02-09-2018, 09:33 AM | #1 |
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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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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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