General Gameplay Fixes
Additional frame data corrections.
Slightly reduced opponent tracking on Metropolis’ Hover Drones when thrown by a power character.
Normalized the splash hitbox Metropolis’ Hover Drones when thrown by a power character.
Normalized the splash hitbox of the Arkham/Joker Asylum Chandelier when thrown by a power character.
The input buffer window when using an Interactive Object inside of a combo with Medium + Hard Attack has been adjusted to prevent some unintentional attacks from happening.
Universal improvement to everyone’s Down+Medium attack
Made it harder to combo off the headslam on the Ship Interactive Object in the upper level of the Fortress Of Solitude.
Aquaman
The Marine Marvel (Forward+1,
combo now has a block advantage of 0.
Bane
The Raging Charge (Back+Forwad+X) can no longer be parried
Batgirl
You now need a bar of Meter to perform the MB version of Bab’s Bola (Back+Forward+1)
Batman
Batman can now 2in1 cancel from his Intimidation (1, 2) combo when Release Check is set to Off.
Black Adam
The Boot Stomp now has 4 additional recovery frames when blocked by the opponent.
Slightly increased Black Adam’s combo damage scaling.
Catwoman
The Tomcat (1, Forward+2) Combo had it’s block advantage adjusted to +3 (from+
.
The Flash
The speed of The Flash’s Forward Dash has been increased.
Placing The Flash in his Running Man Stance (Down+Down+2) now also sets him to a “ducking” position.
Green Arrow
There is now slightly less cancel advantage when the Queen’s Gambit (Forward+2, Down+1,
and Light It Up (Away+2,
combo is blocked.
Harley Quinn
The Bag-O-Tricks (Character Power) now recovers faster.
There is now slightly less damage scaling on attacks performed after Harley’s Mallet Bomb supermove.
The Spinning Pistols (Down+2) attack now inflicts the correct damage amount and had it’s hitbox slightly improved.
Joker
The level 2 HaHaHa (Character Power) buff now lasts 18 seconds and the level 3 HaHaHa buff now lasts 27 seconds.
The Joker’s Wild (Character Power) parry is active for 4 more additional frames.
Killer Frost
Slightly increased Killer Frost’s damage scaling on combos
Freezing Cold (character power) now has 10 additional frames of recovery.
Lex
You now need a bar of Meter to perform the MB version of the Gravity Mine (Down + Down +
The Geyser Uppercut (Down+2) now inflicts correct damage to the opponent.
Nightwing
Staff Stance Down+Light is now +3 on block (down from +6).
Scorpion
Shroud of Flames (Character Power)no longer starts it’s cooldown if it gets interrupted before it is activated.
Flip Kick (Down + Forward + 2) is now -10 on block (up from -1).
Teleport Punch (Down + Back +
now has more recovery time when blocked.
Slightly adjusted the Teleport Punch (Down+Back+
speed
The Teleport Punch is now a High attack and has slightly more recovery when it misses.
Increased Welcome to the Netherrealm (Supermove) damage to 37 (from33.75)
Slightly adjusted his Jumping Light and Jumping Hard hit-boxes.
The Teleport Punch (Down + Back +
on block is now -8 and slightly pushes back farther. (Editor’s note: Hector Sanchez has confirmed that this only applies to the meter burn version of the move.)
Sinestro
The Arachnid Sting (Down+Forward+Y) now has 5 additional recovery frames on when it successfully hits.
Solomon Grundy
There is now a slightly bigger hitbox on the Walking Corpse (Back+Forward+
.
Superman
Kyrptonian Crush (Supermove) now does 4% less damage.
Super Breath (Down+Back+2) now has 0 advantage when the opponent blocks.
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