Version 1.03.01 | |
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Released | 2024-04-01 |
Official notes | [1] |
Chronology (view all) | |
â Version 1.02.01 | (latest) |
Disclaimer
This patch introduced a bug preventing grounded hits from activating stage hazards and some others. A hotfix is in the works. [Source]
Common
- Special Style
- (During Special Style) Corrected an issue where the wrong moves were coming out.
- Low Parry
- Corrected an issue where some characters couldn't perform a lowparry when inputting: d,DF.
- Tornado
- When performing moves that cause tornado such as King's b+3 or Lili's f+4, adjusted so that instances in which stage gimmicks are not triggered are less likely.
- When performing a Rage Art after hitting your opponent with a tornado inducing move near the wall, adjusted the collision detection to reduce the likelihood of slipping through the opponent and whiffing.
- Power Crush
- Fixed an issue where the timing for being unable to break throws after using a Power Crush wasn't consistent between characters.
- Fixed instances where the visual effects indicating that throws couldn't be broken in certain situations were not appearing.
- Throw escapes
- Fixed an issue in which it was not possible to break a throw when overlapping an opponent's throw animation while holding 1 or 2.
- Wall Breaks
- Alleviated instances in which animations weren't working properly in certain conditions.
- Stage Breakables
- The collision detection with the opponent during gimmick activation has been expanded upward, making it difficult to jump over the opponent. This change was made based on the ability to jump over opponents who perform side ukemi and get behind them.
- For characters in a completely downed state, stage gimmicks will not activate until they get up. This adjustment was made to prevent unintended extended combos by hitting with specific attacks on characters in a downed state. However, additional delayed attacks at the end of a wall splat to avoid damage scaling, and King's "Golden Headbutt", are exceptions to this restriction. This is presumably where the mistake happened to cause the issues this patch.
- Fixed the issue on DESCENT INTO SUBCONSCIOUS where floor breaks sometimes wouldn't happen. [Video Example of Bug]
- Rage Art
- Fixed the issue where the K.O. confirmation was sometimes delayed when hitting the opponent with a Rage Art and reducing their health to zero.
- Heat Engagers
- In cases where strikes and throws hit on the same frame, the strike wins. However when the strike was a Heat Engager, it would not properly trigger heat. This has now been fixed.
- When the Heat Engager occured, there were instances where the combo damage scaling multiplier was not correctly reset. This has now been fixed.
- Heat Burst
- Fixed issue after hitting the opponent in the air with Heat Burst and the opponent doing side ukemi.
- Heat Dash
- The collision with the opponent on hit was adjusted, and the issue of both characters getting too close to each other when activated near the wall was alleviated.
- The Orientation of the opponent upon hitting them while they are in a downed state has been adjusted, and the issue of inadvertently dashing in the opposite direction when activated near the wall has been alleviated.
- The issue where Heat Dash for certain characters couldn't be activated correctly when the Heat Timer was almost depleted has been fixed.
- Certain Attacks
- The behaviour on landing a down-hit has been modified. This adjustment was made considering that unintended follow-up attacks were occuring in specific situations. The list of characters and their adjusted moves include:
- Hwoarang-f,n,d,df+3
- Lars-H.f+3+4
- Lars-H.2+3
- Lee-H.2+3
- Steve-qcf+1
- Certain High Attacks
- Adjusted the collision detection with the opponent for the following moves to make it less likely for the phenomenom where the counterattack does not reach when dodging an attack by crouching:
- Hwoarang-4,4,4,4
- Jun-b+2,1,4
- King-b+3
- Leo-db+2,4
Alisa
- h.2+3
- Adjusted the tracking performance of the follow-up attacks after the first hit whiffs, mitigating the occurrence of whiffs of successive attacks after making contact.
- f,F+4
- Fixed an issue where the effect indicating a successful input for the damage boost by pressing 1 at a certain timing during the automatically triggered follow-up on hit was not displayed correctly.
- b,B+1+4
- Fixed an issue where the opponent's attack could hit a launched arm.
- DES.f+2,1,2
- Fixed an issue where, when only the second hit of DES.f+2 landed as a counterhit, the subsequent attacks where not consistently landing as consecutive hits.
- Also, addressed a situation where all hits were unconditionally landing consecutively in specific circumstances.
Asuka
- f+2
- Adjusted the opponent's collision detection when this attack hits near a wall, preventing the issue where characters would clip into each other and switch positions.
Azucena
- H.2+3
- Adjusted the opponent's collision detection to make it less likely for positions to swap when pushing the opponent in to the corner and making them block.
- f,f,F+3,2
- The first hit has 3 less active frames.
- The second hit does not come out if the first hit whiffs.
- FC.1+2
- Can accept inputs from the 6th frame of crouching, making it hFC.1+2.
Bryan
- h.2+3
- uf+3+4
- qcf+2,3
- Expanded the hitbox downward to reduce the occurrence of whiffing for certain moves.
- uf+2,2,2,3
- SNE.uf+2,2,2,2,2,3
- During wall combos at extremely close-range, reduce the forward movement to prevent the opponent being blown away in the opposite direction.
- b+1+3 (b+2+4)
- Adjusted the behaviour of both characters when parrying the opponent's right punch attack, making it less likely for the counterattack move to whiff.
- ws2
- No longer transitions into a throw move after a hit during KO.
Claudio
- f+3+4
- Fixed an issue where performing certain inputs would result in unintended moves.
- STB.f,f,F+1+2
- The opponent's ability to start moving after being cornered and blocking was quicker than intended, and has been corrected. The frame advantage on block is now consistently +8.
- The collision detection with the opponent was adjusted to make it easier for the opponent who evaded this attack by crouching to land a punish.
- ws1,2
- STB.ws1,2
- Collision detection fixed to remove inconsistencies.
Devil Jin
- f,n,d,df+1,UF
- Fixed an issue where damage scaling and correction values for the opponent's launch distance in aerial combos would sometimes reset after hitting with this attack. Specifically during Heat Flop and when it causes a floor break. The move now no longer floorbreaks after Heat Flop to be consistent with others.
- MCR.2,2
- Fixed an issue where the positional relationship with the opponent becomes different than intended when used near the wall.
Dragunov
- H.2+3
- Adjusted the tracking performance of the move so that the second attack is less likely to connect when the first attack is evaded.
- f+1+2
- df+1
- Fixed an issue where certain inputs would result in unintended moves coming out.
- df+4
- Adjusted the collision detection with the opponent making it less likely for a counterattack to miss when absorbing this attack with a Power Crush.
- uf+1+2
- Increased the recovery time for Dragunov after successfully connecting with the throw, as it was allowing to get unintentionally strong oki afterwards.
- d+3+4
- Adjusted the input reception to make it easier to perform moves even from a crouching position.
Feng
- db+3
- The attack hitbox has been expanded downwards to mitigate the occurence of whiffing against certain moves.
- To alleviate the phenomenom of evading some of the opponent's mid attacks, adjustments have been made to expand the hurtbox and to adjust the collision detection with the opponent.
Hwoarang
- 2+3
- Increased the hitbox to make it easier to hit opponents in a low position.
- 3~4
- RFS.3~4
- Enhanced the tracking ability of the second hit when the first hit makes contact with the opponent. This is done to mitigate the occurrence of attacks whiffing partway through.
- Fixed the issue where the powered-up version could not be executed while moving sideways.
- RFF.2,4
- Fixed an issue where performing certain inputs resulted in unintended moves.
Jack-8
- df+2,1
- df+2,1*
- Expanded the hurtbox in order to make it easier to punish.
- FC.1+2
- Can accept inputs from the 6th frame of crouching, making it hFC.1+2.
- GMH.4
- The active frames has been reduced by 1.
- The hitbox has been increased on the final active frame in order to not affect combos.
- GMH.3+4
- The situation after crouching block is now the same as after standing block.
- d+1+3
- d+2+4
- They can now also be executed by db+1+3 & db+2+4, increasing consistency with other characters.
Jin
- H.2+3
- The distance between the character and the opponent after the first hit has been shortened when it connects. This adjustment aims to alleviate the issue of the move whiffing partway through.
- f+1+2
- Fixed an issue where performing certain inputs resulted in unintended moves.
- b+2
- The hitbox of the attack has been expanded downward to mitigate the occurrence of whiffing in mid-air combos, contrary to visual representation.
- b,f+2
- The issue where this move could not be performed immediately after the activation of Heat or Heat Dash has been fixed.
- ws1,2
- The damage distribution has been changed from 10,16 to 7,19. This is so that ws1 doesn't change damage depending on which string you use.
Jun
Kazuya
King
Kuma/Panda
Lars
Law
Lee
Leroy
Lili
Paul
Raven
Reina
Shaheen
Steve
Victor
Xiaoyu
Yoshimitsu
Zafina
- R.df+1+2
- Expanded the hitbox to reduce the occurence of whiffing.
- f+1+2
- df+4,2
- b+1:1+2
- SCR.2,1
- SCR.df+1
- TRT.df+1
- MNT.df+1
- b+1+3 (b+2+4)
- The amount of damage inflicted on oneself when using Azazel's power has been reduced.