In tempi relativamente brevi, il buon picchiaduro Netherrealm si aggiornerà con una nuova corposa patch che sarà distribuita ufficialmente nel corso dei prossimi giorni. Le novità sono molte, e sono concentrate soprattutto sul bilanciamento dei personaggi e su modifiche su alcune delle loro mosse. Leggiamo tutto dettagliatamente :
General Gameplay fixes
- Many move list corrections
- Removed the ability to add extra inputs while doing a normal attack 2in1 cancel which allowed some characters to have the special move cancel only occur on hit / block
- Removed the ability to have some specific input timings on a 2in1 cancel so it could come out on block but not come out on hit on some normal attacks
- Removed the ability to option select execute a special move or throw reversal after block stun while still holding the block button
- Removed the ability to option select execute a wakeup non enhanced special move attack, wakeup throw, or wakeup backdash while still holding down the block button
- Slightly adjusted several characters collision regions while crouch blocking
- Slightly adjusted several characters collision regions while attacking while jumping
- Slightly normalized how far some characters get pushed back on stumble block animations
- Fixed several jump attacks moving backwards slightly on hit
- Fixed several attacks causing an extra frame of recovery when you blocked them ducking
Character Specific Fixes
- Cassie - X-Ray is now +1 on hit (up from -5)
- Cassie (Brawler) - Air Power Slam does 3 more damage and is now -2 on hit (up from -7)
- Cassie (Spec Ops) - Target Paint now hits mid when it explodes on the ground
- D'Vorah - Slightly adjusted Ovipositor Charge & Ovipositor Rush collisions to hit more consistently in combos
- D'Vorah - Can no longer cancel into Air Throw after a blocked jump attack
- D'Vorah (Brood Mother) - Double Bug Blast and Double Bug Blast (Meter Burn) no longer trigger auto block but have reduced hit stun
- D'Vorah (Brood Mother) - Krawler will no longer have its hit stun aborted when hitting someone during the first 10 frames of block stun
- D'Vorah (Brood Mother) - Krawler will now always disable autoblock to allow a combo afterwards
- D'Vorah (Brood Mother) - Fixed a bug where a reflected Krawler would not travel
- D'Vorah (Venomous) - Bug Burst now has 13 frames startup (down from 28)
- D'Vorah (Venomous) - Bug Spray now has 20 frames startup (down from 28)
- D'Vorah (Venomous) - Increased the initial damage on Bug Spray and Bug Burst
- D'Vorah (Venomous) - The FP,FP / FP,FP,BP / Down+FP / Jump+FP / Jump+BP attacks now also add Poison stacks
- Ermac - Down+BK now hits low
- Ermac - Away + BP is now +1 on hit (up from -4)
- Ermac (Mystic) - Increased Levitate damage to 13 (up from 6) and Tele-Choke to 11 (up from 10)
- Ermac (Spectral) - Increased Soul Charge damage to 11 (up from 9) and it now has 9 startup frames (down from 10)
- Ermac (Spectral) - Can now perform Spectral Charge (enhanced Soul Charge)
- Ermac (Spectral) - Removed 10 frames from Soul Charge recovery
- Ermac (Spectral) - Can now chain combo FP > BP > FK > BK while hovering
- Erron Black - Towards+FP,BP is now -1 on hit (up from -7)
- Erron Black - Throw is now -3 on hit (up from -10)
- Erron Black (Gunslinger) - Stand Off Stance now activates in 10 frames (down from 11)
- Erron Black (Gunslinger) - Stand Off Quick Shot is now -8 on block (down from -31) and is easier to juggle afterwards on hit
- Erron Black (Gunslinger) - Stand Off Spin Shot now has 20 startup frames (down from 22) and has 10 less recovery frames
- Erron Black (Gunslinger) - Slightly sped up Money Shot & Barrage and they have 7-9 less recovery frames depending on distance
- Erron Black (Gunslinger) - Money Shot & Barrage now hit overhead on the way down
- Ferra/Torr - Adjusted several regular attack collisions to hit more consistently on ducking opponents and in combos
- Ferra/Torr - Increased damage of Tuck 'n' Trample to 13 (up from 9)
- Ferra/Torr (Ruthless) - Removed 20 recovery frames from Pain And Gain
- Ferra/Torr (Ruthless) - You can now dash cancel out of Pain And Gain after being stabbed, doing so will knock Ferra off of your back
- Ferra/Torr (Lackey) - Torr Charge (Meter Burn) no longer ignores damage scaling and had its damage increased by 2
- Goro - Away+FP,BP,Up+BP has increased range
- Goro - Up+FP/Up+BP now has 9 startup frames (down from 14)
- Goro - Reduced the recovery on Stomp miss by 16 frames
- Goro - Adjusted the reaction to Towards+BP,FP,BK and it can now be 2in1 canceled out of
- Goro - Removed 5 recovery frames from Shokan Bolt
- Goro - You can now meter burn regular Punch Walk on hit
- Goro - Removed 2 startup frames from Stomp
- Goro (Kuatan Warrior) - Chest Lunge & Chest Charge now hit mid
- Goro (Dragon Fangs) - Removed the Down+Away+BP command attack
- Goro (Dragon Fangs) - Added Fang Low as a new special move (Away,Towards,BP)
- Goro (Tigrar Fury) - Removed 5 recovery frames from Flame Ball
- Jacqui - You can now air 2in1 cancel out of Towards+BP,Up+BP
- Jacqui - Towards+BP,Up+BP,BP+BK now hits overhead
- Jacqui - You can now 2in1 cancel out of Away+BP and Away+FK,FK on block
- Jacqui - FP now has 6 startup frames (down from 7)
- Jacqui - BK has 8 starup frames (down from 11)
- Jacqui - BK~Up+BK has more pushback on block
- Jacqui - Down+FP now has 7 startup frames and is -4 on block (down from 8 startup and up from -7 on block)
- Jacqui - Down+BP now has 9 startup frames (down from 11)
- Jacqui - Away+FP,BP is now -3 on block (up from -18)
- Jacqui - BP,FK is now -5 on block (up from -12)
- Jacqui - BP,FK,FK is now -9 on block (up from -14)
- Jacqui - Fixed a bug that was causing BK to sometimes be more negative on hit on ducking opponents
- Jacqui - Slightly speed up Air Fake Out
- Jacqui - Executing Air Fake Out and Tech Shield now gain a small amount of meter
- Jacqui - Air Ground Tremor now pops the opponent up for a juggle combo
- Jacqui (Full Auto) - Adjusted the reaction on towards +2,Up+2,BP+BK to make combos afterwards slightly easier
- Jacqui (Shotgun) - Adjusted the reaction on Towards+FP,BP,BP+BK to make combos slightly easier
- Jacqui (Shotgun) - Low Blast Double Barrel will now always stun regardless of distance
- Jacqui (High Tech) - Opponent is now forced to block the 2ndhit of Plasma Burst
- Jason - Corpse Grab & Corpse Slam now has 10 startup frames (down from 12)
- Jason (Slasher) - Increased the cancel advantage on Towards+BP by 5
- Jason (Relentless) - Damned no longer carries over between rounds
- Jason (Relentless) - Damned increased to 10%/20%/33%/50% damage at under 50%/25%/10%/5% health (up from 3%/7%/12%/18% damage at under 75%/50%/25%/5% health)
- Jason (Unstoppable) - You can now hold down to have Resurrection not trigger after losing all of your health when it is not your final round
- Jax - Adjusted several regular attack collisions to hit more consistently on ducking opponents and in combos
- Johnny Cage - Adjusted several regular attack collisions to hit more consistently on ducking opponents and in combos
- Johnny Cage - Towards+BP is now -1 on hit (up from -8)
- Johnny Cage - Towards+FK,BK is now -3 on block (up from -8)
- Johnny Cage (Stunt Double) - Can now also execute Mimic Eclipse Kick cancel out of Mimic summon
- Kano - Adjusted several regular attack collisions to hit more consistently on ducking opponents and in combos
- Kano - Slightly increased the hit cancel advantage on Away+FP, Away+FP,BP, Towards+BP, Towards+BP,FP, Towards+FK,FK, Away+FK, Away+FK,FP, Towards+BK
- Kano - Up Ball & Uprise Ball will now hit twice on block more often on ducking opponents
- Kano - Air Ball is no longer punishable if used at the end of some long combos
- Kano (CutThroat) - Decreased the dam buff on Charge Up to 33% down from 50%
- Kano (CutThroat) - Reduced the recovery on Charge Up by 13 frames
- Kano (Cybernetic) - Reduced the meter gain from Upward Laser
- Kano (Cybernetic) - Adjusted the reaction on Upward Laser (Meter Burn) to allow for slightly easier follow up combo
- Kano (Cybernetic) - Upward Laser now has 10 startup frames (down from 16) and does 7 damage (down from 9)
- Kano (Commando) - You can now meter burn the last hit of the FK,BP,Throw/FP+FK combo to allow for a combo follow-up
- Kenshi - Down+FK now hits low
- Kenshi - Fixed a bug that was causing FP,FP,FP to sometimes be more negative on hit on ducking opponents
- Kenshi (Balanced) - Removed 10 frames of whiff recovery from Tele-Flurry & Tele-Beat down
- Kenshi (Kenjutsu) - Removed 5 frames of whiff recovery from Tele-Toss & Tele-Strike
- Kenshi (Kenjutsu) - Away+BP now low crushes and has more pushback on block
- Kenshi )Kenjutsu) – Removed gap in the fp, fp, fp string
- Kitana -Throw is now 0 on hit (up from -7)
- Kitana - Fixed a bug that was causing BP,FP to sometimes be more negative on hit on ducking opponents
- Kitana – Towards+fk, fk is now +3 on hit (up from -4)
- Kotal Kahn - Adjusted several regular attack collisions to hit more consistently on ducking opponents and in combos
- Kotal Kahn - Away+FP has 9 startup frames (down from 10)
- Kotal Kahn - Away+BP now low crushes and has 25 startup frames (down from 27)
- Kotal Kahn - Towards+FP,BP is now -6 on block (up from -14)
- Kotal Kahn - Air Takedown attack priority now happens on frame4 (down from 8)
- Kotal Kahn - Mace Parry & Master Mace Parry now works against most projectiles
- Kotal Kahn - Mace Parry now has 7 startup frames (down from 9) and Master Mace Parry now has 1 startup frame (down from 4)
- Kotal Kahn (Blood God) - Kotal now gains meter on being hit and when blocking while Obsidian Totem is active
- Kotal Kahn (Blood God) - Blood Offering will now add its damage to an active Blood Totem
- Kotal Kahn (War God) - Sword Shake & Sword Quake are now a hard knockdown
- Kotal Kahn (Sun God) - has a new move Soul Spark (Towards,Down,Away,FK) which will grant him 1 level of Sun God Power
- Kotal Kahn (Sun God) - Increased the life gain from Soul Scorch and meter gain from Soul Burn
- Kung Lao - Towards+FK now has 19 startup frames (down from 21)
- Kung Lao - Towards+FK,Down+FK is now -12 on block (up from -22)
- Kung Lao (Tempest) - Increased damage scaling after Hat Spin & Orbiting Hat and added a slight pushback on block
- Kung Lao (BuzzSaw) - Low Grinder now starts slightly closer to Kung Lao making it less likely to miss someone running at him
- Kung Lao (BuzzSaw) - Increased Grinder, Upward Grinder, & Low Grinder damage by 2
- Kung Lao (Hat Trick) - Decreased damage scaling after Hat-A-Rang
- Kung Jin – Away+BP is now -14 on block and 4 on hit (down from -24 on block and -8 on hit)
- Kung Jin – Adjusted the hitbox on Away+BP to hit from it’s max range
- Kung Jin (Shaolin) – Low Chakram now sets hit state to ducking
- Kung Jin (Shaolin) – Removed a blocking gap from BP, BP
- Kung Jin (Shaolin) – Low Chakram will now low profile under high projectiles
- Liu kang - Reduced the cancel advantage Towards+BP,FP,FK on block by 5 frames
- Liu kang (Flame Fists) - Removed a gap before the last hit for Windmill Flurry and reduced its cancel advantage by 4
- Liu kang (Dragon Fire) - Must be in the Dragon Fire held loop for 4 frames before you can dash cancel out of it when opponent is in block stun
- Liu kang (Dualist) - Solar Flare, Low Solar Flare, & Air Solar Flare no longer trigger autoblock
- Liu kang (Dualist) - Removed 5 recovery frames from Solar Flare and Low Solar Flare and 10 recovery frames from air Solar Flare
- Liu kang (Dualist) - Removed 7 recovery frames on Light / Dark Metamorphosis
- Mileena - Towards+FK now low crushes
- Mileena - Towards+FK,BK is now -2 on hit (up from -4)
- Mileena - Towards+FK,BK,FK can no longer for 2in1 cancelled out of and is now -9 on block (up from -19)
- Mileena - Towards+FK,BK,BK can no longer for 2in1 cancelled out of, is now -11 on block (up from -26), and is now a hard knockdown
- Mileena - BK now has 11 startup frames (down from 13)
- Mileena (Piercing) - Away+FP is now -6 on block and 8 on hit (up from -16 and -2)
- Mileena (Piercing) - Away+FP,BP is now 2 on block (up from -3)
- Mileena (Piercing) - Towards+FP is now 2 on block and 9 on hit (up from -8 and -5)
- Mileena (Piercing) - Away+BPis now -4 on block (up from -9)
- Predator – fk attack now hits high instead of mid
- Predator - Down+FP is now -3 on block (down from 1)
- Predator - Increased damage scaling on Scimitar Slam, & Smart-Disc
- Predator - Added combo damage scaling to regular Scimitar Stab and Throw
- Predator - Last hit of Scimitar Stab no longer ignores damage scaling
- Predator (Hunter) - Increased damage scaling after Snag & Trap
- Predator (Hunter) - Fixed a bug where the Snag would not go away when Predator was hit
- Predator (Hish-Qu-Ten) - Increased damage scaling after Plasma Shot & Plasma Barrage
- Predator (Hish-Qu-Ten) - Decreased hit advantage on Plasma Shot & Ground Plasma Shot by 5
- Predator (Hish-Qu-Ten) - Adjusted the window of when you can choose the direction of the held Plasma Shot so you can no longer shot a low Shot that hits high
- Quan Chi - Adjusted attack collision on Away+BP / Away+BP(held), Away+BP(held maximum time) now juggles for a combo afterwards
- Quan Chi - Down+FP now has 6 startup frames and is -7 on block (down from 9 and -10)
- Quan Chi - Away+BP is now -4 on hit (down from -8), Away+FK is now -3 on hit (down from -8)
- Quan Chi - Throw is now +2 on hit (up from -8)
- Quan Chi - Skull and Air Skull no longer force autoblock
- Quan Chi (Sorcerer) - Fixed a bug that would cause every 11th frame while standing in the Dark Curse rune to not have armor
- Quan Chi (Warlock) - Portal Scoop & Portal Slam now has 11 startup frames (down from 18) and is now a hard knockdown
- Quan Chi (Warlock) - Portal Scoop no longer ignores damage scaling on the last hit and had its damage increased by 2
- Quan Chi (Warlock) - Portal Grab last hit no longer ignores damage scaling and had its damage increased by 2
- Quan Chi (Summonner) - Demon Spark no longer forces auto block and allows for combos afterwards
- Raiden - Adjusted several regular attack collisions to hit more consistently on ducking opponents and in combos
- Raiden - Lightning Projectile no longer causes auto block
- Raiden - Towards+BK is now -3 on block (up from -12)
- Raiden - Fixed a bug that was causing Away+FP,BK to sometimes be more negative on hit on ducking opponents
- Raiden (Displacer) - Removed 10 recovery frames from Teleport
- Raiden (Displacer) - Teleport (in front) no longer costs stamina
- Raiden (Master of Storms) - Static Trap now does small proximity damage to the opponent before they are activated
- Reptile - Towards+BP is now +1 on hit (up from -8)
- Reptile - Acid Spit no longer triggers auto block and had its damage increased by 3
- Reptile - Changed the Floating Ball motion to Down,Down,BLK
- Reptile - Removed 4 recovery frames from Forceball & Slimeball
- Reptile - Slightly loftier reaction on Slippery Slide
- Reptile - Removed 4 recovery frames from Acid Puddle
- Reptile - Klaw Swipe is now -6 on block (up from -11)
- Reptile - Klaw Slash is now -15 on block (down from -10)
- Reptile - Klaw Pounce is now -7 on block (up from -17)
- Reptile - Klaw Bounce is now -20 on block (down from -17)
- Reptile - Reptilian Dash is no longer a hard knockdown and had its reaction adjusted
- Reptile (Deceptive) - Activating stealth no longer triggers auto block on the opponent allow to continue some combos
- Reptile (Deceptive) – Reduced the recovery of stealth ex by 11 frames
- Scorpion - Towards+BP now low crushes and has 17 frames startup (up from 15)
- Scorpion - Increased the damage of Away+BP by 4
- Scorpion (Inferno) - Low minion ex has 21 startup frames (down from 28) and does 5 damage (up from 3)
- Shinnok - FK,FP is now +2 on hit (up from -7)
- Shinnok (BoneShaper) – Staff beam is now -12 on block (down from -4) and has increased pushback on hit
- Shinnok (Bone Shaper) – The range of Scepter Slam was slightly decreased
- Sonya - Increased combo damage scaling after X-Ray
- Sonya - Away+FP,BK is no longer a hard knockdown
- Sonya - Fixed a bug that was causing BP,BP to sometimes be more negative on hit on ducking opponents
- Sonya (Covert Ops) - Last hit of Air Strike no longer ignores damage scaling
- Sonya (Demolition) - Lowered the input priority of Bake 'n' Wake on wakeup
- Sonya (Special Forces) - Increased Away+BP damage by 4
- Subzero (Cryomancer) - Air Frost Hammer is now -2 on block (down from -8)
- Subzero (Cryomancer) - Frost Hammer has 31 startup frames (down from 36) and is -9 on block (down from -10)
- Subzero (Cryomancer) - Increased the hit cancel advantage on FP,FP,FP and the damage by 1
- Subzero (Cryomancer) - Increased the hit cancel advantage on Towards+FP,BP
- Subzero (Cryomancer) - Reduced the damage of Towards+BK,BP,Throw/FP+FK combo by 9
- Subzero (Cryomancer) - Can now 2in1 cancel out of Towards+BK,BP,Throw/FP+FK combo
- Subzero (Unbreakable) - Changed the input of Frozen Aura / Ice Aura to Down,Away,FK / Down,Away,FK+BLK
- Subzero (Unbreakable) - Can now execute the Ice Burst & Frost Bomb special moves
- Subzero (Unbreakable) - Ice Burst & Frost Bomb do additional while Frozen Aura & Ice Aura are active while removing the Aura
- Subzero (Unbreakable) - Activating Frozen Aura & Ice Aura no longer triggers auto block which can allow some combos to continue
- Subzero (Unbreakable) - Ice Aura has 16 less recovery frames
- Subzero (Grand Master) - Adjusted the validity check on Ice Statue
- Takeda – Removed gap in the towards +Fp, bp,bp +bk string
- Takeda - Adjusted several regular attack collisions to hit more consistently on ducking opponents and in combos
- Takeda - BP now has 14 startup frames (down from 20) and is now 3 on hit (up from -7)
- Takeda - Away+FP,FP is now +3 on hit (up from -6)
- Takeda - BP,FP is now +2 on hit (up from -27)
- Takeda - Away+BP is now +8 on hit (up from -7)
- Takeda - Away+BP,FP is now +3 on hit (up from -10)
- Takeda - Towards+BK now has 20 startup frames (down from 24) and is 2 on block (up from -6)
- Takeda - Fixed a bug that was causing Towards+FP,BP to sometimes be more negative on hit on ducking opponents
- Takeda - Can now cancel into X-Ray after a blocked jump attack
- Takeda - You can now meter burn Fist Flurry on hit
- Takeda - Tornado Kick is now -6 on block (up from -21) and is now always a hard knockdown
- Takeda - Adjusted the reaction to Tri Kunai to connect more consistently in combos
- Takeda (Shirai Ryu) - You can now charge Quick Phase to delay for 2 seconds (up from 1)
- Takeda (Lasher) - You can now meter burn Whip Assault on hit
- Takeda (Lasher) - Removed 5 recovery frames on hit from Whip Strike & Whip Thrash
- Takeda (Lasher) - Has 2 new air command attacks on Towards+FP & Towards+BP
- Takeda (Lasher) - Down+Towards+FP Low Slash is now 19 on hit (up from 4)
- Takeda (Ronin) - Fixed a bug that was causing BP,FP to sometimes be more negative on hit on ducking opponents
- Takeda (Ronin) - Shirai Ryu Kan does 10 damage (up from 9) and Double Shirai Ryu Kan does 14 damage (up from 11)
- Takeda (Ronin) - Piercing Spark has 2 less recovery frames
- Takeda (Ronin) - Away+FP now hits mid, has 11 startup frames (down from 13) and is -2 on block (up from -23)
- Takeda (Ronin) - Away+FP,FP is now 0 on block (up from -21)
- Takeda (Ronin) - BP now has 12 startup frames (down from 14)
- Takeda (Ronin) - BP,FP is now +2 on block (up from -10) and now causes a different air reaction
- Takeda (Ronin) - Away+BP now has 12 startup frames (down from 15)
- Takeda (Ronin) - increased active frames on Shirai Ryu Kan until he is done rising
- Tanya - There are now 8 min frames before you can dash cancel out of Teleport delay
- Tanya - Flip Kick is now always a hard knockdown
- Tanya - X-Ray is now 0 on hit (up from -6)
- Tanya (Kobu Jutsu) - Fixed a bug that was causing Tonfa Strike to have 2 hits of armor instead of 1
- Tremor – bp and fk attacks now hit high instead of mid
- Tremor - Towards+BP has 1 less startup frame, is -6 on block (down from -11), and increased damage by 3
- Tremor - FK,FK is now a hard knockdown
- Tremor - Rock Toss & Boulder Throw (including the variation versions) have 19 less recovery frames
- Tremor - Rolling Stone & Rolling Kutter (including the variation versions) have 10 less recovery frames
- Tremor - Stone Shatter & Rock Blast (including the variation versions) have 3 less startup frames and has 3 less recovery frames in Metallic while Golden
- Tremor - Stone Punch & Stone Slam (including the variation versions) have 3 less startup frames
- Tremor (Aftershock) - Airquake has 5 more block stun frames on the opponent
- Tremor (Aftershock) - delayed quake will no longer have its hit stun aborted when hitting someone during the first 10 frames of block stun
- Tremor (Crystaline) – Rock summon ex has 10 less recovery frames, increased rock throw damage by 3
- Tremor (Crystaline) - Rockblaster will no longer have its attack cancelled in the corners of some backgrounds