1. Update v20290810:
  2. Bug Fixes
  3. Bulletproof and Atom Eve had no recovery after snapback, leading to an unfair active tag situation
  4. Homing & Active Hitboxes have been improved to ensure Heavy Active Tags connect
  5. If a Heavy Active Tag does not connect after a set duration, the attacker will perform an air recovery that will prevent combo follow-up
  6.  
  7. Update v20290730:
  8. Gameplay Systems
  9. Overall, we wanted to give players more freedom in the combo system, so we’ve loosened up the combo meter to allow for more exploration. Combos will be longer and it will be easier to explore routes with a single character.
  10.  
  11. We also increased air reaction time so that it’s easier to connect with follow up hits against airborne opponents, and we are now allowing flying characters to perform multiple air specials if they utilize boosted dash cancels.
  12.  
  13. We also wanted to give more options to the player when recovering so there is no longer an automatic air recovery or air wall splat recovery, both need to be inputted by the player to trigger the recovery.
  14.  
  15. Lastly, Assist Breakers are very powerful and we wanted to increase their risk a little. Now once they are used, assists will not start health regen for 10 seconds. This will leave them with a lot of red health for longer.
  16.  
  17. — Dave Hall, Game Director
  18.  
  19. Combo Meter
  20.  
  21. Combo Meter has been increased by 20% for all combos
  22.  
  23. Lowered the Combo Meter buildup on various “crowd control” effects (Ground Bounce, Splat, etc)
  24.  
  25. Assists
  26.  
  27. The Fighter used for an Assist Breaker now takes much longer before they begin to regenerate red health
  28.  
  29. Recovery Options
  30.  
  31. Airborne opponents are now in hitstun 10 frames longer before Air Recovery is possible, which should allow more consistent air conversions
  32.  
  33. Air Recovery options are now always manual and require a player input
  34.  
  35. These two changes should make converting a stray hit in the air into a combo more consistent
  36.  
  37. Air Wall Splats now have two additional recovery options
  38.  
  39. Forward Air recovery allows you to air tech with more height and forward momentum
  40.  
  41. Air recovery from wall splat is now manual and you can willingly slide down the wall (especially useful against chain command grabs)
  42.  
  43. Fixed a bug where inputting a dash could cause a faster ground recovery than expected on a few different moves
  44.  
  45. Boost Dash Cancels (Air)
  46.  
  47. For characters who can Boost Dash Cancel in the air, performing a BDC will allow you an additional special and/or boosted special move without touching the ground.
  48.  
  49. Fighter Changes
  50. Allen the Alien
  51.  
  52. Fixed an issue where it was not possible to Counter Tag Allen’s Heavy Active Tag on the ground
  53.  
  54. Bulletproof
  55.  
  56. Bulletproof Forward Special now damage scales more quickly
  57.  
  58. Bulletproof Forward Special (Air) and its boosted variant can only be used once per combo in the air, to be consistent with all other characters on the roster (see Boost Dash Cancel (Air) change)
  59.  
  60. Fixed an issue where one input of Forward Special (QCF) would give two strikes instead of one
  61.  
  62. Reduced forward movement on second hit of Rekka to avoid accidental crossups
  63.  
  64. Bulletproof’s Divekick [ Air Down Heavy ] now has less forward momentum on the ground after a whiff
  65.  
  66.  Conquest
  67.  
  68. Conquest’s Ultimate now provides more blockstun on block
  69.  
  70. The Immortal
  71.  
  72. The Immortal’s Neutral Special now deals less damage
  73.  
  74. The Immortal’s Neutral Special now damage scales faster when used consecutively in the same combo
  75.  
  76. The Immortal’s Charged Medium now deals 20 less damage on the last hit and scales damage faster
  77.  
  78. Fixed an issue where Immortal’s active assist would raise instead of lower the Combo Meter
  79.  
  80. Lucan
  81.  
  82. Heavy Active Tag now correctly reduces Combo Meter
  83.  
  84. Monster Girl
  85.  
  86. Air Charged Heavy now scales damage less
  87.  
  88. Omni-man
  89.  
  90. Air Charged Medium damage reduced
  91.  
  92. Rex Splode
  93.  
  94. Rex’s Forward Assist no longer has a horizontal projectile, clarifying its intent as an anti-air option
  95.  
  96. Rex’s Forward Assist now has a 75 frame recovery after usage, making him easier to punish
  97.  
  98. Rex’s Forward Special & Down Special can no longer be cancelled into normals on block
  99.  
  100. Rex’s Down Special now has 5 additional recovery frames on the ground
  101.  
  102. Robot
  103.  
  104. Robot’s Divekick [ Air Down Heavy ] now has less forward momentum on the ground after a whiff
  105.  
  106. Robot’s Back Assist now has 1 less missile
  107.  
  108. Robot’s Jumping Boosted Down Special no longer has an early breakout
  109.  
  110. Robot’s active assist now more consistently causes hitstun against all characters
  111.  
  112. Titan
  113.  
  114. Fixed an issue where Forward Throw into Delayed Active Tag would not connect
  115.  
  116. Thula
  117.  
  118. Fixed an exploit where Thula could use Heavy Active Tag to reduce CM twice.
  119.  
  120. Universa
  121.  
  122. Universa’s Air Down Heavy now deals 20 damage per hit (down from 40)
  123.  
  124. Collection Update
  125. As part of our ongoing Competitive Support Program, we’ve added new Titles and Badges to everyone’s collection (listed below) representing each of our partners. These will be unlocked and instantly available for use.
  126.  
  127. Head to EXTRAS > COLLECTION > CUSTOMIZATION to find and equip any of these NEW Badges or Titles:
  128.  
  129. 4o4 Esports
  130.  
  131. Arcade Shock
  132.  
  133. CEO
  134.  
  135. First Attack
  136.  
  137. Iron Grid
  138.  
  139. Juicy Game Night
  140.  
  141. Paragon
  142.  
  143. Space City Beatdown
  144.  
  145. UFA (Ultimate Fighting Arena)
  146.  
  147. VS Fighting  
  148.  
  149. Bug Fixes
  150. Lobby
  151.  
  152. Fixed an issue that would cause match performance to degrade the longer a lobby existed
  153.  
  154. Gameplay
  155.  
  156. Fixed an issue that allowed a kara cancel out of a projectile, creating an active tag and super to come out at the same time
  157.  
  158. Fixed an issue where some assists could continue their hitbox after an ultimate has been triggered
  159.  
  160. Fixed an issue that could cause back assist to come out when trying to quickly use forward assist while moving backwards
  161.  
  162. Fixed a few camera issues during matches with consistent rollback
  163.  
  164. Ranked Mode
  165.  
  166. Fixed several issues with handling LP gains for players that disconnect due to sudden latency changes
  167.  
  168. Fixed an issue with disconnects at the very end of a match not granting LP consistently
  169.  
  170. General
  171.  
  172. Fixed an issue with Subtitles during introductions between Immortal and Cecil
  173.  
  174. Fixed a repeating error message when playing offline
  175.  
  176. Update v20290709:
  177. Bug Fixes
  178. The Immortal
  179. Fixed an issue with The Immortal’s revive animation so that it cannot be hit with a meaty on wakeup
  180.  
  181. Added hitpause for The Immortal’s Ultimate when blocked
  182.  
  183. Bulletproof
  184. Fixed a bug with Bulletproof's Forward Special which was causing reduced hitstun on hits 2 and 3
  185.  
  186. Network
  187. Multiple network performance fixes for degrading quality with repeated rematches, especially in long sets or lobbies.
  188.  
  189. Note: Please let us know if things feel better after these changes, as this is part of an ongoing effort
  190.  
  191. Gameplay
  192. Put a fix in place so that countertags are more consistent against late active tags (seen at EVO). Will keep an eye on this to ensure our fix was effective.
  193.  
  194. Former point characters can no longer kara cancel into Ultimate or Super after an Active Tag (Thanks: DeAdLyxReBeL)
  195.  
  196. Character Skins
  197. Fixed Powerplex's Cosmic skin color 2 icon to match his new orange color scheme
  198.  
  199. Save Data - [Xbox on PC only]
  200. Fixed an issue where the title was loading/saving incorrectly (introduced with the June 30th update)
  201.  
  202. Note that this fix means any local playtime on "Xbox on PC" between June 30th and this patch going live will be reverted to the June 30th state
  203.  
  204. This does not apply to any players who have been progressing on Xbox Series X in the meantime, cross-progression will now track correctly