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Update 1.22 - Updated the credits screen; - Reworked online code and updated plugins; - Fixed controller detection when disconnecting during a match or on the victory screen; - Fixed the detection of diagonals in the game; - Fixed the parameters for the games achievements; - Fixed dives collisions (Kimberly and Mingmei were stuck in the air in specific situations); - Adjustment to melee vs melee attacks (stop whiffing when they hit in the same frame); - Fixed projectile vs melee interaction (melee attacks were destroying projectiles when they shouldnt. Ex: dives, Ndidis tackle and etc); - Fixed the guard break (sometimes it didnt break when it should or the character became invulnerable); - Fixed grapplebox interaction for grabs (whiffing grabs); - Fixed the stun bug where the character would turn to other side when hit; - Fixed bug when performing meaty grabs (it was ignoring elemental attack invincibility frames); - Bug fixes in some chapters of story mode (New York and Nigeria); - Correction to the description in the technical tutorial (Kimberlys step); - Corrected 2 steps in tutorial that could not be completed; - Correction in the text positioning in victory phrases; - Bug fix in the reaction training option after defending (some attacks were crashing the game); - Fixed bug in recording and playback in Training mode; - Bug fix in survival mode (some attacks were crashing the game); - Fixed life gain in Survival mode; - Bug fix in story mode (super specials were crashing the game); - Fixed bug that prevented the removal of shortcut buttons in the control configuration; - New sound and visual effects for parry (Malika) and armor (Arshavin and Hector); - Adjustments in Rainbow mode (some characters gameplay doesnt work as it should); - Increased overall damage scaling. - Nuno - Adjustment to anti airs (more effective against aerial attacks, Ex: Shos Dive kick and etc); - A S-Cancel on the Flying Knee super can no longer be performed during recovery frames. - Mingmei - Adjustment to anti airs (more effective against aerial attacks, Ex: Shos Dive kick and etc); - Slight increase in recovery on the Overhead Tornado after the Dragon Pose; - Added autocorrect to her air attacks (dive, elemental and super didnt have it); - Improvements to the Twin Dragons Dance hits when it hits the opponent in the air to reduce the chance of whiffing; - Trial 10 updated. - Kimberly - Adjustment to the weak anti air (more effective against aerial attacks, Ex: Shos Dive kick and etc); - Correction to the new taser combo route (previously it only worked against Ndidi and Arshavin); - Adjustment to the super Sparkling Eagle now grabs Sebastian during the Dempsey roll; - Correction to Elemental 3 (invincibility parameter was not working). - Arshavin - Removed guaranteed (abusive) tick throw from grabs; - Fixed to his Russian Roulette Final Attack which only hit critical; - Fixed strong Charging Bear footstep sounds (they werent playing); - Fixed to the strong Charging Bear (it wasnt avoiding projectiles); - Fixed to the F.A.R.O.F.A super (it had fewer invincibility frames than it should have); - Russian Scissors returned to original input (DP); - Fixed instability when connecting Russian Express follow-ups; - Light punch, light kick and heavy kick at close range (all standing) are no longer punishable onblock; - Heavy punch, crouching heavy punch, heavy kick or up-close heavy kick with the Signature move is now a combo; - Its now possible to link a crouching heavy punch after the target combo; - All hits from the Russian Express now hit the character in juggle (new combo route); - Added cancellation of the Titan Fall kick with Elemental 3; - Trials 1 and 5 updated. - Malika - Damage reduction on Reflective and Absorption Lotus; - Slight increase in recovery on the Elemental 4; - Removed elemental gain for the opponent during shadow hits in Lotus illusion; - Added knockback to the Lotus Flower super when done in the corner (to improve use in the corner with the opponent on the ground); - Adjusted the block alert on the high Lotus (so as not to lock the opponent in defense); - Adjustment to the Final Attack White Lotus now hits Sebastian during the dempsey roll; - Elemental 1 can now be done while jumping; - Smaller startup on Kukuda attack (parry); - Lotus detection + elemental teleport adjustment in trial 9. - Ndidi - Removed guaranteed tick throw with command grab; - Now the Shoulder Charge on block has less pushback in the corner; - Increased pause on Ndidi when tackles are defended. - Jorge - Removed 2nd hit from crouching hard punch (it was wrong); - Reduced startup on crouching hard punch (more effective AA);- Far hard strong 'punch now push the opponent in when it hits (new combo route); - New E-Cancel: Slice > Elemental 1; - Slice now hit the character in juggle. - Sebastian - Adjustment to his strong anti air (more effective against aerial attacks, Ex: Shos Dive kick and etc); - Adjustment in the speed of the weak and strong dashes; - Slight increase in damage to the Dempsey roll punch (44 to 49); - Adjust the Ice Prison super to hit during the opponents Dempsey roll; - Making elemental or super special attacks during the dash no longer has a bar cost; - Knockout Cross can now be canceled with dash and Highlander uppercut. - Hadassa - Removed crossup with hard punch; - Removed abusive combo route with 3 weak kicks followed by crouching strong punch onhit or onblock; - Crouching weak kick now pushes the opponent away more (but its still possible to link crouching weak kick with crouching strong punch); - Revised elemental gain on some hits; - Added new Yop Chagi (advancing) attack, allowing for new combo routes; - Bandal now hits all kicks in juggle; - Updated trials 7, 9 and 10. - Sho - New small reduction in the collision box of the weak and strong Shippu Seiken Tsuki; - Added more recovery on landing after the dive kick (more punishable if done in neutral or onblock); - Added more recovery on landing the weak Kurenai Sandan Geri; - Damage readjustment on some attacks (some values were higher); - Elemental 3 now has more recovery and startup frames when done in neutral, in combo remains as it was before; - Added autocorrect to the dive kick. - Daisuke - Removed inappropriate canceling of weak attacks into Overhead; - Slight increase in recovery on the Elemental 2; - Overhead now has more recovery and startup frames when done in neutral, in combo remains as it was before; - Elemental 4 (air only) now has more recovery frames when done in neutral, in combo remains as it was before; - Slight increase in startup and recovery frames for crouch light punch; - Slight reduction in hitbox size for crouch heavy punch; - Improved the consistency of hits from his Nikushimi - Torture attack by reducing the possibility of whiffing when performing an E-cancel or S-Cancel. - Ximena - Anti air adjustment (more effective against aerial attacks, Ex: Shos Dive kick and etc); - Weak anti air now pushes the opponent away a little less on the first hit; - Correction to Elemental 4 (invincibility parameter wasnt working); - Added more invincibility frames for Final Attack, being able to do it in wake-up without being interrupted; - Adjustment to the Doomed attack that now grabs Sebastian during the dempsey roll; - Crossing now has a new variation; - Adjustment to the Funeral rite super now grabs Sebastian during the dempsey roll; - New animation for the far strong punch (longer range). - Hector - Weak kick now pushes the opponent further away (avoiding multiple combo loops); - Fixed bug in the mask stance that prevented Hector from defending Daisukes super Thousand Cuts standing up; - Small reduction in the grapple box of the Scram attack; - Removed Tick throw guaranteed with the Scram attack.",
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