1. Update 1.22
  2.  
  3. - Updated the credits screen;
  4. - Reworked online code and updated plugins;
  5. - Fixed controller detection when disconnecting during a match or on the victory screen;
  6. - Fixed the detection of diagonals in the game;
  7. - Fixed the parameters for the game’s achievements;
  8. - Fixed dives collisions (Kimberly and Mingmei were stuck in the air in specific situations);
  9. - Adjustment to melee vs melee attacks (stop whiffing when they hit in the same frame);
  10. - Fixed projectile vs melee interaction (melee attacks were destroying projectiles when they shouldn’t. Ex: dives, Ndidi’s tackle and etc…);
  11. - Fixed the guard break (sometimes it didn’t break when it should or the character became invulnerable);
  12. - Fixed grapplebox interaction for grabs (whiffing grabs);
  13. - Fixed the stun bug where the character would turn to other side when hit;
  14. - Fixed bug when performing meaty grabs (it was ignoring elemental attack invincibility frames);
  15. - Bug fixes in some chapters of story mode (New York and Nigeria);
  16. - Correction to the description in the technical tutorial (Kimberly’s step);
  17. - Corrected 2 steps in tutorial that could not be completed;
  18. - Correction in the text positioning in victory phrases;
  19. - Bug fix in the reaction training option after defending (some attacks were crashing the game);
  20. - Fixed bug in recording and playback in Training mode;
  21. - Bug fix in survival mode (some attacks were crashing the game);
  22. - Fixed life gain in Survival mode;
  23. - Bug fix in story mode (super specials were crashing the game);
  24. - Fixed bug that prevented the removal of shortcut buttons in the control configuration;
  25. - New sound and visual effects for parry (Malika) and armor (Arshavin and Hector);
  26. - Adjustments in Rainbow mode (some characters’ gameplay doesn’t work as it should);
  27. - Increased overall damage scaling.
  28.  
  29. - Nuno
  30. - Adjustment to anti airs (more effective against aerial attacks, Ex: Sho’s Dive kick and etc);
  31. - “Aú” S-Cancel on the “Flying Knee” super can no longer be performed during recovery frames.
  32.  
  33. - Mingmei
  34. - Adjustment to anti airs (more effective against aerial attacks, Ex: Sho’s Dive kick and etc);
  35. - Slight increase in recovery on the Overhead “Tornado” after the “Dragon Pose”;
  36. - Added autocorrect to her air attacks (dive, elemental and super didn’t have it);
  37. - Improvements to the “Twin Dragons Dance” hits when it hits the opponent in the air to reduce the chance of whiffing;
  38. - Trial 10 updated.
  39.  
  40. - Kimberly
  41. - Adjustment to the weak anti air (more effective against aerial attacks, Ex: Sho’s Dive kick and etc);
  42. - Correction to the new taser combo route (previously it only worked against Ndidi and Arshavin);
  43. - Adjustment to the super “Sparkling Eagle” now grabs Sebastian during the “Dempsey roll”;
  44. - Correction to “Elemental 3” (invincibility parameter was not working).
  45.  
  46. - Arshavin
  47. - Removed guaranteed (abusive) tick throw from grabs;
  48. - Fixed to his “Russian Roulette” Final Attack which only hit critical;
  49. - Fixed strong “Charging Bear” footstep sounds (they weren’t playing);
  50. - Fixed to the strong “Charging Bear” (it wasn’t avoiding projectiles);
  51. - Fixed to the “F.A.R.O.F.A” super (it had fewer invincibility frames than it should have);
  52. - “Russian Scissors” returned to original input (DP);
  53. - Fixed instability when connecting “Russian Express” follow-ups;
  54. - Light punch, light kick and heavy kick at close range (all standing) are no longer punishable onblock;
  55. - Heavy punch, crouching heavy punch, heavy kick or up-close heavy kick with the “Signature move” is now a combo;
  56. - It’s now possible to link a crouching heavy punch after the target combo;
  57. - All hits from the “Russian Express” now hit the character in juggle (new combo route);
  58. - Added cancellation of the “Titan Fall” kick with “Elemental 3”;
  59. - Trials 1 and 5 updated.
  60.  
  61. - Malika
  62. - Damage reduction on Reflective and Absorption “Lotus”;
  63. - Slight increase in recovery on the “Elemental 4”;
  64. - Removed elemental gain for the opponent during shadow hits in “Lotus illusion”;
  65. - Added knockback to the “Lotus Flower” super when done in the corner (to improve use in the corner with the opponent on the ground);
  66. - Adjusted the block alert on the high “Lotus” (so as not to lock the opponent in defense);
  67. - Adjustment to the Final Attack “White Lotus” now hits Sebastian during the dempsey roll;
  68. - “Elemental 1” can now be done while jumping;
  69. - Smaller startup on “Kukuda” attack (parry);
  70. - Lotus detection + elemental teleport adjustment in trial 9.
  71.  
  72. - Ndidi
  73. - Removed guaranteed tick throw with command grab;
  74. - Now the “Shoulder Charge” on block has less pushback in the corner;
  75. - Increased pause on Ndidi when tackles are defended.
  76.  
  77. - Jorge
  78. - Removed 2nd hit from crouching hard punch (it was wrong);
  79. - Reduced startup on crouching hard punch (more effective AA);- Far hard strong 'punch now push the opponent in when it hits (new combo route);
  80. - New E-Cancel: “Slice” > “Elemental 1”;
  81. - “Slice” now hit the character in juggle.
  82.  
  83. - Sebastian
  84. - Adjustment to his strong anti air (more effective against aerial attacks, Ex: Sho’s Dive kick and etc);
  85. - Adjustment in the speed of the weak and strong dashes;
  86. - Slight increase in damage to the “Dempsey roll” punch (44 to 49);
  87. - Adjust the “Ice Prison” super to hit during the opponent’s “Dempsey roll”;
  88. - Making elemental or super special attacks during the dash no longer has a bar cost;
  89. - “Knockout Cross” can now be canceled with “dash” and “Highlander uppercut”.
  90.  
  91. - Hadassa
  92. - Removed crossup with hard punch;
  93. - Removed abusive combo route with 3 weak kicks followed by crouching strong punch onhit or onblock;
  94. - Crouching weak kick now pushes the opponent away more (but it’s still possible to link crouching weak kick with crouching strong punch);
  95. - Revised elemental gain on some hits;
  96. - Added new “Yop Chagi (advancing)” attack, allowing for new combo routes;
  97. - Bandal now hits all kicks in juggle;
  98. - Updated trials 7, 9 and 10.
  99.  
  100. - Sho
  101. - New small reduction in the collision box of the weak and strong “Shippu Seiken Tsuki”;
  102. - Added more recovery on landing after the dive kick (more punishable if done in neutral or onblock);
  103. - Added more recovery on landing the weak “Kurenai Sandan Geri”;
  104. - Damage readjustment on some attacks (some values were higher);
  105. - “Elemental 3” now has more recovery and startup frames when done in neutral, in combo remains as it was before;
  106. - Added autocorrect to the dive kick.
  107.  
  108. - Daisuke
  109. - Removed inappropriate canceling of weak attacks into “Overhead”;
  110. - Slight increase in recovery on the “Elemental 2”;
  111. - “Overhead” now has more recovery and startup frames when done in neutral, in combo remains as it was before;
  112. - “Elemental 4 (air only)” now has more recovery frames when done in neutral, in combo remains as it was before;
  113. - Slight increase in startup and recovery frames for crouch light punch;
  114. - Slight reduction in hitbox size for crouch heavy punch;
  115. - Improved the consistency of hits from his “Nikushimi - Torture” attack by reducing the possibility of whiffing when performing an E-cancel or S-Cancel.
  116.  
  117. - Ximena
  118. - Anti air adjustment (more effective against aerial attacks, Ex: Sho’s Dive kick and etc);
  119. - Weak anti air now pushes the opponent away a little less on the first hit;
  120. - Correction to “Elemental 4” (invincibility parameter wasn’t working);
  121. - Added more invincibility frames for Final Attack, being able to do it in wake-up without being interrupted;
  122. - Adjustment to the “Doomed” attack that now grabs Sebastian during the dempsey roll;
  123. - “Crossing” now has a new variation;
  124. - Adjustment to the “Funeral rite” super now grabs Sebastian during the dempsey roll;
  125. - New animation for the far strong punch (longer range).
  126.  
  127. - Hector
  128. - Weak kick now pushes the opponent further away (avoiding multiple combo loops);
  129. - Fixed bug in the mask stance that prevented Hector from defending Daisuke’s super “Thousand Cuts” standing up;
  130. - Small reduction in the grapple box of the “Scram” attack;
  131. - Removed Tick throw guaranteed with the “Scram” attack.",
  132.