![]() Kahndaq – Wall punch interaction cooldown is now 4 seconds (from 3) ![]() Metropolis – Fixed bug that could cause the camera to move away from the fighters when valve interaction was used Superman – Air Heat Vision follow up from Rising Grab is now a hard knockdown to prevent it from being punishable on hit in certain circumstancesīatcave – Fixed rare issue where players could use the chain swing interaction to move outside the boundaries of the stageīrainiac Ship – Drone interaction respawn timer is now 4 seconds (from 2)įortress of Solitude – Wall punch interaction cooldown is now 4 seconds (from 3) The following changes previously disabled in Competitive/Tournament mode are now enabled for all modes:Ītrocitus – additional damage added after Napalm Vomit attacks inside of a combo will now use the correct combo damage scalingīane – Mercenary’s Elbow when meter-burned will no longer do unscaled damageīlack Adam – Adjusted Air Boot Stomp ability to be able to cross up when an opponent was in the cornerīrainiac – If a Beta Strike Character Power is active when a throw escape occurs, it is destroyedĬaptain Cold – No longer continues to gain Character Power meter if transitioned while holding Cyclotron Charge Improved display of Daily Challenges in the Main Menu There is now an Overflow Warning which notifies the player when their overflow is fullĪdded icons to show when playing with Competitive Mode On or in Tournament Mode to the gameplay HUD ![]() Improved hotfix data application to apply right after boot when available Holding directions no longer stores that direction in the buffer for dashing with Alternate Controls set to Onįixed some rare occurrences of a match extension that would not cause both players to be reset to neutralįix for a one frame window that could cause a dash in the wrong direction if the opponent has just performed a teleportįixed issues with visual effects not disappearing correctly after being evaded by a projectile immune moveįixed bug causing some non-projectile attacks being able to be avoided by projectile immune moves in rare circumstances Medium Attack and Heavy Attack can no longer activate a roll when you are knocked down with Button Shortcuts On in controller settingsįixed a one frame window in which diagonals could be used for specials when performing a cancel or wakeup attack with Input Shortcuts set to Off Many improvements to the stability of King of the HillĪttacks that collide with a Roll Escape’s invulnerability now act as if they have missed (previously this acted as a block)įlip Stance button can no longer activate a roll when you are knocked down
0 Comments
Leave a Reply. |