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Old 02-09-2018, 09:33 AM   #1
MKRayden
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Post Injustice 2 OFFICIAL FEBRUARY Patch Update 2018

NRS has finally posted the patch notes for the February Balance Changes.

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
Cyborg - Towards + Medium, Medium
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 2)
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

Source WB

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Tags
frames, medium, light, hard, block, recovery, meter, startup, damage, power, fixed, stun, character, burn, increased, enchantress, lantern, green, hit, supergirl, gorilla, grodd, air, raiden, combo


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