A History of Killer Instinct

Season 2

Table of Contents

Patch notes for each patch in Season 2 are below. Notes marked with a indicate a buff (increase in character strength), notes marked with a indicate a nerf (decrease in character strength), and notes marked with a indicate that the character got better in some ways and worse in others. System changes, non-major bug fixes, or other miscellaneous changes are not marked.

Patch 2.0 Beta: "The TJ Combo Patch (Season 2 Beta)" - Sep 23, 2014 (discussion)

System

  • TJ Combo, a new playable character, has been added to the roster.
  • The breaker system has been expanded to cover Air to Air and Air to Ground situations. Additionally, all Counter Breaker attempts will leave you vulnerable to punishment if you fail no matter what the situation.
  • Combo Breakers no longer cause a Hard Knockdown.
  • The rules for performing Manuals after Linkers are now consistent across the cast. Doing a Light Linker gives you access to a difficult Light Manual. Doing a Medium Linker gives you access to a difficult Medium Manual or slightly less difficult Light Manual. Doing a Heavy Linker gives you access to a difficult Heavy Manual, less difficult Medium Manual, and even less difficult Light Manual. Exceptions still exist but for the most part you can count on these rules for all characters.
  • After the 3rd non-chained move, combos that are not part of the Linker/Double ruleset are now breakable via Manual rules. This includes juggled manuals and non-projectile special moves.
  • Juggled Shadow Enders are now subject to Opener-Ender breaker rules, but can cash out a juggled opponent.
  • Shadow Meter gain rates have decreased 20%.
  • Projectiles no longer darken the screen.
  • Removed the ability to Instinct Cancel during an Ender.
  • Removed the ability to perform Ultra Enders from the air.
  • Non-combo hits (pokes) and the 1st hit of combos now deal additional damage.
  • White damage recovers a bit slower than before.
  • Fixed a bug preventing the 4 frame Manual Breaker window from actually working. As a result, you now have 4 additional frames to break Manuals.
  • Shadow Enders deal damage more appropriate to current Ender Level.

Jago

  • Shadow Wind Kick travels 60% as far as before.
  • Heavy Wind Kick does not push back as far and is more negative on block.
  • Can no longer Counter Break from Opener - > Ender situations.
  • Gains the ability to throw Double Endokukens during Instinct.
  • All Endokukens (Double, Enders, Shadow) heal Jago when they hit the opponent during Instinct.
  • No longer heals automatically during Instinct.

Sabrewulf

  • The final hit of Shadow Leaping Slash now recaptures an airborne opponent.
  • While the forward Dash is the same duration as before, Sabrewulf gets behind his opponent quicker now so that properly timed punish attempts are less likely to come out facing the wrong way.
  • One additional frame has been added after the Super Flash before Shadow Eclipse hits.
  • Backdash distance reduced.
  • Crouching Light Punch pushes the opponent back further.
  • Fixed a bug that let Sabrewulf cancel Crouching Medium Punch into his Heavy Chain during Hitstop, which also prevented Manual Breakers from firing correctly.
  • Gains the ability to perform a Feral Cancel (HP+HK) during Instinct Mode, which can cancel any grounded move back to neutral. This has a short cooldown on it but can be performed as much as you want during Instinct.

Glacius

  • Shadow Cold Shoulder is slightly less negative on block.
  • Shadow Cold Shoulder will now combo from Ice Lance at maximum distance.
  • Shadow Puddle Punch is no longer throwable until after the first active frame.
  • Medium and Light Hail bounce instead of breaking when hitting the floor.
  • Startup time on all jumping Kick attacks has increased slightly.
  • Shatter has a few additional frames of recovery.
  • Fixed a bug that let you cancel out of a Shadow Cold Shoulder early.
  • Fixed a bug that let Glacius perform an attack facing the wrong way after going under his opponent with a Cold Shoulder.
  • New Command Move: Press all three kicks (hold). Liquidize. Can move left or right a bit while melted. This is a dodge move. It is immune to projectiles on the way down, but vulnerable to everything else.

Thunder

  • Light Sammamish travels a bit more vertically.
  • Skyfall is now considered a special move instead of a command normal.
  • Every character’s reaction to Back Throw is now identical in duration so that Thunder can manual properly.
  • The low crush effect of Ankle Slicer is more reliable now, and it is less negative on block.
  • New command move: Call of Sky (Press all three punch buttons). Thunder calls a bolt of lightning from the sky at his opponent’s location. This move has very long startup and recovery.
  • Medium Sammamish now hits 2 frames earlier, in the same number of frames as Light Sammamish.
  • When performing a manual after back throw, Thunder moves in a bit automatically to ensure that the intended combo works against all characters.
  • Opponents who are locked out can no longer tech out of Thunder’s Back Throw.

Sadira

  • It is no longer possible to avoid the special landing recovery from Web Cling by throwing a Widow’s Bite.
  • Web Cling now has a Shadow Version, performable only on the ground, which is invulnerable until Sadira hits the wall.
  • Removed the ability to place a Web Trap from Counter Breaker stance.
  • Web Trap’s hold is slightly shorter.
  • During instinct, using a jump cancel and then canceling into a normal or special during pre-jump frames used to ignore the combo system and skip doubles and linkers in favor of manuals or openers. It now obeys the normal ground combo rules.
  • The cross-up hitbox on Jumping Heavy Kick has been reduced very slightly.
  • New target combo: Ground MP->HK or Close MP->HK, chains into launcher.

Orchid

  • New Command Move: Grenade Toss. (Back+HP) The grenade does not explode on contact with the opponent, and is governed only by its timer. Hold HP to set a longer timer and toss the grenade further. The Grenade will bounce and roll to a stop. Colliding with an opponent’s projectile will detonate it immediately.
  • Shadow Ich Ni San now sends out a shockwave of energy columns. Charge the move up by holding the buttons to fire additional towers of energy. The final charge level is not unblockable.
  • Danger Zone (Air Throw) causes a recapture when used outside of a combo.
  • Flick Flack’s low crush effect now lasts until the first active frame.
  • Standing Medium Punch and Standing Heavy Punch become active slightly faster and their hitboxes are a bit larger.
  • Shadow Cat (Knee Slide) has a larger hit area and slightly smaller vulnerable area.
  • Crouching Medium Punch animation has changed slightly and now hits low.

Spinal

  • Hitting with Crouching HP gives Spinal 1 Skull.
  • Hitting a Spectral Manual gives Spinal 1 Skull.
  • Searing Skull (No Skull) gives Spinal 1 Skull.
  • Searing Skull (with Skull) is now colored Blue.
  • Shadow Searing Skull is now colored Yellow.
  • Everything is color coded as a result of the above: Green gives you skulls, Blue curses Shadow Meter, Yellow curses Instinct Meter.
  • Crouching Medium Kick is no longer sweeps and is now cancelable.
  • Shadow Bone Shaker is now projectile immune.
  • Throw Range increased slightly.
  • Spinal can now cancel normal attacks (except c.HP) into Run at the cost of 1 Skull.
  • Shadow Searing Skull applies its curse on the 1st hit instead of the 5th.
  • Divekick causes a Ground Bounce when hitting an airborne opponent.

Fulgore

  • Fulgore cannot manually charge his meter anymore.
  • Fulgore's meter generates at a set pace automatically based on how fast the reactor spinner is spinning.
    • Even at its slowest, the spinner is always spinning, so Fulgore is always gaining meter. Physical attacks that make contact (hit or block) makes the spinner spin faster.
    • The spin speed of the reactor will naturally decay over time and get slower.  
    • Instinct Mode makes it spin at maximum speed for the duration.  
    • Auto Triples give a huge spin speed bonus.  
    • Fulgore gains walk forward speed buff after green pips are full, walk back after yellow pips are full, and dash buff at full pips.  
    • Using energy weapons systems (Energy Bolt, Plasmaport, or Eye Beam) slow the spinner down.  
    • Getting knocked down will slow the spinner down.
  • Devastation Beam does considerably less damage, but is available outside of Instinct Mode.
  • Plasmaport motion moved to QCB+K.
  • Auto Triples are now performed by pressing the button again instead of holding it down.
  • Cyber Uppercut Medium hits twice, and Heavy hits three times. All versions of Cyber Uppercut can be Shadow Cancelled into Air Shadow Eye Beam.
  • Air Shadow Eye Beam no longer hits low, but the hitboxes are taller, it juggles, and it’s damage is reduced.
  • Axis Smash (F+HP) is slightly less positive on hit and block.
  • Energy Bolt Medium and Heavy no longer fire multiple projectiles. Light, Medium, and Heavy fire a single projectile at varying speeds.
    • Tapping LP, MP, or HP during this spends 1 Pip to fire an additional projectile at the speed of your choosing.
    • This can be done up to twice for a total of three projectiles traveling at different speeds.
    • You can still spend an additional pip during any of these to cancel into another special move.

Patch 2.0: "The Maya Patch (Start of Season 2)" - Oct 15, 2014 (discussion)

System Changes

  • Maya, a new playable character, has been added to the roster.
  • Shadow Projectiles that used to count as Enders are no longer able to cash out damage. This includes Jago’s Shadow Endokuken, Fulgore’s Shadow Energy Blast, Spinal’s Shadow Searing Skull, and Orchid’s Shadow Ich Ni San.
  • If you use a Counter Breaker, any of your active projectiles will be destroyed. No more using lingering projectiles for safe Counter Breakers!
  • Some characters could counter break from projectile specials that were not breakable. This has been fixed.
  • Fixed a bug that let you tech out of throws during trip guard (your landing recovery from a jump attack).

Jago

  • Fixed a bug that was causing the 2nd projectile in a double endokuken to have the same data as the first, resulting in longer than intended hitstun.

Sabrewulf

  • Fixed a bug that was preventing Sabrewulf’s Heavy Hamstring linker from letting him pass into the corner.
  • Fixed a bug that allowed Sabrewulf to use a Feral Cancel to exit a successful counter breaker before it hit, leading to frozen and strange animation states.
  • Fixed a bug that made Leaping Slash and Hamstring openers unbreakable if used after a jump-in Opener.
  • It is no longer possible to avoid breaker windows by using a Feral Cancel.

Glacius

  • This cool customer didn’t get any direct changes/fixes.

Thunder

  • Fixed a bug that caused Shadow Enders to have lower priority than regular Enders, making you miss them sometimes.
  • Fixed a bug that caused Call of Sky’s lightning bolt to hit 4 frames earlier than intended. This move should be possible to dash-dodge with some characters now.

Sadira

  • Sadira’s juggle normals now cause less KV, giving you a bit more freedom in your juggle combo paths.
  • Fixed a bug that let Sadira circumvent the new “No instinct cancels from enders” rule.
  • Fixed a bug preventing Shadow VFX from firing during Shadow Wall Cling.
  • Fixed a bug that let Sadira use pre-jump frames to trigger an Ender during Instinct without a double, manual, or linker before it, which could lead to blocked Enders.
  • Fixed a bug preventing Sadira from using Shadow Wall Cling in a combo.

Orchid

  • Reduced damage on opener Ich Ni San strings. These hit like 3 heavy specials in a row unbreakable and lead to very high one-chance-break damage.
  • Fixed a bug that prevented Orchid from using a counter breaker during landing after a jumping opener attack.
  • Fixed a bug that let the explosion from a grenade lock up the game or hit repeatedly.
  • Fixed a bug preventing Orchid from using Heavy Slide linker after an opener Slide when performed late.
  • Fixed a bug that caused the grenade’s explosion hitbox to stay active much longer than intended.

Spinal

  • Fixed a bug that caused Divekick to knockdown instead of ground bounce in certain situations.

Fulgore

  • Fixed a bug that prevented Fulgore from using a counter breaker during landing after a jumping opener attack.
  • Fixed a bug that prevented Light linkers from blowing out the way other character’s do.
  • The kara cancel window for Shadow Plasmaport was still looking for the old input motion of this move, causing you to miss this input fairly often. Fixed!
  • Devastation Beam is no longer breakable as a linker to keep it in line with other Shadow projectiles.

TJ Combo

  • Fixed a bug that caused TJ to overlap other characters in an unintended way during TJ Tumble.
  • Previously, TJ’s Barrage Ender would always deal damage similar to a Lv3 damage ender. It now deals additional damage at Lv4.
  • Fixed a game freezing bug that could happen if TJ was hit out of certain Enders.
  • Vortex used to add most of the KV, and Cyclone would add very little. It is now more evenly distributed.
  • Fixed a bug that caused extra hits of Punching Bag to go off without button presses during Instinct Mode.
  • Changed which attack TJ uses after a counter breaker. He now uses Medium Flying Knee.
  • Fixed a bug preventing Shadow VFX from firing on some of TJ’s Shadow moves.
  • Made the pushbox on Powerline Hit wider to avoid TJ situationally passing through opponents in the corner if they attack at the same time.

Patch 2.1: "The Kan-Ra Patch" - Nov 24, 2014 (discussion)

System Changes

  • Kan-Ra, a new playable character, has been added to the roster.
  • Characters are no longer allowed to perform an ender right after activating instinct mode.
  • Sweep attacks are now unbreakable and cannot be counter broken from.
  • Some characters had gratuitous windows for Heavy Manuals after Heavy Linkers. These are a bit tighter now.

Jago

  • Linker Shadow Wind Kick is now projectile invulnerable just like the neutral version.

Sabrewulf

  • Fixed a bug that caused Wulf to face the wrong direction if he was throw at a certain point during his dash.
  • Fixed a bug that let your opponent break you during Feral Cancel in some neutral situations.
  • Fixed an overlapping manual/double window on Heavy Leap Slash linker, causing people to get a manual when they expected a double.
  • Fixed a bug that was adding extra delay after the super flash during Shadow Eclipse before the move became active.

Glacius

  • Glacius is no longer vulnerable during Instinct Activation.
  • Fixed a bug that caused Glacius to get “crossed up” by Maya’s Mantis while he was crouching, which got him hit when he shouldn’t have.

Thunder

  • Fixed a bug that allowed Thunder to tech out of throws during Call of Sky
  • Linker Shadow Triplax has armor now, just like the neutral version.
  • Fixed a bug that prevented Thunder from using the Lv3 Call of Earth ender with the Light or Medium buttons.

Sadira

  • Fixed a bug that caused Sadira to experience her special landing frames when scoring a counterhit jumping attack after a Web Cling.
  • Fixed a bug that caused Sadira to land farther away from her opponent after a Heavy Recluse Linker if you held the Medium button instead of the Light button.

Orchid

  • Juggle Firecat projectiles have more knockback on them.
  • Shadow Uppercat does less damage.
  • Air Throw does less damage.
  • Grenade explosion hitbox size reduced about 25%
  • Fixed a bug that let Orchid Counter Breaker out of Shadow Uppercat in some situations.
  • Performing an air throw after an opener Shadow Uppercat now counts as an opener, so performing a juggle ender right after this will count as opener-ender and be breakable.
  • Fixed a bug that caused Orchid to not fall correctly during an air throw attempt.
  • Fixed a bug that allowed Orchid to tech throws during Grenade Toss.

Spinal

  • No bones to pick with this hard-headed fellow this time.

Fulgore

  • Linker Shadow Blade Dash is now projectile invulnerable just like the neutral version.
  • Fixed a bug that caused your inputs to reverse after a Shadow Plasmaport into the left corner.

TJ Combo

  • The linker version of Shadow Flying Knee comes out a bit faster so that it can combo off of light manuals now.
  • Use of Vortex/Cyclone in a combo (non-linker version) adds additional KV.
  • Fixed a bug that caused Heavy Spin Fist Linker to act slightly differently when coming from Light or Medium buttons.
  • Fixed a bug that allowed him to tech throws while attempting a Shoot Toss.
  • Fixed a bug that caused Counter Hits with Tremor to play the wrong reaction.
  • Fixed a bug that caused TJ’s stage ultra to slow down if used after Auto Barrage.
  • Fixed a bug that caused TJ to get stuck when performing Powerline into Shadow Flying Knee into a Counter Breaker.

Maya

  • Shadow Spirit Slicer now launches standing opponents, but will get all five of its hits much more reliably.
  • Temperance and Vengeance separate more violently after Emnity Strike or Shadow Spirit Slicer
  • Mantis does less damage when used as part of a combo and can no longer cash out damage.
  • Mutli-hit normal attacks now build a more appropriate amount of shadow meter.
  • Fixed a bug that let Maya use Shadow Spirit Slicer without holding both Daggers.
  • Fixed a situational bug that allowed Maya to perform whiff cancels into special and shadow attacks.
  • Fixed an issue that caused Maya’s Mantis and Tumble Kick to break Glacius’ instinct armor even on block/miss.
  • Fixed a bug that prevented Maya from starting an Ultra if she opened a combo with Axe Kick.
  • Fixed a bug that caused Maya’s daggers to go missing if she was grabbed by certain characters after throwing homing Emnity Strike.
  • Mantis hits are now counted by the combo counter.
  • Fixed a bug that let Maya instinct cancel out of her lv4 Launcher Ender.

Patch 2.2: "The Riptor Patch" - Dec 17, 2014 (discussion)

System Changes

  • Riptor, a new playable character, has been added to the roster.
  • Fixed a bug that prevented Spinal and Sabrewulf from doing their Ultra attacks on Kan-Ra’s Stage (Forbidden Archive).

Jago

  • Light and Medium Windkick travel a little bit farther now.
  • Shadow Endokuken is no longer invulnerable for any period.

Sabrewulf

  • Fixed a bug that let Sabrewulf get a safe counter break attempt on a very specific frame of Shadow Ragged Edge.

Glacius

  • Liquidize can travel farther in the same amount of time, a bit less than sweep distance.

Thunder

  • No changes

Sadira

  • Fixed a bug that allowed Sadira’s webs to hit during hitstop and remove breaker windows from attacks. We did this by preventing webs from actually hitting opponents who are already in hitstop. Instead, they will sit and wait for hitstop to end before hitting.
  • Fixed a bug preventing Sadira’s Shadow Widow’s Bite projectiles from destroying themselves properly when a counter breaker was attempted.
  • Performing an ender right after a Web without doing anything else first is now breakable as opener->ender.
  • Fixed a bug preventing Leg Launcher and Chain Leg Launcher from getting proper opener/manual labels, making them unbreakable in some situations.

Orchid

  • No Changes.

Spinal

  • Shadow Searing Skull is no longer invulnerable for any period.

Fulgore

  • Shadow Energy Blast is no longer invulnerable for any period.
  • Devastation Beam changes are coming in a future update, please be patient.

TJ Combo

  • Light Tremor is now -6 on block. Medium Tremor is -8 on block. Heavy Tremor is -10 on block. Shadow Tremor is -4 on block.
  • Vortex hitboxes reduced to not beat crossup attempts as easily. Light vortex now hits on frame 6 and is active for 2 frames. Medium hits on frame 7 and is active for 3 frames. Heavy hits on frame 8 and is active for 5 frames.
  • Shadow Vortex is vulnerable for 1 additional frame during startup.

Maya

  • Leap Kick still hits on frame 6, but Light version is now vulnerable on Frame 5, Medium version is vulnerable on frame 2, and Heavy has no invulnerability. The Shadow version has not been changed.
  • Can no longer Counter Breaker attempt during the startup/release of Shadow Daggers. Performing a Counter Breaker while Shadow Daggers are active will cause them to separate immediately.
  • Third hit of Savage Strikes attack box extends a bit lower than before so it is less likely to whiff crouching Sabrewulf and Riptor.

Kan-Ra

  • Fixed a bug that caused Kan-Ra to act as if he was in the air during Sandsplosion recovery. Now you can combo him and throw him to your heart’s content.
  • Shadow Swarm lasts 60% as long as it used to if untouched.
  • C.HP hitbox reduced
  • C.HK hitbox reduced
  • Sand Spikes, Scorpion Strikes, and Antlion build much less meter.
  • Fixed a bug that caused Kan-Ra to get stuck in place when doing Whirl while cornered facing out.
  • Fixed a bug that let Kan-Ra dash under players in the corner.
  • Kan-Ra can still cancel out of the recovery of Clutch at the same time with special moves, but can no longer cancel out with movement (jumps and dashes).
  • Kan-Ra can no longer hop forward to adjust position on a successful Clutch when his opponent is already cornered, as this was breaking the animation and doesn’t change opponent positioning at all.
  • Fixed a bug that was cutting off the end part of his Ultra Ender animation.
  • Fixed a bug preventing Kan-Ra’s Swarm and Shadow Swarm projectiles from destroying themselves properly when a counter breaker was attempted.
  • Fixed a bug that caused the camera to go nuts during Kan-Ra’s ultra if you Instinct cancel.
  • Fixed a bug that could cause Super Flash to get stuck “On” when hit out of certain moves.

Patch 2.3: "The Omen Patch" - Jan 30, 2015 (discussion)

System Changes

  • Omen, a new playable character, has been added to the roster.
  • White health healing rates will increase over time if you aren’t hit, letting you heal large amounts of white health faster if you play safely.
  • If throws and projectiles/attacks hit on the same frame previously, the throw would take priority. Now, the projectile/attack will take priority. This should eliminate a number of inescapable setups on wakeup across most characters.
  • Previously, when a combo ended with the opponent standing after a KO, there was 1 frame in which that character could still be hit and a new combo would start. This has been fixed, removing “deadbody” infinites from the game.
  • Characters can now tech out during Blowout reactions if their opponent attempts a Counter Breaker.
  • The window for performing an Auto Double after a jump in attack is now checked dynamically, so it should no longer be possible to perform a blocked Auto Double after a jump in. If it isn’t going to combo, you’ll get the neutral version of the button you pressed instead.
  • Fixed a bug that caused character’s gravity values to get stuck when getting hit out of the start of their Counter Breaker attempt by an opponent’s projectile.
  • You are no longer allowed to use Ultra Enders during a Grab animation, as this was breaking the attacker out of the animation while the reacting player just got slammed around.
  • Fixed a bug that allowed players to perform unbreakable combos by canceling into shadow enders during an attack's hitstop. This may make some of your cancels hit a frame or two later than you are used to but was necessary to avoid unbreakable combos.
  • Fixed a bug where non-comboed sequential wall splats resulted in a blowout.
  • Fixed a bug where characters could not perform an Ultra following an Opener that started a combo.
  • Fixed a bug where starting a combo with projectiles lead to not being able to perform and ultra.

Jago

  • If Jago completes one revolution of his Around the World auto double series, he generates a little bit of instinct meter for himself.

Sabrewulf

  • Fixed a bug where Shadow Eclipse was breakable as an ender following a manual.

Glacius

  • Fixed a bug preventing Shadow Hail projectiles from destroying themselves properly if Glacius used a Counter Breaker.
  • Victims of Glacius’ throws are no longer vulnerable to attacks until after Glacius plays his throw damage event. This prevents a game crash that occurred if a projectile hit before Glacius did.

Thunder

  • Lowered vulnerable boxes on a number of moves to fix Thunder being able to jump out of Riptor’s Flame Carpet, or avoid its combos.
  • Fixed a missing kara cancel window for Shadow Call of Earth.
  • Fixed a bug where Thunder's enders were higher priority than shadow moves when canceling a manual attack.

Sadira

  • Fixed a bug that prevented Sadira from doing Linkers after Manuals if the combo was opened with an Instinct Web
  • Fixed a bug that was preventing Sadira from attempting a counter breaker during the super freeze startup of Shadow Linker Blade Demon.
  • Blade Demon moves had a bugged amount of hit-shake on block in some situations, causing some characters to vibrate out of control.
  • Fixed a bug preventing players from inputting their next move as early as other characters during a heavy punch auto double.

Orchid

  • Lowered vulnerable boxes on a number of moves to fix Orchid being able to avoid Riptor’s Flame Carpet.
  • Orchid now has collision when falling from her airthrow to make follow ups more consistent.
  • Orchid can no longer summon Firecat when falling down from an air counter breaker, preventing a few safe counter breaker setups.
  • Fixed a bug that was preventing Orchid from attempting a counter breaker during the super freeze startup of Shadow Linker Fire Cat.

Spinal

  • Fixed a bug that prevented Spinal from doing Linkers after Manuals if the combo was opened with a Heavy Searing Skull

Fulgore

  • Devastation Beam deals additional Potential Damage on hit. It also deals this Potential Damage on block! Devastating!
  • During Instinct Mode, Fulgore can press HP+HK to perform a Reactor Charge, gaining 1 pip.

TJ Combo

  • Fixed a bug that let TJ get medium manuals off of a light Spin Fist Linker.
  • Fixed a bug that caused enders to be blockable after Light Punch manuals.
  • Fixed a bug that was preventing TJ from attempting a counter breaker during the super freeze startup of Shadow Linker Flying Knee.
  • Fixed a bug that prevented Heavy Auto Doubles from comboing in some situations off of Tremor and Flying Knee linkers.
  • Made it possible to combo into Level 4 Powerline Ender and Level 3 Tremor Ender from a crouching light kick manual.

Maya

  • Lowered vulnerable boxes on a number of moves to fix Maya being able to avoid Riptor’s Flame Carpet.
  • Fixed a bug causing Maya to play the wrong animation when being thrown forward by another Maya.

Kan Ra

  • Fixed a bug where Kan-Ra's level 2, 3, and 4 Scarab Swarm enders would not face the opponent if Kan-Ra changed sides mid combo. This frequently happened following a Shadow Dervish.

Riptor

  • Run Back HP is no longer counted as airborne until frame 3. This used to allow her to guarantee that, at worst on wakeup, she would take an air hit, meaning only a character with a bit forward moving recapture could punish her.
  • Increased block pushback on Riptor's crouching flame breath and instinct crouching frame breath to prevent a block infinite.
  • Fixed a bug that allowed Riptor's heavy shoulder charge and level 2 run to absorb multiple hits with superarmor.
  • Fixed a bug where Riptor's Shadow Shoulder Charge was not punishable by shadow counters.
  • Fixed a bug that prevented the ground bounce from Jumping Heavy Kick from working on a crouching opponent.
  • Ultra Ender is now unblockable to fix a rare case where it could be blocked.
  • Adjusted the cancel window on Standing Close HP to be closer to the active frames so it feels more natural.
  • Fixed a bug where Riptor could cancel her Shadow Talon Rake Linker into other linkers, which is forbidden by the combo system.
  • Fixed a bug preventing Riptor's Level 3 Tail Flip Ender from leaving the ground.
  • Fixed a bug where Riptor's Level 4 Tail Flip Ender could whiff the first hit.
  • Adjusted proximity boxes on Riptor's predator stance moves to follow the rules for other attacks.
  • Fixed a bug that caused the ground version of Tail Flip to not ever have attack boxes while cursed by Kan-Ra.
  • Fixed a bug that caused players to blow out during Riptor’s stage ultra.
  • Fixed a bug that forced players to break Tail Flip attacks with the wrong strengths.

Patch 2.4: "The Aganos Patch" - February 27, 2015 (discussion)

System Changes

  • Aganos, a new playable character, has been added to the roster.
  • Opener-Ender situations are no longer capable of cashing out Potential Damage. They can still be broken as usual, though. Nothing else about them has changed.
  • Fixed a bug that allowed characters to block during forward or backward dashes after landing from a neutral jump.
  • Fixed an issue that could cause a Shadow Opener to act as a Shadow Ender if the opponent was in a knockdown/getup state.
  • Counterbreakers are supposed to remove hitstop on your opponent and enforce a maximum number of hitstun frames to ensure they are punishable. A bug was causing the grounded version of Counterbreaker to not remove hitstop, leading to a few safe Counterbreaker setups across the cast. This is now fixed.

Jago

  • No changes

Sabrewulf

  • Overpower damage reduced by about 20%
  • Instinct Damage Bonus reduced from 20% to 10%
  • Greatly enlarged the attack boxes on the Claw Uppercut Enders to ensure that work against all opponents, even when crouching.

Glacius

  • No changes

Thunder

  • No changes

Sadira

  • No changes

Orchid

  • No changes

Spinal

  • Damage reduced on Searing Skulls by about 20%
  • Damage reduced on Shadow Searing Skull by about 30%

Fulgore

  • Damage dealt has been reduced by 10-15% on Special Moves, Linkers, Auto Doubles, Shadow Moves (excluding Devastation Beam), and Enders.
  • Fixed a broken “Piano” or Kara input check for Devastation Beam. This move should be much more reliable to input again.
  • Fixed a broken “Piano” or Kara input check for Power Charge during Instinct. This move should be much more reliable to input now.
  • Fixed a bug causing Fulgore to misalign with his opponent when performing his throw against a cornered foe.

TJ Combo

  • Fixed a bug that caused HK auto double to not combo if pressed later after a Heavy Knee Linker.
  • Fixed a bug preventing players from inputting auto doubles or shadow moves during Flying Knee linkers until TJ touched the ground.

Maya

  • Maya’s Dagger Toss special moves award a little less meter on block, and a lot less meter on hit.
  • Maya’s Rolling Dagger Toss projectiles now bounce off the opponent on hit instead of falling straight down.
  • Fixed a bug that caused Maya to become invulnerable completely while turning around to face the other direction for about 4 frames.

Kan Ra

  • Sand Spikes launch players ever so slightly less high, so that juggles directly into Whirl are no longer possible against Sabrewulf, Riptor, Omen, and Aganos.
  • Clutch has more recovery on whiff to avoid option select situations in which even jumping away from the grab successfully leads into a Whirl recapture from a Swarm.

Riptor

  • Flame Carpet can no longer hit opponents in their jump or pre-jump frames.
  • C.HK and Tail Flip Enders cause longer hard knockdowns.
  • Standing HP and Crouching HP and Back HP have much less hitstun and blockstun to avoid Predator Cancel loops.
  • Flame Arc (Predator Dashing HP) hit advantage reduced to 8.
  • Fixed a bug that made Flame Blitz (Dashing HP) unbreakable at all times.
  • Fixed a bug that made Flame Blitz (Dashing HP) strike 2 times on hit and 4 times on block. This now hits 3 times either way, while damage and hitstun have been adjusted to compensate. Additional recovery has been added to make sure that most Shadow Counters work against this move now that it hits only 3 times on block.
  • Fixed a bug that made Flame Arc (Predator Dashing HP) unbreakable at all times, and prevented it from tagging Opener, making the next move unbreakable too.
  • Fixed a bug that caused Riptor to immediately exit out of her intended recovery from Shadow Clever Girl if her opponent was in the air.
  • Fixed a bug causing Standing Heavy Punch attacks to be missing their counter-hit windows.
  • Fixed a bug that let Riptor block out of the startup of Run Back LP and MP.
  • Fixed a bug causing Run Back LP to play the Medium version, and Run Back MP to play the Heavy version.
  • Fixed a bug preventing Light Talon Rake linker from causing blowouts.

Omen

  • Fixed a bug that caused the auto double break window on Medium Punch doubles to end prematurely.
  • Fixed a bug preventing Shadow Furious Flurry from playing the linker version in many situations.
  • Removed the camera motion on Omen’s Ultra Ender as it allowed you to see outside of the level geometry in some circumstances.
  • Fixed a bug that caused Omen’s Stage Ultra on Downtown Demolition to whiff in some situations.

Patch 2.5: "The Hisako Patch" - March 27, 2015 (discussion)

System Changes

  • Hisako, a new playable character, has been added to the roster.
  • Fixed an issue that allowed you to use a Counter Breaker after a manual all the way up until the manual was over, even well after the Breaker window had passed. Now, you can only use the Counter Breaker if your opponent is still in their Breaker window. This prevents a bug where you could do your Counter Breaker very late after a juggle hit and break the game’s physics for the rest of the match.
  • Thunder

    • Move Change: Call of Sky (Projectile Attack Move) has been removed from the game and replaced with Call of Sky (Dash Buff Move).
      • The new Call of Sky strikes Thunder with a bolt of lightning, causing him to enter a charged state and crackle with electricity.
      • His next dash will consume his charged state and be replaced with an Instinct dash (Murder of Crows), including all of its features.
      • You can only hold one charge at a time, but hitting Thunder will not remove his charge.
      • The charge will expire if unused after 8 seconds.
      • (The team felt that the old Call of Sky was not accomplishing the goal of forcing players to fight you at a bit less than full screen. We also felt that it was a bit too difficult to get in during certain matchups, and this new Call of Sky is a fun and versatile way to extend Thunder’s arsenal in the spirit of a grappler.)

    Jago

    • Increased the size of hitboxes on the Tiger’s Fury Enders so they won’t ever miss crouching opponents.

    Glacius

    • Cold Shoulder attack box goes deeper into Glacius’ body.
    • Light version becomes active 2 frames earlier
    • Medium version becomes active 3 frames earlier
    • Heavy version becomes active 4 frames earlier. (This change should help with being able to wipe out Kan-Ra’s swarms using Cold Shoulder as intended.)
    • Frame advantage increased on Cold Shoulder to match earlier startup noted above. When close, advantage is the same as before. Better than before advantage is possible now when hitting late.
    • Fixed a bug causing his Puddle Punch Enders to drop when cursed by Kan-Ra.
    • Made his grab attack box taller so that characters couldn’t sneak under it in unintended ways.

    Orchid

    • F+HK is now immune to throws from frame 9 until 39.
    • Orchid can now cancel Ich Ni San into Shadow moves on block.
    • Shadow Uppercat is no longer counted as in-air until frame 2. This should increase the priority of its first hit.
    • Fixed a bug that got introduced in the Aganos update that caused Orchid’s Ultra Ender to cause an air wall splat instead of the expected ground wall splat.

    Fulgore

    • Fulgore’s Heavy Eye Laser now travels a reduced distance.
    • Light and Medium Eye Beams when used as Manuals are now breakable.
    • You can now cancel Devastation Beam into Instinct Activation.

    TJ Combo

    • Performed a full cancel window pass on Auto Doubles, Linkers, and Shadow Linkers to make responsiveness and feel more similar to Season 1.
    • Tremor’s Shockwave doesn’t come out behind TJ anymore.
    • Knee attacks have more recovery, but inflict more blockstun. Frame disadvantage will be similar on block.
    • Spin Fist is now 0 on block, instead of +1.
    • When used as part of a combo after a Wall Splat, Shoot Toss damage has been greatly reduced.

    Maya

    • Performed a full cancel window pass on Auto Doubles, Linkers, and Shadow Linkers to make responsiveness and feel more similar to Season 1.
    • Fixed a bug that allowed Maya to use forward dash into HK before the round begins.

    Kan Ra

    • Performed a full cancel window pass on Auto Doubles, Linkers, and Shadow Linkers to make responsiveness and feel more similar to Season 1.
    • Recovery after Sacrifice is now longer, and the attack box size of the explosion has been reduced. Characters who read this with a jump back won’t be hit as easily and should have enough time for a punish in most situations now. Kan-Ra will not be able to replace his Sand Trap for free on hit anymore, either.
    • The startup portion of Swarm is now a projectile instead of a physical hit, so you can projectile invulnerable through it as expected.
    • Standing Heavy Kick (Sand Spray) and Crouching Heavy Kick (Anti Air Sand Upheaval) are no longer counted as physical hits, and are now projectiles so that you can use projectile invulnerable attacks to go through them as expected.
    • All HK “Sand” Buttons are now considered Special moves.
    • Linker Shadow Swarm can now manual into Heavy buttons.
    • Jumping Heavy Kick (Dune) is now breakable.
    • Fixed a bug causing Kan-Ra’s backdash to not have invulnerability. Also realigned his Head vulnerable box on his forward dash.
    • Fixed a bug that caused whiffing a c.HK (Sand Upheaval) to turn any knockdown into a hard knockdown.
    • Fixed a bug that let Kan-Ra cancel Shadow Linkers into another Linker.

    Riptor

    • Performed a full cancel window pass on Auto Doubles, Linkers, and Shadow Linkers to make responsiveness and feel more similar to Season 1.
    • Fixed a bug causing Riptor to recover from Throw attempts 7 frames faster than the rest of the cast.
    • Fixed a bug causing Shoulder Charge Enders (Lv2, 3, and 4) to deal more damage than intended.
    • Fixed a bug that caused Talon Rake, Flame Carpet, Flame Arc, and Flame Wall to remove Aganos’ Chunks on block.
    • Fixed a bug that caused an unbreakable Opener->Ender situation after Predator MK Tail Stings.

    Aganos

    • Natural Disaster Hop now hits overhead on the way down only.
    • Natural Disaster Hop causes a hard knockdown on airborne opponents so they cannot quick rise to punish this on hit.
    • Close Standing MP now hits overhead.
    • Shadow Natural Disaster is much lower profile on startup and while being held. It is also projectile immune on startup and while held, but not while moving forward.
    • Shadow Natural Disaster’s final hit can recapture airborne opponents. It has a larger auto double cancel window as a result, and a shorter manual cancel window (though a heavy manual is still possible.)
    • New Command Normal – Back + LP anti air flick. Still has flick’s projectile destroying properties.
    • All LP buttons have larger projectile destroy boxes.
    • Ender damage tweaked. Pulverize and Natural Disaster Enders hit a bit harder. Low level Payload Enders do a bit less.
    • Fixed a bug that allowed you to Instinct Cancel Shadow Ruin on hit. Also fixed a bug preventing you from using an Instinct Cancel on block.
    • Fixed a bug that caused manuals to change speeds depending on Chunks, leading to inconsistent linker to manual rules depending on chunk load.
    • Fixed a bug that caused Walls to not take damage on Aganos’ knockdown if that knockdown killed him in some situations.
    • Fixed a bug preventing Light Natural Disaster Linker from working after some Manuals.
    • Fixed a bug prevented specials from coming out using the Heavy Punch button during the Light>Medium Peacemaker chain combo.
    • Fixed a bug that caused a Heavy Kick to sometimes come out after activating Instinct.
    • Fixed a bug that caused Level 4 Pulverize Ender to whiff if you used a Heavy Kick Auto Double before it.
    • Fixed a bug that prevented the Peacemaker from breaking when Aganos attempts a Counter Breaker.
    • Fixed a bug preventing Peacemaker from breaking when you start Shadow Natural Disaster.
    • Fixed a bug that caused Wall Crashes to play during Hitstop, making those moves unbreakable instantly.
    • Fixed a bug that could cause Natural Disaster to roll the wrong way after whiffing a Ruin.
    • The size of Aganos’ Yellow character collision box is reduced after frame 6 of recovery from a blocked Ruin. This was preventing certain moves from punishing the recovery.
    • Fixed a bug that prevented the KV penalty on multiple recaptures after an Ultra from triggering.
    • Fixed a bug that caused the Level 2 version of Pulverize Enders to whiff after HK Auto Doubles.

    Sabrewulf

    • nil

    Omen

    • nil

    Spinal

    • nil

    Sadira

    • nil

    Patch 2.6: "The Cinder Patch" - April 30, 2015 (discussion)

    System Changes

    • Cinder, a new playable character, has been added to the roster.
    • Counter Breakers performed against opponents who are in a Wall Splat or Recapture reaction are no longer safe.
    • Shortened the back-check for Auto Double inputs upon landing from a jumping attack by 1 frame to avoid accidental Auto Doubles when scoring a jumping attack very low to the ground.

    Jago

    • Fixed a bug preventing forward throw into Shadow Tiger’s Fury from connecting against Riptor.

    Sabrewulf

    • Fixed a bug causing Sabrewulf to lack a character collision box during Instinct Activation.
    • Made it much more difficult to get a Back->Forward special move on accident when attempting a forward throw right after blocking an attack.

    Thunder

    • Fixed a bug causing Thunder to lack a character collision box during Instinct Activation.

    Spinal

    • Upon Instinct Activation, Spinal now generates 1 skull on startup instead of 5. The regeneration rate of Skulls during Instinct remains unchanged.
    • Crouching Heavy Punch hitbox size reduced to make it less easy to tag Crossup attempts.
    • Fixed a bug causing No-Skull Searing Skull to generate a Skull when hitting another projectile. This should only generate a Skull when hitting the opponent now, as intended.

    TJ Combo

    • Auto Barrage has changed in the following ways:
      • Once you begin Auto Barrage, you are locked into it until completion. This means you cannot use Linkers, Shadow Linkers, Enders, or Shadow Enders. You can still Counter Breaker.
      • If you repeat any button during your Auto Barrage, you will immediately trigger a new Advantage Ender. This does extremely poor damage but leaves TJ +4 next to a sanding opponent.
      • If you use all 6 attack buttons in your Auto Barrage with no repeats, you trigger the Auto Barrage Ender. This deals more damage than before.
      • LP and LK now use the same animation, sanding jabs to the face.
      • MP and MK now use the same animation, hooks to the gut.
      • HP and HK now use the same animation, uppercuts to the face.
    • The 2nd hit of TJ’s auto doubles are 20% faster.
    • TJ now has trails behind his fist during Tremor. One trail is the Light version, two trails is the medium version, and three trails is the heavy version. This should give you a chance to recognize the different strengths even in the corner.
    • Players now have more time to input a breaker after being hit by a Manual Tremor.
    • Powerline now -3 on block (was -2).
    • Fixed a bug causing TJ Combo to lack a character collision box during Instinct Activation.
    • Fixed a bug causing TJ’s sweep to be breakable and bluffable.
    • Fixed a bug that incorrectly allowed TJ to tech throw attempts while in recovery from his Flying Knee attacks.
    • Fixed a bug that sometimes caused TJ to get an unwanted Auto Double after Heavy Knee Linker.
    • Fixed a bug that sometimes let TJ mash out of the startup of his own Last Breath, costing him the explosion and health bonus.
    • Made it much more difficult to get a Back->Forward special move on accident when attempting a forward throw right after blocking an attack.
    • Fixed a bug causing Shadow attacks to be harder to input without the shortcut buttons than other characters.

    Maya

    • Fixed a bug causing Maya to lack a character collision box during Instinct Activation.

    Kan Ra

    • Fixed a bug causing Dune to be breakable outside of a combo, and preventing the player from using a Counter Breaker until the end of the move.

    Riptor

    • Fixed a bug causing Riptor to lack a character collision box during Instinct Activation.
    • Made it much more difficult to get a Back->Forward special move on accident when attempting a forward throw right after blocking an attack.

    Omen

    • Light Furious Flurry Linker now hits 30% slower. Heavy Furious Flurry Linker now hits 30% faster. This should make it much easier to tell the difference between the strengths.
    • Re-tuned Ender damage.
      • Rashakuken Ender damage unchanged.
      • Orda Shield Ender damage reduced.
      • Demon Slide and Furious Flurry Ender damage increased.
    • Fixed a bug causing Omen to play an outdated version of his Wakeup animation.
    • Fixed a bug causing Omen to play an outdated version of his Demon Slide animation.

    Aganos

    • Fixed a bug causing Aganos to lack a character collision box during Instinct Activation.
    • Fixed a bug causing Light Payload Assault to hit low before it was rolling on the ground. Now it hits mid until after it is done bouncing, and then switches to a low as it rolls.
    • Fixed a bug that allowed Aganos to be hit out of Domination (Peacemaker Command Throw) by lingering projectiles.
    • Fixed a bug that caused Domination to whiff Hisako if she was grabbed out of a Vengeance attempt.
    • Fixed a bug that caused Ruin Enders to whiff if a double Wall Splat trigged a blowout.
    • Fixed a bug that could cause Lv3 and Lv4 Ruin Enders to whiff some crouching characters.

    Hisako

    • Addressed a performance problem with Hisako, causing some matches to slow down.
    • Fixed a bug preventing Shadow On Ryo Zan from being breakable after hit 1 or 2 of On Ryo Zan or a Wall Splat.
    • Raised her Character to Character collision box up a bit during crouching block (this should prevent Jago’s Windkick from sailing over it point blank).
    • Fixed a bug playing the attack box in the wrong place on her Ultra Ender, causing it to whiff in a certain spot during her Ultra, leading to an Ultra Combo Infinite. Also fixed a bug causing it to miss its VFX.
    • Fixed a bug causing Shadow Influence to deal way more damage than intended after a Wall Splat.
    • Fixed a bug that prevented you from using Vengeance cancels during the startup of the 2nd and 3rd Heavy On Ryo Zan hits.
    • Fixed a bug causing Shadow Possession Ender to scale its damage incorrectly. It now deals less damage at Lv1 and more damage at Lv4 as intended.
    • Fixed a bug causing the Ultra to whiff from a certain distance.
    • Fixed a bug causing character velocity to carry over into Shadow Possession, leading to a few situations where characters flew off the screen.
    • Fixed a bug causing Hisako to skip most of her landing recovery from a failed air Counter Breaker.
    • Fixed a bug that let Hisako use Ultra Ender during her Shadow Influence Ender.
    • Fixed a bug causing her vulnerable box to be taller when waking up than when in idle.
    • Reduced the input buffer after a successful Vengeance Counter to reduce the likelihood of accidental inputs.

    Glacius

    • Nil

    Sadira

    • Nil

    Orchid

    • Nil

    Fulgore

    • Nil

    Patch 2.7: "The ARIA Patch" - May 29, 2015 (discussion)

    System Changes

    • ARIA, a new playable character, has been added to the roster.
    • Fixed a bug that could cause characters to get caught in the air for a moment if their opponent instinct canceled a successful air counter breaker.
    • Fixed a bug preventing air techout from occurring when you try to counter breaker from some grounded launcher attacks. In a few other situations, the counter breaker won’t cause tech out, but you can quick rise and still punish it so it isn’t safe. In a future patch we will make this quick rise automatic if the opponent performed a counter breaker to make sure you don’t miss your punish window.

    Sabrewulf

    • Fixed a bug that caused an Auto Double to come out instead of an Ender when trying to trigger Eclipse Ender with Light or Medium buttons.

    Glacius

    • Fixed a bug preventing Glacius from getting Medium manuals after a Medium Puddle Punch linker.
    • Fixed a bug that let Cinder keep his Pyrobombs after being thrown by Glacius.

    Orchid

    • Possible fix for a bug that caused Orchid Auto Doubles to be blocked if performed late after a very low to the ground Air Throw.
    • Fixed a bug that allowed Orchid to perform opener and linker cancels even if the opponent’s current hitstun was inflicted by a projectile (grenade or instinct firecat) and not her current move. This bug effects many characters separately, and many S2 characters had this fixed individually. Orchid is fixed now, and this should hopefully prevent blocked doubles and linkers after a grenade or firecat hits.

    TJ Combo

    • Fixed a bug that could cause another hit of Auto Barrage to come out instead of the Auto Barrage Ender if you input the final button too quickly.
    • Put in a possible fix for an issue where TJ could perform opener cancels after a whiffed Tremor, which could potentially lock the opponent up.
    • Fixed a bug preventing TJ from buffering moves during Forward Dash.

    Kan Ra

    • Duration of the free Shadow Swarm you spawn during your Swarm ender now scales with ender level, at 3, 4, 5, or 6 seconds.
    • Fixed a bug that prevented Spikes from destroying themselves if Kan-Ra got hit out of the summoning motion.
    • Fixed a bug causing the opponent to gain no meter when being hit by or blocking Shadow Swarm.
    • Fixed a bug causing Shadow Clutch to not scale after a wall splat as part of a combo.

    Riptor

    • Fixed a bug causing Medium Auto Double to come out on accident if you held it for the Heavy Shoulder Charge linker.
    • Fixed a bug preventing you from getting Throw inputs out if pressed LP before LK.
    • Fixed a bug preventing Riptor’s Wall Splat Enders for blowing out if you did a 2nd Wall Splat in the same combo.
    • Fixed a bug that made Air Shadow Tail Flip breakable as an opener.

    Omen

    • Omen can now air dash between rounds.
    • Fixed a bug preventing Omen from getting a manual after a Light Demon Slide linker.
    • Fixed a bug that made his F+HP Furious Swipes command normal fans the flames for the Kick buttons.

    Aganos

    • Fixed a bug causing the Lv3 Payload Ender to drop from specific positions.
    • Fixed a bug preventing Aganos from buffering moves during Forward Dash.
    • Fixed a bug that could cause a whiffed Shadow Natural Disaster to hit very late and trigger another full 5 hits of rolling.
    • Fixed a bug that let Aganos counterbreaker attempt during Super Freeze before Shadow Natural Disaster.
    • Fixed a bug that let the Hold and Charged Up portions of Shadow Natural Disaster to auto correct to face the opponent.
    • Fixed a bug that could cause Payload ender to not combo.

    Hisako

    • Reduced active frames on Far Standing Heavy Kick so it isn’t hitting opponents while she is pulling it back toward herself.
    • Hisako’s Crouch Blocking hurtboxes are a hair taller, so a few moves that whiffed her when crouch blocking before will no longer do so. Sorry, no more ducking Glacius Lance.
    • Fixed a bug that prevented Hisako from doing an Ultra immediately after a Vengeance counter vs an airborne opponent.
    • Fixed a bug that allowed Hisako to tech grab attempts during the recovery of Shadow Influence.
    • Fixed a bug that could cause the opponent’s character to flip if they were thrown while facing away from Hisako.

    Cinder

    • Ensured that both Burnout Enders push the opponent away the same amount.
    • Made it so that if you piano a Shadow move it wont take your Fired Up buff away.
    • If you are too far away to counterbreak attempt during Shadow Inferno, your opponent will treat the move as a projectile and will be unable to break. This fixes an issue where the opponent could break but Cinder could not counterbreak.
    • Burnout durations changed to Lv1 – 3 sec, Lv2 – 4.5 sec, Lv3 – 6 sec, Lv4 – 7.5 sec
    • Burnout VFX sizes adjusted so that they never get too small to see.
    • Third Degree Light Punch Final hit is now +2 on block instead of +3.
    • Heavy Fission starts up 6 frame later than before. These two changes prevent a very long blockstring from occurring in the corner.
    • Air Combo Breaker animation changed to look like it hits the opponent in the right direction.
    • Fixed a bug preventing Shadow Fission from destroying itself properly when using an Ender or activating Instinct.
    • Fixed some negative edge issues on his special moves.
    • Fixed a bug causing Shadow Ender Fire Flash to be breakable even when Opener->Ender didn’t occur.
    • Auto Doubles after Trailblazer attacks now have a lower priority than the 2nd Trailblazer change of direction. If you want an Auto Double, leave the stick/d-pad in the neutral position and you’ll get it. If you hold a direction and hit a kick, you’ll get the 2nd Trailblazer as expected.
    • Fixed a bug that made the hitbox for Fission stay around even if the opponent used a combo breaker, which got them hit.

    Jago

    • Nil

    Thunder

    • Nil

    Sadira

    • Nil

    Spinal

    • Nil

    Fulgore

    • Nil

    Maya

    • Nil

    Patch 2.8: "The Story Mode Patch" - June 17, 2015 (discussion)

    System Changes

    • Season 2's Story Mode has been added to the game.
    • If the opponent performs a Counter Breaker after a launcher and you are too low to the ground to air tech to your feet, you will land on your back and automatically quick rise, leaving the opponent punishable as expected.
    • Fixed a very rare issue that could cause a player to get stuck on their back after a knockdown and never get up.

    Jago

    • Nil

    Sabrewulf

    • nil

    Glacius

    • nil

    Thunder

    • Nil

    Sadira

    • A long while ago, we prevented Sadira from placing Instinct Webs during her Counter Breaker animations to remove safe Counter Breakers. A bug that allowed her to still place one near the end of her ground Counter Breaker has been fixed.

    Orchid

    • Fixed a bug preventing Orchid from doing Opener Cancels (Doubles, Linkers) after Blockade Runner (Slide) caused a counter hit.

    Spinal

    • Nil

    Fulgore

    • Nil

    TJ Combo

    • Fixed a bug that allowed TJ to perform an Ultra Combo during Auto Barrage, even though he was supposed to be locked in.
    • Fixed an issue that could cause you to dash in the wrong direction if you backdashed as your opponent crossed over you.
    • TJ’s Tremor VFX Tell Trails were accidentally copied to his Linker versions. This change was unintended, and the Linker’s trails will be removed in hot fix coming soon.

    Maya

    • Nil

    Kan Ra

    • Whirl now leaves a visual indication of what strength it was when used from neutral so that opponents don’t have to make a pure guess on breaking this recapture.
    • Fixed an issue that could cause you to dash in the wrong direction if you backdashed as your opponent crossed over you.

    Riptor

    • Fixed an issue where Riptor’s Backdash-Reverse (an auto correct version of backdash played when people are jumping over you) was lacking collision boxes.
    • Fixed an issue that could cause you to dash in the wrong direction if you backdashed as your opponent crossed over you.

    Omen

    • nil

    Aganos

    • Fixed a few issues where Aganos chunk armor would not trigger as expected.
    • Fixed an issue that could cause Aganos to freeze in place if his opponent combo broke an Opener->Ender Wall Crash with a wall nearby.
    • Fixed an issue that could cause you to dash in the wrong direction if you backdashed as your opponent crossed over you.

    Hisako

    • Fixed an issue that could cause you to dash in the wrong direction if you backdashed as your opponent crossed over you.
    • Fixed a missing vulnerable box at the end of Hisako’s back throw, leaving her invulnerable for a few frames if the player didn’t press any directions.
    • Fixed a bug causing Hisako’s Influence to scale incorrectly after a Wall Splat.

    Cinder

    • Fixed an issue that could cause you to dash in the wrong direction if you backdashed as your opponent crossed over you.

    Aria

    • Fixed a bug where an Aria drone would stay on screen if the same drone she would have swapped to is in its damaged state when she is KO’ed.
    • Fixed a bug where you could see a duplicate drone when activating instinct mode.
    • Fixed a bug where the crouching HK sweep was breakable/counter breakable.
    • Fixed a bug causing Upload Enders to deal more damage than intended.

    Patch 2.9: "The Rash Patch" - August 4, 2015 (discussion)

    System Changes

    • Rash, a preview of a new playable character, has been added to the game for a limited time.
    • Fixed a few cases where characters would not auto-quick-rise after their opponent failed a counter breaker.
    • Fixed a very rare issue that could get juggled opponents stuck in the air.

    Jago

    • Added a visual effect that plays when you gain Instinct Meter from completing his Around the World combo trait.

    Sabrewulf

    • Fixed a bug that could cause a Heavy Kick Rabid Double to come out in a single press with specific timing.
    • Fixed a bug that could cause Lv1 Eclipse Ender to whiff from max distance.

    Glacius

    • nil

    Thunder

    • Nil

    Sadira

    • Fixed a VFX bug that caused the webs from Heavy Widow’s Bite to attach to the wrong spots on Aganos.
    • Fixed a bug that could cause late-jump-cancel auto doubles to be blocked during Instinct.
    • Fixed a bug that prioritized her air target combos over her air specials off of jumping LK.

    Orchid

    • Fixed a bug preventing you from doing a counter breaker during Shadow Flick Flack after the 2nd rekka, even though your opponent could break.

    Spinal

    • Soul Sword linkers have less pushback to fix an issues where certain manuals could miss.

    Fulgore

    • Nil

    TJ Combo

    • Fixed a bug that could cause the 3rd Punching Bag to come out in a single press with specific timing.

    Maya

    • Nil

    Kan Ra

    • nil

    Riptor

    • nil

    Omen

    • Fixed a bug that let you counter breaker from a blocked Shadow Slide in specific situations.
    • Fixed a bug that let you Instinct Cancel out of his throw earlier than expected.

    Aganos

    • Fixed a bug causing all of the air Natural Disasters to be breakable with Lights and unbreakable on the way down.

    Hisako

    • nil

    Cinder

    • Fixed a bug that caused Pyrobombs to not advance damage scaling to the next step.
    • When hit out of Trailblazer, the VFX will cut off instead of finishing.
    • When Burnout debuff ends, a smoke effect will play to visually indicate it.
    • Fireflash’s flame trail doesn’t linger nearly as long.
    • Fixed a bug preventing Heavy Fission from being breakable as a manual.

    Aria

    • Corrected the hitboxes on Light Dissonance to match her pose.

    Patch 2.10: "Quality of Life Patch #1" - September 29, 2015 (discussion)

    System Changes

    • If you are being launched backward by a Wall Splat move and your opponent does a counterbreaker, you will not slide back nearly as far and will be able to punish the counterbreaker attempt.
    • Fixed a bug where Shadow Enders could be counter broken on block when canceled from an opener.

    Jago

    • Fixed a bug causing the extra Endokuken in Instinct Mode to autocorrect.
    • Fixed a bug causing the lower body vulnerable hitbox on the whiff landing of Heavy Wind Kick to vanish for a few frames.
    • Moved the lower body vulnerable hitbox to an earlier frame when whiffing Shadow Wind Kick to avoid an issue where he had clearly landed and you were clearly attacking his legs, but your attack would whiff.
    • Fixed a bug that could cause Shadow Tigers Fury to not cash out in specific situations where it should have.

    Sabrewulf

    • Increase the reach of the hitbox on the 5th hit of Shadow Leaping Slash slightly so that it doesn’t have less range than the 4th hit. This was leading to a whiffed autodouble if you could manage to get the 4th hit to strike a grounded opponent, but the 5th hit to whiff.

    Glacius

    • nil

    Thunder

    • Fixed an issue where Back Throw into Back Throw was not possible against Jago, Kan-Ra, and Omen.
    • Fixed an issue that allowed Thunder to combo into the non-combo version of Call of Earth after Backthrow for unscaled damage.

    Sadira

    • Nil

    Orchid

    • Fixed a bug preventing Orchid from doing an Ultra after an opener recapture air throw.
    • Fixed a bug preventing Orchid from doing an Ultra after an auto double performed after an opener recapture air throw.

    Spinal

    • Nil

    Fulgore

    • Fixed a bug causing the 2nd and 3rd Energy Bolts to autocorrect.

    TJ Combo

    • Fixed an issue during the landing from Tremor where TJ could not counterbreaker, but could still be broken.
    • Fixed a bug that allowed TJ to tech throw attempts while attempting to Shoot Toss from Powerline Cancel.
    • Fixed a bug that caused TJ’s linkers to blow out before their final hit.
    • Fixed an issue that could cause the first hit of Lv4 Powerline Ender to whiff after a recapture.

    Maya

    • Fixed a bug that allowed Maya to cancel her Counter Breaker attempt into Instinct mode if her opponent was in hitstun from a projectile.

    Kan Ra

    • Fixed an issue that allowed Shadow Clutch to cash out during an opener ender situation, even though it was still breakable.
    • Removed a safe counterbreaker performed during the landing of a juggle Jumping Heavy Kick.
    • Fixed a bug preventing Kan-Ra from performing a counter breaker during Shadow Whirl in some situations even though his opponent could break it.
    • Fixed an issue that could cause the first hit of Lv4 Clutch Ender to whiff after a recapture.
    • Fixed a VFX bug where Whirl VFX would linger during the super freeze of Shadow Whirl when Kara cancelling.
    • Fixed a bug where Kan-Ra's standing heavy kick could turn on hit stop for projectiles, but not turn it off, causing various other bugs to occur.

    Riptor

    • Fixed a bug that made run back Heavy Kick breakable as a medium instead of a heavy.
    • Fixed an issue that could cause Riptor’s Ultra to be blocked or whiff if performed in very specific situations.
    • Fixed a bug that caused Heavy Kick Easy Linker and Heavy Kick Auto Double to blow out before the final hit.

    Omen

    • Fixed a bug that made Furious Flurry linkers blow out before their final hit.
    • Fixed a bug causing the extra Rashakuken in Instinct Mode to autocorrect.
    • Made an adjustment to spacing on Auto Doubles to prevent them from whiffing while cursed by Kan-Ra.
    • Fixed a bug where Kan-Ra's curse would make Omen's throw blockable.

    Aganos

    • The Linker version and Shadow Counter version of Shadow Natural Disaster can now recapture on the final hit, as intended.
    • Fixed a bug that allowed Aganos to be thrown out of a recapture stagger, while no other character was throwable in the same situation. We are aware of an issue where he can still be thrown from a standing recapture when he shouldn’t be throw vulnerable, and this issue will be fixed in 2.11. YES AGANOS CAN BE THROWN
    • Fixed a bug preventing Aganos from performing an Ultra after a Heavy Kick Autodouble in the mirror match only.
    • Fixed a bug causing the hitboxes during the startup of Shadow Payload Assault to go missing.
    • Fixed a bug causing the thrown Peacekeeper to not destroy Spinal’s Shadow Skull and Fulgore Shadow Energy Bolt properly.
    • Fixed a bug that would cause Shadow Ruin to cash out when it shouldn’t (normal move xx shadow ruin).

    Hisako

    • Fixed a bug that caused Hisako to not give her opponent any meter when they were blocking Shadow On Ryo Zan.
    • Fixed an issue where a successful high vengeance counter would whiff against certain invulnerable attacks on their way into the air, such as Shadow Sammamish.
    • Fixed a bug causing a kara-cancel from the Level 1 Vacuum Ender to Shadow Vacuum Ender to force a throw break animation to occur because of a missing sequence. If you ever thought your ender or ultra were throw-teched, this is actually what you were seeing.

    Cinder

    • Fixed a bug that made his Inferno and Trailblazer linkers blow out before their final hit. Fission linker will continue to blow out on its 1st hit due to a separate issue.
    • Fixed a bug causing Shadow Inferno, Shadow Fission, and Shadow Pyrobomb to autocorrect after the super freeze.
    • Fixed a bug causing Shadow Inferno, Shadow Fission, and Shadow Pyrobomb to give no meter to the opponent on hit or block.
    • Fixed a bug causing Pyrobombs to not be destroyed when being thrown by Kan-Ra normal throws.
    • Fixed a bug that made Fission Linkers unbreakable and give massive frame advantage if performed right after crashing into the ground from a Trailblazer.
    • Increased the size of the front Jumping Medium Kick hitbox so that it wouldn’t whiff smaller crouching characters.
    • We are aware of an issue causing Inferno and Heavy Fission moves to be much more negative on hit and block than expected and a fix will be in 2.11.

    Aria

    • Fixed a bug preventing ARIA from using Upload to change bodies before the match begins. She was always intended to be able to switch before the fight starts.
    • Lowered bottom point of vulnerable box on crouching LP and standing LP so she can’t avoid Riptor Flame Carpet with it.
    • Fixed a bug preventing ARIA from cancelling manuals into specials if she performed them from too far away.

    Patch 2.11: "Quality of Life Patch #2" - November 3, 2015 (discussion)

    System Changes

    • Fixed a bug that would eat a player’s special cancel input if their opponent performed a Shadow Counter during the blockstop from the attack.
    • Fixed an issue that allowed several characters to perform Auto Doubles and Linkers after Instinct Activation following a Wall Splat. All characters must now perform a manual in order to combo after a Wall Splat.
    • Fixed an issue preventing certain Shadow moves that were breakable after a Wall Splat from being Counter Breakable.
    • Fixed a bug where some Enders could become counter breakable on whiff. Enders now only become breakable if the opponent is in a hit reaction.

    Jago

    • Fixed a bug that could cause two crouching light kicks to come out in one button press if performed late after a standing light kick.
    • Fixed a bug that caused Shadow Tiger Fury to be Counter Breakable on block.

    Sabrewulf

    • Fixed a bug that could cause Linker Shadow Leaping Slash to be bluffable and blocked after certain attacks.

    Glacius

    • nil

    Thunder

    • Fixed a bug that could cause Linker Shadow Ankle Slicer and Linker Shadow Triplax to be bluffable and blocked after certain attacks.

    Sadira

    • Fixed a bug that could cause Linker Shadow Blade Demon and Linker Shadow Widow’s Bite to be bluffable and blocked after certain attacks or jump cancels.

    Orchid

    • Fixed a bug preventing Orchid’s Firecats in instinct from being destroyable by normals that destroy projectiles.

    Spinal

    • Nil

    Fulgore

    • nil.

    TJ Combo

    • Fixed a bug that could cause Linker Shadow Flying Knee to be bluffable and blocked after certain attacks.

    Maya

    • nil.

    Kan Ra

    • Fixed a bug that could cause Antilion to teleport Kan-Ra as if the hit was successful even if it missed, so long as the opponent was in hitstun from a swarm or another move.
    • Fixed a very rare issue that could cause his Ultra Combo to drop the opponent.

    Riptor

    • Fix a bug that would cause Primal Linkers to come out on Heavy Buttons instead of Heavy Auto Doubles if you performed an opener special move right after a flame attack.

    Omen

    • Fixed a bug we accidentally introduced in 2.10 that prevented Omen from canceling the later half of his throw into Instinct.

    Aganos

    • Fixed a bug causing Peacemaker Command Grab to whiff if the opponent was armored.
    • Fixed a bug causing Aganos to be throwable during the ground ‘face slam’ version of recapture.
    • Fixed a bug that allowed Aganos to get a fresh Peacemaker in certain Grab->WallCrash situations even though it should have been destroyed.
    • Fixed a bug where an opponent would still impact an Aganos wall after successfully performing a Combo Breaker.

    Hisako

    • Fixed an issue causing the recapture stun to be much shorter on the Medium and Heavy versions of Air On Ryo Zan.
    • Fixed a bug that could cause Linker Shadow On Ryo Zan to be bluffable and blocked after certain attacks.
    • Fixed a bug preventing Possession from grabbing characters who were performing attacks labeled Unblockable (such as Glacius Shatter).

    Cinder

    • Fixed a bug causing Heavy Fission to be very negative instead of very positive.
    • Redid the bugged Inferno frame data to make it more useful in combat.
    • Fixed a bug where Fission Linker hitboxes could be retriggered after a blowout.

    Aria

    • Fixed a bug that caused Explosive Arc to turn on projectile hitstop while a drone was hitting the opponent.

    Patch 2.12: "The Shadow Jago Patch" - December 4, 2015 (discussion)

    System Changes

    • Shadow Jago is no longer a clone of Jago, and is now a new unique character with his own moveset.

    Jago

    • Fixed a bug that let Jago Counter Breaker during the startup of opener->ender Shadow Tigers Fury after a jump in or projectile.

    Sabrewulf

    • Fixed a bug that let Sabrewulf Counter Breaker during the startup of opener->ender Shadow Eclipse.

    Glacius

    • Fixed an issue preventing his grounded normals from auto correcting on startup, making punishing moves that hit in the front and then land behind artificially difficult.

    Thunder

    • Fixed a bug that allowed Thunder to tech throws during the recovery of a whiffed Call of Earth.
    • Fixed a bug that let Thunder Counter Breaker during the startup of opener->ender Shadow Sammamish after a jump in.

    Sadira

    • Fixed a bug that let Sadira Counter Breaker during the startup of opener->ender Shadow Recluse after a jump in or projectile.
    • Fixed an issue that could cause Sadira to become mirrored if she performed a Blade Demon to hit someone from directly underneath.

    Orchid

    • nil.

    Spinal

    • Fixed a bug that let Spinal Counter Breaker during the startup of opener->ender Shadow Skelleport after a jump in or projectile.
    • Fixed a bug that let Spinal generate skulls on whiff from Crouching HP so long as a Crouching HP had just hit an airborne opponent.

    Fulgore

    • Decreased the knockback of hits 1 to 4 on Shadow Energy Bolt so that Riptor and Wulf wouldn’t fall out of it when his standing midscreen.
    • Fixed a bug that let Fulgore Counter Breaker during the startup of opener->ender Shadow Cyber Uppercut after a jump in or projectile.

    TJ Combo

    • Fixed a bug that let TJ Combo Counter Breaker during the startup of opener->ender Shadow Vortex after a jump in.
    • Fixed a bug that allowed some of Powerline’s followups to autocorrect if they changed sides with the opponent.
    • Fixed a bug that could cause a Lv2 Knee Ender to whiff from longer distances.

    Maya

    • Fixed a bug that let Maya Counter Breaker during the startup of opener->ender Shadow Leap Kick after a jump in or projectile.

    Kan Ra

    • Fixed an issue preventing the final two hits of Heavy Whirl Linker from being breakable.

    Riptor

    • Fixed a bug preventing Spinal from absorbing Riptor’s fireballs.
    • Fixed a bug preventing Riptor from using Primal Linkers after Manuals.
    • Fixed a bug that could prevent movement or the correct followups from coming out after Shoulder Charge moves if a flame carpet was also hitting or being blocked at that time.

    Omen

    • nil.

    Aganos

    • Fixed a bug where gravity could misbehave after Aganos counter broke during the wall versions of his Ruin specials.
    • Fixed a bug where Aganos could lose armor while in blockstun to certain unblockable attacks.

    Hisako

    • Fixed a bug that let Sadira Counter Breaker during the startup of opener->ender Shadow Influence after a jump in.
    • Fixed a bug that allowed the version of High Vengeance that you cancel into to also catch lows.

    Cinder

    • Fixed a bug that allowed Cinder to use linkers after Shadow Fission Linker and Shadow Inferno Linker.

    Aria

    • Fixed a bug that let Aria Counter Breaker during the startup of opener->ender Shadow Allegro and Shadow Crescendo.

    Patch 2.13: "The Combo Assist Patch" - December 23, 2015 (discussion)

    System Changes

    • Combo Assist mode has been added to the game.
    • Corrected an issue that could cause a sweep reaction to hover in place in a specific situation, leading to an expensive but safe counter breaker attempt and some weird looking animation.

    Jago

    • nil

    Sabrewulf

    • nil

    Glacius

    • nil

    Thunder

    • Corrected the position of Thunder’s throw vulnerable box at the end of Instinct Forward Dash to eliminate cases where he is thrown while crossing through someone, leading to flipped or broken throw animations.

    Sadira

    • nil

    Orchid

    • nil.

    Spinal

    • nil

    Fulgore

    • nil

    TJ Combo

    • Fixed a bug that allowed TJ to use negative edge (button release) to perform Roller Coaster (DF+MP) and Superman Punch (DF+HP).
    • Fix a bug causing Powerline cancel into Knee to be breakable on Medium instead of Heavy.
    • Fixed a bug preventing the opponent from losing meter if you used Shoot Toss to grab them out of the early frames of a Shadow Counter attempt.
    • Fixed a bug that could cause TJ to whiff HP or HK auto doubles after an Instinct Cancel from Powerline or Spinfist by scooting him closer to his opponent.

    Maya

    • Fixed a bug preventing the opponent from losing meter if you used Mantis to grab them out of the early frames of a Shadow Counter attempt.

    Kan Ra

    • Fixed a bug that prevented Kan-Ra from doing two Linker Shadow Swarms in a row.

    Riptor

    • nil

    Omen

    • Added missing Kara Cancel windows into the Shadow Form move, making it much easier to perform on command.

    Aganos

    • Removed force block boxes from Wall Summon moves that did not belong.
    • Adjusted attack boxes during Peacemaker moves to ensure more consistent behavior at all Chunk levels.
    • Fixed a bug that prevented the Peacemaker from breaking when performing a Linker Shadow Natural Disaster, Linker Shadow Pulverize, or any Ender.
    • Fixed a bug preventing the opponent from losing meter if you used Peacemaker Grab to grab them out of the early frames of a Shadow Counter attempt.

    Hisako

    • nil

    Cinder

    • nil

    Aria

    • nil

    Shadow Jago

    • Dark Catastrophe (Dashing Dark Fury) now has differences in travel distance and height based on the strength chosen.
    • Fixed a bug letting him get out of the end of his backdash 5 frames earlier than expected, which also caused him to wiggle a bit at the end.
    • Fixed a bug causing the damage from Annihilation to be a bit higher than the UI was reporting. The damage now matches (as closely as possible) the damage that was being reported previously, and reports accurately.
    • Fixed an issue that prevented Shadow Jago from doing Shadow Darkstalking twice in a row.
    • Fixed a bug that was causing the wrong landing animation to play after Shadow Dark Fury.
    • Fixed a bug causing Air Endokukens to auto correct to face the opponent.
    • Fixed a bug preventing the opponent from losing meter if you used Annihilation to grab them out of the early frames of a Shadow Counter attempt.
    • Fixed a bug preventing crouch blocking opponents from going into Stagger when hit with Dark Demise Axe Kick.
    • Fixed a bug causing his Drift linkers to play a face-hit reaction on the opponent instead of a leg-hit.
    • Fixed a bug that could cause TJ Combo to mirror when going into Last Breath after getting KO’ed by Annihilation.

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    Season 3 Patch Notes