[5/26/20] May PC Patch Notes
Hello all, Here are today's PC patch notes.
General Gameplay Adjustments
Move list corrections Improvements to AI logic Added several new Brutalities for players to discover Practice and Replay options setting BUTTON LOG now has an option for FULL which will display Right Stick inputs Breakaway Tutorial now includes a lesson for Armor Break attacks Right Stick inputs are no longer scanned when performing most Kombo Attacks and special move 2in1 cancels Fixed issue which could cause certain character's props to appear in the victory cutscene after Kronika is defeated Fixed issue with victim damage sounds sometimes persisting after a Quitality Added new options in Practice Mode > AI Options > Breakaway which allows timing to be adjusted (OFF, FAST, DELAY, LATE); FAST is the same as the Previous setting ON Fixed issue that could cause Practice Mode Kustom Getup/Reversal Playback to not come out on the first possible frame Fixed Practice Mode issue which could cause AI Options > Block Attack > (delay) to not work correctly on some attacks Practice Mode’s Kustom Getup/Reversal Playback now display inputs in the button log Practice Mode’s Kustom Getup/Reversal Playback now works properly with Fatal Blows Practice Mode’s Kustom Getup/Reversal order in menu changed to be after character specific attacks Fixed issue where some (Down + Back Punch) Krushing Blows against airborne opponents could cause background clipping when in the corner of some Arenas Fixed a rare issue with some throw cameras improperly tracking characters while certain modifiers are active The popup message "Block Attack Punish" is now properly displayed if a Block Attack is used to punish a cross-up jump attack Some damage over time debuffs can no longer linger on resurrecting characters under specific circumstances All Down + Front Punch attacks can be both high and low parried When Breakaway is performed, damage scaling is reset to a fixed value instead of a multiplier on the current combo damage scaling
Kombat League / Online
Minor online stability improvements Fixed several rare online desync causes Added menu option to request a non-ranked set with opponent at the end of a Ranked set
Krypt
Added new Nether Forge Recipes for players to discover Added New Krypt Events
Towers of Time
Added New Player Module Rewards Added New Boss Towers, Sidekick Towers, and Tag Towers Added elemental move tags to all characters’ movelists Augment functionality has been reworked; after logging into the game for the first time your existing augments will be converted to new ones & unsocketed; this can take some time to complete Added Jinsei Essence Augments, which can only be socketed into a Gear’s 3rd Augment slot and have powerful gameplay abilities Augments no longer require a specific Gear Slot but still require a matching Augment Socket Type There are now non-character specific Augments which can be used on any character Fixed several modifiers persisting on screen after the fight has ended Tag Towers no longer award a Flawless Victory when only the currently tagged in character is at full health Increased the amount of Konsumables rewarded for completing a tower Increased augment rewards to all tower platforms Increased rewards for brutal difficulty Tower Loot tables can now include drop gear & items from AI Battle
Stage Specific Adjustments
After using a Background Interaction to jump over your opponent, they will no longer sometimes take a long time to turnaround if they remain idle Amplified Background Interactions no longer have throw immunity Cyber Lin Kuei Assembly - Fixed a visual issue with Sawblade Interaction when it is interrupted at a specific timing Cyber Lin Kuei Assembly - Fixed an issue with Ice Bomb Interaction sometimes not visually freezing certain cloth on characters Lost Hive of the Kytinn - Fixed a visual issue with Ovipositor Stab Interaction sometimes being misaligned when performed by a character facing left Shang Tsung's Island Ruins - Fixed a visual issue with Mallet Interaction when it is interrupted at a specific timing
Character Specific Adjustments
Baraka - Lunging Blades (Away + Back Punch) had its repel region adjusted and now does 90 damage (up from 70) Baraka - Straight Shank (Down+Forward + Front Punch) can now be both high and low parried Baraka - Blade Charge now breaks armor and has an alternate Krushing Blow condition: Breaks Armor Baraka - Fixed issue with Leg Kabob with the impaled Arm Blade being improperly placed in certain circumstances Baraka - Fixed a rare issue that could cause Staked to lose trades against certain attacks
Cassie - Victim region while ducking slightly increased Cassie - Getup/Flawless Block Attack (Up + Back Punch) now has 9 startup frames (down from 13), recovers 4 frames faster on hit, and has an adjusted hit reaction Cassie - Adjusted the hit region of Flippin' Out which now has 13 less recovery frames, and 10 more frames of blockstun with reduced block pushback Cassie - Ball Buster can now be both high and low parried Cassie - BLB-118 Escape and BLB-118 Advance no longer cost meter Cassie - Flying Glow Kick now does 80 damage (was 60) and can now be cancelled into Fatal Blow on hit Cassie - Flying Glow Kick now breaks armor and has an alternate Krushing Blow condition: Breaks Armor Cassie - Adjusted the peak height & travel arc of (Air) Pissed AF (Jump + Fatal Blow) to hit more consistently and its startup & active frames now match the ground version Cassie - Fixed rare issue that could cause Glow Burst (Back + Front Kick), Bloody Knuckles (Down + Back Punch), & Flying Glow Kick to lose trades against certain attacks Cassie - Fixed visual issues with pistol holster animations when using Dual Wielding Amplify and Dual Wielding Krushing Blow Cassie - Fixed issue which could cause drone to play an incorrect animation if a brutality is performed
Cetrion - Heavens Wind (Front Punch) now has 4 more recovery frames on block Cetrion - Adjusted opponent’s victim region during the hit reaction to Turning Wave (Towards + Back Punch) Cetrion - Deadly Winds now performs an additional hit which can break armor before the tornado projectile Cetrion - Shattering Boulder now does 90 damage (up from 70) Cetrion - Fixed an issue with Hallowing Winds that could result in Boulder Bash causing an incorrect hit reaction Cetrion - Deadly Winds will no longer sometimes have lingering visual effects when a brutality is performed on Cetrion Cetrion - Elemental Ring will no longer sometimes have lingering visual effects during fatalities
D’Vorah - Recluse (Towards + Back Punch, Back Punch, Up + Front Punch + Front Kick) now does 90 damage (up from 80) D’Vorah - Tsetse (Towards + Back Punch, Back Punch, Down + Front Punch + Front Kick) now does 70 damage (up from 60) D’Vorah - Bugging Out (Towards + Back Punch, Back Punch, Back Kick) now does 70 damage (up from 50) D’Vorah - Head victim region adjusted while performing Infested D’Vorah - Swarm and Swarm Amplify now breaks armor and recovers 5 frames faster when armor is broken D’Vorah - Reduced the combo damage scaling on Widow's Kiss Amplify D’Vorah - Bug Butt (Motherbug Front Kick / Back Kick) now does the correct chip damage on block D’Vorah - Fixed visual issue with Widow's Kiss webbing persisting on victim if interrupted at specific timing D’Vorah - Fixed minor visual issues with Ovipositors becoming misaligned at the beginning of her fatalities
Erron Black - High Noon (Front Punch, Front Punch) cancel frame now occurs 1 frame earlier and has 4 more recovery frames on hit, 2 less recovery frames on block, and 1 more recovery frame on miss Erron Black - Violent Ends (Front Punch, Front Punch, Back Kick) now has 2 less recovery frames Erron Black - Adjusted opponent’s victim region during the hit reaction to Spinning Revolver (Away + Front Punch) Erron Black - Hideout (Away + Front Punch, Back Punch, Back Punch), Smells Like Gunpowder (Away + Back Punch, Front Punch), To The Gallows (Away + Back Punch, Front Punch, Back Punch, Front Punch), and Pushing Daisies (Front Kick, Back Punch) now do correct damage on block Erron Black - Acid Pour starts up in 13 frames (down from 17), has 1 less active frame, recovers 6 frames faster on block, and 2 frames faster on miss Erron Black - Acid Pour now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor Erron Black - Netherbeast Trap Amplify now has 10 less recovery frames Erron Black - TNT Toss now starts up 3 frames faster and has 4 less recovery frames Erron Black - TNT Toss Amplify now starts up 5 frames faster and has 9 less recovery frames Erron Black - Adjusted the hit region of TNT Toss Amplify gunshot which now has 21 more frames of hitstun on a grounded opponent, and 12 more frames of knockdown advantage against an airborne opponent Erron Black - Ghost Koins (Fatal Blow) damage on each hit has been adjusted and now only has combo damage scaling on the final hit resulting in 340 total damage (up from 332) Erron Black - Reload (Locked and Loaded) now follows the same input pattern as the other Locked and Loaded attacks where holding Up exits Locked and Loaded Erron Black - Fixed a rare issue which would not allow certain juggles to combo into Acid Pour Krushing Blow Erron Black - Netherbeast Trap will no longer sometimes become visually misaligned to victim when it hits near the corner Erron Black - Fixed an issue with Rattle Snake Slide playing an improper animation when it hits Kronika
Frost - Icy Maul (Away + Back Punch) now does 50 damage (up from 30) Frost - Out Cold (Away + Back Punch, Back Punch, Front Punch, Back Punch) now does 67.5 damage (up from 58.5) Frost - Chest Cold (Down + Front Kick) can now be both high and low parried Frost - Cyber-Head now breaks armor and causes a different hit reaction when it breaks armor Frost - Auger Lunge Krushing Blow now leaves opponent closer to Frost Frost - Fixed a rare issue that could cause Winter Winds (Away + Back Punch, Back Punch) to lose trades against certain attacks Frost - Fixed issue with certain Background Interactions having incorrect hit animations against Frost while her head is detached Frost - Fixed issue with Core Overload self-hit reaction not occurring when close to opponent
Geras - Gauntlet Slam (Down + Front Kick) can now be both high and low parried Geras - Sand Trap and Quick Sand now break armor, have an increased hit region when opponent is in a combo, and have an alternate Krushing Blow Condition: Breaks Armor Geras - Punish Krushing Blows now trigger when done against Reverse Time recovery Geras - Fixed an issue causing some attacks that hit an opponent affected by Temporal Advantage to not play a sound effect or hitspark Geras - Fixed an issue with Quick Sand causing an incorrect animation if used to kill final opponent of an endurance fight
Jacqui Briggs - Trained To Kill (Away + Back Punch, Back Punch) now does correct damage on block Jacqui Briggs - Adjusted opponent’s victim region during the hit reaction to Step Kick (Towards + Front Kick) Jacqui Briggs - (Air) Dive Bomb now breaks armor and when armor is broken it recovers faster and has a different hit reaction Jacqui Briggs - Hyper Knee now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor Jacqui Briggs - Landing recovery frames can no longer sometimes be circumvented during a crossup jump attack 2in1 cancelled into (Air) Shrapnel Blast, (Air) Grenade Launcher, or (Air) Prototype Rocket Jacqui Briggs - Fixed various visual issues with Jacqui's Hellspawn cape during brutalities
Jade - Pole Strike (Away + Front Punch) now causes 5 more frames of blockstun with increased pushback on block Jade - The last hit of Wiggle Stick (Away + Back Punch) now causes 5 more frames of blockstun with increased pushback on block and has 5 more recovery frames on block Jade - Bending Time (Front Kick , Back Punch, Back Punch, Down + Front Punch) now does 70 damage (up from 50) Jade - Adjusted opponent’s victim region during the hit reaction to Straight Kick (Front Kick) Jade - Slightly adjusted the gravity on the hit reaction to IP Girl (Towards + Back Punch, Front Punch) Jade - Baited (Front Punch, Back Punch, Back Kick) Krushing Blow now has 7 less recovery frames Jade - Blazing Nitro Kick now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor Jade - Fixed an issue the hit region of Side Kick (Away + Front Kick) being incorrect when done as a cancel from Pole Bash (Jump + Back Punch) Jade - Fixed a rare issue that could cause Blazing Nitro Kick & Blazing Nitro Kick Amplify to lose trades against certain attacks Jade - Fixed a rare issue which could cause projectiles reflected with Divine Forces to become stuck floating in the air with specific timing
Jax - Quick Drill (Down, + Front Punch, Down + Back Punch) can now be both high and low parried Jax - Boot Kamp (Away + Front Kick, Back Punch) now does 50 damage (up from 30) Jax - Sleep, Bitch (Away + Front Kick, Back Punch, Front Punch + Front Kick) now does 90 damage (down from 100) Jax - Reduced the combo damage scaling on Ripped Amplify Jax - Briggs Barricade now has 19 active frames (down from 24) and 5 less recovery frames Jax - Briggs Barricade Amplify now has 6 less recovery frames Jax - Head victim region adjusted while performing Burning Hammer Jax - Lethal Clap now has 2 more active frames and has 2 less recovery frames on miss Jax - Lethal Clap now breaks armor and recovers faster if armor is broken Jax - Fixed rare issue that could cause Lethal Clap to lose trades against certain attacks Jax - Fixed issue that could cause his Thumper to play an improper animation when he is defeated
Johnny Cage - Fix It In Post (Front Punch, Back Punch, Back Kick) now has 5 less blockstun frames Johnny Cage - Cage Match (Front Kick, Back Kick, Up + Front Kick) now has 5 less blockstun frames Johnny Cage - Straight Forceball Amplify now has 5 less blockstun frames Johnny Cage - Flippy Kick now breaks armor Johnny Cage - Nut Punch can now be both high and low parried Johnny Cage - Fixed a rare issue that could cause Shadow Kick to lose trades against certain attacks Johnny Cage - Fixed issue with Stunt Double instantly disappearing off screen after completing its attack in certain circumstances
Kabal - Head victim region adjusted while performing Hook Grab Kabal - Hook Slam now does 100 damage (was 109.5) and no longer causes extra combo damage scaling before final hit Kabal - Hook Slam now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor which causes a different hit reaction when triggered Kabal - Hook Slam Amplify now does 100 damage (was 102) and no longer causes extra combo damage scaling before the final hit Kabal - Slightly increased the combo damage scaling on Hook Slam & Hook Slam Amplify Krushing Blows Kabal - Nomad Spin now only causes damage scaling on the final hit and each attack now has 10 more blockstun frames Kabal - Nomad Spin Amplify now only causes damage scaling on the final hit and each attack now has 5 more blockstun frames Kabal - Extended Hook now does 90 damage (was 116.5) and no longer causes damage scaling on the first hit Kabal - Fixed a rare issue that could cause Nomad Dash, Gas Blast, Gas Blast Amplify, Nomad Spin, & Nomad Spin Amplify to lose trades against certain attacks
Kano - Adjusted opponent’s victim region during the hit reaction to Blade Evade (Away + Front Punch) Kano - Blade Evade (Away + Front Punch) cancel frame now occurs 5 frames earlier and has 5 less recovery frames on miss Kano - Blade Evade (Away + Front Punch) now breaks armor and the air hit reaction has been changed Kano - Fixed a rare issue that could cause Black Dragon Ball to lose trades against certain attacks
Kitana - The last hit of Leave Now (Towards + Back Punch, Back Punch, Back Punch) now has 5 more blockstun frames with increased block pushback Kitana - Punishment (Front Kick, Back Punch, Front Punch, Back Punch) now has 5 more frames of blockstun Kitana - Square Wave and (Air) Square Wave now break armor and have an alternate Krushing Blow Condition: Breaks Armor Kitana - Fixed a visual issue with blood sometimes coming out of incorrect leg on opponent during Back Throw Kitana - Fixed a rare issue that could cause Dive Kick (Half-Blood Stance) to lose trades against certain attacks
Kollector - Relic Lure now has 16 starts up frames (down from 27), 10 more active frames, 4 more recovery frames on block, and 11 more recovery frames on miss Kollector - Adjusted the hit region of Relic Lure and it now breaks armor and has a different hit reaction with reduced combo damage scaling Kollector - Relic Lure Amplify now has a different hit reaction with reduced combo damage scaling and can only be performed once per combo Kollector - Relic Lure Amplify now has 3 less active frames, 4 less recovery frames on hit, 8 more recovery frames on block, and 11 less recovery frames on miss Kollector - Fixed a rare issue that could cause Bag Bomb to not cause a ground explosion when colliding with Vial of Sorrow DoT if Kollector is hit at specific timing Kollector - Fixed a rare issue that could cause Demonic Mace to lose trades against certain attacks Kollector - Fixed a rare issue that could cause Kollector's lantern to be stuck in his hand during Victory cinematics
Kotal Kahn - Mehtizquia Cut now breaks armor and has 16 startup frames (down 20) Kotal Kahn - Mehtizquia Cut Amplify now has an alternate Krushing Blow condition: Mehtizquia Cut Breaks Armor Kotal Kahn - Fixed an issue preventing the first hit of Yeyecame Disk Amplify to be parried Kotal Kahn - Tecuani Maul Amplify recovers 1 frame faster on block Kotal Kahn - (Air) Tecuani Pounce Amplify recovers 5 frames faster on block Kotal Kahn - Totem buffs when stacked now correctly respect the number of totems used Kotal Kahn - Pinned Down (Fatal Blow) now only has damage scaling on the final hit resulting in 330 total damage (up from 329) Kotal Kahn - Fixed a rare issue causing Tonatiuh Beam’s hit region to linger after Krushing Blows and Fatal Blows in certain circumstances Kotal Kahn - Fixed a rare issue that could cause (Air) Tecuani Pounce to lose trades against certain attacks Kotal Kahn - Fixed a rare issue that could cause Kotal Kahn’s sword to play an improper animation when he is defeated
Kung Lao - Adjusted opponent’s victim region during the hit reaction to the 3rd & 5th hits of Double Yang (Back Punch, Front Punch, Back Punch, Front Punch, Back Punch) Kung Lao - Disrespect (Towards + Back Punch, Front Punch) now has 5 more blockstun frames with increased block pushback Kung Lao - Adjusted the hit region of Spin Kick (Back Kick) and it now has 14 startup frames (down from 15), 3 active frames (up from 1), 2 less recovery frames on miss, and its cancel frame now occurs 4 frames earlier Kung Lao - Shaolin Slam (Teleport) now has 16 less recovery frames on hit Kung Lao - (Air) Shaolin Drop now breaks armor and (Air) Shaolin Drop Amplify has an alternate Krushing Blow condition: (Air) Shaolin Drop Breaks Armor Kung Lao - Flip Kick (Getup / Flawless Block Up + Front Kick) now does 90 damage (down from 135) and does the correct damage on block Kung Lao - All attacks of Soul Burst (Spiritual Guidance) now hits mid Kung Lao - Fixed a bug allowing Soul Burst (Spiritual Guidance) to be able to be cancelled into other specials Kung Lao - The second projectile of Possessed Hat will no longer sometimes come out if Kung Lao is interrupted after first projectile comes out Kung Lao - Possessed Hat will no longer sometimes not combo when hitting from specific ranges Kung Lao - Beaten And Broken (Fatal Blow) now only has damage scaling on the final hit Kung Lao - Hat Toss, Possessed Hat, and Guided Hat are no longer immune to reflect moves if they hit on the first frame Kung Lao - Fixed some rare visual issues with the spirit of the Great Kung Lao becoming visible at u