t. Ex: dives, Ndidi’s tackle and etc…);
- Fixed the guard break (sometimes it didn’t break when it should or the character became invulnerable);
- Fixed grapplebox interaction for grabs (whiffing grabs);
- Fixed the stun bug where the character would turn to other side when hit;
- Fixed bug when performing meaty grabs (it was ignoring elemental attack invincibility frames);
- Bug fixes in some chapters of story mode (New York and Nigeria);
- Correction to the description in the technical tutorial (Kimberly’s step);
- Corrected 2 steps in tutorial that could not be completed;
- Correction in the text positioning in victory phrases;
- Bug fix in the reaction training option after defending (some attacks were crashing the game);
- Fixed bug in recording and playback in Training mode;
- Bug fix in survival mode (some attacks were crashing the game);
- Fixed life gain in Survival mode;
- Bug fix in story mode (super specials were crashing the game);
- Fixed bug that prevented the removal of shortcut buttons in the control configuration;
- New sound and visual effects for parry (Malika) and armor (Arshavin and Hector);
- Adjustments in Rainbow mode (some characters’ gameplay doesn’t work as it should);
- Increased overall damage scaling.
- Nuno
- Adjustment to anti airs (more effective against aerial attacks, Ex: Sho’s Dive kick and etc);
- “Aú” S-Cancel on the “Flying Knee” super can no longer be performed during recovery frames.
- Mingmei
- Adjustment to anti airs (more effective against aerial attacks, Ex: Sho’s Dive kick and etc);
- Slight increase in recovery on the Overhead “Tornado” after the “Dragon Pose”;
- Added autocorrect to her air attacks (dive, elemental and super didn’t have it);
- Improvements to the “Twin Dragons Dance” hits when it hits the opponent in the air to reduce the chance of whiffing;
- Trial 10 updated.
- Kimberly
- Adjustment to the weak anti air (more effective against aerial attacks, Ex: Sho’s Dive kick and etc);
- Correction to the new taser combo route (previously it only worked against Ndidi and Arshavin);
- Adjustment to the super “Sparkling Eagle” now grabs Sebastian during the “Dempsey roll”;
- Correction to “Elemental 3” (invincibility parameter was not working).
- Arshavin
- Removed guaranteed (abusive) tick throw from grabs;
- Fixed to his “Russian Roulette” Final Attack which only hit critical;
- Fixed strong “Charging Bear” footstep sounds (they weren’t playing);
- Fixed to the strong “Charging Bear” (it wasn’t avoiding projectiles);
- Fixed to the “F.A.R.O.F.A” super (it had fewer invincibility frames than it should have);
- “Russian Scissors” returned to original input (DP);
- Fixed instability when connecting “Russian Express” follow-ups;
- Light punch, light kick and heavy kick at close range (all standing) are no longer punishable onblock;
- Heavy punch, crouching heavy punch, heavy kick or up-close heavy kick with the “Signature move” is now a combo;
- It’s now possible to link a crouching heavy punch after the target combo;
- All hits from the “Russian Express” now hit the character in juggle (new combo route);
- Added cancellation of the “Titan Fall” kick with “Elemental 3”;
- Trials 1 and 5 updated.
- Malika
- Damage reduction on Reflective and Absorption “Lotus”;
- Slight increase in recovery on the “Elemental 4”;
- Removed elemental gain for the opponent during shadow hits in “Lotus illusion”;
- Added knockback to the “Lotus Flower” super when done in the corner (to improve use in the corner with the opponent on the ground);
- Adjusted the block alert on the high “Lotus” (so as not to lock the opponent in defense);
- Adjustment to the Final Attack “White Lotus” now hits Sebastian during the dempsey roll;
- “Elemental 1” can now be done while jumping;
- Smaller startup on “Kukuda” attack (parry);
- Lotus detection + elemental teleport adjustment in trial 9.
- Ndidi
- Removed guaranteed tick throw with command grab;
- Now the “Shoulder Charge” on block has less pushback in the corner;
- Increased pause on Ndidi when tackles are defended.
- Jorge
- Removed 2nd hit from crouching hard punch (it was wrong);
- Reduced startup on crouching hard punch (more effective AA);- Far hard strong 'punch now push the opponent in when it hits (new combo route);
- New E-Cancel: “Slice” > “Elemental 1”;
- “Slice” now hit the character in juggle.
- Sebastian
- Adjustment to his strong anti air (more effective against aerial attacks, Ex: Sho’s Dive kick and etc);
- Adjustment in the speed of the weak and strong dashes;
- Slight increase in damage to the “Dempsey roll” punch (44 to 49);
- Adjust the “Ice Prison” super to hit during the opponent’s “Dempsey roll”;
- Making elemental or super special attacks during the dash no longer has a bar cost;
- “Knockout Cross” can now be canceled with “dash” and “Highlander uppercut”.
- Hadassa
- Removed crossup with hard punch;
- Removed abusive combo route with 3 weak kicks followed by crouching strong punch onhit or onblock;
- Crouching weak kick now pushes the opponent away more (but it’s still possible to link crouching weak kick with crouching strong punch);
- Revised elemental gain on some hits;
- Added new “Yop Chagi (advancing)” attack, allowing for new combo routes;
- Bandal now hits all kicks in juggle;
- Updated trials 7, 9 and 10.
- Sho
- New small reduction in the collision box of the weak and strong “Shippu Seiken Tsuki”;
- Added more recovery on landing after the dive kick (more punishable if done in neutral or onblock);
- Added more recovery on landing the weak “Kurenai Sandan Geri”;
- Damage readjustment on some attacks (some values were higher);
- “Elemental 3” now has more recovery and startup frames when done in neutral, in combo remains as it was before;
- Added autocorrect to the dive kick.
- Daisuke
- Removed inappropriate canceling of weak attacks into “Overhead”;
- Slight increase in recovery on the “Elemental 2”;
- “Overhead” now has more recovery and startup frames when done in neutral, in combo remains as it was before;
- “Elemental 4 (air only)” now has more recovery frames when done in neutral, in combo remains as it was before;
- Slight increase in startup and recovery frames for crouch light punch;
- Slight reduction in hitbox size for crouch heavy punch;
- Improved the consistency of hits from his “Nikushimi - Torture” attack by reducing the possibility of whiffing when performing an E-cancel or S-Cancel.
- Ximena
- Anti air adjustment (more effective against aerial attacks, Ex: Sho’s Dive kick and etc);
- Weak anti air now pushes the opponent away a little less on the first hit;
- Correction to “Elemental 4” (invincibility parameter wasn’t working);
- Added more invincibility frames for Final Attack, being able to do it in wake-up without being interrupted;
- Adjustment to the “Doomed” attack that now grabs Sebastian during the dempsey roll;
- “Crossing” now has a new variation;
- Adjustment to the “Funeral rite” super now grabs Sebastian during the dempsey roll;
- New animation for the far strong punch (longer range).
- Hector
- Weak kick now pushes the opponent further away (avoiding multiple combo loops);
- Fixed bug in the mask stance that prevented Hector from defending Daisuke’s super “Thousand Cuts” standing up;
- Small reduction in the grapple box of the “Scram” attack;
- Removed Tick throw guaranteed with the “Scram” attack.",
- Updated the credits screen;
- Reworked online code and updated plugins;
- Fixed controller detection when disconnecting during a match or on the victory screen;
- Fixed the detection of diagonals in the game;
- Fixed the parameters for the game’s achievements;
- Fixed dives collisions (Kimberly and Mingmei were stuck in the air in specific situations);
- Adjustment to melee vs melee attacks (stop whiffing when they hit in the same frame);
- Fixed projectile vs melee interaction (melee attacks were destroying projectiles when they shouldn’t. Ex: dives, Ndidi’s tackle and etc…);
- Fixed the guard break (sometimes it didn’t break when it should or the character became invulnerable);
- Fixed grapplebox interaction for grabs (whiffing grabs);
- Fixed the stun bug where the character would turn to other side when hit;
- Fixed bug when performing meaty grabs (it was ignoring elemental attack invincibility frames);
- Bug fixes in some chapters of story mode (New York and Nigeria);
- Correction to the description in the technical tutorial (Kimberly’s step);
- Corrected 2 steps in tutorial that could not be completed;
- Correction in the text positioning in victory phrases;
- Bug fix in the reaction training option after defending (some attacks were crashing the game);
- Fixed bug in recording and playback in Training mode;
- Bug fix in survival mode (some attacks were crashing the game);
- Fixed life gain in Survival mode;
- Bug fix in story mode (super specials were crashing the game);
- Fixed bug that prevented the removal of shortcut buttons in the control configuration;
- New sound and visual effects for parry (Malika) and armor (Arshavin and Hector);
- Adjustments in Rainbow mode (some characters’ gameplay doesn’t work as it should);
- Increased overall damage scaling.
- Nuno
- Adjustment to anti airs (more effective against aerial attacks, Ex: Sho’s Dive kick and etc);
- “Aú” S-Cancel on the “Flying Knee” super can no longer be performed during recovery frames.
- Mingmei
- Adjustment to anti airs (more effective against aerial attacks, Ex: Sho’s Dive kick and etc);
- Slight increase in recovery on the Overhead “Tornado” after the “Dragon Pose”;
- Added autocorrect to her air attacks (dive, elemental and super didn’t have it);
- Improvements to the “Twin Dragons Dance” hits when it hits the opponent in the air to reduce the chance of whiffing;
- Trial 10 updated.
- Kimberly
- Adjustment to the weak anti air (more effective against aerial attacks, Ex: Sho’s Dive kick and etc);
- Correction to the new taser combo route (previously it only worked against Ndidi and Arshavin);
- Adjustment to the super “Sparkling Eagle” now grabs Sebastian during the “Dempsey roll”;
- Correction to “Elemental 3” (invincibility parameter was not working).
- Arshavin
- Removed guaranteed (abusive) tick throw from grabs;
- Fixed to his “Russian Roulette” Final Attack which only hit critical;
- Fixed strong “Charging Bear” footstep sounds (they weren’t playing);
- Fixed to the strong “Charging Bear” (it wasn’t avoiding projectiles);
- Fixed to the “F.A.R.O.F.A” super (it had fewer invincibility frames than it should have);
- “Russian Scissors” returned to original input (DP);
- Fixed instability when connecting “Russian Express” follow-ups;
- Light punch, light kick and heavy kick at close range (all standing) are no longer punishable onblock;
- Heavy punch, crouching heavy punch, heavy kick or up-close heavy kick with the “Signature move” is now a combo;
- It’s now possible to link a crouching heavy punch after the target combo;
- All hits from the “Russian Express” now hit the character in juggle (new combo route);
- Added cancellation of the “Titan Fall” kick with “Elemental 3”;
- Trials 1 and 5 updated.
- Malika
- Damage reduction on Reflective and Absorption “Lotus”;
- Slight increase in recovery on the “Elemental 4”;
- Removed elemental gain for the opponent during shadow hits in “Lotus illusion”;
- Added knockback to the “Lotus Flower” super when done in the corner (to improve use in the corner with the opponent on the ground);
- Adjusted the block alert on the high “Lotus” (so as not to lock the opponent in defense);
- Adjustment to the Final Attack “White Lotus” now hits Sebastian during the dempsey roll;
- “Elemental 1” can now be done while jumping;
- Smaller startup on “Kukuda” attack (parry);
- Lotus detection + elemental teleport adjustment in trial 9.
- Ndidi
- Removed guaranteed tick throw with command grab;
- Now the “Shoulder Charge” on block has less pushback in the corner;
- Increased pause on Ndidi when tackles are defended.
- Jorge
- Removed 2nd hit from crouching hard punch (it was wrong);
- Reduced startup on crouching hard punch (more effective AA);- Far hard strong 'punch now push the opponent in when it hits (new combo route);
- New E-Cancel: “Slice” > “Elemental 1”;
- “Slice” now hit the character in juggle.
- Sebastian
- Adjustment to his strong anti air (more effective against aerial attacks, Ex: Sho’s Dive kick and etc);
- Adjustment in the speed of the weak and strong dashes;
- Slight increase in damage to the “Dempsey roll” punch (44 to 49);
- Adjust the “Ice Prison” super to hit during the opponent’s “Dempsey roll”;
- Making elemental or super special attacks during the dash no longer has a bar cost;
- “Knockout Cross” can now be canceled with “dash” and “Highlander uppercut”.
- Hadassa
- Removed crossup with hard punch;
- Removed abusive combo route with 3 weak kicks followed by crouching strong punch onhit or onblock;
- Crouching weak kick now pushes the opponent away more (but it’s still possible to link crouching weak kick with crouching strong punch);
- Revised elemental gain on some hits;
- Added new “Yop Chagi (advancing)” attack, allowing for new combo routes;
- Bandal now hits all kicks in juggle;
- Updated trials 7, 9 and 10.
- Sho
- New small reduction in the collision box of the weak and strong “Shippu Seiken Tsuki”;
- Added more recovery on landing after the dive kick (more punishable if done in neutral or onblock);
- Added more recovery on landing the weak “Kurenai Sandan Geri”;
- Damage readjustment on some attacks (some values were higher);
- “Elemental 3” now has more recovery and startup frames when done in neutral, in combo remains as it was before;
- Added autocorrect to the dive kick.
- Daisuke
- Removed inappropriate canceling of weak attacks into “Overhead”;
- Slight increase in recovery on the “Elemental 2”;
- “Overhead” now has more recovery and startup frames when done in neutral, in combo remains as it was before;
- “Elemental 4 (air only)” now has more recovery frames when done in neutral, in combo remains as it was before;
- Slight increase in startup and recovery frames for crouch light punch;
- Slight reduction in hitbox size for crouch heavy punch;
- Improved the consistency of hits from his “Nikushimi - Torture” attack by reducing the possibility of whiffing when performing an E-cancel or S-Cancel.
- Ximena
- Anti air adjustment (more effective against aerial attacks, Ex: Sho’s Dive kick and etc);
- Weak anti air now pushes the opponent away a little less on the first hit;
- Correction to “Elemental 4” (invincibility parameter wasn’t working);
- Added more invincibility frames for Final Attack, being able to do it in wake-up without being interrupted;
- Adjustment to the “Doomed” attack that now grabs Sebastian during the dempsey roll;
- “Crossing” now has a new variation;
- Adjustment to the “Funeral rite” super now grabs Sebastian during the dempsey roll;
- New animation for the far strong punch (longer range).
- Hector
- Weak kick now pushes the opponent further away (avoiding multiple combo loops);
- Fixed bug in the mask stance that prevented Hector from defending Daisuke’s super “Thousand Cuts” standing up;
- Small reduction in the grapple box of the “Scram” attack;
- Removed Tick throw guaranteed with the “Scram” attack.",