Table of Contents
- Patch 3.0: The Season 3 Launch Patch
- Patch 3.1: The Mira Patch
- Patch 3.1.5: The Gargos Patch
- Patch 3.2: The General RAAM Patch
- Patch 3.3: The Eyedol Patch
- Patch 3.3.1: The Eyedol Hotfix Patch
- Patch 3.4: The Shadow Lords Patch
- Patch 3.5: Quality of Life Patch #1
- Patch 3.6: Quality of Life Patch #2
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. (Developer comments, where applicable, are placed in parentheses.)
Patch 3.0: The Season 3 Launch Patch - March 29, 2016 (discussion)
- We want to encourage player creativity in playstyles, setups, and combos.
- Playing any character in KI should be a way to express yourself. The things you find aren’t just flashy, they are practical for in-match use.
- We want to adjust the existing characters for balance against the Season 3 roster, while also giving players sticking with Season 1 or Season 2 characters new tools to explore.
- We want to further tune the concept of Risk vs Reward within our Combo and Breaker systems, and on each individual character.
- This is a significant balance shake up, so anything can happen!
- Character changes are generally listed in a nerfs first, buffs last order where logical. If your favorite character lost some stuff, stay calm until the end, as you’ve probably gained some, too.
- Remember- the rebalance is a sum of all parts. System changes, character changes, etc. Don’t think about a change you see and how it would act against a S2 character, as that will tell you the wrong story. Take it all in, try not to panic, you’ll be playing it very soon and we look forward to your feedback.
- Some characters now have attacks that inflict a new “Stagger” reaction on the opponent. Opponents are vulnerable to throws during Stagger, just like after a Wall Splat, and cannot escape early in any way. You can still tech throws here so long as you are not locked out, just like a Wall Splat.
- Some characters now have attacks that can cause a new “Flip Out” reaction against airborne opponents. Instead of putting them into a juggle state, they flip and land on their feet, allowing you a surprise mixup opportunity.
- If you do not hit your opponent with anything breakable during your combo at any point, your Ender will not cash out and will be breakable.
- Opener->Ender now remove lockouts, so that Opener->Ender is always breakable.
- Ground Combo Breakers cause Flipout and are between -1 and +2 (Previously they caused soft knockdown and were between +30 and +60). This also makes it impossible in all cases to combo off of a Ground Combo Breaker.
- Air Combo Breakers now cause Blowout. This makes it impossible in all cases to combo off of an Air Combo Breaker.
- You can no longer cancel into Instinct from a Combo Breaker.
- Hits that blow out a combo are now Breakable and Counter Breakable.
- Sweeps are now breakable and counter breakable. Forced quick-rise will occur if your opponent uses a counter breaker, leaving them punishable as expected.
- Corrected an issue preventing you from ever being Timing-Locked-Out while in the air.
- Most juggle moves add much less KV than before, opening up new juggle paths to much of the cast.
- The KV penalty has been removed from Ground Bounce for increased juggle opportunities.
- Unified Shadow Counter startup time across the entire cast. They start up in 8 frames now, making everyone’s better except Aganos’, which got 1 frame worse.
- Increased the window during which a Shadow Counter can catch an incoming attack by 7 frames, and also added 10 additional frames of recovery on whiff.
- Grounded Heavy Normal attacks now ignore Armor.
- Increased the cancel windows from Linkers into Auto Doubles across all characters to match Jago and S2 standard, so that if you are too early for a manual, you get an auto double instead of nothing.
- Normalized the frame advantage and buffer check on all characters after auto doubles. Light Doubles leave you +2, Medium Doubles leave you +3, and Heavy Doubles leave you +5. A 5 frame buffer window is on all characters, rather than just some, so that your next move is easier to time.
- Normalized pre-jump frames to 4 across the cast.
- The manual Hitstop penalty has been reduced from +4 frames to +3.
- It is now possible to break a combo during Hitstop, instead of being forced to wait until the Hitstop has ended. In addition, Instinct Cancels must now allow 2 frames of Hitstop before occurring. These two changes together prevent Instinct-Cancel Unbreakables.
- LK+MP is now available as an alternate input for Shadow Counter activation, Counter Breaker activation, and Medium Combo Breakers.
- LK+HP is now available as an alternate input for Instinct Activation and Heavy Combo Breakers.
- Throw breaking no longer causes 3 fully vulnerable frames on your opponent, and instead causes 3 projectile invulnerable frames.
- Ender Damage tuning pass performed. You can expect better consistency in the relative damage output from different ender types. Generally, damage from worst to best goes
- Meter Ender < Splat Ender < Launcher Ender < Exchange or Hardknockdown Ender < Damage Ender
- Unlisted Character Changes – Many, many bugs have been fixed that are unlisted, but these do not effect game balance. They only get rid of odd, unwanted behavior. If a bug fix effected balance, for the most part, it is on this list.
- Fixed a bug that allowed you to perform Shadow Tigers Fury the frame before landing after a blocked or hit Tigers Fury.
- Reduced Laser Sword Ender damage by ~10%
- Reduced Endokuken Ender damage by ~15%
- Double Roundhouse (F+HK) starts up 1 frame slower so that you can’t use this heavy move as a medium manual.
- Healing amount per hit during Instinct reduced by 25%.
- Adjusted the crouching HK attack box so it better matches his foot. This makes it slightly easier to juggle with as well.
- Throw canceled into a Shadow Move starts with less KV for increased juggle opportunities.
- Normal attacks push the opponent back less in a juggle for increased juggle opportunities.
- Medium and Heavy Laser Sword juggles launch higher and closer for increased juggle opportunities.
- Light Laser Sword and Jumping LP now cause Flip Out.
- Shadow Endokuken is larger and has a larger hitbox.
- New ability: Endokuken Charge! Can now hold the button to delay an Endokuken’s release.
- Jago can dash cancel in either direction while charging up.
- When fully charged, you release a Big Endokuken.
- Big Endokukens can destroy some smaller projectiles, and also deals increased hitstun, blockstun, and damage.
- You can charge up in Instinct, and you will release two Big Endokukens at full charge.
- Feral Cancel has a 30 frame longer cooldown, and a new indicator when it is ready for use again.
- Leaping Slash startup slowed down. This move now hits on frame 20 instead of frame 14.
- Fixed a bug preventing Feral Cancel from carrying over breaker windows for a few frames from the previous move correctly.
- Running Uppercut has 12 additional frames of recovery, but is still -2 on block and allows Wulf to break out early for all of the same juggles with the same timing. Attack box size reduced.
- Eclipse damage reduced by ~15%
- Shadow Eclipse Damage Reduced by ~35% (because you can juggle after it)
- All Ender damage reduced by ~15%
- Sabrewulf no longer gets any damage bonus during instinct. He still deals chip damage with normals, however.
- The frame on which Wulf can cancel his dash into a special has moved from frame 14 to frame 16.
- Eclipse and Shadow Eclipse no longer auto correct to turn around and face the opponent after a forward dash.
- Crouching HP starts up 1 frame slower so that you cannot use this Heavy attack as a Medium manual.
- Sabrewulf’s Medium Leaping Slash Linker now hits two times. The Heavy Leaping Slash and Heavy Hamstring Linkers now hit three times.
- Eclipse and Shadow Eclipse inflict less blockstun, making them a bit easier to punish.
- The LP, MP, HP target combo now works against airborne opponents.
- Standing HK causes Stagger.
- The final hit of Ragged Edge and Shadow Ragged Edge now causes a ground bounce against airborne opponents for increased juggle opportunities.
- Crouching LK causes Flip Out.
- MK and HK versions of Run move faster.
- Hamstring’s slide travels farther.
- New command move: Diving Slash! During Jump Up or Jump Forward, F+MK.
- Cannot be done from a jump back.
- Has very few active frames, but tends to leave Sabrewulf roughly even with his opponent.
- Has the landing recovery of a normal jump attack, making it useful for repositioning.
- Fixed a bug that allowed Shadow Cold Shoulder Linker to be canceled after the 4th hit, but before the 5th
- Cold Shoulder LT, MED and HVY are now -3, -5, and -8 on block. (Was -2, -3, and -5)
- Jumping MK deals 3 frames less blockstun. Jumping HK deals 7 frames less blockstun.
- Reduced Shatter Ender damage by ~20%
- Reduced Hail Ender, Shoulder Ender, and Puddle Punch Ender damage by ~10%
- Reduced Shadow Puddle Punch damage by ~10%
- Reduced Shadow Shatter damage by ~20%
- The “tell” on Shatter (beam of light) appears 4 frames earlier.
- Shatter has 10 additional frames of recovery time, making it more in line with the command throw that it is.
- Shatter and Shadow Shatter are now actual projectiles, so they will whiff projectile invulnerable characters and cannot be countered by Hisako.
- Fixed a bug that prevented Shadow Hail from being used after ranged Shatter Linkers or ranged Auto Doubles.
- Shatter is active for 2 frames longer, making it easier to tripguard with. Its total active time is now 4 frames.
- Glacius can now dash! It is not good, but hey, you asked for it!
- Liquidize can now cross under opponents in the corner.
- Hail damage and meter gain reduced by ~50%.
- Hail can survive off-camera for longer, which prevents hail left off screen from being destroyed, and opens up new setups and approaches when leaving hail behind Glacius.
- New ability: Multi-Hail! Tap or Hold a different punch button while summoning hail to summon another hail.
- This adds another 25 frames to the move, making it quite risky if you aren’t careful.
- You can hold and release your multi-hail in any order.
- Greatly enhances zoning and setup potential.
- New ability: Instinct Power Up! New abilities available during Instinct!
- During instinct, when wearing Ice Armor, Glacius’ Shadow Counter window lasts until the end of the animation. This old bug is making a return as a feature!
- The defensive buff you always wanted!
- During instinct, Liquidize moves much farther and faster.
- During instinct, press HP+HK to perform the Homing Puddle Punch.
- During instinct, press F+HP+HK to perform the Cross Up Puddle Punch.
- Ender functions and damage retuned to be in line with the rest of the game.
- Ankle Slicer Ender no longer causes a hard knockdown and deals much less damage, but still gives a full size battery bonus.
- Triplax Ender deals less damage, but more than Ankle Slicer, and still causes a Wall Splat.
- Sammamish Ender deals less damage, but more than Ankle Slicer and Triplax, and now causes a Hard Knock Down if you don’t juggle after.
- Call of Earth Ender no longer causes a hard knockdown and deals a bit less damage, but is still the damage ender.
- Shadow Call of Earth damage decreased by ~15% (Deals 20% damage instead of 23%)
- Jumping HP damage reduced by ~15%
- Thunder is no longer allowed to cancel the landing recovery of a whiffed Sammamish into another special or shadow move.
- Shadow Sammamish damage reduced by ~20%
- Light Sammamish no longer allows Sammamish Followups
- Light Sammamish now has full body invulnerability on startup instead of just upper body.
- Call of Sky has 10 frame shorter recovery, adds “Murder of Crows” buff to Thunder 1 frame earlier, and can destroy incoming projectiles from frames 14 to 20.
- Thunder can now cancel a hit or blocked Skyfall into Murder of Crows enhanced dash.
- Fixed a bug preventing the duration of the Call of Sky buff from refreshing if you used Call of Sky again while the buff was still on.
- Juggle properties of some moves adjusted for increased juggle opportunities.
- Standing Light Kick causes Flip Out, and the hitbox has been improved to assist with juggling.
- New Sammamish followups: Dropkick and Surprise Knee! After Sammamish:
- HK – Skyfall – The same two foot stomp you know and love, but it now causes a ground bounce for a juggle opportunity.
- MK – Dropkick – Causes a Hard Knockdown.
- LK – Surprise Knee – Causes Flipout.
- These can carry your trajectory in interesting ways. Experiment!
- Dropkick and Surprise Knee have 15 frame landing recovery. They are punishable on block so use them wisely.
- Jumping HK damage reduced by ~15%
- Can no longer use Webs during Enders, and performing an Ender will destroy any webs currently in play.
- Shadow Recluse damage reduced ~20% (because you can juggle after it)
- Instinct Web damage reduced by ~85%
- Widow’s Bite projectile damage reduced by ~25%
- The kick part of Heavy Widow’s Bite is now breakable.
- Enders have been retuned in function and damage to add more variety to Sadira, but overall damage has been reduced.
- New ender – QCB+P(Any) – Web Cling Ender (Damage Type, most damage)
- QCF+HP – Demon Loop Ender (Launcher Type, least damage)
- QCB+HK – Recluse Ender (Exchange / Hard Knockdown Type, middle damage – You can no longer juggle off this ender)
- Corrected an issue preventing Sadira from building meter for herself or her opponent when using the F+HK Command Normal.
- Reduced pushback of juggle normals to increase juggle potential.
- Can now jump cancel Special Moves during Instinct on block. Previously this was only allowed on hit.
- New Command Move: Salticidae – In Air, D+HK
- On hit or block, this head stomp bounces Sadira into a double jump that she can control the left/right momentum of.
- You can attack again after bouncing.
- You can bounce as many times as your opponent will let you.
- If you miss, you suffer long landing recovery.
- You can no longer call Instinct Cats during Enders.
- You can now only cancel Shadow Uppercat into Air Throw if your opponent is in an air reaction state, preventing you from skipping the landing recovery of a whiffed or blocked Shadow Uppercat by whiffing an Air Throw attempt.
- Ender damage adjustments.
- Ich Ni San Ender damage greatly reduced (by ~35%), now does less than her Splat ender.
- Knee Buster Ender damage reduced by ~5%
- Shadow Uppercat Ender damage reduced by ~10% (because you can juggle after it)
- Flick Flack Ender now causes a hard knockdown if you don’t juggle off of it.
- Shadow Knee Slide is now -2 on block (was -6).
- Air throw deals less KV for enhanced juggle opportunities.
- When hitting an airborne opponent, Crouching HP re-launches and can be jump cancelled for increased juggle opportunities.
- New air target combos for increased juggle opportunities.
- LK > J.HP
- MP > J.HK
- The final hit of Flick Flack and Shadow Flick Flack will now ground bounce an airborne opponent for increased juggle opportunities.
- The final hit of Medium Ichi Ni San 3rd with now ground bounce an airborne opponent for increased juggle opportunities.
- Some normal attack hitboxes improved to help when juggling opponents.
- Standing Far HK knocks opponents vertically instead of away in a juggle.
- Air Throw starts up 2 frames earlier and is active 2 frames longer. Attack box size increased making it easier to do in combos and more powerful in neutral.
- Fully charged Shadow Ichi Ni San is now unblockable. Damage reduced ~20%
- New Ability: Buster Slide! Orchid can now cancel the active frames of Knee Slide into a Knee Buster if the move has not hit yet.
- New Ability: Ichi Nise! Orchid can now Dash Cancel forward while charging up Heavy Ichi Ni San 3rd.
- Fixed a bug that allowed Spinal to cancel his Crouching MK one frame before it actually hit the opponent if they were already in hitstun from something else. This fix removes the Skeleport Linker Cross Up Reset from the game.
- Reduced Boneshaker Ender damage by ~10%
- Jumping HP damage reduced by ~15%
- Skull-less Searing Skull now causes a knockdown.
- Knockdown duration after Front and Back throws reduced by 16 frames, making vortex setups less straightforward.
- Lv4 Searing Skull Ender doesn’t launch as high, preventing any juggle from it.
- Skull projectiles in flight are removed from play if Spinal takes a hit.
- Skull projectiles deal less chip damage on block.
- Curses reworked! Curses no longer steal Shadow/Instinct meter. Instead, they prevent the opponent from gaining Shadow/Instinct meter.
- Hitting Spinal removes only the oldest curse, so you need to hit him multiple times to removed stacked curses.
- Curses last 30 seconds instead of 5 to 8 seconds.
- Shadow Searing Skull doesn’t knockdown, so you can use it mid combo and manual afterward. This allows you to capitalize more on the Instinct Curse’s new function.
- Jumping MK (Divekick) inflicts 3 additional frames of blockstun, making it safe if you can get it to hit just before Spinal touches the ground.
- New Instinct Mode: Agent of Chaos! Spinal’s Instinct mode has been reworked so that starving Spinal of his resources is a more viable strategy against him. However, this Instinct mode grants Spinal new ways to go absolutely wild.
- Activation grants 3 skulls.
- Skulls do not automatically regenerate at all, ever.
- If you build skulls by any means other than Power Devour, you gain double skulls during instinct.
- Skulls fired during instinct don’t disappear on block or walls or floor and bounce left/right or up/down. They are destroyed if
- They actually hit the opponent
- They bounce off the opponent 3 times
- Spinal gets hit
- Firing a 5th Skull destroys the oldest one.
- Spinal can Power Devour his own Skulls to re-absorb them into his supply.
- Fixed a bug that allowed you to perform Shadow Cyber Uppercut the frame before landing after a blocked or hit Cyber Uppercut.
- Added 2 frames of additional Hitstop and blockstop to F+HP command normal to make it a bit easier to Shadow Counter and Break.
- Standing HK special cancel window reduced.
- Attack box on Blade Charge and Shadow Blade Charge reaches lower, making harder for opponents to low-profile this move.
- Standing HK now causes a Wall Splat.
- Air Shadow Laser now causes a Hard Knockdown so that it is never punishable on hit.
- Levels 1, 2, and 3 of the Eye Beam ender launch higher.
- Overhead causes a ground bounce against airborne opponents.
- New Target Combo! Crouching HK -> Crouching HP. Launches opponents for a juggle.
- Move reconfigured: Eye-Beam Lens Fixed! Eye Beams have been overhauled:
- Light Eye Beam still launches a single beam at the floor, but has 1 additional frame of recovery and pushes opponents back less.
- Medium Eye Beam now launches two beams at the floor. It is +2 on block and +5 on hit. It has less pushback compared to the old Med Beam, but more than the Light version.
- Both Lt and Med versions have increased juggle potential.
- Heavy Eye Beam now launches a full screen horizontal beam on frame 24, and recovers in 51 total frames (used to be 13 and 26).
- Heavy Eye Beam causes Stagger on hit. It is -7 on block. It deals increased damage and chip damage.
- The Linker version of Tremor has been removed. You can still use the Special version in juggles normally, but after an Opener or Auto Double, it will now trigger the Ender version just like any other Ender-Only special does in golden path combos.
- Re-tuned Ender damage to be more in line with the rest of the cast.
- Flying Knee Ender (Exchange) damage increased by ~10% and does the most damage of the non-Barrage Enders.
- Vortex Ender (Launcher) damage reduced by ~10% and does the 2nd most damage of the non-Barrage Enders.
- Powerline Ender (Splat) damage reduced by ~15% and does the 3rd most damage of the non-Barrage Enders.
- Tremor Ender (Meter) damage reduced by ~20% and does the least amount of damage of the non-Barrage Enders.
- TJ’s Tumble is now only upper body invulnerable, but still fully projectile invulnerable. He is vulnerable to lows and mids all the way through the roll. It is still also throw vulnerable.
- Hitbox size reduced on Medium and Heavy Tremors.
- The first few frames of TJ Tremor will no longer crush low attacks.
- Shoot Toss starts up 4 frames slower.
- You can no longer cancel Shadow Powerline into Spin Behind on block, but it still works on hit.
- Shoot Toss KV reduced by 50% for increased Juggle and Combo opportunities.
- Medium and Heavy Vortex hit 2 and 3 times respectively. All Vortex and Cyclone moves deal less KV for increased juggle opportunities. The amount of hits also helps the opponent know which strength to use for breaking Vortex and Cyclone. Medium and Heavy versions scoot forward a bit more than before on startup.
- Fixed a bug causing opponents juggled by crouching normals to fall more heavily than if juggled by standing normals.
- Shadow Vortex is now fully invulnerable until it becomes active.
- Frame advantage on normals improved where possible to make him less negative if he doesn’t cancel, while still allowing a Shoot Toss to grab the opponent if they don’t jump.
- Standing LK and Jumping LK cause Flipout.
- New Air Target Combo: Jumping LP into LK, which causes Flipout.
- Standing HP and Close Standing HP cause Stagger and leaves you plus enough to manual a Light or close Medium.
- New Target Combos: TJ Combinations!
- These work on Whiff to help with footsies, juggles, and mixups.
- Far Standing MP > HP, causes Stagger
- Far Standing MP > MK
- Close Standing MP > HP, causes Stagger
- Close Standing MP > MK
- Crouching MP > HP, causes Stagger
- Crouching MP > MK
- Jumping HP and HK damage reduced by ~15%
- Mantis is no longer available from a back jump. Neutral and forward jumps only.
- Dagger Toss Light and Medium recovery is 6 frames longer.
- Raised hitboxes of daggers slightly to make it easier for more characters to low profile to avoid them.
- Dagger toss no longer deals chip damage on block.
- Dagger Toss followups from Leap Kick are only available on hit or whiff. You cannot do these on block anymore.
- Leap Kick Ender does not launch as high, forcing you to juggle a normal before you juggle with a Dagger Toss.
- Maya’s Shadow Counter now uses Shadow Linker Leap Kick instead of Shadow Tumble Kick.
- The 2nd hit from Daggers (Dagger Spirit) cannot cause a combo to blowout.
- All Linker damage increased to normal damage-and-scaling levels so that Maya gains Ender levels normally.
- The 2 hits of opener Tumble Kick advance the damage scaling by 1 hit instead of 2, helping Maya build Ender levels normally.
- Tumble Kick Ender damage increased ~20%
- Widened cancel window on 2nd hit of Crouching MP target combo and Crouching HP to make these feel better.
- Tumble Kick and Shadow Tumble Kick cause a Ground Bounce on the final hit against airborne opponents for increased juggle opportunities.
- Normal and Dagger juggle properties have been adjusted to extend juggle opportunities.
- Normal and Axe Kick Recapture hitbox sizes improved to enhance juggle opportunities.
- Adjusted launch velocity on Shadow Leap Kick to make the Dagger Toss followup work as intended.
- Mantis can cash out combos if a breakable window occurred. It deals more damage than before in a combo.
- Double Dagger Strike launches opponents for a juggle.
- Dagger/Pip Damage Ender is removed from the game and reworked into
- New ender: Dagger Assault Activation Ender! – QCF+HP
- This Ender does extremely low damage and leaves the opponent standing.
- After the attack portion of the ender, the daggers leave Maya’s hands and hover above the opponent’s head, attacking them automatically every few seconds.
- The number of times they attack is based on the number of pips you had when you activated. (0 pips = 1 attack, 4 pips = 5 attacks)
- These attacks can be blocked and don’t build up new pips.
- When Dagger Assault ends, the daggers violently separate.
- If Maya gets hit, Dagger Assault ends right away.
- Dagger Assault does not carry over between rounds.
- Jumping HP damage reduced by ~15%
- Spike Ender (Launcher) damage reduced by ~5%
- Swarm Ender (Special) damage reduced by ~10%
- Shadow Clutch damage reduced by ~25%
- It is no longer possible to attack on the way down after using Air Swarm.
- Shadow Swarm now starts with a breath attack, just like the startup of normal Swarm. The projectile only spawns if you miss the breath part of the attack. Getting the projectile out takes much more time.
- Swarm and Shadow Swarm projectile damage reduced by ~55%
- Swarm hitbox size reduced by ~35%.
- Swarms hit 5 times instead of 6, slightly reducing the amount of time you have to setup/juggle.
- Swarm Breath blockstun re-tuned.
- Light Version is -3 on block (was +7)
- Medium Version is -2 on block (was +3)
- Heavy Version is -1 on block (was -3)
- Back+MP is now +1 on block instead of +6.
- Added more blockstop to Close Swarm Startup and Back+MP to make using a Shadow Counter against them a bit easier.
- The startup of Clutch has a more noticeable anticipation pose.
- Sacrifice deals 200% more actual damage to Kan-Ra (15 damage, up from 5). Potential damage inflicted is unchanged.
- It is no longer possible to Instinct Cancel the recovery of Sacrifice.
- Far crouching HP launches airborne opponents up higher.
- Lv4 Spike Ender launches higher.
- DF+LK and DF+MK Scorpion Strike attacks now properly count as projectiles, making them unbreakable.
- Crouching LP and Jumping LP cause Flipout.
- Juggle versions of Clutch (that used to cause 1 juggle hit but were pretty useless) now cause Flipout and recover much faster.
- Standing HK and Back+HP cause stagger and are extremely plus on hit, allowing for new opening, setup, and combo opportunities.
- Tornado projectile always launches opponents toward Kan-Ra, and now does a little damage. It launches higher for a juggle opportunity.
- New Ability: Monsoon! Hold the button when using Whirl over a Sand Trap to keep spinning and release a larger, more damaging Tornado projectile, which is unblockable at maximum charge.
- Move re-tuned: Shadow Spike! Shadow Spike now releases a single, multi hit spike under your opponent instead of a series of Spikes. It then leaves an enhanced Shadow Sand Trap that attacks automatically with Scorpion Strikes every few seconds if an enemy is nearby. This automatic functionality stops if Kan-Ra gets hit, creates another puddle, or uses Sacrifice.
- Jumping HK damage reduced by ~15%
- Jumping HP damage reduced by ~40%
- Shoulder Charge Ender (Splat) damage reduced by ~10%
- Tail Flip Ender (Hard Knockdown) damage reduced by ~5%
- Corrected a bug causing a few of her Enders to build her small amounts of meter.
- Tail Flip and Air Tail Flip, both Light and Medium versions, slowed by 4 frames. Heavy versions slowed by 6 frames. Trajectories slightly adjusted for the new timings.
- Tail Flip damage no longer changes based on strength used, and all damage has been reduced to match the damage of the Light version.
- Tail Flip recovery has a taller Vulnerable box to make punishing it more intuitive.
- Added KV to Clever Girl to compensate for the fact that Ground Bounce KV penalty has been removed from the game.
- Close HP now counts as a projectile hitbox as expected.
- Predator LP now tags as an Opener so that combos after the Wall Splat function as expected.
- The ground version of Shadow Tail Flip will now get all five of its hits more reliably.
- Can no longer cancel out of Clever Girl on frame 15 into Specials or Normals. Can now cancel out of Clever Girl early at frame 12 into Normals or Runs.
- Reduced KV on Run Back HK and improved its launch trajectory to expand juggle opportunities.
- Adjusted Run Back HK in Instinct to match the frame data of the normal version.
- Run Back HP Flame Wall deals ~80% more damage.
- The running portion of Shadow Shoulder Charge now has 1 hit of armor.
- Jumping HK doesn’t bounce people away from you anymore, keeping them close enough for a followup attack.
- Crouching HK on juggle doesn’t push opponent away as far.
- Crouching HK is -5 on block instead of -15.
- Fixed a bug preventing you from using Primal Linkers after manual normals.
- Primal Linkers deal ~40% more damage to encourage using them in all levels of play.
- Predator Mode dashes are now projectile invulnerable on her top half as intended. It should be much easier to Predator dash under projectiles now.
- Run HK causes stagger instead of a knockdown.
- Predator Dash HP (Flame Arc) causes stagger.
- Standing LK causes Flipout, and has a slightly taller hitbox to assist with juggling.
- New Move: Flame Mortar! – Press and hold 3P to launch Flame Balls in a high arc at the opponent’s location, up to 3 in a series.
- Fixed a bug that prevented Omen from doing Auto Doubles, Linkers, or Manuals after the rapid press portion of Furious Flurry Med or Hvy hit the opponent.
- Jumping Medium Attacks deal 3 frames less blockstun. Jumping Heavy Attacks deal 7 frames less blockstun.
- Omen’s Rashakukens push him slightly farther back from the opponent near the corner.
- Omen’s Rashakukens build slightly less meter on hit or block for Omen, and slightly more for his opponent.
- All enders still gain meter, but the non-meter enders gain 25% less than before.
- Shadow Furious Flurry Linker is now +1 on hit (was previously +11), and the manual timing is 5 frames later.
- Opener Slide has less frame advantage on Hit and has had its manual timing windows re-tuned.
- All Ender damage reduced by ~15%
- Air Backdash slowed down by ~15%
- Throw damage reduced by ~40%
- Fixed a bug preventing Slide linkers from changing sides with larger characters in the corner.
- The following moves have been given Attack Box improvements
- Crouching Heavy Punch
- Crouching Medium Punch
- Jumping Heavy Kick
- Standing Heavy Kick
- Standing Medium Kick
- Standing Light Kick
- Standing Close Light Kick
- Standing Heavy Punch
- Rashakuken’s random fireballs deal 4 additional frames of hitstun. Blockstun is unchanged.
- Jumping HK damage increased by ~65%
- Shadow Rashakuken and Shadow Orda Shield are no longer destroyed if Omen takes a hit.
- Doubled the duration of Shadow Meter Lockout.
- Enders can now build meter even if a Shadow Rashakuken or Shadow Orda Shield is active.
- Jumping LP, Standing LK, and Standing Close LK all cause Flipout.
- Demonic Despair is now invulnerable from startup until the grab.
- Omen can cancel air dashes into attacks much earlier.
- New ability: Turbulence! Omen can cancel air dashes into the opposite air dash direction by pressing Back or Forward a single time.
- Normal attacks give more meter to the opponent on hit and block.
- During Instinct, a new Peacemaker respawns in 90 frames, up from 30 frames.
- Peacemaker attack damage reduced by ~20%
- Shadow Natural Disaster Linker damage reduced by ~30%
- Shadow Pulverize Linker damage increased by ~20%
- Damage on Natural Disaster and Pulverize Enders increased ~25%
- Adjusted launch velocity on the held part of Shadow Natural Disaster and fixed an issue where the Counter Hit version didn’t match to make juggle timing more consistent.
- Shadow Ruin startup now has 7 frames of strike invulnerability.
- Close Standing MP has a slightly wider cancel window for feel.
- Standing Far HP causes Stagger and is -5 on block (used to be -10).
- Hitstop on LK, MP, and HP Auto Doubles have been reduced slightly to match the reaction speeds needed to break the matching-strength Doubles better.
- It is no longer possible to shove Aganos’ body across the stage between rounds.
- Chunk Up recovers 6 frames faster.
- Wall Summon moves get the wall out 6 frames faster and recover 5 frames faster.
- Aganos can rip a Peacemaker out of the wall behind him in 34 frames now (down from 53).
- While holding a Peacemaker, the following non-peacemaker normals are now possible as command normals
- B+LP – Anti Air Flick, destroys your peacemaker
- F+HP – Both close and far variants of Standing HP, lets you keep your peacemaker.
- DF+HP – Crouching HP, lets you keep your peacemaker.
- Aganos will keep his Peacemaker while being hit, but it will still crumble if he is knocked down, put into a juggle state, or blown out.
- Thrown Peacemaker causes Stagger on hit.
- New ability: Recycling! If Aganos tries to Chunk Up while holding a Peacemaker, he will shove the Peacemaker into his chest instead of pulling a fresh chunk from the floor, giving him a drastically shorter Chunk Up animation (Only 39 frames, compared to 69 frames on the original version).
- New ability: More Recycling! Placing a wall with a Peacemaker in your hand turns the Peacemaker into a wall, instead of consuming a chunk.
- Added travel distance to Influence Linkers against Aganos only to ensure they never fail to hit him.
- Possession used to act as an unblockable, ground only hit that triggered a grab animation, but it now functions properly as a grab and can be avoided with grab-invulnerable moves as expected.
- Adjusted the size of the Vulnerable Boxes during fidgets to match the size of the Vulnerable Boxes during idle.
- Low Vengeance Counter is no longer able to catch Mid attacks.
- Added recovery to the landing of Air ORZ making it a bit worse on whiff. If you hit too high it’s possible to be punishable, but it is also possible to still be +3 or so.
- Slowed startup of Med and Hvy Air ORZ (by 4 and 8 frames) and altered the way they move in the air a bit to compensate.
- Improved the hitbox of Hvy Air ORZ so it hits higher up and crosses up easier, making it worth the extra startup.
- Wrath meter no longer recharges while jumping.
- Wrath regeneration speed is increased by 50%.
- Close HP, Far HK, and Close HK all cause Stagger on counterhit and deal much more hitstun.
- Standing LP and Jumping LP cause Flipout.
- You can now jump cancel the 3rd Heavy ORZ if you hit an airborne opponent, and using 2nd Heavy ORZ to juggle into the 3rd hit is easier.
- Descent is no longer effected by Kan-Ra’s Curse.
- Descent crushes highs 1 frame sooner and gets underground 10 frames sooner.
- Hisako used to be able to cancel out of Descent on frame 48 into attacks only. Now she can cancel into movement as well, and on frame 42 instead.
- New Shadow Move: Air Shadow On Ryo Zan! Hisako can perform a Shadow version of Air ORZ! This version hits rapidly and always recaptures air opponents, and staggers grounded opponents.
- New Ability: Descent Cancel! Hisako can now cancel into Descent in any situation she could Wrath cancel for a Vengeance counter. This costs half Wrath just like the Vengeance cancel does.
- Fixed a bug that caused Cinder to teleport a great distance when canceling a Fired Up Inferno into a Shadow Fission.
- 3rd Degree Chain Combos now count as 1 move toward the breakability rules no matter which move hits first or which moves whiff, so the “Domi Unbreakable” now becomes breakable on the 3rd loop of this as expected.
- The 2nd and 3rd Trailblazer followups (Afterburner) now always match the strength of the first Trailblazer in the sequence for breaker purposes.
- Raised KV on Pyrobombs to 14 (from 12)
- Added 3 frames of recovery to Fireflash. Fired Up Fireflash is now -6 if you block the pillar, and every character in the game can Shadow Counter the pillar for a full punish, or punish with any attack faster than 6 frames.
- The 3rd hit of Light Third Degree combo is +1 on block instead of +2. Canceling into Shadow Fission here is no longer a true blockstring.
- Fireflash Ender (Damage) no longer causes a hard knockdown.
- Pyrobomb Ender (Meter) damage reduced by ~10%
- Trailblazer Ender (Splat) damage increased by ~5%
- Air Heavy Trailblazer becomes active 2 frames earlier, and cannot land to create the ground crash until 3 frames later. This avoids a situation where the crash could hit without the Trailblazer, leading to an unbreakable hit.
- Ground Medium Trailblazer inflicts 2 additional frames of blockstun.
- Lowered KV added by Cinder’s throw to 20 (from 50)
- Cinder can now throw Air Pyrobombs even after doing Air Trailblazer, leading to new juggles and setups.
- Move re-imagined: Angled Inferno! Different Inferno strengths now attack at different angles. Light is up-forward, Medium is horizontal, and Heavy is down-forward.
- You can hold the button to keep any version burning for a while longer.
- Their frame data was re-tuned for their new function.
- The Heavy version hits low!
- New ability: Throw Cancel Burnout! While Fired Up, you can cancel your throw into a Level 1 Burnout with QCB+P or QCB+K. This spends your Fired Up state.
- Fixed a bug that could cause her projectiles to inherit the properties of her attacks, such as knockdowns or cash outs.
- Slowed the attack speed of Explosive Arc Linkers so that the different strengths are more readable.
- Widened the breakable window on Explosive Arc Linkers by 5 frames.
- When Drones are called as an assist and get hit, they now take 2.5x damage, up from 2x.
- Shotgun Knees are now more negative on block.
- Light Version is -3 (was -1)
- Medium Version is -5 (was -4)
- Heavy Version is -10 (was -8)
- Shadow Dissonance launches and causes a hard knockdown. It is possible to juggle after this move now.
- Crescendo causes stagger (grounded Med and Hvy versions still launch).
- Standing LK and Jumping LP cause Flipout.
- Heavy Kick and Bombs deal less KV for increased juggle opportunities.
- Heavy Kick Bombs don’t push opponents as far away on hit for increased juggle opportunities.
- Juggle values on normal attacks adjusted for increased juggle opportunities.
- Improvements to the attack boxes on Standing HK, Close Standing HK, and Crouching HK.
- New Target Strings: Operatic Destruction!
- Standing LK into Standing HK (does not combo)
- Standing MP into Standing HK (does not combo)
- Standing HP into Standing HK
- Standing Close MP into Standing HK
- Standing Close HP into Standing HK
- New ability: Charge Up Bombs! Can now hold far standing HK to charge up the attack and release additional grenades.
- You can dash cancel in either direction while charging up.
- If you perform a target string into Standing HK, you can still charge up and dash cancel as desired, opening up new frame traps and offensive techniques.
- Fixed a bug causing Shadow Shendokuken to hit one extra time when used in a ground combo.
- Added additional recovery time to end of Slide Enders, preventing some unintended juggles and other bugs.
- The earliest moment Shago can cancel out of his Dashes into moves has been moved back 5 frames.
- Shendokuken projectiles deal 20% less damage on hit.
- Shadow Slide is no longer throw invulnerable
- Fixed a really bad bug that allowed Shago to exit his backdash early on frame 20 (of 40) into a block. You should be able to develop Option Selects to punish this backdash now.
- Surge Divekick has 6 frames of additional landing recovery, and is now -3 on block instead of +6 to +8.
- Fixed a bug that allowed Shago to Instinct Cancel the landing of his Shadow Dark Fury Uppercut.
- Shadow Divekick is now throw invulnerable on startup.
- Shadow Divekick changed to a single hit that always recaptures, followed by four grounded hits.
Patch 3.1: The Mira Patch - April 27, 2016 (discussion)
- Mira, a new playable character, has been added to the roster.
- A shadow move that would be breakable as a linker, but hits 2 or less times, no longer counts as a ‘breakable move’ in your combo. This removes these “half-whiff-shadow-linker unbreakables” from the game. (This means that, in order to cash out damage from these combos, you will have to add at least one more breakable window to the combo somewhere, or ensure the Shadow Linker hits 3 or more times. It is still possible to use these "half whiff" shadow linkers in combos, and they are still great options for messing up your opponent's timing or sneaking in some damage.)
- When your opponent techs your throw attempt or your throw is teched, it no longer counts as a reaction for cases where being hit (going into a reaction) destroys your projectiles or ends your active modes or curses. (This effects things like Spinal’s Curses and Skulls, Maya’s Dagger Assault, Kan-Ra’s Shadow Sandtrap, Cinder’s Pyrobombs, etc. Anything that would have ended when the character was hit. Now these characters can attempt throws as part of their offense without risking the loss of their projectiles, modes, or curses.)
- Added a 5 frame buffer window to the Counter Breaker input, so that you have a 5 frame window to input a 1st frame Counter Break attempt. This removes the need to manually time a 1st frame Counter Breaker vs someone inputting a 1st frame Breaker attempt. (In general, you will still have to input your counter break before your opponent inputs his break attempt to succeed. But for manuals in particular, it was unreasonably difficult to input your counter break before an opponent who is also trying to break immediately. You may have noticed this in cases such as Tusk's skewer or Rash's LP juggles after a launcher. With this buffer in place, you will have a much easier time beating your opponent to the break and counter breaking successfully.)
- Fixed a bug that forced you to go through 1 frame of jump landing at the end of a Flipout, preventing reversals. (This lead to actual, inescapable flipout setups, and this change removes them.)
- Fixed a bug where you could perform a second wall splat move without blowing out a combo following a move causing ground bounce or recapture.
- Adjusted Flipout so that all characters fall with the same timing/gravity, instead of falling with their own personal jump gravity values. (We wanted players to be able to develop flipout setups that are not quite as character specific, though you’ll still have to deal with varying heights/widths on your opponents, as well as screen positioning factors.)
- Fixed an issue that could cause some Lv1 Enders to whiff or be blocked when performed on the last possible frame of the cancel window on a light manual.
- Fixed a bug causing Glacius’ Command Normals to not get the +3 manual hitstop penalty.
- Fixed a bug that allowed opponents to get hit by Shatter during their pre-jump frames.
- Decreased the knockback on Sadira’s Blade Demon (Launcher) Enders by 33% to increase followup combo options. (We recognize that players enjoyed the range Sadira was left at for juggles off of the old Recluse ender, so this new spacing allows f+HK and tiger-knee Med Widows Bite followups to be much more practical.)
- Fixed a bug causing Sadira’s Normals to not get the +3 manual hitstop penalty. This bug was also causing higher than intended KV output for Sadira, so this fix has resulted in some longer juggle ability.
- Fix for the 2nd hit of Heavy Widows Bite not being breakable in some situations as intended.
- Changed the duration it took for the hitbox to reappear on an Instinct Skull that had just bounced off of the wall from 25 frames to 20 frames.
- Fixed a bug causing an Instinct Skull that hit the opponent and the wall on the same frame to consider its interaction with the wall as a priority.
- Shadow Searing Skull is now +14 on hit (down from +26). (All Heavy manuals are still easily possible here.)
- Shadow Searing Skull damage reduced by 58% (These two changes were made because Shadow Searing Skull is being using as an unbreakable linker with a massive manual window after now. These changes make it a low damage unbreakable Shadow Linker with a fair manual window after, making its primary purpose to apply an Instinct Curse.)
- Fixed a bug causing the 2nd hit of his Medium Eye Beam to be breakable when used as an opener.
- Increased the special cancel window on TJ Combo's Standing Light Punch, fixing a bug that could make it difficult to special cancel from this move.
- Fixed a bug causing all hitboxes to be missing for a few frames when landing from a Linker Flying Knee.
- Raised minimum height from which you can perform Mantis on the way up.
- Mantis damage reduced by ~25% (Mantis combos were back in a big way in 3.0. Mantis being the only meterless juggle cash out in the game, in addition to Maya’s new juggle abilities, allowed her to deal a lot more damage than intended on few-break-chance combos a lot more easily than we’d like outside of instinct. As such, we are toning Mantis down, but being a meterless juggle cashout is still very strong and the damage is still respectable. We anticipate that this technique will still be used often by Maya players.)
- Crouching Light Kick is now -3 on block (was -5). (We have no idea why this was ever -5 on block. Now it is less unsafe.)
- Fixed a bug causing her Counter Breaker to teleport to the opponent’s location.
- Made adjustments to the Sand Scorpion attacks.
- Removed the first hit damage bonus of x2, as this was causing his Clutch command throws to sometimes deal double damage while a Shadow Sand Trap was active.
- Increased damage on ground Scorpion Strike from 14 to 18 points (~22%)
- Increased damage on anti-air Scorpion Strike from 5 to 18 points (~360%)
- Fixed a bug that caused the spit startup part of the Swarm projectile to damage other players if it came in contact with projectiles they own.
- Fixed a bug causing his Light and Heavy Swarm attacks (up close) to have eachothers on block frame data. Light is now -3, and Heavy is now -1 as intended.
- Fixed a bug that could cause the Scorpion Tail strike in his Ultra to blowout.
- Added 1 frame of hitstop per hit (up from 0) to the hits of Flame Arc to ensure it follows ALL breaker system rules properly. Timing on followups has changed slightly as a result, but frame advantage is unchanged.
- Corrected an issue causing Riptor to get stuck in her Lv2, Lv3, and Lv4 Talon Rake enders longer than intended, making them punishable on hit. She is no longer punishable on hit, and is left about +1 on her opponent.
- Made Demonic Despair’s hits count as “Launcher” hits. This fixed an issue where Arbiter’s Plasma Grenade could go off during this move, putting Arbiter back on the ground and leaving Omen punishable.
- Fixed a bug that allowed Omen to cause his linkers to teleport to the opponent’s location if they were already in hitstun from something else.
- Fixed a bug that allowed Omen to use crouching MK while his legs were burned out without fanning the flames.
- Fixed a bug causing Aganos’ Normals to not get the +3 manual hitstop penalty.
- Hitbox Adjustments to Standing Far HP.
- Added slightly more attack range to better match the animation.
- Added an additional vulnerable box behind Aganos so that opponents could properly punish this attack from behind.
- Fixed a bug preventing Heavy Natural Disaster from bouncing off another Aganos in the mirror match on block.
- Fixed an issue where Light, Heavy, and Shadow Payload Assault moves could fail to count as openers and lead to unbreakable combos.
- Increased the size of the attack box on Back+LP to cover over his head slightly better. (This change was made to help with some of new aerial offence available in the game.)
- Possible fix for Light and Medium Influence Linkers sometimes not passing through opponents properly after Standing Medium Punch manuals.
- Fixed a bug that could get Super Flash stuck ON when she was hit out of specific frames of her Shadow Counter.
- Fixed an issue preventing Shadow Air On Ryo Zan from becoming breakable/counterbreakable when it should.
- Fixed a bug causing the Shadow Linker version of Trailblazer to not be projectile invulnerable as intended. (All other characters who have a projectile invincible shadow move in neutral also had that invincibility on the linker version. This fix will help Cinder better avoid opponent projectiles, such as Arbiter or Orchid’s grenades, during his own combos.)
- Fixed a bug causing Aria to get the fully charged version of HK no matter how long she held the button. (This created a situation where lots of fully charged bombs could be used to add unbreakable damage to any of Aria's juggles. Standing HK will now have to be held to get the extra bombs, as intended.)
- Added additional pushback to standing HK to remove a big-character blockstring infinite.
- Fixed a bug where Activating Instinct caused any attached Cinder Pyrobombs to be destroyed
- If you cross behind your opponent with your dash and press P, you will now trigger the vertical version of Dark Fury instead of the angled version. (This change was made to reduce frustration in fighting against this tactic. It decreases its effective range, but if an opponent is not blocking crossup, they will still get hit by Dark Fury in much the same way as before, and all the same juggles will be possible, so we still expect this technique to be very strong. The main goals here are to allow an opponent to better punish Shadow Jago for a successful block or dodge, and to adjust the risk/reward on this technique.)
- Made Shadow Dark Drift a low to match the properties of the special move version.
- Added some vacuum to Kim’s Shadow Counter so that it is less likely to whiff its first hit, and much less likely to whiff any hits after the 1st if the 1st hit connects. (Her Shadow Counter was whiffing in a lot more situations than expected so hopefully these improvements help.)
- Possible fix for Dragon Counter sending back unintended Dragon Cannons
- Fixed a bug that made Shadow Dragon Kick do ender damage on the 2nd hit even outside of a combo.
- Fixed a bug that made Shadow Firecracker teleport to opponent after long range openers.
- The following normal and command attacks now count as Openers, so that followup manuals, specials, and shadows are breakable.
- Standing Far MP
- Standing Far HP
- Crouching MP
- Crouching HP
- (We made this change because we felt the unbreakable damage output after these moves into Shadow Skull Splitter was a bit high, but we didn’t want to take raw damage away from these moves. This gives players the opportunity to break without removing the heavy damage.)
- Reduced the damage of Normal attacks after a successful deflect by 20%. (Though the raw damage matched the normal version of these attacks, the Deflect Success versions leave a LOT of potential damage behind because they are technically hit #2 of the combo. In the next update, another adjustment will ensure that deflect moves deal ONLY raw damage, leaving no potential damage behind. Until then, we’ve lowered the damage slightly to alleviate this concern a bit.)
- Fixed a bug causing the Deflect Success version of Standing HP to have 3 less frames of advantage compared to the normal version. (You should now be able to get the same combo confirms off of standing heavy punch weather or not it deflected something.)
- Adjusted vulnerable boxes on wakeup to make sure Riptor’s Flame Carpet would hit.
- Can no longer use Skewer against opponents with no health remaining. This also prevents him from using it against TJ during his Last Breath.
- Fixed a bug with his Immortal Spirit Overhead and Immortal Spirit Enders that caused them to fan the flames during Punch Burnout despite being kick button moves.
- Fixed a bug that allowed Arbiter to cancel his Shadow Linkers to Linkers.
- Fixed a bug causing Arbiter’s Normals to not get the +3 manual hitstop penalty.
- Fixed a bug causing his standing block to be throwable.
- Fixed a bug causing jumping HP to be tagged as a special instead of a normal, raising its priority and allowing Spinal to Power Devour it.
- Fixed a bug causing his crouching HP to cause a Hard Knockdown.
- Fixed an issue where Plasma Grenades could fail to count as openers and lead to unbreakable combos.
- Fixed a bug that gave Arbiter additional air actions during Instinct mode.
- Fixed a bug that could cause a game freeze if Arbiter was hit out of his Lv1 Prophet’s Bane ender.
- Fixed a bug where Rash's standing medium kick could cross under cornered opponents.
- Adjusted vulnerable boxes on wakeup to make sure Riptor’s Flame Carpet would hit.
- Reduced the blockstun from Wrecking Ball by 6 frames. (This change was made so that more characters have anti-air punishment options after blocking this move, especially taller characters. Characters should have additional options now for challenging followups to Wrecking Ball on block.)
- Moved the frame on which you can cancel Run into attacks from frame 8 to frame 9.
- Moved the frame on which you can cancel Run with a Jump from frame 4 to frame 9. This prevents using Pre-Jump frames to cancel out into normals earlier than intended.
- Fixed a bug causing Rash to start on a later frame of his Run when canceled into from Big Bad Boot, leaving him more advantaged than intended. (With these 3 changes, he now has the same frame advantage on a run cancel as he does if he didn’t run cancel the Big Bad Boot attack. Because of the fast paced nature of the game and the speed of Rash’s overall pressure, we still expect run cancel boot to be quite useful in Rash’s offense.)
Patch 3.1.5: The Gargos Patch - May 27, 2016 (discussion)
- Gargos, a new playable character, has been added to the roster.
- Fixed a bug causing the attacker in a throw tech situation (the one who initiated the throw) to not be pushed back by the throw tech, resulting in closer-than-expected positioning, especially noticeable in the corner.
- Lowered damage of Ranged Auto Doubles by ~10% (This change was to make them more in line with Gargos’ ranged auto doubles, which also deal less damage than his close auto doubles. Because of the way Combo Breakers work in S3, it makes more sense to us to give Glacius players a choice between maintaining range for less damage, or transitioning his combo into a close ranged one for full damage, rather than just doing the same thing all the time. Glacius’ keep away abilities and damage are pretty outstanding in Season 3, so this small damage adjustment shouldn’t hurt him too much.)
- Light Sammamish no longer causes a hard knockdown. (This change was to put the invincible reversal version of Sammamish in line with other invincible reversals. We feel that he should not be getting great mixups after landing this.)
- Her Air Throw is now breakable in combos as if it were a normal hit. You break it using LP+LK, but Orchid can also counter break you for trying, so be careful! (This lead to a lot of unbreakable damage for the last 2 years of play. Now that we’ve developed tech to allow air grabs and anti-air grabs that don’t end combos to be breakable within the combo system for Gargos, we’ve added this tech to Orchid to bring her more in line. Orchid players still have her new air target combos that continue juggles to mix in with her air throw combos to keep opponents guessing and lock them out.)
- Advantage Ender now occurs much quicker to make followup mixups much more surprising as they flow with the speed of TJ’s Combos. (While the setups after Advantage Ender can be pretty good, both players do have quite a lot of time to think about them due to the speed of the old version of this animation. The new version is much snappier and keeps TJ flowing like he should. We think TJ players will like this change and we expect to see the Advantage Ender a bit more often as a result.)
- Fixed an issue that caused damage to Aganos’ walls if he performed a Ground Bounce or Recapture on his opponent.
- Fixed a bug causing an inconsistency in the recovery time of Ruin after hitting an armored character.
- Fixed a bug causing her Level 1 Explosive Arc ender to whiff Mira at very close range.
- Various changes to Jumping Heavy Punch
- Fixed a bug causing Jumping HP to hit only 2 times instead of the intended 3 (he flips 3 times).
- Reduced the attackbox size on Jumping HP so they reach above him less and cover less space overall.
- Increase the vulnerable box size during Jumping HP to make this move easier to anti air.
- Reduced the blockstun inflicted by Jumping HP by 12 frames, leaving Shadow Jago roughly even with his opponent on landing when this move is blocked. (These changes should go a long way into making use of this move less thoughtless, and encourage Shago players to use jumping attacks with less coverage if they want to maintain frame advantage when landing. This is still a powerful jumping attack, however.)
- (Kim has a few buffs below. We notice that when most players ask for buffs, their suggestions are to simply remove a character’s weaknesses. This solution doesn’t work. Instead, we’ve chosen to tweak a few things that should enhance Kim’s strengths. Read on.)
- When returning enemy projectiles with Firecracker, different strengths will now send Dragon Cannons at different angles.
- Light Firecracker returns a horizontal Dragon Cannon, just like before.
- Medium Firecracker returns a 30 degree up angled Dragon Cannon.
- Heavy Firecracker returns a 60 degree up angled Dragon Cannon.
- Shadow Firecracker returns 3 Dragon Cannons, one at each angle.
- (The team felt it was a bit too easy to simply jump over the Dragon Cannons being returned by Kim, so we added angle options to make it far less predictable.)
- Increased walk speed by 15% (Kim is a ground based, footsie heavy character, but we felt she should use just a little better walk speed to really find success with this gameplan.)
- Her forward dash now finishes in 17 frames (down from 22 frames) (This should also help with the overall ground positioning and mobility needed to be a very successful footsie style character.)
- When the Dragon Counter (Parry) is successful and the resulting explosion hits the opponent;
- It now causes a hard knockdown vs airborne opponents
- It deals 20 damage to the opponent
- It builds some shadow meter for both Kim Wu and her opponent
- (We wanted to increase the reward for a success parry slightly, and feel these changes should help. Anti-air parry, in particular, should now be a fairly powerful option.)
- Removed the restriction preventing Dragon Stocks from refilling during Instinct if Kim was in a reaction or knocked down. (This was a holdover from a previous instinct ability we tried on Kim during development. Since that is not in the game, it doesn’t make sense to prevent Dragon generation while being hit anymore, and we aren’t sure why we left it there in the first place. This should give Kim players a much more predictable number of Dragons during Instinct.)
- Fixed a bug causing her vulnerable boxes to change size when using rapid fire Standing Light Punch
- Tusk’s Deflects now reset the combo state so that the followup hit can deal the same damage as the non-Deflect version of the move, but not add any potential damage to the opponent. (We noted this change was coming in the 3.1 patch notes, but here it is! Deflect versions of Tusk’s moves no longer leave any potential damage behind on the opponent. While Tusk’s raw damage is untouched, and this change technically makes his Deflected moves hit harder than they did in 3.1, the combo after will not start at an increased ender level.)
- Moved the first active frame of Crouching Gun Butt back one frame (used to hit on 12, now it hits on 13). Added 2 additional frames of active time onto the end of Crouching Gun Butt, making it active for 1 frame longer over all. (This change helps with the change below to prevent this Heavy Command normal from being used as a Medium manual, while also making it a slightly better anti air when used early.)
- Moved the Manual Cancel window on Medium Linker Truth Seeker (qcf+P) from frame 29 to 31 to prevent Crouching Gun Butt (Heavy) from being used as a Medium Manual.
- Moved the Manual Cancel window on Medium Mercy’s Demise (qcb+P) from frame 30 to frame 28 to ensure that Crouching Medium Punch was able to connect as a manual here.
- Fixed an issue preventing players from canceling Battlemaniacs Beat Em Up combos into Ultra.
- Fixed a bug causing her Lv4 Reaping Ender to fan a Kick Burnout.
- Fixed a bug that could cause some auto doubles to whiff after long distance QCB+HP recaptures.
- Fixed a bug causing the post-superflash portions of her Shadow Moves to autocorrect unexpectedly.
- Fixed a bug that allowed her to land a Heavy manual off of a Medium Reaping Linker.
- Fixed a bug preventing Mira from canceling openers into Doubles, Linkers, Enders, or Ultras if her opponent was hit by her projectiles during the move.
- Fixed a bug causing her crouching LK to be -5 on block instead of -3 like the chained crouching LKs are.
Patch 3.2: The General RAAM Patch - June 13, 2016 (discussion)
- General RAAM, a new playable character, has been added to the roster.
- Fixed a bug that could cause a fresh reset combo ending in a wall splat to blow out as if that wall splat was the 2nd one in the same combo.
- Fixed a bug that could cause a character to rocket across the screen when performing an air counter breaker.
- We now enforce a minimum of 24 frames of hitstun when your opponent attempts to counterbreaker you, in addition to the 30 frame maximum we were already enforcing to ensure that counterbreaker attempts are punishable. (This means that you wont see grounded opponents popping out of hitstun early when you counterbreak from certain moves, making them feel much more consistent. )
- Fixed a bug preventing the LK and MK followups from being used after a Shadow Ender Sammamish.
- Fixed a bug preventing Spectral Manuals from causing Blowouts.
- Fixed a bug causing Spectral Manuals to always fan the flames of a burnout as a punch attack, instead of counting as the same move type as the auto double that came before it.
- Fixed a bug causing excessive pushback on a blocked Close Standing HP in the corner.
- Fixed a bug that could cause TJ to get a Tremor Ender instead of a Vortex Ender when canceling from a kick manual.
- Dagger Toss damage reduced by 33%
- Maya can no longer use air dagger toss after Shadow Leap Kick. [These two changes were made to reduce the very high once chance break damage Maya was getting in Season 3. We also feel that invulnerability is enough of a reward for the Shadow Leap Kick and that it doesn’t need to lead into a combo. Maya’s close to mid-range control of her opponent is still very strong, so this change weakens the damage of her defense without removing the potency of it, while also making reducing the 1 chance break damage.]
- Kan-Ra is no longer throwable during the active frames of Light Clutch. [This fixes an issue where it appeared that your Clutch was teched because you were thrown on the same frame that the Clutch hit the opponent.]
- The grab box on the first active frame of Clutch has been increased in size to cover the area closer to Kan-Ra. [This should help the move to not whiff as often against very skinny characters up close]
- Fixed a bug where Hisako's low catch counter worked against air attacks that did not hit overhead.
- Fixed a bug that could allow Gargos’ minions to attack her during a specific part of her Ultra, knocking her out of it.
- Fixed a bug causing the 1st hit of the Heavy Punch auto double to whiff some crouching characters.
- Downforward+HK is now +12 on hit (was +15) and +6 on block (was +11) (This move was too good, as it could manual into itself. Now it still gives extremely high frame advantage, but not quite as absurd as before.)
- Increase the cost of Mist Form from 20 health to 40 health. (Mist form is incredibly powerful on both offense and defense, and in practice, the team feels this warrants a higher blood cost. We’ll be keeping an eye on how this effects Mira play.)
- When added after a wall splat, Embrace now heals for half the amount it would when landed from neutral (50 instead of 100). (This option is still powerful, and will still heal you more at Lv1 and Lv2 than a bite ender would if you have corner positioning, but the tactic is a bit weaker overall.)
- Mira can now perform Air Dash with (Upforward, Forward) inputs. (This will make air dashing feel more familiar to players experienced in other Air Dashy games.)
- Fixed a bug preventing Shadow Devils Divide from scaling in combos.
- Fixed a few issues giving Gargos the incorrect number of jump actions after a blocked Reckoning.
- Fixed a bug causing Gargos to keep going forward instead of falling when Air Light Crusher caused a counterhit.
- Reduced the length of the cancel window on Standing HP by 3 frames to fix a bug causing the Oblivion Ender to drop when late cancelled after this move.
- Fixed an issue that let Gargos use Stoneskin Explode to break out of some strike-style grabs earlier than expected.
- Fixed an issue causing the Portal Punch hitboxes to stay active for longer than expected.
- Fixed a bug where Gargos’ minions could interrupt enders and his ultra.
- Fixed a bug where Gargos' Madness Commannd Throw would cause the opponent's mesh to mirror.
- Fixed a bug allowing players to quick rise from Sadistic Drop Ender and Shadow Sadistic Drop.
- Fixed a bug causing the hit counter to not go up during Devils Divide enders.
- Shadow Jago
Patch 3.3: The Eyedol Patch - July 21, 2016 (discussion)
- Eyedol, a new playable character, has been added to the roster.
- Counter breakers now enforce a minimum of 24 frames of hitstun, regardless of the move that preceded it. This should fix situations where defensive players pop out of hit stun inconsistently and their combo breaker attempt, instead of being caught by the counter breaker, is instead treated like a neutral action and punishes the offensive player. [This change was missing from the official patch notes, but was confirmed to be in this patch. - Infil]
- Endokukens build 25% less Shadow Meter on hit and block for Jago. (The team feels that, given the strength of Instinct with two meters, Jago is sitting on full meter a little too easily. Even after this change, Jago remains the meter king of the game.)
- Crouching MP is now +5 on hit (was +3)
- Crouching HK is now +1 on hit (was -2) (This allows both of these moves to combo into Run Leap Slash Overhead on hit.)
- Fixed a bug that would leave Wulf cornered after performing a back throw against Gargos while cornered.
- Fixed a bug that caused Salticidae to bounce off of thin air if the opponent had just blocked a Widow’s Bite.
- Fixed a bug that allowed Orchid to bail out of certain parts of her enders into Shadow Flick Flak.
- Fixed a bug that allowed Spinal to absorb his own skulls outside of Instinct.
- Light Eye Laser is now -2 on block (was 0)
- Medium Eye Laser is now 0 on block (was +2)
- Heavy Eye Laser is now -10 on block (was -7) (This change ever so slightly weakens his pressure by forcing him to use Medium Laser to stay even on block, and makes using Heavy Laser without a pip cancel in zoning slightly weaker as well. Fulgore is still both an offensive and defensive powerhouse.)
- Fixed a bug that could cause Fulgore’s Devastation Beam to detach from him he was moved out of place without being hit during the move.
- Fixed an issue preventing Maya from being able to perform a linker immediately following a Shadow Counter.
- Made an adjustment to the successful Mantis animation so that it doesn’t look quite as strange when hitting an armored character.
- When Kan-Ra is hit while he has a Shadow Sand Trap, it will turn into a regular Sand Trap now instead of being destroyed. (The team was a bit worried this would prove too powerful, but we are going to try it for now and see how it shakes out.)
- Fixed a bug causing Running HP to be counter breakable on whiff.
- Fixed a bug causing some hits of the Tail Flip ender to not be breakable during opener ender situations.
- Rashakukens deal 1 less frame of blockstun. (This makes them ever so slightly less reliable in pressure strings that are spaced too closely or get a fast moving set of orbs. Omen controls the pace of the match really well so this won’t hurt him much, but will allow a tiny bit more wiggle room for opponents.)
- Demonic Slide attackbox reduced to only be in front of him. The Shadow Version’s hitbox is unchanged. (As much as we like the Omen flipout into slide mixup, we feel it’s a bit too strong for the character. This change will force players to find new mixups instead of relying on the very powerful and ambiguous meaty slide tech.)
- Fixed an issue preventing Ruin and Shadow Ruin from ignoring RAAM’s Kryll Shield as intended.
- Fixed an issue causing Counterhit Warpath (F+HK stompwalk) to deal less hitstun than the non-counterhit version.
- Standing HK no longer causes a wall splat when used in combos. (This adjustment was made to fix some seriously broken things that happen if you cancel the wall splat hit into his enders)
- Fixed a bug that allowed her to Instinct Cancel her Influence command throws.
- Fixed a bug causing Burnout to end if the opponent performs a counterbreaker.
- Increased the size of the detonation blast on Pyrobombs that are stuck to the enemy to ensure that they don’t whiff when the opponent’s body moves them away from their center.
- Fixed a bug causing Shadow Crescendo to hit on frame 1 instead of frame 3 as intended.
- Fixed a bug that could cause opponents to drop quickly to floor if Counter Hit while grounded by close HK.
- Fixed a bug preventing Aria from clearing the Kryll Swarm DOT effect when switching bodies.
- Bullet damage reduced by about 23% (From 18, to 14. This change was made in part to reduce the Jump Gun one chance break damage that Arbiter gets. We think this option is a cool way to spend bullets and want to leave it as a powerful option, but dial it back so that it feels more fair.)
- Damage Ender damage reduced by ~25%. (This change also helps with the change above to reduce one chance damage from Arbiter. Also, because Arbiter players tend to use Grenades or Bullets after enders, the various ender types are rarely used over the Damage Ender because it hits much harder than the other enders. Now you may have reason to use the other enders more often.)
- Grenade Respawn time changed from 14 seconds to 15 seconds. (Grenades are a very powerful offensive and defensive tool. This small adjustment will give Arbiter players roughly one grenade less per match to use as they see fit.)
- Fixed a bug causing some hits of the Overhead Slash ender to not be breakable during opener ender situations.
- Fixed a bug that allowed Minions to attack between rounds sometimes.
- Fixed an issue that could cause command grab followups to interrupt combo breakers.
- Sadistic Hurl now causes a blowout after an ultra combo. (This prevents super long quad-ultras for now so people can get back to playing.)
- Reduced the active frames on Kryll Shield Attack from 4 to 2. (Using this as a meaty requires better timing now, and it is easy to backdash out of these setups for the opponent.)
- Crouching HP is now 0 on hit instead of -1, allowing it to combo into Medium Decimation as intended.
- Fixed a bug causing RAAM to pass through opponents when trying to throw them into the corner with a back throw.
- Fixed a bug causing Shadow Dominance, Ender Dominance, and Shadow Kryll Rush to build meter for RAAM.
- Fixed an issue that allowed RAAM to combo off of his level 1 Splat ender midscreen.
- Adjusted the size of the grab attempt box on Kryll Rush to match the Shadow Version so that it won’t grab characters who are behind him on occasion.
- Fixed an issue making RAAM breakable after landing a Shadow Kryll Rush.
- Fixed a bug that could cause your opponent’s gravity to permanently change if you attempted a counter breaker during your OTG stomps on a specific frame.
- TJ Combo
- Shadow Jago
- Kim Wu
Patch 3.3.1: The Eyedol Hotfix Patch - August 24, 2016 (discussion)
- Prepped Earth defenses and charged up Ultratech defense batteries. Gargos Alert: DEFCON 4 ETA: IMMINENT
- Fixed an issue that could prevent some auto doubles from moving close enough to hit after a 1-hit cross-under Shadow Slide.
- Fixed an issue that could cause some Enders to drop when cancelled late after certain manuals or doubles.
- Fixed a bug causing HP attacks to build less meter than intended.
- Fixed a bug causing Minions to build meter back for Gargos when they attack.
- Medium and Heavy Portal Punches now build the same amount of meter as the Light Portal Punch.
- Minion normal attack damage reduced by 25%
- Stoneskin Explosion no longer causes a hard knockdown and the launch velocities have changed to make this closer to even on hit. You won’t get a safe minion summon after landing this anymore.
- Warrior Jumping HP deals 11 frames less blockstun. (Previously, when used on the way up, this left Eyedol at +6. Now it leaves him at -7 when performed on the way up, making this difficult-to-anti-air normal much more of a risk when used in this way.)
- Warrior Jumping HP attackbox starts 1 frame later and ends 7 frames sooner. It reaches behind him less far as well. (We never intended this move to be active for so long after the swing, or to be able to cross up in odd situations)
- During instinct, the Meteor Shower after Shadow Crushing Swing comes out 20 frames later and a bit farther away from Eyedol. It still juggles on hit, but on whiff or block, opponents will have an opportunity to hit you before the Meteor Shower starts, preventing it from ever coming out.
- Shadow Meteor Shower meteors deal 3 points of damage, down from 7 points of damage.
- Fixed a bug preventing Shadow Meteor Shower from dealing chip damage.
- Fixed a bug causing the Shadow Counter in Mage stance to use two meters if they were available.
Patch 3.4: The Shadow Lords Patch - September 20, 2016 (discussion)
- Shadow Lords, a new single-player and multi-player mode, has been added to the game.
- Changes to the input system so that after crossing under a character your next move motion is read correctly. (If you notice any bugs possibly related to this change, please report them with full reproduction steps on the forums to help us quickly track down and fix them)
- Shadow Tigers Fury damage reduced by ~27%
- Tigers Fury Ender damage reduced by ~10% (Jago is a great all around character who doesn’t struggle at all when trying to open the opponent up, especially in season 3. We feel that he can cash out a bit too hard considering his dominant toolset, especially with a few of his 1 chance break combos. This adjustment should help a bit.)
- Shadow Wind Kick is no longer Throw Invulnerable. (Having a move that crushes lows, is projectile invulnerable, throw invulnerable, and travels nearly it’s full distance in 12 frames, and is +2 on block is a bit too much utility for 1 meter. This move still does all of those things, except it is no longer immune to throws. Jago players will need to use Tiger’s Fury, Backdash, or Jump to avoid throws instead of Shadow Wind Kick going forward.)
- Fixed a bug where the second Endokukens thrown by Jago in instinct mode would not be destroyed by moves intended to destroy projectiles.
- Shadow Eclipse damage increased by ~10%
- The flipout on crouching LK launches the enemy a little higher, delaying their landing a bit. This leads to better mixup opportunities afterward. (Players will need to adjust the timing of their setups here a bit, so hopefully the increased opportunities make up for that.)
- When Hamstring hits or is blocked, Sabrewulf will be invulnerable to throws for 11 frames (while sliding past you) to avoid some really nasty bugs in which he could be throw by armored opponents while he was under them, causing the animations to severely break. (You can still punish this move in all the same ways with the same timing, included throws. This only effects the middle of the move, where an armored character could still make a grab attempt.)
- Puddle Punch Changes
- Light Puddle Punch is now vulnerable from frames 0-3 on startup, but still starts a grounded combo.
- Medium Puddle Punch now causes a soft knockdown instead of starting a grounded combo.
- Heavy Puddle Punch has 3 addition frames of invulnerability, making it invulnerable until after the first active frame.
- (In the end, it seemed pretty odd to have a reversal that starts a full grounded combo so easily. Previously, all three versions of Puddle Punch had similar invulnerability windows. Now the Light version functions more like other opener special moves (though it is still invulnerable for a few frames while underground). Medium’s invulnerability hasn’t changed at all, but it now knocks opponents down. The Heavy version has additional invulnerability when coming up out of the ground, which means he can no longer be thrown out of this version. These changes will require a tiny bit of adjustment from Glacius players, but keep this move a bit more in line with the rest of the game. The heavy version, in particular, will be very reliable anti air at a distance he normally couldn’t reach, and is a much more reliable reversal that hits as hard as a heavy Jago DP!)
- Fixed a bug causing the opponent to flash as if they were attempting to break a Shadow Linker during Opener Shadow Hail
- Light Sammamish no longer has full body invulnerability, but all Sammamish followups are once again available after this move. (Having a meterless reversal is proving to be too powerful in Thunder’s hands. It allows him to save meter for juggle cashouts and shadow call of earth much more easily, making not only his wakeup harder to pressure, but his entire toolset more loaded and reliable.)
- Sammamish and Shadow Sammamish damage reduced by 10%
- Skyfall damage reduced by 10% (These changes were made because Thunder is getting absolutely monstrous damage from Sammamish loops. The damage after this change may still be too high, so we’ll keep an eye on it and make future adjustments as needed.)
- Dropkick damage increased by 15%
- The Call of Sky buff now lasts 10 seconds (up from 8 seconds)
- Heavy Widows Bite now causes a hard knockdown during juggles.
- Jumping LK causes a flipout
- Standing LK causes a flipout
- Standing LK can be jump canceled on hit
- Jumping LK has more range and a larger attackbox than before.
- Standing LK is active for 2 addition frames. (These changes should give Sadira players a few more options for converting juggles into dangerous situations for the opponent should she lack the meter to cash out.)
- Jumping LP no longer pushes enemies away. (This is to assist with the j.LP xx Widows Drop chain combo that no one really uses because why would you?)
- Widows Drop now causes a ground bounce against airborne opponents.
- Widows Drop now hits 1 frame sooner, and the first active frame is wide and near her upperbody. (This will now combo, if well spaced, from jumping LP, leading to new juggle paths.)
- New Combo Trait – Auto Launcher – Press F+HK during any auto double to automatically perform the Leg Launcher and transition into juggle combos. Opponents can always break the Leg Launcher hit with a heavy breaker. (Sadira was the only character in the game without a real combo/combat trait, as her original one was juggles and now pretty much everyone juggles. This new trait gives her something to call her own and lets her easily transition confirms into difficult to break juggles.)
- Increased height of Crouching HK attackbox so that juggles into it are a bit more reliable.
- Fixed a bug that could cause Shadow Widows Bite to be breakable as an opener unexpectedly.
- Fixed a bug that allowed Sadira to summon an Instinct Mode projectile while in a flipout reaction.
- Fixed a bug that allowed Orchid to summon an Instinct Mode projectile while in a flipout reaction.
- Fixed a bug preventing Orchid from starting combos if she whiffed the first two hits of her Rekkas, and then only the 2nd hit of the two-hit overhead connected (or it caused a counterhit).
- Jumping MK (Divekick) now has 6 frames less landing recovery.
- Jumping MK (Divekick) now deals 5 less frames of blockstun. (These two changes combined make the Divekick 1 frame better than it was on block, but also lets Spinal move earlier than before, allowing him to use well-spaced Divekicks in pressure or for mobility. )
- Fixed a bug causing the recovery from Run to turn and face the opponent inappropriately.
- Fixed a bug preventing Spinal from cancelling into an Ultra Combo when hitting from near max distance of Soul Sword.
- Cyber Uppercut no longer auto corrects to face the opponent when you pip cancel into it from any other special move. It will always face the way Fulgore was already traveling. (This technique is very strong, but was proving a bit too strong when Fulgore could change directions on a dime to punish you for jumping over him.)
- There is now a minimum height restriction on Shadow Air Eye Lasers when cancelling into them from a Cyber Uppercut. (It was never intended for you to be able to do Air Laser so close to the ground that you became safe, let alone advantaged. This move should be properly punishable as intended now.)
- Increased the Reactor Spin Speed penalty by 33% when performing Teleports. (Repeated teleports are going to have a slightly more noticeable impact on your total number of pips gained per game now, but the strength of Fulgore’s teleport in neutral and during mixups is unaffected.)
- Ground Shadow Eye Beam pushes opponents away slightly farther and is now +25 on hit, allowing Fulgore to link into Heavy Blade Dash or Heavy Eye Beam from long distance for new combo opportunities.
- Fixed a bug preventing Fulgore from cancelling Heavy Eye Laser into Devastation Beam.
- Fixed a bug causing the raw/opener version of Shoot Toss to deal the (greatly reduced) damage of the in-combo version of the move. A raw Shoot Toss now deals the intended ~12% (40 pts of damage) up from ~3% (14 pts of damage) (Shoot Toss damage was pretty pitiful due to this bug, making it a lower value option when going for resets. This should increase fear of the move and allow success with other options more often as well.)
- Raised the damage on the in-combo version of Shoot Toss by ~10%
- Fixed a bug that could cause Last Breath to not trigger if TJ was hit out of an Armored move. (We were sad to see this bug cost Thrash Heavy a game in Top 8, but we had been working on a fix for this for a while and were able to submit one a few weeks before that event. We know bugs that affect tournament matches suck, but this one took a lot of effort to fix. Sorry it took so long!)
- TJ was missing a counterhit window on the startup of many of his special moves. These have been added, so you should see counterhits occur against TJ as expected now.
- Dagger Assault Ender now leaves Maya +2 on her opponent (was +0) (We still feel this move as a lot of untapped potential, so hopefully this change encourages players in the wild to try using this ender a bit more.)
- Previously, when throwing daggers, they had a much larger attackbox for the first 2 frames of flight. The size of this attackbox has been reduced by about 45%. The size of the attackbox for the rest of the flight is unchanged. (Thinking back, we know we made the attackbox on daggers larger for 2 frames to avoid close range whiff situations, but can’t figure out why we made them SO big for those 2 frames. This size is much more reasonable.)
- Medium and Heavy Clutch have expanded range and are active for 1 frame longer. (This is to help deal with characters who can get up very high, mainly Gargos.)
- Shadow Swarm, when performed from neutral, now lasts for 9 seconds (up from 6). The duration of the ender versions is unchanged. (While powerful, this move has seen a massive drop in use due to the increased startup time and awesome power of the Shadow Spike for the same meter spent. This change will hopefully see players spending meter on Shadow Swarm once in a while.)
- Shadow Sand Pit can no longer build meter back for Kan-Ra (As a general guideline, Shadow moves should not build meter back. This puts the move in line philosophically with that idea.)
- Fixed a bug allowing players to juggle into Shadow Whirl after holding back during Clutch (Kan-Ra was never intended to get grounded combos off of Clutch without recapturing using Antlion. We fixed most of these cases a long while ago, but this one remained until now.)
- Made Back+HP Flame chain combo juggle a bit more reliably
- Moved the manual cancel window up 1 frame on both Medium Linkers to allow crouching medium attacks to manual in these situations.
- Fixed a bug causing jumping LK to be breakable as a Medium.
- Throw now has a manual cancel window on frame 54 and has 8 more frames of recovery, leaving it +3 (down from +11). This means that you’ll still be able to combo normal attacks in the corner with the exact same timing, including the 5 frame buffer it used to have, but you will not be able to combo into specials attacks like slide and flurry anymore. Instinct cancels are all still intact as well. (Throw into ambiguous special move of choice in the corner is proving too strong on Omen. We will evaluate a change like this in the future for similar throws on other characters if they prove problematic.)
- Stomp Walk now crushes lows until the 1st active frame of each step.
- Stomp Walk 1st hit is now -3 on block (was -10) at zero chunks
- Stomp Walk 2nd and 3rd hits are now -3 on block (was -5) at zero chunks (Stomp walk was a pretty bad move. Now it’s a pretty good one.)
- Fixed a bug causing far standing HK to not match the changes last update to close standing HK. Now both versions no longer cause a wall splat when used in a combo to avoid enders afterward breaking.
- Fixed a bug causing Aganos to continue sliding forward if Spinal absorbed his Ruin or Shadow Ruin attacks.
- Fixed a bug that could cause followups to On Ryo Zan to be unbreakable if the first hit of On Ryo Zan whiffed.
- Manually detonated Pyrobombs can now hit opponents OTG when they are laying on their back, launching them into the air. (The combat team thought this would be a fun way to make use of some of your pyrobombs that didn’t stick, so we tested it out and loved it. We hope you do too.)
- Reduced the damage of opener Shadow Fission by 45% (This is to reduce Cinder’s very high one chance break damage)
- Reduced the chip damage of Shadow Fission from 40 pts of damage to 30 pts of damage. (This takes it from about 11% to about 8%, still very worth doing, but not so great as to force players to want to save meter only for this.)
- Fixed a bug causing him to land with additional recovery from jumping attacks if he was hit out of a Trailblazer special.
- The bombs from Standing HK, Standing Close HK, Crouching HK, and Jumping HK are now breakable and counter breakable. (This should make her vortex gameplay a bit less guaranteed to setup and maintain)
- The above change required us to add hitstop to the bombs, making juggles feel slightly different, and requiring us to change the launch velocities on the bombs a bit to allow similar juggles. (Aria players will want to spend a little time in the training mode making a few small adjustments to their bomb juggle timing after this change.)
- Fixed an issue preventing Shago from passing through very wide opponents when hitting with the tip of Slide.
- Fixed a bug that could cause Shago to bounce off of thin air during his Divekicks if the opponent was currently blocking or getting hit by a projectile.
- Fixed a bug causing characters to fly behind Shago after a Surge Slide
- When Dark Drift (slide) hits or is blocked, Shago will be invulnerable to throws for 11 frames (while sliding past you) to avoid some really nasty bugs in which he could be throw by armored opponents while he was under them, causing the animations to severely break. (You can still punish this move in all the same ways, included throws. This only effects the middle of the move, where an armored character could still make a grab attempt.)
- Fixed a bug that could cause Dash to come out the wrong way after juggling with Pushkick in the corner.
- Fixed a bug that could cause Dark Drift to not change sides with very wide opponents when landed from maximum distance.
- Fixed a bug that could cause Divekick linkers to whiff from max distance.
- Shadow Firecracker now steps forward like the Heavy Firecracker does. (Hopefully a few less Shadow Counters whiff now, but some still will.)
- If you have at least 1 Dragon before landing a Dragon Counter, you can now Dragon Cancel out to start a combo. (You cannot spend the Dragon you just earned from the successful Counter to Dragon Cancel. You need to have had one beforehand. This allows her to get a full grounded combo off of a Dragon Counter vs a grounded opponent, so we’ll be keeping an eye on how strong this is and may remove or reduce the damage dealt by the parry itself in the future to compensate.)
- You gain a Dragon on Frame 2 of a successful Counter instead of Frame 0, so it is possible (though rare) to be hit out of this before you gain a Dragon. (This change was necessary to allow Dragon Cancels from Dragon Counter)
- Firecracker Ender’s resources granted have changed
- Lv1 – Gain 1 Dragon
- Lv2 – Gain 1 Dragon and some Shadow Meter
- Lv3 – Gain 1 Dragon, some Shadow Meter, and some Health
- Lv4 – Gain 1 Dragon, some Shadow Meter, some Health, and some Instinct Meter
- (This should make higher levels of this ender more appealing)
- New Command Normal: Dragon Sweep – DF+HK
- This move is a step forward sweep kick that hits low, causes a hardknockdown, and hits on frame 14. It is -5 on block.
- You can cancel into this move in most places where you could cancel into a special move.
- (Use this to add a little high/low mixup to your pressure, alongside light Dragon Dance. Kim having a low threat from a bit farther away will cause opponents to block low pre-emptively more often, preventing people from walking out of range of Kim’s already strong footsies game.)
- Crouching MK is now -1 on block (was -2)
- Crouching HK is now -2 on block (was -4)
- Fixed a bug that could cause Super Flash to get stuck if she was hit out of a Lv2, 3, or 4 Dragon Dance ender just as it started.
- Stagger Ender now adds 100 KV instead of 50 KV. You must use a Shadow move or throw if you wish to continue the combo, as any other hit will now blow out. (Tusk’s combo game devolved because of this move, as players used it essentially as an unbreakable linker into pretty respectable damage. We want to keep the midscreen mixups it affords, but we have to say goodbye to the cool looking repeated stagger ender combos in order to do that, as they were too degenerate and frustrating to get hit by.)
- Shadow Immortal Spirit now triggers a Shadow Front Step that is projectile immune. Pressing any button during the startup or the step portion of this move will trigger the Shadow Shoulder portion at no additional cost.
- Shadow Shoulder is now immune to projectiles. (Tusk was having just a little too much trouble with characters who have projectiles that cover the ground, preventing him from using the non-shadow Immortal Spirit moves to dip under them. The changes to this move should give him a few more opportunities in those matchups.)
- Shadow Air Skull Splitter now fires an additional explosion, and all explosions are spaced farther from eachother, coving more of the screen.
- Air Skull Splitter now spawns explosions on whiff or block when landing. These explosions can destroy incoming projectiles and make this move a bit safer on block than before. The number of explosions is based on the strength used.
- Air Skull Splitter no longer causes a ground bounce on standing opponents. It instead causes stagger and can go straight into auto doubles. The explosions do not come out on hit.
- Tusk can now cancel the landing of Air Skull Splitter into Shadow moves on hit, whiff, or block. Try cancelling into the new Shadow Step to approach behind a wave of projectiles outside of instinct mode. (All of these changes combine to give Tusk a few new approach and attack options.)
- Fixed a bug causing Jumping MP to count as a Heavy Attack, both in priority for trades and for breakability.
- The size of the VFX trails on Big Bad Boot opener have changed to help the opponent see which strength is being used. (This keeps Boot in line with other moves that juggle easily and have visual tells to help breakability.)
- Crouching MK is now -2 on block (was -1)
- Crouching HK is now -4 on block (was -1)
- Fixed an issue that could cause Rash to try to eat a projectile after being hit out of eating a projectile.
- Fixed a bug that allowed Rash to summon an Instinct Mode projectile while in a flipout reaction.
- Fixed a bug that allowed Rash to manually perform a Shadow Ram Horns after his Battlemaniacs combo but stay ‘in’ the combo trait. This lead to instances of the Battlemaniacs ender being blocked.
- Overshield Recharge is now -11 on block (was -1). (We never intended for this to be unpunishable on block, and it ended up feeling like a bug or oversight to us. Consider it corrected. This move acts the same was as before if it is not blocked.)
- The window to fire a 2nd and 3rd shot after a jumping Carbine attack has been reduced from 22 frames to 5 frames. This means that you cannot wait for an extended period before firing again on the way down. (Jump gun combos are still possible, but they have much stricter timing and require more ammo.)
- Gun damage raised by 10% (We lowered it primarily due to the jump gun loop, which is now a lot weaker.)
- Self Grenade now causes a stagger on grounded characters. This means that if you block it as a reversal and Arbiter doesn’t have Overshield, he will be punishable because he is still standing. This also opens new combo opportunities for Arbiter. This still causes a soft knockdown vs airborne opponents. (The reversal option had some un-exploited weaknesses, but was still proving too frustrating for players. You can simply block and punish this normally now with no crazy tricks.)
- The size of the VFX trails on Rushing Slash (qcf+P) and Overhead Slash (qcb+P) openers have changed to help the opponent see which strength is being used.
- Fixed a bug that allowed Arbiter to whiff cancel into Enders during a grenade blast. (This bug lead to huge unbreakable damage.)
- Fixed an issue that allowed Arbiter to use Tack On: Carbine to cash out combos without performing an ender. This change also required us to change how bullet damage during non-ender Tack On is calculated, so you’ll notice a very slight damage increase in Tack On bullet situations with some additional potential damage left behind on top of that.
- Fixed a bug preventing him from special canceling his MP HP and HP HP target combos from maximum range.
- Fixed a bug preventing other characters from properly parrying a grenade.
- The KV inflicted by Bloody Seekers has been increased by 20% and deals the full amount even during low KV juggle states. (While cool, some of the Seeker juggle loops were just too long to ask players to be hit by with nothing breakable happening. This change shortens these combos, but they remain a great option for guaranteed damage.)
- The potential damage inflicted by Instinct’s Vampire Mist was decreased by 50%. (The use of this in combos dealing absurd damage needed to be reduced. You can still get huge damage with these setups, however.)
- The recoverable health restored during Instinct’s Vampire Miss has been increased by 25%. (To compensate for dealing less damage, we wanted to try letting her heal back a bit more, letting her go a little more nuts with high-cost moves attempting resets and mixups.)
- Increase the amount of recoverable health restored from Bite linkers has been increased by 50% (from 10 points per bite up to 15) (Mira now has a more consistent way of recovering her blood health from midscreen without spending shadow meter, and entering the combo system keeps the risk/reward nicely in check. This should both allow Mira to enjoy spending more blood health, and should make using the bite linkers a bit more appealing)
- Fixed a bug where Mira would not jump to her full height when performing a jump attack after getting hit out of her air dashes.
- Fixed a bug that let her cancel out of Medium Bloody Seekers early if her opponent was currently in a reaction.
- Fixed a bug where canceling out of Mira’s air dashes maintained some physics properties of an air dash. This allowed players to perform low to the ground attacks without going through Mira’s full jump height.
- If a minion is knocked down, he will not get up while Gargos is in a reaction from being hit. (This means that if you strike a minion during a combo, you wont have to worry about that minion getting up and attacking you until your combo is complete, but you’ll still need to worry about minions you haven’t hit. This can also help Gargos sometimes because a minion wont get up to take a 2nd hit from the attacker. We feel this is a good change for the game on both ends; less frustrating for Gargos’ opponent, who gets to complete more combos, but Gargos’ minions will survive in situations where they couldn’t before, allowing them to assist him later.)
- Reduced the damage dealt by ranged auto doubles by 40%
- Reduced the damage on Portal Punch Ender by 10% (This change is to reduce the frustration of getting hit by Portal Punches, which Gargos will have a harder time turning into significant damage now.)
- Reduced the travel distance of the Air Light Crusher to reduce player’s ability to run away using it. (Gargos ability to run away is still present, but this particular move made it far too easy in a few matchups.)
- Reduced the jump height of Forward and Backward Double Jumps by 20% (Gargos was getting up a bit higher than we intended, even above some of the highest reach anti-airs in the game. This change should stop Gargos from jumping without punishment as often.)
- Fixed a bug causing the ender version of Izuna Drop to cause a hard knockdown. (We may have fixed this the other way in a previous update, but that was a mistake. This ender is not intended to cause a hard knockdown.)
- Fixed a bug that allowed Gargos to perform Auto Doubles, Linkers, and Enders against an opponent with no vulnerable boxes if he activated Instinct right after setting someone down from his command grab.
- The inputs for his Ultra and Stage Ultra has swapped. QCF+3K is now the Ultra, and QCF+3P is now Stage Ultra. (This is to help players struggling with getting Kryll Shield Cancels when they wanted Ultras)
- Shadow Kryll Rush moves 50% faster across the screen and is now immune to projectiles.
- After any successful Kryll Rush, RAAM is now immune to projectiles for the duration of the stab animation. (These two changes makes an absolutely massive difference in battles against zoning characters.)
- Decreased the potential damage buildup during Instinct mode by 12.5% (We want RAAM to hit hard, and he still absolutely does, but just ever so slightly less now that he can get in a bit easier.)
- Fixed a bug causing Kryll Shield to think that certain projectile types spawned from normal attacks (such as Eyedol Mage HP) were melee hits, which removed the Kryll Shield.
- Fixed a bug causing Light Emergence to not have any lower body invulnerability, as it was advertised to have. It still doesn’t have lower body invulnerability on startup, but it does for all of its active frames.
- Fixed a bug that allowed RAAM to cancel his Dominance stomps into normals on a specific frame.
- Made adjustments to the chances to switch heads in each mode. Players should automatically switch more often now, but the team will be watching this closely and will make future adjustments as needed if this proves to be too much or too little.
- Warrior Standing MP is now +1 on block (was +2)
- Warrior Crouching MP is now +1 on block (was +4) (Crouching MP hits on frame 6 with long range and low pushback, making this move very dominant during Eyedol’s close pressure. The move is still strong at +1, but now the opponent has options to challenge it.)
- Jumping HP Animation has changed to make it cover much less space, and it starts up 2 frames slower as well.
- 10 frames more recovery has been added to Telestrike (We wanted to give players a bit more time to punish this move on whiff or block.)
- LT and MED Bolt strikes are -12 on block (was -9)
- Throw damage reduced 20%
- B+MP Blast command normal has 6 addtional frames of startup
- B+MP Energy Blast command normal is no longer cancelable into special moves (This move is meant to be used as a way to check the opponent’s advancing movement. Allowing him to cancel into a high/low mixup from nearly full screen away made his matches against some characters a little too dominant in Mage mode.)
- F+MP Overhead command normal has 5 additional frames of startup
- F+MP Overhead command normal is -4 on block (was -1)
- F+MP Overhead command normal is no longer lower body invulnerable (Eyedol’s f+MP overhead remains a very strong move due to its long range, recapture ability vs. jumping away, and can be spaced to make even -4 disadvantage difficult to contest.)
- Medium Crushing Swing launches enemies slightly higher to accommodate the slower Recapture Overhead.
- Reduced the distance that Eyedol bounces away after using Mage J.MP and J.HP
- Meteor Enders are now all +2 or +3 on hit, instead of being punishable. (Was -6, -8, -1, and -15 for each level 1 to 4)
- Additional KV is now added when performing the Lv1, 2, or 3 Crushing Destroyer enders.
- Fixed a bug causing Bolt Strike to sometimes hit only once, leading to long damaging unbreakable juggles.
- Fixed a bug causing Medium Stomp Strike to have longer recovery than intended, screwing up its advantage on hit/block as well. It is now +8 on hit, and +2 on block, as originally intended.
- Fixed a bug preventing the use of Medium and Heavy normals from attempting to switch heads. (Players were not intended to be able to circumvent switching by avoiding the use of special moves. This fix should contribute to seeing Eyedol switch more often, as intended.)
- Fixed a bug causing the Lv1, 3, and 4 versions of Crushing Shoulder Ender to have less advantage after the wall splat than intended. A sweep should be possible to combo after all versions now.
- Fixed a bug that allowed Eyedol to cancel into Instinct when landing from a Crushing Swing on hit or block.
- Fixed a bug preventing enders from cashing out when opening with Back + MP Blast.
- Fixed a bug causing the Stomp Strike Rage followup to occur even without charges available.
- The size of the VFX trails on Crushing Destroyer opener have changed to help the opponent see which strength is being used.
- Fixed a bug causing the Heavy Crushing Swing to not follow up with the 2nd hit if the 1st hit was a counterhit.
- Fixed a bug causing the Bolt Strike projectile to stay active even when the opponent performed a counter breaker.
- Fixed a bug preventing Shadow Crushing Destroyer’s ground bounce vs airborne opponents from working.
- Fixed a bug causing the recovery from Run to turn and face the opponent inappropriately.
- Fixed a bug that could cause the recapture hit on Heavy Crushing Swing to autocorrect and face the other direction.
- Fixed a bug causing Wake Up! to come out on downback + HP occasionally. It will only come out with Back+HP now.
- Fixed a bug that allowed Eyedol to delay round transitions by punching himself in the face.
- Fixed a bug that could cause lockups if the Stomp Strike Ender connected with a projectile.
- Fixed a bug that caused Mage mode’s projectiles to push him away from cornered opponents unexpectedly.
- Fixed a bug that caused Bolts and Meteors to push Eyedol back against a cornered opponent on block.
- Fixed a bug that could cause the Lv2 and Lv3 Bolt Strike enders to whiff from maximum range.
Patch 3.5: Quality of Life Patch #1 - November 22, 2016 (discussion)
- Fixed an input bug where players would get the opposite dash intended in various situations while being crossed up.
- Fixed an input bug where jumping meaty cross-ups were not blockable as expected. (The team is reasonably sure that these fixes are the end of the left/right input issues. We want to thank the community for quickly reporting the issues they found and for their patience. We know its frustrating when fixing one set of problems causes another set of problems, but without taking that step the game may have forever had left/right issues, and we felt it was important to squash them once and for all. Please quickly report any other issues you find related to left/right inputs.)
- Fixed an issue that would cause Character Portraits at Character select to appear blackened out
- Fixed an issue where the player could not fight a mission they attempted to deploy to with a Sub 60% success rate
- Fixed an issue where performing a Double KO on boss Gargos can result in a failed mission
- Fixed an issue where the user did not retain Astral Plane after unlocking and then rebooting the title
- Fixed an issue that resulted in Boss Gargos with Full Instinct and 1 HP to stay on the ground until timer reached 0 after being hit by General RAAM’s Shadow Domination
- Fixed an issue where certain character enders were not triggering Vampire Bat and Snake guardian Abilities
- Fixed a bug that let Jago cancel directly into a Tiger’s Fury while charging an Endokuken by kara-cancelling a dash input.
- Raised the damage on Medium Ragged Edge Linker by ~16% so that it deals similar damage to other medium linkers in the game.
- Raised the damage on Light Hamstring Linker by 70%
- Raised the damage on Medium Leaping Slash Linker by 87%
- Raised the damage on Heavy Hamstring and Leaping Slash Linkers by 37% (These linkers only have two versions each, making them a bit easier to break. They now do more damage to compensate.)
- Fixed a bug where Heavy Hail would be destroyed if the player was backed up against an Aganos wall.
- Added missing counterhit windows on the following moves: Shadow Call of Earth (QCB+PP)
- Fixed a bug that let Sadira circumvent the combo system using LK jump cancels when not in instinct. Performing these now will give you the expected Auto Doubles and Linkers.
- Updated the rules for canceling jump startup so players don’t get linkers and autodoubles before using an opener in a combo.
- Fixed a bug that could cause super flash to get stuck if she was hit out of her Lv2 or Lv3 Web Cling enders
- Fixed a bug that caused hitting with widows drop on the same frame of the opponent’s landing to cause a ground bounce instead of the expected ground reaction.
- Added missing counterhit windows on the following moves: Light & Shadow Blade Demon (QCF+LP or QCF+PP), Web Cling (While in air QCB+P), Widow’s Bite (QCF+P), Shadow Widow’s Bite (QCF+PP)
- Fixed a bug where Sadira’s Shadow Widow’s bite would become unbreakable when performed in a combo started with a normal if no non-projectile move was used before the Shadow Widow’s Bite hit.
- Fixed a bug that let Orchid cancel directly into a Knee Buster while charging her 3rd Rekka by kara-cancelling a dash input.
- New Shadow Move: Shadow Skull Summon (DD + 3P)
- Spends 1 meter to summon 3 skulls.
- This move is not fast, so be careful where you use it. (S2 Spinal was a very momentum based character who needed to work hard to get started but not very hard after that. Now, because skulls vanish when he is hit, he loses his momentum more easily and must make smarter decisions on offense. Adding the ability to turn meter back into skulls should make it much less difficult for a Spinal player to get his momentum going, so losing your momentum won’t be as crippling.)
- Increased the meter gain from Searing Skulls by 100% (Looking back, the team feels like the big thing we missed in Spinal’s S3 changes was meter gain. Spinal used to drain his opponent’s shadow meter, giving them less and him more. Our changes to the curses were mostly intended to make Spinal’s opponents stronger by allowing them more opportunities to use Shadow and Instinct meter against him. While we are happy with that change, Spinal is simply gaining too little Shadow Meter compared to S2, and it lowers his options throughout the course of the entire match. This change, in conjunction with the instinct bouncing skulls, can give Spinal crazy amount of meter to work with, and he even has a new Shadow move to spend it on!)
- Added missing counterhit windows on the following moves: Dive Kick (j.MK), Power Devour (B+LP)
- Added missing counterhit windows on the following moves: Plasma port (QCB+K), Shadow Plasma Port (QCB+KK), Air Shadow Eye Laser (While in air QCB+PP)
- Fixed a bug where canceling a normal into Shadow Eye Laser sometimes gave you the linker version making it breakable.
- Fixed a bug where Fulgore’s Cyber Uppercut would autocorrect after the flash.
- Made TJ Combo’s Flying Knee Special no longer cross over crouching opponents. (There were cases where linkers would whiff if performed after the Flying Knee.)
- After activating Dagger Assault, the first dagger strikes now occur 50 frames sooner than before. (We think you’ll notice it is vastly easier to start Maya’s pressure after activating Dagger Assault now. Please experiment with it. The team is still watching and will consider future tweaks to this move as needed.)
- Added missing counterhit windows on the following moves: Air Mantis (While in air D+HP), Temperance Strike/Vengeance Strike/Enmity Strike (QCF+LP, MP, or HP), Shadow Spirit Slicer (QCF+PP), Leap Kick (QCF+K), Shadow Leap Kick (QCF+KK), Axe Kick (F+HK)
- Added missing counterhit windows on the following moves: Shadow Swarm (QCB+KK), Spike (QCF+K), Shadow Spike (QCF+KK), Whirl (QCF+P), Shadow Whirl (QCF+PP)
- Fixed a bug where Kan-Ra could not move forward after performing Clutch while backed into the corner.
- Added missing counterhit windows on the following moves: Predator Stance Normals (HP, HK, and F,F+HP) | Non Predator Stance – (F,F+HP), (B,B+HP), (F,F+HK), (B,B+HK), Flame Carpet (DB+HP)
- Fixed a bug where B+HP Flame Breath in instinct mode did not have the new juggle properties of the non-instinct version.
- Meter gain from normals and specials reduced by ~30% (Omen has some outstanding pressure and can keep you blocking his attacks for a long time, which gives him the resources he needs to keep this pressure going. This reduction in resources from this part of his gameplay should reduce how long he can maintain his pressure without taking more risks, but he still has outstanding meter gain on all of his enders.)
- Shadow Slide is now -8 on block (was -0) (In the end, the fact that almost none of the characters can shadow counter this move made it a bit too degenerate for frametraps. This change will force Omen players to use it more thoughtfully.)
- Added missing counterhit windows on the following moves: Shadow Rashakuken (QCF+PP), Orda Shield (QCB+P), Shadow Orda Shield (QCB+PP)
- Added missing counterhit windows on the following moves: Payload Assault (QCF+P), Shadow Payload Assault (QCF+PP), Relinquish (While holding a peacemaker QCF+P)
- Relinquish no longer whiffs if performed next to an opponent.
- Added missing counterhit windows on the following moves: Influence (QCB+P), Shadow Influence (QCB+PP), Air On Ryo Zan (While in the air QCF+P), Shadow Air On Ryo Zan (While in the air QCF+PP)
- Added missing counterhit windows on the following moves: Shadow Fission (QCB+PP), Inferno (QCB+K), Shadow Inferno (QCB+KK), Shadow Trailblazer (B,F+KK), Pyrobomb (B,F+P), Both Ground and Air Shadow Pyrobomb (B,F+PP)
- Fixed a bug causing counterhit c.hk to not juggle opponents properly.
- Added missing counterhit windows on the following moves: Medium Allegro (While in blade body F,D,DF+MP), Heavy Allegro (While in blade body F,D,DF+HP)
- Added missing counterhit windows on the following moves: Dark Demise (QCF+K), Shadow Dark Demise (QCF+KK), Annihilation (While in instinct QCF+LP+LK)
- Fixed a bug where a player could back dash when inputting a forward dash while dashing under an opponent.
- Fixed a bug that was preventing players from using Dragon Cancel during Dragon Sweep
- Fix for a bug that could cause light dragon dance to cause a ground bounce on a standing opponent on the first frame they landed from a jump.
- Added missing counterhit windows on the following moves: Close MP, Close HP, Medium/Heavy Dragon Kick (QCF+MK, HK), Dragon Dance (QCB+K), Shadow Dragon Dance (QCB+KK), Dragon Dash (KKK)
- Fixed a bug causing the first hit of the heavy kick auto double to blow out and preventing the second hit from blowing out.
- Fixed a bug that let him cancel out of backstab mid-move.
- Added missing counterhit windows on the following moves: Spine Splitter (B+HP), Immortal Spirit (QCF+K), Shadow Immortal Spirit (QCF+KK)
- Fixed a bug preventing players from canceling openers into Ultra in instinct mode.
- Added missing counterhit windows on the following moves: Rash Bash (B+HP), Battering Ram (QCF+P or F,F+P), Shadow Battering Ram (QCF+PP), Wicked Tongue (PPP)
- Added missing counterhit windows on the following moves: Light/Medium/Shadow Mercy’s Demise (QCF+LP/MP/ PP), Light Truth Seeker (QCB+LP), Prophet’s Bane (QCB+K), Shadow Prophet’s Bane (QCB+KK), Interrogator (F+HK), Particular Justice (DF+HK), Fire Weapon (D+HK, J+HK), Throw Grenade (PPP)
- Fixed a bug where Mira could perform air actions out of the Mist form when on the ground, using up heath.
- Fixed a bug with Mira’s mist where it was possible to not apply potential damage while it was attached.
- Added missing counterhit windows on the following moves: Blood Seeker (QCF+P) Shadow Blood Seeker (QCF+PP), Trephine (QCF+K), Shadow Trephine (QCF+KK)
- If you perform an Ultra on Gargos, his minions will now be instantly destroyed. (No more hilariously tragic late double KOs)
- Fixed a bug where Gargos could perform autodoubles if just his minions hit while landing from a jump attack.
- Fixed a bug where hitting Gargos’s portal punches with character attacks would disable the Fists’ ability to hit the opponent. (We know some of you thought this was a feature of the move, but it was a bug.)
- Fixed a bug where the minions would be on the wrong side of Gargos if he grabbed them while the opponent jumped over him.
- Added missing counterhit windows on the following moves: HK, Air Reckoning (While in air QCF+K), Minion Commands (QCB+K), Shadow Oblivion (QCF+PP)
- Fixed a bug that could cause Heavy Autodouble to whiff from some ranges
- Added missing counterhit windows on the following moves: Shadow Dominance (QCB+PP)
- Fixed a bug causing Eyedol to be invulnerable for the final four frames of his Backward Telestrike
- Added missing counterhit windows on the following moves: Light/Medium/Shadow Crushing Swing (QCB+LP/MP/PP)
Patch 3.6: Quality of Life Patch #2 - December 20, 2016 (discussion)
- Breaking a combo now restores 50% of your potential damage (was 100%)
- Passive potential damage regeneration now begins after 3 seconds (was 1 second)
- Huge thanks to the community for their feedback on these changes. We are looking forward to seeing how they effects the game in your hands, and to hearing your thoughtful feedback after playing for a few weeks. For those that missed the discussion, these changes are intended to lessen the reward for a successful combo breaker and raise the value of longer combo attempts. They are also intended to lessen the chaos after a successful breaker by leaving the players in a predator/prey situation that favors the player who was able to open his opponent up. As a result of the PD lingering for longer and breakers not restoring all PD, you will also see some tuning to the characters that specialize in dealing lots of PD in this update.
- Kilgore added to the roster, playable on January 3rd, 2017.
Shadows and Shadow Lords
- NEW FEATURE! You can now choose Survival vs AI or Shadows without owning a Shadow. This is a great way to earn SP!
- NEW FEATURE! New content can be unlocked by achieving benchmarks in Shadow Lords Archives. The meter is also visible on single and multiplayer menus. Here's what you can unlock!
- Gargos Platinum Skin
- Gargos Gold Skin
- Orchid Full Character!
- EXCLUSIVE TO THIS METER: NEW FULGORE COLOR
- Jago Retro Unlock
- NEW GUARDIANS (They drop later)
- OTHER SECRET STUFF!
- Fixed an issue that would cause UI Issues when viewing Shadow Leaderboards while in active game play
- Player can now quickly feed Astral Charges to an empty guardian from the Mission Select Loadout!
- Player can now hold up to 5 of each Guardian Type! (increased from 4)
- Player can cycle through all available Guardians (of each type) without having to return to Guardian Select menu,
- Godlike is now locked until player beats Gargos on Challenging.
- Fixed an issue with the War Room Leaderboards Widget not updating in-real time
- 3 New Artifacts
- Common: Corroded Tiger Talisman - Melee Attacks deal 15% Potential Damage
- Rare: Rusty Tiger Talisman - Melee Attacks deal 25% Potential Damage
- Epic: Pristine Mummy Talisman - Automatically deal damage to the opponent over time
- + one top secret artifact
- 4 New Consumables
- Common: Re-Fibrillator - Resets KV meter. Can be used twice.
- Rare: Potion of Luck - Grants a random Rare Consumable
- Epic: ElixirOfGreaterLuck - Grants a random Epic Consumable
- Epic: ARES Battle Stim MK III - Grants Shadow Meter Regen for the entire match
- Shadow Endokuken damage reduced by ~25% [This change will lower Jago’s unbreakable damage a bit, and lower the total life swing in Jago’s favor when using Instinct Endokuken Juggles.]
- Shadow Endokuken is now -6 on block at point blank range (was -4) [Shadow Endokuken is no longer safe on block at very close ranges.]
- The 2nd fireball thrown automatically during Instinct mode has had its meter gain reduced by 50% [Jago’s meter gain was still just a bit high. This change should hopefully be in the final step in bringing his meter gain to where we want it.]
- Opener Shadow Cold Shoulder damage increased by ~15%
- Linker Shadow Cold Shoulder damage reduced by ~15% [These two changes make the damage output from the opener and linker version of this move identical. Glacius’ unbreakable punish damage goes up slightly, and his lockout combo damage goes down slightly as a result.]
- Fixed a bug that could prevent Shadow Hail from spawning if your back is to an Aganos wall.
- Fixed a bug causing the startup of Shadow Cold Shoulder to be missing its hurtboxes.
- Opener Ichi Ni San damage reduced by ~20% [Orchid still hits like a truck, but doesn’t use her other openers very often, even in confirm/punish situations. Thus, we’ve lowered the damage output from her Ichi Ni San rekkas just a bit.]
- Uncharged Shadow Shockwave deals 6 frames less blockstun and has 15 more frames of recovery. It was +9 on block, and is now -12. [This move is still situationally safe, depending on spacing and matchups, but its value for keeping other unsafe moves safe via Shadow Cancelling is lower.]
- Searing Skull meter gain reduced by 25%. [This is now a 50% increase over its original value, down from the 100% increase from last update. We went a little too far, but Spinal’s meter gain increase is still substantial.]
- Fixed a bug causing Shadow Summon to Summon 4 skulls instead of 3 during Instinct. No bonus skulls were intended during Instinct.
- Energy Bolt damage reduced by ~30%
- Heavy Eye Laser damage reduced by ~37% [Fulgore is getting a bit too much damage off of his projectiles alone, so we are toning their damage output down to encourage a more varied play-style.]
- Devastation Beam Potential Damage reduced by 30% (This pairs with the PD/Breaker change)
- Instinct mode reworked
- No longer sets your spin speed to maximum.
- No longer prevents you from losing spin speed as you normally would when using energy systems or getting knocked down.
- Now gives you access to cost-free pip cancels for the duration.
- [Fulgore was simply building far too much meter. He could completely ignore his own meter mechanics until instinct was available to him, pop it, and be loaded for the rest of the game. This is a big change that will force Fulgore players to respect how their meter works (attacking to build and maintain spin speed, zoning and teleporting to deplete it). It is a berf, however, because Fulgore’s Instinct just got much scarier. If you use energy systems aggressively during instinct, however, you won’t gain much meter during the mode. We feel this change makes Fulgore play much more thoughtfully, and we are looking forward to your feedback after playing as, or against, Fulgore.]
- Fixed a bug preventing TJ from performing linkers after his opener Shadow Flying Knee
- Shadow Clutch is now immune to projectiles until its active frames are over. [This won’t affect too many matchups, but in a few where Kan-Ra is cornered and his opponent is throwing projectiles from a range where he cannot contest, this should help a great deal.]
- Demonic Despair is no longer strike invulnerable on startup. (This pairs with the Breaker/PD changes)
- Reduced meter gain on Inferno by ~44% [Cinder was building far too much meter from this move.]
- Reduced PD inflicted by Flame Stream and Burnouts by 30% (This pairs with the breaker/PD change)
- Fixed a bug where certain character ground combo breakers were not removing Cinder’s burnout status effect.
- Fixed a bug that could cause OTG Detonators to sometimes whiff specific characters in specific screen positions.
- [Developer’s note: We feel Aria may be the strongest in the game, but we didn’t want to change her interesting playstyle when trying to reel her back in. The PD/Breaker change was intended to impact Aria more than other characters, encouraging Aria players to switch bodies more often. This is a playstyle Aria was designed for, but we simply are not seeing out of successful Aria players. This adjustment may be a difficult one, but we feel strongly that Aria has a very large amount of untapped potential in keeping all three bodies alive for more of the match, in more frequent switching, and in more direct “counterpicking” by playing the bodies in different orders. Experiment, learn, and give this one a little time.]
- Reduced Lv1 Damage Ender damage by 66%
- Reduced Lv2 Damage Ender damage by 40% [Arbiter’s Damage Ender was hitting unusually hard, especially for his playstyle.]
- Shadow Overhead Slash is now -1 on block (was +3)
- Shadow Lunge Slash is now +2 on block (was +6)
- Light Overhead Slash is now -2 (was 0)
- Medium Overhead Slash floats in the air a bit longer, hits on frame 32 (was 28) and is 0 on block (was +2)
- Heavy Overhead Slash floats in the air longer, hits on frame 37 (was 32) and is +2 on block (was +3) [Arbiter is meant to be a zoning character with limited rushdown capabilities when supported by Sticky Grenades. These frame data changes will make him easier to deal with on the attack and hopefully encourage a bit more thoughtful play.]
- Grenade respawn timer increased to 18 seconds (was 15) [Arbiter still seemed like he was never without Grenades. This final tweak to the regen speed should make their use a little more thoughtful.]
- Reduced PD inflicted by Vampire Mist by 30% (This pairs with the breaker/PD change)
- Reduced PD inflicted by Kryll Storm by 30% (This pairs with the breaker/PD change)
- Fixed a bug causing Kryll Rush, Shadow Kryll Rush, and Shadow Emergence to fan the flames as if they were Punch moves.
- Fixed a bug causing the Kryll Shield animation to get stuck during Instinct if cursed by Kan-Ra.
- Fixed a bug causing reversal special moves to not be possible after RAAM’s LK Flipouts.
- Fixed a bug that could cause Shadow Meteors to keep falling after performing a counter breaker.
- Fixed a bug causing the Lv1 version of the Crushing Destroyer Ender to cause a hard knockdown.
- Fixed a bug causing shadow stomp to deal no chip damage
- Shadow Jago
- Kim Wu