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Patch Notes for Version 6.0.0 Rev2

Hello everyone,

Thank you for your patience while we’ve worked through a number of issues and bugs introduced in the last update. In this patch, we have resolved a number of crashes and bugs players had identified as well as made balance adjustments to both Baihe and Nidra. Our goal with this patch is to ensure a better player experience for both competition as well as improved stability. We remain committed to ensuring TFH stays competitive and viable for all players, and we will continue to patch the game as needed moving forward.


[h2]General Bug Fixes:[/h2]
  • Fixed localization issues on Salt Mines end screen.
  • Fixed issues with Baihe combo steps being tracked and localized incorrectly during combo trials.
  • Fixed a phenomenon where combo trials were inaccessible with the appropriate DLC downloaded.
  • Fixed a potential crash when fighting Texas on Mac and Linux versions.
  • Fixed lagging cosmetics and body parts on pixel lobby training animations for Nidra and Baihe



[h2]Baihe Balance Changes:[/h2]
  • Baihe's Air-Backdrafts can no longer be used as a stalling technique high-up on-screen.
  • Baihe's Tactical Retreat now has an additional landing state.



[h3]Siege Cannon (SC) Changes[/h3]
  • Added a 1.5 second cooldown during which Magic cannot be regenerated.
  • Added 3 Siege Cannon levels that are dependent upon Magic available.
  • SC Level 1 requires at least 1 Magic stock.
  • SC Level 2 requires at least 3 Magic stocks.
  • SC Level 3 requires at least 5 Magic stocks.



[h3]Phalanx Strike (PS) Changes[/h3]
  • Introduced 3 variations that work like Siege Cannon.
  • PS Level 1 requires at least 1 Magic stock.
  • PS Level 2 requires at least 3 Magic stocks.
  • PS Level 3 requires at least 5 Magic stocks.



[h3]Counter Changes[/h3]
  • Counter now has 5 frames of startup.
  • Counter loses invulnerability if the enemy does a super before Baihe hits after the Counter is triggered.
  • Counter, once active, now has a single point of Armor.
  • Counter now only triggers from physical attacks.



[h2]Baihe Bug Fixes:[/h2]
  • Baihe's projectiles should now cause proper Juggle Decay, preventing infinites.
  • Baihe's Cinder Shots and Backdrafts should no longer have any invincibility during their duration.
  • Fixed a phenomenon with Baihe's Scorching Nexus projectiles accumulating and crashing the game.
  • These were caused from fighting opponents with invincible attacks, such as Arizona's Magic Dash and Pom's Puppy Pummel.
  • Fixed Baihe’s animation during crouching pushblock.
  • Fixed Baihe’s animation during an unsuccessful Last Round super.
  • Fixed Baihe's Magic-Counter attack not getting hit properly by supers.
  • Fixed an issue with Baihe building incorrect meter amounts when being hit.
  • Fixed an issue where Player-2 Baihe's Last Shot did not do the correct amount of damage.
  • Fixed Baihe’s Intro and Outro related game stalls.
  • Fixed a previously missing palette name.



[h2]Nidra Bug Fixes:[/h2]
  • Dream Drop and Magic Dream Drop now despawn when Phantasmal Feast hits.
  • Cross Canter now has the same startup and invulnerability timings as other characters.
  • Fixed a freeze phenomenon that occurred when Blooming Lotus was canceled into Lotus Seed.
  • Fixed Nidra being able to do her Wake Up! attack during her Sleepy Sweep attack without requiring Magic.
  • Fixed a crash that occurred when an opponent’s projectile hit Nidra during Blooming Lotus while the opponent was blocking.
  • Fixed game slowdown/crashes that would occur when Nidra was hit by projectiles when the opponent was blocking Nidra's attacks.
  • Fixed Nidra's P1 intro not playing on Oleander's level.
  • Fixed game stalls related to Nidra’s Intro and Outro.



Let us know what you think about the Version 6.0.0 Rev2 patch in the comments!