- Update 1.22
- - Updated the credits screen;
- - Reworked online code and updated plugins;
- - Fixed controller detection when disconnecting during a match or on the victory screen;
- - Fixed the detection of diagonals in the game;
- - Fixed the parameters for the game’s achievements;
- - Fixed dives collisions (Kimberly and Mingmei were stuck in the air in specific situations);
- - Adjustment to melee vs melee attacks (stop whiffing when they hit in the same frame);
- - Fixed projectile vs melee interaction (melee attacks were destroying projectiles when they shouldn’t. Ex: dives, Ndidi’s tackle and etc…);
- - Fixed the guard break (sometimes it didn’t break when it should or the character became invulnerable);
- - Fixed grapplebox interaction for grabs (whiffing grabs);
- - Fixed the stun bug where the character would turn to other side when hit;
- - Fixed bug when performing meaty grabs (it was ignoring elemental attack invincibility frames);
- - Bug fixes in some chapters of story mode (New York and Nigeria);
- - Correction to the description in the technical tutorial (Kimberly’s step);
- - Corrected 2 steps in tutorial that could not be completed;
- - Correction in the text positioning in victory phrases;
- - Bug fix in the reaction training option after defending (some attacks were crashing the game);
- - Fixed bug in recording and playback in Training mode;
- - Bug fix in survival mode (some attacks were crashing the game);
- - Fixed life gain in Survival mode;
- - Bug fix in story mode (super specials were crashing the game);
- - Fixed bug that prevented the removal of shortcut buttons in the control configuration;
- - New sound and visual effects for parry (Malika) and armor (Arshavin and Hector);
- - Adjustments in Rainbow mode (some characters’ gameplay doesn’t work as it should);
- - Increased overall damage scaling.
- - Nuno
- - Adjustment to anti airs (more effective against aerial attacks, Ex: Sho’s Dive kick and etc);
- - “Aú†S-Cancel on the “Flying Knee†super can no longer be performed during recovery frames.
- - Mingmei
- - Adjustment to anti airs (more effective against aerial attacks, Ex: Sho’s Dive kick and etc);
- - Slight increase in recovery on the Overhead “Tornado†after the “Dragon Poseâ€;
- - Added autocorrect to her air attacks (dive, elemental and super didn’t have it);
- - Improvements to the “Twin Dragons Dance†hits when it hits the opponent in the air to reduce the chance of whiffing;
- - Trial 10 updated.
- - Kimberly
- - Adjustment to the weak anti air (more effective against aerial attacks, Ex: Sho’s Dive kick and etc);
- - Correction to the new taser combo route (previously it only worked against Ndidi and Arshavin);
- - Adjustment to the super “Sparkling Eagle†now grabs Sebastian during the “Dempsey rollâ€;
- - Correction to “Elemental 3†(invincibility parameter was not working).
- - Arshavin
- - Removed guaranteed (abusive) tick throw from grabs;
- - Fixed to his “Russian Roulette†Final Attack which only hit critical;
- - Fixed strong “Charging Bear†footstep sounds (they weren’t playing);
- - Fixed to the strong “Charging Bear†(it wasn’t avoiding projectiles);
- - Fixed to the “F.A.R.O.F.A†super (it had fewer invincibility frames than it should have);
- - “Russian Scissors†returned to original input (DP);
- - Fixed instability when connecting “Russian Express†follow-ups;
- - Light punch, light kick and heavy kick at close range (all standing) are no longer punishable onblock;
- - Heavy punch, crouching heavy punch, heavy kick or up-close heavy kick with the “Signature move†is now a combo;
- - It’s now possible to link a crouching heavy punch after the target combo;
- - All hits from the “Russian Express†now hit the character in juggle (new combo route);
- - Added cancellation of the “Titan Fall†kick with “Elemental 3â€;
- - Trials 1 and 5 updated.
- - Malika
- - Damage reduction on Reflective and Absorption “Lotusâ€;
- - Slight increase in recovery on the “Elemental 4â€;
- - Removed elemental gain for the opponent during shadow hits in “Lotus illusionâ€;
- - Added knockback to the “Lotus Flower†super when done in the corner (to improve use in the corner with the opponent on the ground);
- - Adjusted the block alert on the high “Lotus†(so as not to lock the opponent in defense);
- - Adjustment to the Final Attack “White Lotus†now hits Sebastian during the dempsey roll;
- - “Elemental 1†can now be done while jumping;
- - Smaller startup on “Kukuda†attack (parry);
- - Lotus detection + elemental teleport adjustment in trial 9.
- - Ndidi
- - Removed guaranteed tick throw with command grab;
- - Now the “Shoulder Charge†on block has less pushback in the corner;
- - Increased pause on Ndidi when tackles are defended.
- - Jorge
- - Removed 2nd hit from crouching hard punch (it was wrong);
- - Reduced startup on crouching hard punch (more effective AA);- Far hard strong 'punch now push the opponent in when it hits (new combo route);
- - New E-Cancel: “Slice†> “Elemental 1â€;
- - “Slice†now hit the character in juggle.
- - Sebastian
- - Adjustment to his strong anti air (more effective against aerial attacks, Ex: Sho’s Dive kick and etc);
- - Adjustment in the speed of the weak and strong dashes;
- - Slight increase in damage to the “Dempsey roll†punch (44 to 49);
- - Adjust the “Ice Prison†super to hit during the opponent’s “Dempsey rollâ€;
- - Making elemental or super special attacks during the dash no longer has a bar cost;
- - “Knockout Cross†can now be canceled with “dash†and “Highlander uppercutâ€.
- - Hadassa
- - Removed crossup with hard punch;
- - Removed abusive combo route with 3 weak kicks followed by crouching strong punch onhit or onblock;
- - Crouching weak kick now pushes the opponent away more (but it’s still possible to link crouching weak kick with crouching strong punch);
- - Revised elemental gain on some hits;
- - Added new “Yop Chagi (advancing)†attack, allowing for new combo routes;
- - Bandal now hits all kicks in juggle;
- - Updated trials 7, 9 and 10.
- - Sho
- - New small reduction in the collision box of the weak and strong “Shippu Seiken Tsukiâ€;
- - Added more recovery on landing after the dive kick (more punishable if done in neutral or onblock);
- - Added more recovery on landing the weak “Kurenai Sandan Geriâ€;
- - Damage readjustment on some attacks (some values were higher);
- - “Elemental 3†now has more recovery and startup frames when done in neutral, in combo remains as it was before;
- - Added autocorrect to the dive kick.
- - Daisuke
- - Removed inappropriate canceling of weak attacks into “Overheadâ€;
- - Slight increase in recovery on the “Elemental 2â€;
- - “Overhead†now has more recovery and startup frames when done in neutral, in combo remains as it was before;
- - “Elemental 4 (air only)†now has more recovery frames when done in neutral, in combo remains as it was before;
- - Slight increase in startup and recovery frames for crouch light punch;
- - Slight reduction in hitbox size for crouch heavy punch;
- - Improved the consistency of hits from his “Nikushimi - Torture†attack by reducing the possibility of whiffing when performing an E-cancel or S-Cancel.
- - Ximena
- - Anti air adjustment (more effective against aerial attacks, Ex: Sho’s Dive kick and etc);
- - Weak anti air now pushes the opponent away a little less on the first hit;
- - Correction to “Elemental 4†(invincibility parameter wasn’t working);
- - Added more invincibility frames for Final Attack, being able to do it in wake-up without being interrupted;
- - Adjustment to the “Doomed†attack that now grabs Sebastian during the dempsey roll;
- - “Crossing†now has a new variation;
- - Adjustment to the “Funeral rite†super now grabs Sebastian during the dempsey roll;
- - New animation for the far strong punch (longer range).
- - Hector
- - Weak kick now pushes the opponent further away (avoiding multiple combo loops);
- - Fixed bug in the mask stance that prevented Hector from defending Daisuke’s super “Thousand Cuts†standing up;
- - Small reduction in the grapple box of the “Scram†attack;
- - Removed Tick throw guaranteed with the “Scram†attack.",