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Author Topic: Injustice 2 June Update 1.04  (Read 396 times)

MrSerrano1105

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Injustice 2 June Update 1.04
« on: June 07, 2017, 12:57:44 PM »



Available to download on PlayStation 4 and Xbox One, Injustice 2 Update 1.04 includes stability improvements, stage fixes, and character fixes and much more.

Here’s the full list of patch notes:

GENERAL GAMEPLAY FIXES
• General stability improvements

• Many move list corrections

• Added more descriptive connection error messages and improved detection

• Fixed audio issues related to moves being interrupted

• Improved AI logic for multiverse opponents & for player AI load outs

• Corrected an issue which could cause specific Jump Attacks to not have recovery when a miss occurred

• Corrected an issue that could cause a character to jump in the opposite direction if the jump was inputted on the same frame as an opponent teleporting to the opposite side

• Gear Loadouts are now displayed in the loading screen for online matches

• The level requirement on Gear will now be displayed as red if the user has not met the level requirement to equip it

• Added an indicator to opponent info in online matchmaking screens which will display if the opponent is using a Wi-Fi connection instead of a Wired connection

• The cursor now starts on Return tab instead of Leave Guild in the edit/view Guild information popup

• Added ability to view Set Bonuses in the customize character summary page

• Fixed an issue related to the projected win percentage not being accurate for online ranked and player matches

• Fixed an issue which could cause players to not receive the proper rewards upon reaching levels 5/10/15/20

• The Guild tab will now flash in the main menu to indicate if awards are available to be claimed

• Corrected an issue that could cause the camera to behave unexpectedly if there was an error when an arena transition happened

• Multiverse opponents and player AI loadout characters will now use sidekick and assist attacks

• Fixed an issue in some Multiverse events that allowed for Sidekick and Assist Attack meter to be depleted without the attack occurring

• Fixed a bug which was causing the stat scaling on a few Rare quality items which were rolling a lot higher than intended

• Mr. Freeze premier skin now has a helmet

• Bronze Mother Boxes now cost 5000 Credits & Silver Mother Boxes now cost 10000 Credits


STAGE SPECIFIC FIXES
Batcave – Hanging hook Environmental Interaction now has a cooldown after being used

Batcave – Fixed a bug that allowed hanging hook Environmental Interaction to knock enemies slightly outside of the arena boundary

Brainiac Ship – Fixed a bug causing a character to face the wrong way when using the data canister bomb Environmental Interaction under certain circumstances

Metropolis – Fixed bug causing punching bag visuals to linger after being interrupted while using this Environmental Interaction

Slaughter Swamp – reduced the range in which the truck Environmental Interaction can be used


CHARACTER SPECIFIC FIXES
Black Adam – the Gear Ability Soul of Shazam now increases damage on initial hit of SHAZAM!!! (Flip Stance + Meter Burn)

Black Adam – the Gear Ability Seth Strike can now be done as a wakeup, reversal, and be 2in1 cancelled into

Bane – Mercenary’s Elbow when meter-burned will no longer do unscaled damage (this change only applies when not in Competitive/Tournament Mode)

Bane – fixed a bug which prevented his forward and backward throw to not reward a first hit bonus

Bane – while in level3 Venom, Shattering Cross (Towards + Medium) will no longer lose its armor breaking property when cancelled into Fist Slam (Down)

Brainiac – slightly adjusted hit regions on Panic In The Sky (Towards + Medium, Down + Light, Hard)

Cyborg – Fixed a bug which could cause the HUD UI for his character power to display the wrong icon

Darkseid – the character power Parademons will no longer sometimes immediately attack if the character power button is still held down

Darkseid – Fixed a bug where Low Burn (Down + Hard) could remain active with no visual effect if he was hit during a specific frame

Darkseid – Fixed bug causing Charging Parademon to attack in the wrong direction under certain circumstances

Deadshot – Fixed bug causing opponent to gain meter when killed by Wrist Cannon while Poison Ammo is active

Flash – the visual effects for Gear Ability Sonic Bolt will no longer disappear if Flash was hit during the recovery frames

Green Arrow – Fixed a bug preventing Canary’s Kiss (Towards + Hard) from receiving a damage boost when meter-burned or performed as a bounce cancel

Joker – reduced the block stun on Chattering Teeth by 5 to prevent an inescapable block trap against most characters

Poison Ivy – Fixed a bug where Bed of Thorns visual effects could linger when the move was not active

Scarecrow – Fixed a bug which caused his wakeup attacks to have no invincibility frames (affects Fear Toxin & Traumatize)

Wonder Woman – “The Gear ability Amalthea’s Protection no longer loses armor when meter-burned.

Wonder Woman – Fixed a bug causing Upward Amalthea Bash when done as a wakeup to lose invulnerability before the activate frame

Source: WB Games



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Re: Injustice 2 June Update 1.04
« Reply #1 on: June 07, 2017, 01:31:10 PM »

How about they fix the whole Guild Multiverse Deadshot boss being a cheap ass ridiculously perfect zoning piece of -blam!-. This guy is an insanely annoying boss who somehow lands everything needed to keep you out of range and unable to do a thing to him. I screwed up once and somehow managed to get 1300 damage in one round to him but every other time I'm lucky to get 200-300 damage before I'm dropped.
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MrSerrano1105

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Re: Injustice 2 June Update 1.04
« Reply #2 on: July 03, 2017, 06:21:37 PM »

INJUSTICE 2 JULY UPDATE
The latest Injustice 2 update went live today, and it's a big one. Among other things, it includes a lot of bug fixes, balance updates, and stability improvements. It also features a particularly large number of tweaks for Red Hood, who was released as DLC earlier in June. Below is the list of patch notes:

General Gameplay Fixes

• General offline & online stability improvements

• Move list corrections

• Forward and Backward dashes now require a more precise input when buffered

• Setting Input Shortcuts Off in controller settings makes buffered special move checks in cancel windows, reversals, & wakeups have to be more precise

• Bug fixes to lingering visual and sound effects related to some Multiverse Modifiers

• Players now receive reduced experience bonuses when playing against an opponent of much lower levels.

• Added Restart Match option to the pause menu in Multiverse where applicable

• Removed Event Select and Main Menu from the pause menu in the Endless event.

• Added End Event Run option to pause menu in the Endless event which grants rewards as if you lost your current match.

• Fixed bug that would cause the boss version of Brainiac to become unresponsive if Drone Summon attack was interrupted at a specific time

• Fixed several issues with resetting practice mode while using interactions

• Adjusted misaligned bomb visual placements when done in certain situations (hit regions were not affected)

• Fixed lingering visual effect errors on several interactions when they were interrupted or used in specific situations

• Fixed an issue that caused some users to receive an excessive amount of Guild and Mother Box notifications at once

• Users now have access to a Quick Open Next option after opening a Mother Box

• Modifier descriptions are now shown before a Multiverse match where applicable

• Multiverse Meta-Challenges are better highlighted

• Added quick scroll buttons to the character list in the Customize Characters menu

• Users can now Mark All As Seen in the Customize Characters menu to clear the ‘new’ indicator

• Several projectile attacks have been changed to interact correctly with projectile affecting special moves (such as Captain Cold’s The Wall MeterBurn). These moves are:

· Batman – Sky Grapple
· Black Adam – Power of Aton Gear Ability
· Captain Cold – Upward Cold Blast Gear Ability
· Cyborg – Up Nova Blast MeterBurn
· Deadshot – Bullet Barrage
· Green Lantern – Air Battery Blast
· Green Lantern – Air Oa’s Rocket Gear Ability
· Red Hood – Air Akimbo Blaze MeterBurn

Stage Specific Fixes
• Bomb interactions now have 3 active frames (down from 5)

• Atlantis - Statue jump interaction can only be performed as a cancel once per combo

• Atlantis - Console slam interaction can only be performed once per combo

• Arkham Asylum - Fixed visual problem when killing an opponent with the toilet interaction

• Batcave - Fixed character facing issue when killing opponent with hanging light interaction

• Batcave - Console slam interaction can only be performed once per combo

• Batcave - Brother Eye interaction can only be performed once per combo and has increased damage scaling

• Slaughter Swamp - reduced the range in which the truck Environmental Interaction can be used

Character Specific Fixes

• Atrocitus – Fixed a bug which allowed for Dex-Starr Character Power attacks to sometimes be used in situations where you were in a throw state

• Atrocitus – additional damage added after Napalm Vomit attacks inside of a combo will now use the correct combo damage scaling. (This does not apply in Competitive / Tournament Mode)
 
• Batman - Fixed a bug which allowed for the Mechanical Bats Character Power to sometimes be able to attack in situations where you were in a throw state

• Batman - Pressing a button not bound to any attacks during Glide will no longer prevent further inputs
 
• Black Adam - Fixed a bug which allowed for the Seth Strike Gear Ability to sometimes be able to attack in situations where you were in a throw state

• Black Adam – Adjusted Air Boot Stomp ability to be able to cross up when an opponent was in the corner (This does not apply in competitive / Tournament Mode)
 
• Black Canary - Fixed bug in which online match rollback could cause the Canary Cry audio effect to persist for the rest of the match

• Black Canary - Canary Cry character power attacks no longer interacts with projectile affecting special moves
 
• Brainiac - If a Beta Strike Character Power is active when a throw escape occurs, it is destroyed (This does not apply in Completive / Tournament Mode)
 
• Captain Cold - No longer continues to gain Character Power meter if transitioned while holding Cyclotron Charge (This does not apply in Completive / Tournament Mode)
 
• Cheetah - Fixed camera issue that could occur when an online rollback happens during Savage Ambush MeterBurn

• Cheetah – After landing a jump attack during her Jungle Jump Gear Ability she can now combo into standing attacks
 
• Cyborg - Fixed audio issue with Techno Tackle MeterBurn being interrupted

• Cyborg - Fixed issue with Repair Circuit Gear Ability causing the Character Power UI to not display correct information if cancelled

• Cyborg - Fixed a bug that prevented the Directed Arm Blaster Gear Ability from dropping from Mother Boxes

• Cyborg - Fixed bugs with Target Acquired while under the effects of some Multiverse Modifiers
 
• Darkseid – Adjusted Low Omega Beam’s hit region to collide more consistently

• Darkseid - Fixed a bug which allowed for the Parademon Character Power to sometimes be able to attack in situations where you were in a throw state

• Darkseid - Fixed bug where Explosive Demon could be summoned in the background if used immediately following a Background Bounce Interaction

• Darkseid - Fixed bug causing a summoned Charging Parademon to perform Demon Charge attack in the wrong direction in certain circumstances
 
• Dr Fate - Fixed a bug which allowed for the Final Judgement or Final Punishment to sometimes be able to attack in situations where you were in a throw state
 
• Firestorm - Fixed bug where Firestorm's character model could become invisible in certain circumstances during online modes
 
• Flash - Fixed bug that would cause the Sonic Lift MeterBurn to sometimes miss if the first hit connected directly above Flash's head

• Flash - On Your Mark now requires a more precise input when buffered
 
• Green Lantern - Battery Blast’s visual effects now always play correctly when on done from the right side
 
• Harley Quinn - Fixed a bug with Hungry Hyenas Character Power which could cause only one hyena to appear when two have been summoned
 
• Joker - Fixed a bug that prevented the Gasser Gear Ability from dropping from Mother Boxes
 
• Poison Ivy - Fixed a loss of control issue when Thistle Hurt (Away+Medium, Down+Medium, Light+Hard/Throw) misses when an opponent tech rolls on the first frame possible after a large combo

• Poison Ivy - Fixed a camera issue when Nightshade's projectile interrupted Batman's throw on Poison Ivy
 
• Red Hood - Hammer Fury (Hard, Hard, Medium while Electric Hammers is active) starts up 1 frame later

• Red Hood - Fixed bug that could sometimes cause Supermove to auto-correct after the cinematic

• Red Hood - When Low Spin Parry is active Red Hood is now considered to be ducking

• Red Hood - Quick Shot Character Power can now be clashed

• Red Hood - Shrapnel Blast Gear Ability can now be clashed

• Red Hood - Shrapnel Blast damage decreased to 6% base damage (from 10%)

• Red Hood - Shrapnel Blast MeterBurn damage has increased to 10% base damage (from 6%)

• Red Hood - Akimbo Blaze MeterBurn Gear Ability is now recovers 23 frames faster

• Red Hood - Gutted MeterBurn Gear Ability is now +8 on hit (from -14)

• Red Hood - Ground Mine and Ground Mine MeterBurn can now only be parried by low projectile parries, and not all projectile parries
 
• Superman - Air Heat Vision follow up from Rising Grab is now a hard knockdown to prevent it from being punishable on hit in certain circumstances (This does not apply in Completive / Tournament Mode)
 
• Swamp Thing - Fixed camera issue when Swamp Thing is interrupted during the startup of Sinking Slough Gear Ability with an Away + Hard attack
 
• Wonder Woman - Fixed a bug could cause Down + Medium to have a misaligned hit region if done when right after an opponent has jumped over you or switched sides

Source: WB Games
« Last Edit: August 01, 2017, 09:54:16 PM by MrSerrano1105 »
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Re: Injustice 2 June Update 1.04
« Reply #3 on: August 01, 2017, 08:58:24 PM »

Injustice 2 August Update



The next patch has been detailed for NetherRealm Studios' fighting title Injustice 2, and just like July's update, August's patch comes with a set of fixes to the general gameplay, specific stages, and specific characters.

General Gameplay fixes

• General stability improvements

•Many move list corrections

• Fixed some currency/mother box exploits

• Many improvements to the stability of King of the Hill

• Improvements to AI logic

• Attacks that collide with a Roll Escape's invulnerability now act as if they have missed (previously this acted as a block)

• Flip Stance button can no longer activate a roll when you are knocked down

• Medium Attack and Heavy Attack can no longer activate a roll when you are knocked down with Button Shortcuts On in controller settings

• Fixed 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

• Holding directions no longer stores that direction in the buffer for dashing with Alternate Controls set to On

• Fixed some rare occurrences of a match extension that would not cause both players to be reset to neutral

• Fix for a one frame window that could cause a dash in the wrong direction if the opponent has just performed a teleport

• Fixed issues with visual effects not disappearing correctly after being evaded by a projectile immune move

• Fixed bug causing some non-projectile attacks being able to be avoided by projectile immune moves in rare circumstances

• Improved hotfix data application to apply right after boot when available

• There is now an Overflow Warning which notifies the player when their overflow is full

• Added icons to show when playing with Competitive Mode On or in Tournament Mode to the gameplay HUD

• Improved display of Daily Challenges in the Main Menu

• The following changes previously disabled in Competitive/Tournament mode are now enabled for all modes:

1. Atrocitus - additional damage added after Napalm Vomit attacks inside of a combo will now use the correct combo damage scaling

2. Bane - Mercenary’s Elbow when meter-burned will no longer do unscaled damage

3. Black Adam - Adjusted Air Boot Stomp ability to be able to cross up when an opponent was in the corner

4. Brainiac - If a Beta Strike Character Power is active when a throw escape occurs, it is destroyed

5. Captain Cold - No longer continues to gain Character Power meter if transitioned while holding Cyclotron Charge

6. Superman - Air Heat Vision follow up from Rising Grab is now a hard knockdown to prevent it from being punishable on hit in certain circumstances



Stage Specific Fixes

• Batcave - Fixed rare issue where players could use the chain swing interaction to move outside the boundaries of the stage

• Brainiac Ship - Drone interaction respawn timer is now 4 seconds (from 2)

• Fortress of Solitude - 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

• Kahndaq - Wall punch interaction cooldown is now 4 seconds (from 3)

• Red Sun Prison - Drone summon interaction cooldown is now 4 seconds (from 2)



Character Specific Fixes

• Aquaman - Huzzah (Away + Light, Medium, Hard) has 3 more recovery frames

• Aquaman - Rising Trident (Down + Medium) has 1 more startup frame and 3 less active frames

• Aquaman - Trident Rush & Trident Rush MeterBurn do less damage for each hit

• Aquaman - Tentacle Strike MeterBurn now does an additional hit that causes a hard knockdown

• Aquaman - From The Deep MeterBurn Gear Ability base damage reduced from 6 to 4

• Atroticus - Slightly Increased the amount of character power meter drained from Atrocitus when push-blocked while Dex-Starr is out

• Atroticus - Slightly increased the amount of Character Power Meter drained for using Blood Ball, Hate Pounce, or Regurgitate Rage Gear Ability while Dex-Starr is active

• Atroticus - Significantly increased the amount of Character Power Meter drained for using Blood Wall while Dex-Starr is active

• Atroticus - Reduced the cancel advantage of the second to last hit of Blood Ritual (Towards + Medium, Medium, Hard) by 3

• Atroticus - Napalm Vomit has 5 less active frames and 3 more frames of recovery on miss

• Atroticus - Napalm Vomit block advantage properties adjusted to be more consistent between close and long ranges

• Bane - base stats adjusted to have 50 less strength, 50 less health, and 100 more defense

• Bane - base damage of most normal attacks and special moves have been increased by 1

• Bane - Brutal Jab (Light) now has 7 startup frames (down from 9)

• Bane - Brutal Hammerfist (Medium) base damage increased to 5 (from 3)

• Bane - Spine Buster MeterBurn (Towards + Medium, Down, Light + Hard MeterBurn) base damage increased to 8 (from 3)

• Bane - Knightfall (Away + Medium, Light) base damage increased to 9 (from 6)

• Bane - Bane Bomb MeterBurn base damage increased to 16 (from 13)

• Bane - Body Press MeterBurn Gear Ability base damage increased to 18.8 (from 15.8 )

• Batman - Fixed bug preventing the use of negative edge to perform Bat Swarm with Release Check On in controller settings

• Batman - Pressing a button not bound to any attacks after performing Air Scatter Bombs MB will no longer prevent further inputs

• Batman - slightly increased combo damage scaling after Mechanical Bats Character Power and it is now consistent regardless of how many bats hit

• Batman - Batarang MB and Up Batarang MB damage scaling increased

• Batman - Batarang MeterBurn now has 8 active frames (from 9) and has 6 more recovery frames on hit/block

• Batman - Up Batarang MeterBurn now has 8 active frames (from 9) and has 6 more recovery frames on hit/block

• Batman - Fixed bug which was preventing the AK Battle Armor 5U89R (Alternate) Shader from dropping from Mother-Boxes and end of match rewards

• Black Adam - Riddle of The Sphinx (Towards + Light, Medium, Light + Hard) base damage reduced to 10 (from 13)

• Black Adam - Orbs of Seth Character Power base damage reduced to 2.5 (from 3) on each orb and now increase combo damage scaling

• Black Adam - Boot Dive and Boot Dive MeterBurn base damage has been reduced to 8 (from 10) and has increased combo damage scaling

• Black Adam - Black Magic hit advantage has been reduced to 24 (from 47) and now triggers auto-block on a grounded opponent

• Black Adam - Black Magic has increased gravity against an airborne opponent

• Black Adam - Black Magic Meter burn has decreased combo damage scaling

• Black Canary - No Turning Back (Light, Light, Medium) had 7 less recovery frames, 5 more frames of blockstun and increased pushback on block

• Black Canary - New Wings (Light, Light, Medium, Light + Hard) is now a throw attack and has base damage increased by 1

• Black Canary - Soaring High (Away + Light, Medium) base damage increased to 7 (from 3), 5 more frames of blockstun and increased pushback on block

• Black Canary - High Heel (Hard) has 5 more frames of blockstun and increased pushback on block

• Black Canary - Holding Back (Hard, Hard) has 1 less recovery frame, 10 more frames of blockstun

• Black Canary - Front/Back Handspring into Flying Scissor Kick now recovers 3 frames faster with increased pushback on block

• Black Canary - Front/Back Handspring into Thrust Kick now recovers 4 frames faster and has 15 more frames more blockstun

• Brainiac - Coluan Form (Light, Light) base damage increased to 3 (from 2)

• Brainiac - Collector of Worlds (Light, Medium) base damage increased to 3 (from 2)

• Brainiac - Dual Strike (Away + Medium) base damage increased to 5 (from 4)

• Brainiac - Tendril Swarm (Hard) base damage increased to 7 (from 5) and has increased combo damage scaling

• Brainiac - The delaying of Beta Strike and Beta Bomb no longer gets cancelled when Brainiac is hit or blocks

• Brainiac - Beta Strike can no longer be parried by low projectile parries

• Captain Cold - Fixed bug with Upward Cold Blast Gear Ability not aligning properly when done from some 2in1 cancels

• Captain Cold - Big Freeze MB now ignores projectile immunity

• Captain Cold - Adjusted hit regions on several normal attacks

• Captain Cold - Freeze (Medium, Light, Hard) has 4 less recovery on hit/Miss, 7 less recovery on block, and causes 5 less frames of blockstun

• Captain Cold - Prison Break (Away + Medium, Hard, Medium) has decreased combo damage scaling

• Captain Cold - Grip Hit (Hard) now has 10 startup frames (from 12), active frames increased to 5 (from 3), 5 less recovery, and has 6 more blockstun frames

• Captain Cold - Fixed bug that caused Glacier Grenade to have higher input priority then Cryogenic Blast when performed as a cancel

• Captain Cold - Absolute Zero Supermove and Cryogenic Blast can no longer get destroyed by some Background Interactions

• Captain Cold - Force Field now activates 5 frames faster and has 5 less recovery frames

• Captain Cold - The Wall has reduced pushback on block, 9 less blockstun frames, and 9 less recovery on block

• Captain Cold - The Wall MB startup is now 6 frames (from 14) and recovery increased by 2 frames and now ignores projectile immunity

• Captain Cold - Reduced the gap between The Wall missing and The Wall MeterBurn active frames to 1 (down from 6)

• Catwoman - Tail Spin (Away + Hard) has pushback on block reduced and victim regions slightly increased during the active and recovery frames

• Catwoman - Whip Strike (Jump + Medium Attack) has its hit region angle slightly adjusted

• Catwoman - Cat-Lateral Damage character power damage on each hit changed (overall reduced)

• Catwoman - Cat-Lateral Damage character power no longer has invulnerability on wakeup

• Catwoman - Cat Stance Cat-Wheel has 13 more frames of recovery on block, 8 more frames of recovery on miss, and increased combo damage scaling

• Catwoman - Cat Dash MeterBurn no longer has armor, has increased damage scaling when hitting airborne opponents, and decreased damage scaling when hitting grounded opponents

• Catwoman - Cat's Tail and Up Cat's Tail damage scaling increased

• Cheetah - Fixed issue with Graceful Hunter (Away + Medium, Light + Hard) input window which made it difficult to perform follow ups with Input Shortcuts Off in controller settings

• Cheetah - Fixed bug that could cause her tail to no longer animate after losing a clash to Red Hood

• Cheetah - Silent Stalker (Medium, Medium, Hard) has 25 less recovery frames

• Cheetah - Blood Ritual (Hard, Hard, Medium) recovers 3 frames faster on hit, 6 frames faster on block/miss, has 5 more frames of blockstun, and increased pushback on block

• Cheetah - Last hit of Blood Ritual (Hard, Hard, Medium) now causes a splat reaction instead of a juggle state when hitting airborne opponents

• Cheetah Auto-block is enabled after a 2nd Blood Lunge in the same combo

• Darkseid - Fixed bug that caused Boss Darkseid Supermove to get destroyed by some interactables

• Deadshot - Ops Strike (Towards + Light) now has 7 startup frames (up from 6)

• Deadshot - Low Burst (Down + Light) now has 7 startup frames (down from 8 ) , 5 less hit/miss recovery frames, 3 less block recovery frames, and blockstun increased by 2 frames

• Deadshot - Knee Burst (Away + Light) now has 14 startup frames (up from 13) and 3 more recovery frames

• Deadshot - Triggered (Away + Light, Medium) has 5 more recovery frames

• Deadshot - Hammer Slam (Towards + Medium) now has 16 startup frames (up from 15)

• Dr Fate - Can no longer spend meter trying to Meter Burn Displacer Orb after it has been projectile parried

• Dr Fate - After Displacer Orb is Meter Burned, it will ignore projectile immunity and cannot be projectile parried

• Dr Fate - Fixed issue with his win screen being obstructed by foreground objects on some backgrounds

• Dr Fate - Fixed issue with some Displacer Orb effects lingering on screen during clash

• Dr Fate - Evoking The Gods (Medium, Light, Light) and Blood Price (Medium, Light, Light, Hard) had their hit regions adjusted

• Dr Fate - Summoned Force (Away + Medium) now has a growing hit region instead of a static one and has 9 startup frames (down from 10) and 3 more recovery frames

• Dr Fate - Glyph of Osiris and Glyph of Anubis recover 1 frame faster on block

• Dr Fate - Glyph of Anubis MB has decreased combo damage scaling

• Dr Fate - The Pillar of Magic after connecting with 3 Ankhs of Final Judgment has decreased combo damage scaling

• Firestorm - Fixed bug causing Energy Shield effects to persist during the win screen

• Flash - Quantum Tunneling and Sonic Parry Gear Ability can now be selected in Wakeup Mode and Reversal Mode in Practice Mode > AI Options

• Flash - Lightning Punches now has 10 startup frames (down from 12)

• Flash - Speed Zone Character Power has increased damage scaling

• Flash - On Your Mark into Sonic Pound has its hit region adjusted, blockstun increased by 10 frames, has increased pushback on block, and hit advantage has increased to 30 or 49 (from 39) if the last hit only or both hits connect

• Flash - On Your Mark into Charge now has a different reaction and has 30 hit advantage (down from 39)

• Flash - Freeze Tank interaction on Red Sun Prison now works correctly if Flash uses it while Speed Zone Character Power is active

• Gorilla Grodd -  base stats adjusted to have 50 less Ability, 50 less health, and 100 more defense

• Gorilla Grodd - Slaughtering Humans (Light, Light), Cutthroat King (Medium, Medium), Salvation Run (Away + Medium, Light + Hard) base damage increased by 1

• Gorilla Grodd - Low Bash (Away + Light) has 5 more frames of blockstun and 6 more hit advantage

• Gorilla Grodd - Bloodthirsty Ruler (Away + Light, Light + Hard) and (Away + Light, Light + Hard Meter Burn) base damage increased by 1

• Gorilla Grodd - Hyper-Intelligence (Towards + Medium, Light) base damage increased to 7 (from 5)

• Gorilla Grodd - Carnivore Sweep (Down + Hard) has 2 more hit advantage, recovers 4 frames faster on block/miss, and has 3 more frames of blockstun

• Gorilla Grodd - Secret Sweep (Down + Towards + Hard) has more 10 more blockstun

• Gorilla Grodd - After using Leap 3 times during a combo Savage Kick (Jump + Hard) will cause a splat knockdown

• Gorilla Grodd - Fixed bug that prevented meter build from occurring when exiting Psionic Lift then canceling into Primal Lunge, Savage Strength, or Mind Control

• Gorilla Grodd - The window for canceling into Psionic Push or Savage Strength from Telekinesis now starts 14 frames sooner

• Gorilla Grodd - Telekinesis recovery reduced by 4 frames

• Gorilla Grodd - Stampede base damage increased to 9 (from 5)

• Gorilla Grodd - Stampede Meter Burn base damage increased to 18 (from 10)

• Gorilla Grodd - Stampede Carcass Toss Gear Ability Meter Burn base damage increased to 25 (from 18)

• Gorilla Grodd - Primal Lunge into Head Bash damage increased to 11 (from 10)

• Harley Quinn - Fixed visual bug that caused her mallet to instantly disappear if she is hit by a freeze attack while performing Mallet Slap (Away + Hard)

• Joker - Fixed bug that caused Side Order of Pie Gear Ability Supermove to get destroyed by some interactables

• Poison Ivy - Rhytidome Skin, Thistle Coat Gear Ability, and Datura Hammer now requires a more precise input when buffered

• Poison Ivy - Up Rooted (Down + Medium) now has a growing hit region instead of a static one, has 16 startup frames (down from 20), has 7 active frames (up from 3), and recovers 3 frames faster

• Poison Ivy - Quick Bloom (Away + Hard) now has a growing hit region instead of a static one, has 26 startup frames (down from 29) and has 10 active frames (up from 4)

• Poison Ivy - Straight Datura and Up Datura have increased combo damage scaling

• Poison Ivy - Swinging Datura has greatly reduced combo damage scaling

• Red Hood - Fixed bug causing Ground Mine explosion to have interactable properties

• Red Hood - Battle-Chain MB now has 20 advantage on hit (from 39)

• Red Hood - Lethal Lunge now has 9 startup frames (up from 8 )

• Robin - Haunting Legacy (Light, Medium) has 2 less recovery on hit / miss, 3 more recovery on block, and 5 more blockstun

• Robin - Fighting Authority (Light, Medium, Hard) has 20 startup frames (up from 16)

• Robin - Family Secrets (Light, Medium, Down + Hard) has 2 less recovery and 5 more blockstun

• Robin - Quick Draw (Away + Light) has its hit region adjusted

• Robin - Skill And Training (Away + Light, Medium, Up + Hard) has increased pushback on block

• Robin - Deep Laceration (Medium) hit region adjusted, has 5 less recovery, blockstun reduced by 5, and 3 less cancel advantage

• Robin - Blades And Blood (Medium, Light) has its hit region adjusted and 1 more active frame

• Robin - Inner Darkness (Towards + Medium, Light) has its hit region adjusted

• Robin - Never Lose (Away + Medium, Light, Hard) has 1 more active frame and 12 less recovery frames

• Robin - Flip Kick (Towards + Hard) can now be directed closer or further by holding Towards or Away

• Robin - Flip Kick (Towards + Hard) recovers 3 frames faster on hit, 8 frames faster on block, 13 frames faster on miss and has 10 less frames of blockstun

• Robin - Low Cutter (Down + Hard) now recovers 5 frames faster on block

• Robin - Assassin Strike cancel input can now be buffered

• Robin - Swoop has its hit region adjusted

• Robin - Swoop MB now auto faces the opponent, has 8 startup frames (down from 16), the projectile travels faster with improved initial tracking

• Supergirl - Elseworld's Finest (Light, Light, Up + Hard) has 10 more frames of blockstun

• Supergirl - Last Daughter of Krypton (Away + Light, Medium, Hard) has its hit region adjusted and 5 less recovery on block and miss

• Supergirl - Face Smash (Medium) has its hit region adjusted, starts up in 10 frames (up from 8 ), and is a mid attack

• Supergirl - Forbidden Fortress (Medium, Light) has increased pushback on block, 5 less blockstun, and 3 less recovery frames

• Supergirl - Crossroads of Time (Medium, Light, Medium) now has 16 startup frames (down from 18)

• Supergirl - Frost breath MB base  damage increased to 2 (from 0) and combo damage scaling reduced

• Supergirl - Kryptonian Force now recovers 4 frames faster

• Supergirl - Fixed bug that caused the hit region of Kryptonian Force MB to be offset when done on right side of the opponent

• Supergirl - (Air) Power Slam MB can now be Air Escaped

• Supergirl - Adjusted the stat distribution on her Epic Set Items to be more in line with similar items.

• Superman - Fixed bug preventing superman from canceling Steel Fist (Jump + Light) or Double Strike (Jump + Medium) into Ankle Breaker (Down + Hard) or Flying Low (Down + Towards + Hard)

• Superman - Flying Punch is now a high attack and has had its repel proximity adjusted

• Superman - Flying Punch MB no longer has armor and has its hit region adjusted

• Superman - Rising Grab has 4 more frames of recovery on block and 9 more frames of recovery on miss

• Superman - Super Breath base damage decreased to 9 (from 10)

• Superman - Super Breath MB base damage decreased to 6 (from 10)

• Superman - Fixed bug preventing combo damage scaling from applying to (Air) Flying Smash when used as an OTG in certain circumstances

• Swamp Thing - base stats adjusted to have 50 less Ability, 50 less health, and 100 more defense

• Swamp Thing - Log Slam (Towards + Hard) and Log Smack (Away + Hard) have their hit regions adjusted

• Swamp Thing – increased base damage of most special moves by 1

• Swamp Thing - Abigail's Garden recovery has been reduced by 9 frames

• Swamp Thing - If Swamp Thing has Abigail's Garden character power active, hitting an opponent with Vine Grab or Green Thumb causes Swamp Thing to gain armor for a short duration

• Swamp Thing - Abigail's Garden will no longer stop growing when Swamp Thing blocks an attack, attacks with Healing The Breach (Towards + Medium, Light), hits with Bio-Fission MB, or does a dash

• Wonder Woman - Eyes of The Gorgon (Towards + Medium, Hard) has 5 less frames of recovery and 10 more frames of blockstun

• Wonder Woman - Challenge of The Gods (Away + Medium, Hard) now has 21 startup frames (down from 24), 10 more frames of  blockstun with increased pushback, and recovers 15 frames faster on block / miss

• Wonder Woman - Upward Shield Toss is now a high attack, recovers 17 frames faster and has increased hit advantage

• Wonder Woman - Upward Shield Toss MB has its hit region adjusted and has increased hit advantage

• Wonder Woman - Air Shield Toss is now a high attack

• Wonder Woman - Air Shield Toss MB is now a high attack, has 2 more active frames, recovers 12 frames faster, and no longer triggers autoblock on a grounded opponent

• Wonder Woman - Air Downward Shield Toss MB now recovers 9 frames faster and no longer triggers autoblock on a grounded opponent

• Wonder Woman - Hippolyta's Light character power recovers 9 frames faster

Source: WB Games
« Last Edit: August 01, 2017, 09:55:57 PM by MrSerrano1105 »
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Re: Injustice 2 June Update 1.04
« Reply #4 on: September 06, 2017, 02:47:24 PM »

Injustice 2 September Update



Another month has arrived and so too has another update for Injustice 2. NetherRealm Studios is constantly updating the game, adding new gameplay fixes, bugs and, of course, nerfs and buffs. This month is no different so expect nothing but adjustments regarding general gameplay, stage interactions, and moves with most fighters. As always, the patch notes are a bit lengthy, but if you're interested, you can check out all the details below:

General Gameplay fixes

• General stability and Online stability improvements

• Move list corrections and improvements to AI logic

• Online Ranked Match has been replaced with Ranked Set which are first to 3 wins

• Player Match and Private Match can now be searched with Competitive Mode On

• From within an Online Lobby Room you can now challenge player to 1v1 and KOTH matches with Competitive Mode On

•Fixed a rare issue where placing a wager during Clash with high latency on some controller configurations could result in the wrong bet being used

• Added Xbox Arena support for User Generated Tournaments on Xbox One

• Player can now equip gear dropped after a match or from a Mother Box to that character’s current default loadout

• Gear can now be bulk selected in a characters inventory screen with simple and advanced filters

• Gear can marked as favorite which prevents it from being sold or deleted

• Fixed many special moves being affected by the strength attribute instead of the ability attribute. Swamp

• Thing and Bane have had some damage increases noted below to compensate for this

• Fix for some character select and character viewer animations on premier skins

• Fixes to visual effects priority with Scarecrow’s & Cyborg’s supermoves

• Fixed audio issues with several attacks being interrupted

• Multiverse - fix for Swamp Thing's sidekick being able to make a character unresponsive if interrupted with specific timing

• Several Gear Abilities with Down, Down inputs that were still not changed to require a more precise input when buffered now do so

• Fixed an issue which was preventing Starfire Gear Abilities from dropping from Mother Boxes and Multiverse Event rewards

• Completion requirements have been reduced for all Guild Mulltiverse Tiers

• AI Loadouts can now be used in Guild Multiverse Events



Stage Specific Fixes

• Arkham Asylum - Fix for toilet interaction having a displaced hit region when interrupted in certain circumstances

• Atlantis - Bug fix for interrupting wall run interaction under certain circumstances preventing it from being used again

• Batcave - Fixed a bug causing the hit region of the motorcycle interaction to linger after being interrupted by certain attacks

• Batcave - Fix for rare situation where players could use a teleport move to be outside the boundaries of the stage



Character Specific Fixes

• Aquaman – Fixed a bug causing combo damage scaling on Trident Scoop and Trident Scoop MB to be larger than expected

• Aquaman - Fixed a rare issue that could cause Aquaman's trident to be misaligned after hitting an opponent with Deep Sea (Towards + Medium, Light + Hard)

• Atroticus - Fixed rare bug that could cause Brute Slam (Down + Hard) to have longer than normal recovery when hitting Flash while he has Speed Zone character power active
 
• Bane – Heavy Hammer (Light, Light, Medium, Down) and Fist Slam (Towards + Medium, Down) recovery on hit increased by 2

• Bane - Increased Base damage on several special moves by 1 to compensate for them being now being correctly adjusted by the Ability stat
 
• Batman - Fixed a rare bug that could case Batman's Flying Kick follow-up from Straight Grapple to sometimes go in the wrong direction
 
• Black Canary - When Front Handspring is interrupted by Firestorm's Molten Trap, he will no longer then sometimes pass through Black Canary while immediately following up with Heat Wave (Away + Hard)
 
• Blue Beetle - Fixed issues with hit regions while character power is active if you attack immediately following a Roll Escape

• Brainiac - Fixed a bug that allowed Tendril Smash MeterBurn (Towards + Hard, MB) to be air escaped

• Brainiac – Fixed a bug that prevented Beta Strike’s hit region to be increased while opponent is in a combo

• Brainiac - Fixed bug causing Beta Strike and Beta Bomb blockstun and hitstun being shorter than expected if it collides with the opponent immediately following a blocked Pneumenoid Dive

• Catwoman - After hitting with Cat Dash and Cat Dash MeterBurn Catwoman can no longer sometimes forward dash through the opponent

• Catwoman - Cat Stance now requires a more precise input when buffered
 
• Cyborg - . Fixed the ability to perform Back/Forward grapple as a 2in1 cancel while Input Shortcuts are turned off in controller options
 
• Deadshot - Fix a bug which could result in a lingering empty clip from his end of round win animation

• Firestorm - Missing with (Air) Fusion Charge then immediately performing Heat Wave (Away + Hard) will no longer sometimes cause Firestorm to pass through his opponent
 
• Green Arrow - Fixed bug that caused Green Arrow to be briefly immune to high attacks if he started Take Aim character power while crouching and immediately jumped while holding the arrow

• Green Arrow - Fixed rare issue that would cause Green Arrow's bow to be misaligned after missing with Stinger
 
• Harley Quinn - Fix for hyenas summoned from her character power appearing in the wrong position in certain circumstances
 
• Joker - Rolling Gas can no longer be MeterBurned after it is destroyed by things such as Sub-Zero's Ice Klone and Captain Cold's Death-cicle MeterBurn which would result is wasted super meter
 
• Red Hood - Lethal Lunge MeterBurn while Hidden Explosive Gear Ability is equipped now does 8 less base damage

• Red Hood - . Akimbo Blaze & Akimbo Blaze MeterBurn Gear Ability now does 3 less base damage
 
• Robin - Fixed rare issue with Assassin Strike causing the hit animation to not work properly if hitting on the last active frame

• Robin - Fixed hit FX sometimes appearing in the wrong location on many sword attacks
 
• Scarecrow - Fixed a bug that caused Fear Flame to fully charge Scarecrow's character power meter when colliding with certain projectiles

• Starfire - Reduced the base damage of My Little Bumgorf (Light, Light), Grishnik Got Your Tongue? (Medium, Light), and Call Your Knorfka? (Medium, Hard) by 1

• Starfire - Reduced the base damage of Star Strikes (Away + Medium) by 2

• Starfire - Increased combo damage scaling when canceling into Starbolt character power

• Starfire - Side Scratch (Down + Light) has 2 less cancel advantage

• Starfire - Burning Desire & Shooting Star base damage reduced by 1

• Starfire - Reduced base damage of Star Dust by 2 and Star Dust MeterBurn by 1

• Starfire - Tamaranean Charge is now airborne on frame 4

• Starfire - Star Slam gear ability can now be directed close

• Starfire – Fixed a bug which could cause some lingering visual FX after end of round win animation

• Starfire - Fixed some hair clipping issues

• Subzero - Function-Kneeing Properly (Hard) has its hitregion adjusted, has 10 less frames of recovery on hit/block/miss, 10 less frames of blockstun, and slightly less pushback on block

• Subzero - Killing Blow (Hard, Hard) had its hitregion adjusted

• Subzero - Low Chop (Down + Light) has 1 more frame of cancel advantage, 2 more frames of recovery, and has 1 more hit advantage

• Subzero - . Fixed rare issue where several attacks when pushing an opponent into Ice Klone which would cause it to have slightly reduced blockstun

• Supergirl - (Air) Heat Vision Gear Ability will no longer sometimes change impact location after destroying Sub-Zero's Ice Klone
 
• Superman - Fixed some visual FX being the wrong color when using Bizarro skin
 
• Swamp Thing - Increased Base damage on several special moves by 1 to compensate for them being now being correctly adjusted by the Ability stat

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