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* Added the ability to initiate a transition attack when the defender is at an elevated position. | * Added the ability to initiate a transition attack when the defender is at an elevated position. | ||
* Removed the ability for two gadget characters to both place bombs at the same time on some Interactive Objects. | * Removed the ability for two gadget characters to both place bombs at the same time on some Interactive Objects. | ||
* Increased overall combo damage scaling after a knockdown from Interactive Objects. | * Increased overall combo damage scaling after a {{knockdown}} from Interactive Objects. | ||
* Increased overall combo damage scaling on planted sticky bombs (Down + Interact button) pop-up combos. | * Increased overall combo damage scaling on planted sticky bombs (Down + Interact button) pop-up combos. | ||
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* A player can now perform a 2in1 combo into background bounces and interactables using Light+Medium buttons on arcade sticks. This makes the game fully playable on 5 button arcade sticks. | * A player can now perform a 2in1 combo into background bounces and interactables using Light+Medium buttons on arcade sticks. This makes the game fully playable on 5 button arcade sticks. | ||
* A player can no longer block or escape a throw in the middle of performing a stance switch. | * A player can no longer block or escape a {{throw}} in the middle of performing a stance switch. | ||
* Fixed various issues where Interactive Objects could obscure the players’ view after being used. | * Fixed various issues where Interactive Objects could obscure the players’ view after being used. | ||
* Fixed a rare issue where players could sometimes interact with invisible Interactive Objects. | * Fixed a rare issue where players could sometimes interact with invisible Interactive Objects. | ||
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* Wall Bounce Interactive Objects - Improved the hit box on 3d Wall Bounce Interactions so that they will hit within a combo regardless of stance switch. | * Wall Bounce Interactive Objects - Improved the hit box on 3d Wall Bounce Interactions so that they will hit within a combo regardless of stance switch. | ||
* Directional Hard Attacks - Applying a Meter Burn to Directional Hard (Back + Hard or Forward + Hard) Attacks now inflicts 50% more damage. | * Directional Hard Attacks - Applying a Meter Burn to Directional Hard (Back + Hard or Forward + Hard) Attacks now inflicts 50% more damage. | ||
* Directional Hard Attacks - You now take 50% less damage when hit during the armored portion of a Meter Burned directional Hard Attack. | * Directional Hard Attacks - You now take 50% less damage when hit during the {{armored}} portion of a Meter Burned directional Hard Attack. | ||
* Meter Burning Interactive Objects - It now costs 2 bars of Meter to apply Meter Burn properties to Interactive Objects. | * Meter Burning Interactive Objects - It now costs 2 bars of Meter to apply Meter Burn properties to Interactive Objects. | ||
* Transition Damage - Adjusted Transition Damage across all arenas so that they are consistent with each other. | * Transition Damage - Adjusted Transition Damage across all arenas so that they are consistent with each other. | ||
* Throw Immunity - Completely removed throw immunity from all projectile attacks. You can now throw opponents while they are throwing projectiles, regardless of character. | * Throw Immunity - Completely removed {{throw}} immunity from all projectile attacks. You can now {{throw}} opponents while they are throwing projectiles, regardless of character. | ||
* Input Buffering in Advanced Controls - After Blocking in Advanced Controls, you can now buffer special moves without resetting to a neutral position on the controller. | * Input Buffering in Advanced Controls - After Blocking in Advanced Controls, you can now buffer special moves without resetting to a neutral position on the controller. | ||
* Projectile Hit Pauses - Removed the hit pause/screenshake from several projectiles when they hit the walls of arenas. | * Projectile Hit Pauses - Removed the hit pause/screenshake from several projectiles when they hit the walls of arenas. | ||
* Meter Burning Through Interactive Object Damage - Fixed an issue where some Interactive Objects were still inflicting splash damage after the opponent armored through them. | * Meter Burning Through Interactive Object Damage - Fixed an issue where some Interactive Objects were still inflicting splash damage after the opponent {{armored}} through them. | ||
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* Made it harder to combo off the headslam on the Ship Interactive Object in the upper level of the Fortress Of Solitude. | * Made it harder to combo off the headslam on the Ship Interactive Object in the upper level of the Fortress Of Solitude. | ||
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* Resetting Metropolis APC Gunner in Practice - You can now properly reset the APC gunner in practice mode in the Metropolis Street. | * Resetting Metropolis APC Gunner in Practice - You can now properly {{reset}} the APC gunner in practice mode in the Metropolis Street. | ||
* Metropolis - Rooftop - Flying WASPs respawn rate increased to 8-12 seconds (previously 4-6 seconds) | * Metropolis - Rooftop - Flying WASPs respawn rate increased to 8-12 seconds (previously 4-6 seconds) | ||
* Insurgency - Command Center - Slightly reduced velocity and collision sphere for splash damage when the overhead television monitors are thrown by power characters | * Insurgency - Command Center - Slightly reduced velocity and collision sphere for splash damage when the overhead television monitors are thrown by power characters | ||
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* No change. | * No change. | ||
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* Normalized Bane’s backwards throw damage. | * Normalized Bane’s backwards {{throw}} damage. | ||
* Slightly increased speed of Bane’s forward dash. | * Slightly increased speed of Bane’s forward dash. | ||
* Reduced the cooldown on Level 2 Venom Boost to 4.5 seconds (down from 6). | * Reduced the cooldown on Level 2 Venom Boost to 4.5 seconds (down from 6). | ||
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* No change. | * No change. | ||
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* Batman can now 2in1 cancel from his Intimidation (1, 2) combo when Release Check is set to Off. | * Batman can now 2in1 {{cancel}} from his Intimidation (1, 2) combo when Release Check is set to Off. | ||
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* Mechanical Bats (Character Power) regeneration has been increased to 9 seconds (up from 6 seconds). | * Mechanical Bats (Character Power) regeneration has been increased to 9 seconds (up from 6 seconds). | ||
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* The Meter Burn version of the Lightning Strike is now -1 (down from +8). | * The Meter Burn version of the Lightning Strike is now -1 (down from +8). | ||
* The Meter Burn version of Black Magic no longer conflicts with hard attack bounce/juggle limiting. | * The Meter Burn version of Black Magic no longer conflicts with hard attack bounce/juggle limiting. | ||
* Adjusted his back dash to cover less distance and to recover in 31 frames (up from 26) and front dash to 18 frames (up from 16). | * Adjusted his back dash to cover less distance and to recover in 31 frames (up from 26) and {{front}} dash to 18 frames (up from 16). | ||
* Slightly increased the amount of damage scaling on combos. | * Slightly increased the amount of damage scaling on combos. | ||
* Fixed an issue where the Orbs of Seth were labeled UNBLOCKABLE during Practice mode when they hit Mid. | * Fixed an issue where the Orbs of Seth were labeled UNBLOCKABLE during Practice mode when they hit Mid. | ||
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* No change. | * No change. | ||
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* There is now slightly less cancel advantage when the Queen’s Gambit (Forward+2, Down+1, 3) and Light It Up (Away+2, 3) combo is blocked. | * There is now slightly less {{cancel}} advantage when the Queen’s Gambit (Forward+2, Down+1, 3) and Light It Up (Away+2, 3) combo is blocked. | ||
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* Now correctly enters a crouching state when firing low arrows. | * Now correctly enters a crouching state when firing {{low}} arrows. | ||
* The Stinger special move now has a frame advantage of -13 (up from -25) and can now be Meter Burned when blocked for frame advantage. | * The Stinger special move now has a frame advantage of -13 (up from -25) and can now be Meter Burned when blocked for frame advantage. | ||
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* No change. | * No change. | ||
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* Removed a 2 frame | * Removed a 2 frame {{otg}} window after a Meter Burn version of the Lantern’s Might special move. | ||
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* Freezing Cold (character power) now has 10 additional frames of recovery. | * Freezing Cold (character power) now has 10 additional frames of recovery. | ||
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* Successfully performing a Frostbite parry on an opponent’s armored attack will now remove the armor. | * Successfully performing a Frostbite parry on an opponent’s {{armored}} attack will now remove the armor. | ||
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* Shazam’s Achilles’ Clutch (Down, Back + 1) on miss is now -21 (down from -35). | * Shazam’s Achilles’ Clutch (Down, Back + 1) on miss is now -21 (down from -35). | ||
* Shazam’s Solomon’s Judgment Character Power now activates faster. | * Shazam’s Solomon’s Judgment Character Power now activates faster. | ||
* Normalized reaction time for Shazam after escaping an opponent’s throw attempt. | * Normalized reaction time for Shazam after escaping an opponent’s {{throw}} attempt. | ||
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* No change. | * No change. | ||
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* Activating Sargon’s Hat Stance (Character Power) no longer forces the end of a ground combo. | * Activating Sargon’s Hat Stance (Character Power) no longer forces the end of a ground combo. | ||
* Loosened the input requirements of her Teleport moves. | * Loosened the input requirements of her Teleport moves. | ||
* You can now only cancel her Levitate twice during a ground combo. | * You can now only {{cancel}} her Levitate twice during a ground combo. | ||
* The Meter Burn version of her Fire Kiss can no longer be ducked by certain characters. | * The Meter Burn version of her Fire Kiss can no longer be ducked by certain characters. | ||
* Catwoman and Wonder Woman can no longer parry her Ground Magic special move (in Sargon’s Hat Stance) while standing. | * Catwoman and Wonder Woman can no longer parry her Ground Magic special move (in Sargon’s Hat Stance) while standing. | ||
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* Improved the hit box on the Fallen Kryptonian (Toward + Medium, Light) combo. | * Improved the hit box on the Fallen Kryptonian (Toward + Medium, Light) combo. | ||
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[[Category:Injustice: Gods Among Us]] |