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Red Dead Redemption 2 Update 1.11 Patch Notes, File Size Listed; Frontier Pursuits Now Out in Red Dead Online

Cowboys and cowgirls, a new Red Dead Redemption 2 update is out today, and it brings a ton of new stuff in Red Dead Online! Red Dead Redemption 2 update 1.11 patch notes can be read below, and it brings the Frontier Pursuits content as we’ve mentioned before. Clocking in at a hefty 11.7GB, there’s also a host of gameplay changes to make the player experience better.

Red Dead Redemption 2 update 1.11 patch notes:

Summary:

  • New items, weapons, clothing and horse-drawn vehicles
  • Directional damage indicators to display where your character is hit from
  • Additional horse breeds
  • The ability to change your character’s appearance without resetting progress
  • Expanded custom outfit slots
  • The ability to name saved outfits
  • Role-specific Free Roam Events
  • Increased selling prices for looted Jewelry
  • Increased movement and animations speeds for more responsive combat (including aiming, cocking and reloading), faster looting and more
  • Additional game balancing and improvements

[September 10, 2019] New Content in Red Dead Online

  • The world of Red Dead Online evolves with Frontier Pursuits – featuring three new Specialist Roles – each with their own unique paths and activities to help you forge new directions and carve out a life for yourself on the frontier:
  • Bounty Hunter:
    • Become a Bounty Hunter for a life of constant action. A licensed Bounty Hunter can track down targets and capture – or kill, depending on how honorable you are in your pursuits. Occasionally, a nearby player with a high enough bounty can also be a designated target.
  • Trader:
    • The life of a Trader is perfect for burgeoning capitalists as you establish and develop a business from your Camp. Thanks to your trusty companion Cripps’ knowledge of furs, skins and butchery, you’ll be able to take on new opportunities to collect materials and produce valuable goods to sell.
  • Collector:
    • A Collector loves to explore the world for rare and valuable items. Look for a mystic travelling saleswoman in the wild to get started down the Collector’s path, searching for lost jewelry, rare arrowheads and other treasures to sell as individual pieces or highly valuable sets.
  • Each Role comes with its own specific content including new themed gameplay and activities, Free Roam Events, Daily Challenges, Awards, unique customization items and more. Players can choose to play and progress across all three Roles simultaneously or choose to focus their efforts into the Roles of their choice.
  • The Wheeler Rawson and Co. Club has been added to Red Dead Online. Club membership is automatic and free, giving players rewards as they play between September 10th and November 18th. Players also have the option to upgrade to The Outlaw Pass through the Wheeler, Rawson & Co. Catalogue for even more perks and rewards. Everything you unlock and acquire during that period will stay with you permanently.
  • Four new Free Roam Events themed around Roles have been added to Red Dead Online, and can be unlocked through Role progression:
    • Manhunt
    • Day of Reckoning
    • Salvage
    • Trade Route
  • New Dynamic Events to encounter across the world.
  • New items and variations of Clothing and Outfits have been added for male and female characters in Red Dead Online, and can be purchased from any General Store, Tailor or the Handheld Catalogue.
  • Eight new beard styles have been added for male characters in Red Dead Online and can be purchased and applied at any Barber. Three of these beard styles must be unlocked through Role progression.
  • Eight new hairstyles have been added for male and female characters in Red Dead Online and can be purchased and applied at any Barber. Three of these hair styles must be unlocked through Role progression.
  • Five new weapons have been added to Red Dead Online, and can be unlocked through Role progression:
    • Reinforced Lasso
    • Bolas
    • Águila Machete
    • Hammer
    • Lance Knife
  • Visual variants have been added for five existing weapons in Red Dead Online and can be unlocked through Role progression. Once purchased, these can be applied to existing weapons through the Customization Menu at any Gunsmith store:
    • Bounty Hunter’s Bolt Action Rifle
    • Bounty Hunter’s Schofield Revolver
    • Collector’s Lancaster Repeater
    • Collector’s Volcanic Pistol
    • Trader’s Pump-Action Shotgun
  • One new type of ammunition has been added to Red Dead Online, and can be unlocked through progression for the Bounty Hunter Role:
    • Tracking Arrow:
      • Drains target Stamina and allows better tracking while in Eagle Eye
    • Four additional weapon style modifications have been added to the Gunsmith in Red Dead Online, and can be unlocked through Club Rewards
    • Three new items of kit have been added to Red Dead Online, and can be unlocked through progression for the Collector Role:
      • Metal Detector:
        • Reacts when the player is close to some types of Collectibles
      • Refined Binoculars:
        • Triggers Eagle Eye by default allowing players to see collectibles/animals/targets etc. at a much greater distance
      • Pennington Field Shovel:
        • Allows you to dig up buried Collectibles in the world
      • Two new types of vehicle have been added for purchase from Stables in Red Dead Online, and can be unlocked through their respective Roles:
        • Bounty Wagon
        • Hunting Wagon
  • Three new horse breeds with coat variations have been added to Red Dead Online and can be purchased from any Stable or the Handheld Catalogue. All of these must be unlocked through Role progression.
  • Eleven new emotes have been added to Red Dead Online, and can be purchased from any General Store, Tailor or the Handheld Catalogue. Some can only be unlocked through Role progression or Club Rewards.
  • Nine new Passive Ability Cards have been added to Red Dead Online, and can be purchased from the Abilities menu:
    • Sharpshooter:
      • While using a scope, you deal more damage and take less damage
    • Kick in the Butt:
      • Whenever you take damage, a proportion of it is added to your Dead Eye
    • Live for the Fight:
      • You regenerate Dead Eye slowly over time
    • Friends for Life:
      • While mounted, you and your horse take less damage
    • Fool Me Once:
      • You take less damage each consecutive time you are shot. This effect ends if you are not shot for 10 seconds
    • Iron Lung:
      • Your Stamina regenerates faster, and you take less damage depending on your current Stamina level
    • Strength in Numbers:
      • You take less damage for every nearby ally, up to a maximum of three allies – PS4 Early Access
    • Gunslinger’s Choice:
      • While dual-wielding, you deal more damage and are more accurate – PS4 Early Access
    • Ride Like the Wind:
      • Whenever you take or deal damage while mounted, a proportion of it is added to your horse’s Health and Stamina – PS4 Early Access
    • The following skills/upgrades are available to learn through the Bounty Hunter Role progression:
    • Focus:
      • Highlights bounty targets red and along with a red trail in Eagle Eye
    • Gun Spinning:
      • Learn tricks that can be performed when double-tapping and holding the holster button
    • Tonics Satchel Upgrade:
      • Upgrades the capacity of certain items in this pouch by ten
    • Eagle Eye+:
      • Allows Eagle Eye to remain active while running, sprinting or galloping
    • Kit Satchel Upgrade:
      • Upgrades the capacity of certain items in this pouch by ten
    • Ducking:
      • Take cover by ducking to the side while aiming on horseback to break enemy lock-on
    • Perception:
      • Increased distance for detecting nearby Bounty Missions against player targets
    • The following skills/upgrades are available to learn through the Trader Role progression:
      • Ingredients Satchel Upgrade:
        • Upgrades the capacity of certain items in this pouch by ten
      • Awareness:
        • Increased distance for detecting nearby rival Traders selling goods
      • Canine Warning:
        • Your Camp Dog will warn you of impending raids on your Trader business
      • Efficiency:
        • Perfect animal carcasses donated to the business now contribute more materials
      • Materials Satchel Upgrade:
        • Upgrades the capacity of certain items in this pouch by ten
      • Protection:
        • Reduces the chance of raids occurring on your Trader business
      • The following skills/upgrades are available to learn through the Collector Role progression:
        • Divination:
          • Increases distance for audio and vibration clues when near Collectibles
        • Provisions Satchel Upgrade:
          • Upgrades the capacity of certain items in this pouch by ten
        • Potential:
          • Disturbed earth piles with buried Collectibles will be highlighted in Eagle Eye
        • Intuition:
          • Search areas shown by Collector’s Maps are reduced in size
        • Equine Assistance:
          • Allows picking of herbs and plants while remaining on horseback
        • Valuables Satchel Upgrade:
          • Upgrades the capacity of certain items in this pouch by five
        • Several new items and variations of Horse equipment have been added to Red Dead Online and can be purchased from any Stable or the Handheld Catalogue. All of these must be unlocked through Role progression:
          • Saddles
          • Saddlebag
          • Horse Lantern
        • Several new Camp upgrades have been added to Red Dead Online and can be purchased from the Wilderness Outfitters at your Camp once unlocked:
          • Deluxe Campfire
          • Stew Pot
          • Camp Flags – Unlocked Through Club Rewards
          • Cripps Outfits – Unlocked Through Club Rewards
          • Camp Songs – Unlocked Through Club Rewards
          • Bucher Table
          • Weapon Locker
          • Camp Dog American Foxhound – PS4 Early Access
        • Three new Camp themes have been added to Red Dead Online and can be purchased from the Wilderness Outfitters at your Camp once unlocked:
          • Bounty Hunter Camp Theme
          • Collector Camp Theme
          • Trader Camp Theme
        • Two new Walk Styles have been added to Red Dead Online and can be set through the Online Options section of the Player menu once unlocked. These must be unlocked through Role progression:
          • Veteran Walk
          • Easy Rider Walk
        • A new set of Daily Challenges have been added into rotation, as well as additional Daily Role Challenges available for unlocked Roles
        • New Awards have been added, including new sets of Role-specific Awards

Balancing and Improvements in Red Dead Online

  • Players can now change the appearance of their character through the Online Options section of the Player menu. All characters created before this update will receive one free appearance change, and further appearance changes can be made for a fee.
  • The Photo Studio in Red Dead Online can now be used to capture a Posse Portrait, taking a photograph with every member of a player’s Posse. Additional group poses and backdrops can be unlocked through Club Rewards.
  • Ambient bounty hunters will now attempt to arrest players before killing them and players can surrender in order to pay off their bounty through jail time
  • Improvements have been made to the detection of self-defense during conflict escalation with members of the ambient population. This means that the player will no longer become wanted if they did not start the fight.
  • Ambient passengers of trams in Saint Denis may now enter and leave the vehicle when the tram is stopped
  • The following movement changes have been made for players in Red Dead Online:
    • All on-foot movement (such as running, swimming, jumping, climbing and vaulting) is now quicker and more responsive
    • Players will now recover quicker from situations like ragdolling, combat diving and slope sliding
    • Animations and movement speeds have been reworked in first person camera view to provide a better gameplay experience
    • Player movement speed is now maintained when vaulting fences, climbing up objects/ladders and when aiming weapons
    • The on-foot auto-follow camera behaviors have been retuned to be less aggressive and more player-friendly, but still helpful when sprinting or engaging in combat
  • The following combat changes have been made for players in Red Dead Online:
    • Directional damage indicators have been added, which will display around the edge of the screen when the player is hit. They can be turned off in the Display section of the Settings Menu.
    • All gun weapons can now be aimed, cocked and reloaded quicker, increasing responsiveness during combat
    • All gun weapon aiming cameras have been reframed, making it easier to clearly see and target oncoming enemies
    • Thrown weapons can now be equipped, aimed and thrown quicker
    • Cover entry and transitions are now more responsive, reducing cases where the player takes cover against the wrong object
    • It is now harder for other players to remain locked onto you while in cover, making it a more viable tactic during combat
    • Aiming and firing weapons while in cover is now more responsive, and cameras have been reworked to give a better view of the player’s surroundings
    • Weapon reticle sway is now reduced when aiming while crouched
    • Enabled a small amount of aim assist while using weapons with scopes, making it easier to reliably hit targets
    • Aim assist for weapons is no longer disabled while Dead Eye Ability Cards are active
    • Players can no longer aim weapons while they are on fire
  • The following melee changes have been made for players in Red Dead Online:
    • Grapples, tackles, and breakouts are now quicker across the board
    • Difficulty of grapples and tackles is now based on the attacking player’s direction to the target. Tackles and executions are more likely to succeed when approaching from the rear or sides, and victims can reliably counter the grapple if attacked from the front.
    • You can now shove other players when sprinting towards them and tapping R2/RT. This will knock them to the ground while you remain standing.
  • The following interaction changes have been made for players in Red Dead Online:
    • Looting enemy bodies is now quicker and does not require you to pick up the body
    • Reviving downed players now takes less time, making it more viable while still engaged in combat
    • Animations for hog-tying, breaking out of hogtie, and cutting free from hogtie are now shorter
    • Hold button prompts have been shortened for many actions, including picking up animals, stowing pelts and looting cabinets
    • Picking up weapons during Showdown Modes is now more responsive and will not slow the momentum of the player
  • The following horse and vehicle changes have been made for players in Red Dead Online:
    • Animations for mounting horses in non-combat situations are now quicker
    • Animations for entering vehicles now have more consistent timings and are slightly quicker in general
    • Longarm weapons can now be aimed and fired while sitting in rowboats and canoes
    • Entering, aiming, and firing mounted weapons is now more responsive

Story Mode Fixes

Free Aim Improvements

  • The following Free Aim improvements have been made for players in Story Mode:
    • Control stick sensitivity curves have been retuned in Free Aim mode to give the player smoother aiming and allow more accurate small adjustments
    • Made improvements to aim assist detection and stability that makes it easier to hit moving targets while using Free Aim mode
    • Fixed problems that could occur when trying to reliably talk and interact with the ambient population while Free Aim mode is active
    • Weapon accuracy spread now reduces quicker after aiming when using Free Aim

Audio and Dialogue

  • Fixed an issue that resulted in a repeated dialogue from Arthur during the ‘Pickpocket’ random event in Story mode

Shops

  • Fixed an issue that resulted in players not being unable to equip newly purchased items bought from the Trapper in Story Mode
  • Fixed an issue that resulted in players being unable to craft certain items at the Trapper in Story Mode

General/Miscellaneous

  • Fixed several issues that resulted in progress being blocked or players not responding to controls during the following Story Mode Missions:
  • Chapter Two – ‘The Spines of America’
  • Chapter Two – ‘We Loved Once and True’
  • Chapter Three – ‘The Fine Joys of Tobacco’
  • Chapter Four – ‘High and Low Finance’
  • Chapter Four – ‘The Mercies of Knowledge’
  • Chapter Five – ‘Hell Hath No Fury’
  • Chapter Four – ’Fatherhood and Other Dreams’
  • Chapter Six – ‘Archaeology for Beginners’
  • Chapter Six – ‘Mrs. Sadie Adler, Widow’
  • Epilogue (Part One) – ‘Simple Pleasures’
  • Fixed an issue that resulted in players being unable to achieve 100% total progress in the plant Compendium for Sage, Ginseng and Currant
  • Fixed issues that resulted in shopkeepers becoming unresponsive in Story Mode
  • Fixed an issue that resulted in players being unable to craft legendary animal pelts at the Trapper in Story Mode
  • Fixed an issue that resulted in John’s character appearing extremely underweight after shaving in Story Mode
  • Fixed issues that resulted in corrupt images to appear during Five Finger Fillet in Story Mode
  • Fixed an issue that resulted in the Sheriff not spawning when handing in a bounty in Story Mode
  • Fixed an issue in the that resulted in players being unable to progress past the objective ‘Search the Area for Gator Nest Eggs’ when out hunting with Pearson in Story Mode
  • Fixed an issue that resulted in players getting stuck with no objective during several Random Events
  • Fixed an issue that resulted in the police officer getting stuck during the Random Event – Bandito Execution
  • Fixed an issue that resulted in players losing functionality when dropping off a victim during the Random Event – Inbred Kidnap

Red Dead Online Fixes

Free Aim Improvements

  • The following Free Aim improvements have been made for players in Red Dead Online:
    • Control stick sensitivity curves have been retuned in Free Aim mode to give the player smoother aiming and allow more accurate small adjustments
    • Made improvements to aim assist detection and stability that makes it easier to hit moving targets while using Free Aim mode
    • Fixed problems that could occur when trying to reliably talk and interact with the ambient population while Free Aim mode is active
    • Weapon accuracy spread now reduces quicker after aiming when using Free Aim

Inventory and Economy Improvements

  • Players can now purchase up to five additional slots in the Stable, increasing the total number of owned horses to ten
  • Players can now carry a maximum of 50 animal pelts in their Horse Cargo
  • Players can now save up to seven custom outfits in Red Dead Online and can name their saved outfits
  • The sell price of valuable items that can be looted, such as jewelry and watches, has been greatly increased. Additional valuable items can now also be looted from enemy corpses.
  • Chests and Lockboxes on vehicles and hidden throughout the ambient world may now be filled with additional loot and valuables instead of being empty

Playstyle Improvements

  • The following improvements have been made to Hostility and Playstyles in Red Dead Online:
    • Chosen Playstyles now persist after exiting and re-entering Red Dead Online Free Roam
    • The amount of Hostility that players receive when a Defensive player presses charges on them has been increased
    • The player versus player damage reduction applied by Defensive Mode has been increased. This damage reduction also applies to a player’s horse while they are riding it.
    • A Defensive Mode icon has been added to players’ overhead UI to indicate if a player is in Defensive Mode
    • Improvements have been made to forgive unintentional or minor horse collisions while in Defensive Mode in Red Dead Online
    • Improvements have been made to minimize players ability to intentionally remove others from Defensive Mode, by running in front of a horse being ridden by a Defensive player

Showdown Mode Improvements

  • The available Showdown Series have been reworked to group game modes by Playstyle rather than player counts. The following Showdown Series are now available from the Landing menu, Quick Join on the Player menu, or Markers placed in the world:
    • Shootout Series
    • Takeover Series
    • Elimination Series
    • Race Series
    • Featured Series
  • Players will now be dynamically matchmade into a new Showdown Mode lobby if the game detects there are not enough players for an ideal play experience

Ability Card Balancing

  • The following balancing changes have been made to Dead Eye Ability Cards in Red Dead Online:
    • Increased the initial amount of Dead Eye consumed when activating all Dead Eye cards
    • Paint It Black:
      • Amount of Dead Eye consumed by each shot has been increased
    • Slow and Steady:
      • Damage reduction while active has been increased
    • Slippery Bastard:
      • This card no longer prevents player lock-on when activated
      • When locked onto a player using Slippery Bastard, weapon accuracy spread will be significantly increased, and fired bullets will be pushed towards the edge of the reticle
      • The same penalty effect also applies to the player using Slippery Bastard when attempting to lock onto other players
    • The following balancing changes have been made to Combat Ability Cards in Red Dead Online:
      • Hangman:
        • Now deals a fixed amount of damage to lassoed enemies
      • The following balancing changes have been made to Recovery Ability Cards in Red Dead Online:
        • The Gift of Focus:
          • No longer has a penalty to damage dealt while this card is equipped
        • The following balancing changes have been made to Defense Ability Cards in Red Dead Online:
          • Hunker Down:
            • Damage resistance while in cover increased, and now applies to all types of damage received instead of just bullet damage.

Weapon Balancing

  • The following weapon balancing changes have been made for player vs. player combat in Red Dead Online:
    • Damage has been increased for all bullet weapons, speeding up combat and now requiring fewer body shots to kill another player
    • Damage fall-off is now applied to critical hits when not using a telescopic sight, meaning that long distance headshots are no longer guaranteed to instantly kill another player. Using High Velocity ammunition will increase your chances of landing a critical headshot at range.
    • Repeater weapons now deal slightly more damage when at very close range to a target player
    • Damage fall-off has been retuned for the Springfield Rifle, now dealing less damage in long range combat with other players
    • Sniper rifles now have no aim assist when hip firing and bullet travel time has been sped up to make hit detection more reliable

Content

  • Fixed multiple issues that resulted in players being stuck or unable to progress as a result of joining, launching, completing or quitting Missions and events in Red Dead Online
  • Fixed issues that resulted in players being unable to deliver objectives in several Free Roam Missions
  • Fixed issues that resulted in some Free Roam Mission givers not appearing or being inaccessible
  • Fixed an issue that resulted in players being put into the incorrect Showdown Mode when joining the ‘Featured Series’
  • Fixed issues that resulted in players losing control functionality after choosing to replay a Mission
  • Fixed issues that resulted in targets incorrectly appearing as grey in the Free Roam Event – Master Archer
  • Fixed issues with enemies that occurred in the Free Roam Mission – Bushwhack
  • Fixed an issue that resulted in defeated coming back to life in the Free Roam Mission – On the Hunt
  • Fixed incorrect objective text that was present in the Free Roam Mission – On the Hunt
  • Fixed an issue that resulted in players being incorrectly charged veterinary fees in the Free Roam Mission – Paid Killing
  • Fixed an issue that resulted in tracks ending prematurely in the Free Roam Mission – Paid Killing
  • Fixed an issue that resulted in players being unable to enter the building in the Showdown Mode – Head for the Hills
  • Fixed an issue that resulted in players not being correctly put onto the Mission during the Free Roam Mission – Delivery
  • Fixed an issue that resulted in players being unable to deliver the mailbags in Free Roam Mission – Delivery
  • Fixed an issue that resulted in players being unable to launch the Black Belle Free Roam Mission intro
  • Fixed an issue that resulted in the ambient population disappearing when getting close to a Free Roam Mission giver
  • Fixed several minor animation issues that could be seen during Free Roam Mission cutscenes
  • Fixed an issue that resulted in players being stuck with no control functionality in the Showdown Mode – Hostile Territory
  • Fixed an issue that resulted in player bodies disappearing and reappearing during the Showdown Mode – Last Stand
  • Fixed an issue that resulted in players spawning with empty weapons in the Showdown Mode – Most Wanted
  • Fixed an issue that resulted in players spawning out of bounds in the Showdown Mode – Territory Gain
  • Fixed an issue that resulted in the round restarting incorrectly in the Showdown Mode – Overrun
  • Fixed an issue that resulted in players spawning out of bounds in the Showdown Mode – Overrun
  • Fixed an issue that resulted in players being incorrectly changed to another team in the Showdown Mode – Plunder
  • Fixed an issue that resulted in the mode not ending despite a whole team leaving in the Showdown Mode – Public Enemy
  • Fixed issues with the ‘Kick from Lobby’ option in the Showdown Mode – Shootout
  • Fixed an issue that resulted in players being unable to respawn in the Showdown Mode – Spoils of War
  • Fixed an issue that resulted in players spawning without a head in the Showdown Mode – Spoils of War
  • Fixed an issue that resulted in players experiencing loss of control functionality in the Showdown Mode – Sport of Kings
  • Fixed an issue that resulted in the Showdown Mode – Up in Smoke ending immediately after launching
  • Fixed an issue that caused players’ Camps to be placed out of bounds during the introductory Missions of Red Dead Online
  • Fixed an issue that resulted in players being unable to see the intro cutscene during Co-op Missions
  • Fixed an issue that resulted in objectives not progressing correctly in the Co-op Mission – Highly Illegal and Highly Moral
  • Fixed camera issues in the Co-op Mission – Bring a Goddamn Posse
  • Fixed issues that resulted in players being unable to lock onto enemy horses in the Co-op Mission – Bring a Goddamn Posse
  • Fixed an issue that resulted in characters to be animated as floating during cutscenes in the Co-op Mission – The Hanging of Tom Davies
  • Fixed an issue that resulted in players having no control functionality in the Co-op Mission – The Hanging of Tom Davies
  • Fixed an issue that resulted in Sheriff Freeman getting stuck and not moving in the Co-op Mission – The Hanging of Tom Davies
  • Fixed an issue that resulted in players being unable to kill enemies in the Co-op Mission – The Hanging of Tom Davies
  • Fixed issues that resulted in Mission progression becoming blocked in the Co-op Mission – The Hanging of Tom Davies
  • Fixed an issue that resulted in the captured enemies to stay standing on the tracks despite choosing to release them in the Co-op Mission – The Right Side of the Tracks
  • Fixed cutscene issues in the Co-op Mission – The Right Side of the Tracks
  • Fixed issues that resulted in player horses to become missing in the Co-op Mission – The Right Side of the Tracks
  • Fixed issues that resulted in incorrect player and horse spawns in the Co-op Mission – The Right Side of the Tracks
  • Fixed an issue that resulted in players having no lasso in the Co-op Mission – If the Hat Fits
  • Fixed an issue that resulted in Mission progression becoming blocked in the Co-op Mission – If the Hat Fits
  • Fixed an issue that resulted in there being no props or ambient population at the trigger of the Co-op Mission – Honor Among Horse Thieves
  • Fixed an issue that resulted in players being unable to hear each other in during the Co-op Mission – Kerosene, Tar and Greed
  • Fixed an issue that resulted in the train going the wrong way in the Co-op Mission – Kerosene, Tar and Greed
  • Fixed an issue that resulted in Mission progression being blocked in the Co-op Mission – More Than One Way to Earn a Buck
  • Fixed an issue that resulted in players not being shown the cutscene in the Co-op Mission – Banks Don’t Rob Themselves
  • Fixed an issue that resulted in the bank manager not opening the vault in the Co-op Mission – Banks Don’t Rob Themselves
  • Fixed an issue that resulted in incorrect animations on some characters during the Co-op Mission – Destroyed by Grief
  • Fixed issues that resulted in Horley getting stuck during the Co-op Mission – Destroyed by Grief
  • Fixed an issue that resulted in players incorrectly failing the Co-op Mission – Destroyed by Grief
  • Fixed an issue that resulted in enemies getting stuck in the Co-op Mission – Destroyed by Grief
  • Fixed an issue that resulted in objectives not changing in the Co-op Mission – Destroyed by Grief
  • Fixed an issue that resulted in the Co-op Mission – Where Your Morals Lead You failing incorrectly
  • Fixed an issue that resulted in players losing control functionality in the Co-op Mission – Love and Honor
  • Fixed issues that resulted in players being unable to use the Handheld Catalogue in Co-op Missions
  • Fixed an issue that resulted in players having no objective in the Free Roam Mission – Escort
  • Fixed an issue that resulted in the AI objective not moving in the Free Roam Mission – Rescue
  • Fixed issues that resulted in Ambushes not ending correctly
  • Fixed an issue that resulted in players spawning into sessions in the middle of a Campsite Defend
  • Fixed issues that resulted in players being unable to launch various Posse Versus modes
  • Fixed issues that occurred when trying to use fast travel during the Posse Versus – Hunt the Leader
  • Fixed an issue that resulted in players being unable to maintain their weapons during the Posse Versus – Hunt the Leader
  • Fixed issues that caused the Posse Versus – Leader Feud to not launch correctly
  • Fixed an issue that resulted in players not receiving the Posse Versus – Leader Feud prompt on the death screen
  • Fixed an issue that resulted in player characters appearing as a different gender during Poker minigames
  • Fixed an issue that meant players would incorrectly skip a hand in Poker minigames
  • Fixed clipping issues with players’ characters during Poker minigames
  • Fixed an issue that resulted in Posse Leaders not receiving an alert during Poker minigames when the feature was unavailable for one of their Posse Members
  • Fixed issues that resulted in player blips to be an incorrectly color after playing Poker
  • Fixed an issue that resulted in players being able to receive Poker minigame invites
  • Fixed an issue that resulted in players receiving invites to Poker minigames despite the feature not being available to them
  • Fixed an issue that resulted in the feature not available alert appearing too quickly to read for some players trying to join a Poker minigame
  • Fixed an issue that resulted in players’ horses to be missing from the celebration screen
  • Fixed an issue that resulted incorrect players to appear on the podium for all players at the end of a Race
  • Fixed an issue that resulted in players being incorrectly taken into spectator cam during Target Races
  • Fixed an issue that resulted in players being kicked out of Red Dead Online during the introductory Missions
  • Fixed inconsistencies with the fire bottles placement in the weapon wheel during Missions
  • Fixed an issue that meant kicked players would still be taken into the mode when launching
  • Fixed an issue that resulted in players’ characters having no head on the end of match screen
  • Fixed issues that resulted in players being put on a different team than their Posse in modes
  • Fixed issues that resulted in dead players and horses not disappearing during modes
  • Fixed an issue that meant players were unable to use the ‘Allow / Disable Matchmaking’ option in lobbies
  • Fixed issues that resulted in Free Roam Treasure Chests to be unopenable after being set on fire

Awards and Daily Challenges

  • Fixed an issue that resulted in Daily Challenges not incrementing correctly
  • Fixed an issue where Daily Challenges involving Dead Eye kills would not increase when killing someone at the same time as Dead Eye runs out
  • Fixed an issue where Daily Challenges involving looting enemies would not increase when looting certain types of enemies

Audio and Dialogue

  • Fixed an issue that resulted in missing dialogue lines from characters during cutscenes
  • Fixed an issue that resulted in some drunk members of the ambient population playing incorrect conversation lines
  • Fixed an issue that resulted in missing sound effects when wading through some bodies of water
  • Fixed an issue that resulted in incorrect or missing sound effects for some player clothing items
  • Fixed an issue that resulted in missing music and ambiance when approaching Gang Hideouts
  • Fixed an issue that prevented music from playing after respawning in some Showdown modes
  • Fixed an issue with missing menu sound effects during Poker games in Red Dead Online
  • Fixed an issue that resulted in the audio track becoming stuck while in the Valentine Theatre
  • Fixed several issues with notification and countdown sound effects during several Showdown Modes and Free Roam Events

Crime and Bounty

  • Fixed an issue that resulted in a player not gaining a wanted level if they unholstering their weapon after antagonizing members of the ambient population
  • Fixed an issue that resulted in a player not gaining a wanted level or witnesses after beating up the driver or a hijacked vehicle while other members of the ambient population are present
  • Fixed several issues that resulted in lawmen behaving incorrectly and not recognize the player with a bounty or ignoring some witnessed crimes
  • Fixed an issue that resulted in a player incorrectly gaining a wanted level while carrying an injured rider on their shoulder and walking near lawmen
  • Fixed an issue resulted in a player not gaining a wanted level or bounty when committing crimes with witnesses under certain circumstances

Game Menus and User Interface

  • Fixed several miscellaneous UI issues that could occur during Red Dead Online game modes, such as incorrect button prompts or feed text
  • Fixed an issue that resulted in the brief display of incorrect weapon values when switching between weapons during the ‘Name Your Weapon’ Showdown mode
  • Fixed an issue that resulted in missing scroll indicators on some pages in the Help section of the Pause Menu
  • Fixed issues with that resulted in incorrectly displayed or overlapping text in some Red Dead Online menus
  • Fixed issues that resulted in missing and truncated East Asian language characters for several menus and modes
  • Added counts of currently owned ammunition to the shop menus when browsing shelf items in Gunsmith Stores
  • Fixed an issue that resulted in the some error messages appearing without a prompt to continue
  • Fixed an issue that resulted in jittering and bad positioning of info displayed floating above players’ heads
  • Fixed several issues where the accents of some accented text characters were cut off due to height restrictions on some menus
  • Fixed an issue that resulted in switching weapons not registering if performed too quickly
  • Fixed an issue that allowed an unsupported character in Posse names, causing problems with some menus and UI elements
  • Fixed an issue that resulted in items in the Recent section of the Satchel Menu appearing in the wrong order
  • Fixed an issue that resulted in players being unable to see their Posse Leader’s marked route on their own Radar or Pause Menu map
  • Fixed an issue that resulted in thrown and melee weapon selections on the Weapon Wheel changing when switching between some weapons
  • Fixed an issue that resulted in button prompts in some menus stacking horizontally instead of vertically
  • Fixed minor spelling and grammar errors in game text, menus and dialogue subtitles
  • Fixed an issue that resulted in players appearing to have more empty Persistent Posse Member slots than expected
  • Fixed an issue that resulted in the Posse Leader not being displayed in the Posse menu
  • Fixed an issue that resulted in players not being told why certain player menu options were unavailable
  • Fixed incorrect icons that appeared in the Player menu
  • Fixed an issue that resulted in players having an incorrect ‘Price’ section in the Player menu
  • Fixed issues that resulted in players being unable to navigate the Player menu correctly
  • Fixed issues that resulted in the ‘Nearby’ and ‘Crew’ menus displaying as empty
  • Fixed an issue that resulted in an unresponsive prompt in the ‘Stables’ menu
  • Fixed an issue that resulted in players being unable to quit from the Pause Menu
  • Fixed inconsistencies with the help section of the Pause Menu
  • Fixed issues that resulted in icons to incorrectly appearing next to players’ gamertags in lobbies
  • Fixed an issue that resulted in horse Cores to be missing from all relevant menus
  • Fixed an issue that may have caused changes to the Lock-On Mode control setting to not persist if changed while in a Red Dead Online session with several players
  • Fixed several issues with missing blips on the Radar and Pause Menu map that could occur during some modes and Free Roam in Red Dead Online
  • Fixed issues with the display of the scoreboard during and at the end of some Red Dead Online modes
  • Fixed several UI issues with the Poker minigame in Red Dead Online, including incorrect avatar images rendering for other players
  • Fixed several UI issues with lobby menu functionality in Red Dead Online modes
  • Fixed unresponsive button prompts in the Satchel
  • Fixed several issues with incorrect error messages and alert screens

Graphics and Visual Effects

  • Fixed an issue that resulted in the world to become invisible when switching between third and first-person camera views in some locations
  • Fixed issues with lighting in some shops and stables that made it hard to see some items and customization at night
  • Fixed an issue with misaligned effects when firing the LeMat Revolver with different barrel lengths
  • Fixed an issue that resulted in Small Game Arrows incorrectly showing blood impact effects and wound decals despite the lack of penetration
  • Fixed an issue that resulted in blood hit effects being difficult to see at long distances when shooting other players in Red Dead Online
  • Fixed an issue that resulted in the ‘Focus Fire’ tracer FX being visible outside of Deadeye mode
  • Fixed an issue that resulted in a graphical corruption to be visible in mirror reflections while wearing some items of clothing
  • Fixed issues with visual effects when going out of bounds in some Showdown Modes
  • Fixed an issue with ambient visual effects that could occur while matchmaking for a Co-op Mission
  • Fixed an issue that resulted in players having graphical corruption on screen after creating a character

Items, Clothing and Emotes

  • Fixed an issue that resulted in a player’s hands clipping through the shop Catalogue when interacting with it in some stores
  • Fixed cloth clipping issues that could occur on long jackets and coats while the player is mounted on horseback
  • Fixed an issue that resulted in a floating fishing rod appearing above the player after completing the ‘Biggest Fish’ Posse Versus challenge
  • Fixed an issue that resulted in items jittering when inspecting them in the Tumbleweed general store
  • Fixed an issue that resulted in animations clipping when female players were holding or using Binoculars
  • Fixed issues that resulted in skirts and other long female clothing items clipping through players when tackling enemies to the ground
  • Fixed issues with clothing combinations that resulted in some parts of the player’s character to appear invisible
  • Fixed several issues with existing player clothing items that resulted in clipping and intersection issues with certain combinations
  • Improved the holstered position of the bow to prevent clipping issues with player clothing and hats
  • Fixed issues that resulted in players being unable to previewing clothing in the Wardrobe menu
  • Fixed an issue that resulted in players being unable to remove their gloves through the Wardrobe menu
  • Fixed an issue that resulted in players being unable to choose anything in the wardrobe
  • Fixed issues that resulted in certain neckwear to be missing from wardrobes

Horses and Vehicles

  • Fixed an issue that resulted in inaccurate ragdoll behavior when killing another player on horseback
  • Fixed an issue that resulted in animation issues during some introduction scenes for race Modes due to incorrect horse positions
  • Fixed an issue that resulted in the torch to become invisible while playing the ‘Sport of Kings’ Showdown Mode in first person camera view
  • Fixed an issue that resulted in incorrect animations playing while observing another player’s horse that is critically injured
  • Fixed several animation and camera issues related to aiming and firing weapons while sitting in a vehicle
  • Fixed an issue that resulted in incorrect weapon animations when female Red Dead Online players were dual-wielding on horseback
  • Fixed an animation issue that resulted in a female player’s arms to clip through their lap when sitting as a passenger in any vehicle
  • Fixed an issue that resulted in some weapons not being aimable while sitting inside a coach and facing in certain directions
  • Fixed issues with horse navigation that could occur while in cinematic camera mode
  • Fixed an issue that resulted in players being unable to enter a vehicle while holding a lantern
  • Fixed an issue that resulted in a rider’s feet floating above the stirrups when mounted on a horse
  • Fixed an issue that resulted in large ambient boats on the Lannahechee River to remain stationary
  • Fixed an issue that resulted in some large animal carcasses disappearing from horseback when fast travelling
  • Fixed several issues and implemented new animations for female passengers in the rear seats of some vehicles
  • Fixed an issue that resulted in players losing horse bonding progress after being killed while on their horse
  • Fixed issues that resulted in a player’s carcasses/pelts disappearing from their horse
  • Fixed issues that resulted in a player’s stowed carcasses/pelts changing in quality
  • Fixed issues that resulted in a player’s horse disappearing after fast travelling
  • Fixed an issue that allowed players to jump in front of horses to break players out of defensive mode
  • Fixed an issue that resulted in a player being unable to interact with their Horse Cargo
  • Fixed an issue that resulted in a player’s horse spawning without a saddle
  • Fixed an issue that resulted in a player’s horse not appearing when the player whistled
  • Fixed an issue that resulted in a player’s horse tack changing incorrectly
  • Fixed an issue that resulted in players being bucked off their horse when trying to join another players session while mounted
  • Fixed an issue that resulted in players newly purchase horses to have drained Cores

Weapons and Combat

  • Fixed an issue that resulted in escape/struggle prompts not displaying after being grappled from behind by another player holding a weapon
  • Fixed a timing issue that resulted in weapon lock-on not been broken by the target combat diving in rare cases
  • Fixed an issue that resulted in the player’s scoped view being interrupted while using a weapon’s telescopic sight on horseback
  • Fixed an issue that resulted in the player being unable to aim with the Bow while on horseback and facing in certain directions
  • Fixed an issue with accuracy and trajectory of some thrown weapons when used at very close range to the target
  • Fixed an issue that resulted in a player’s weapon unintentionally firing after reloading with two sidearm weapons equipped
  • Fixed an issue that resulted in an offhand weapon being unable to fire when dual-wielding LeMat Revolvers and using different ammo types
  • Fixed an issue with misaligned animations during some dual-wield executions
  • Fixed an issue that resulted in some weapons being re-equipped while the player was in a downed state, causing animation and clipping issues
  • Fixed several animation and synchronization issues that occurred when observing other players taking cover in a Red Dead Online session
  • Fixed an issue that resulted in the player’s reticule displaying in the wrong color when aiming and firing at certain enemies
  • Fixed an issue that resulted in weapon condition not persisting when retrying from a checkpoint during a Mission
  • Fixed an issue that resulted in incorrect animations being shown when observing another player swapping between weapons
  • Fixed an issue that resulted in incorrect animations being shown when observing another player crouching and throwing weapons at the same time
  • Fixed an issue that resulted in the player being unable to flinch or react when being shot with some weapons
  • Fixed an issue that resulted in arrows and other thrown projectiles not being able to be collected if they were sliding or rolling down a hill
  • Fixed an issue that resulted in arrows getting stuck when firing over low cover and aiming downwards
  • Fixed an animation issue that occurred when dual-wielding with a lantern and crouching at the same time
  • Fixed an issue that resulted in camera jitter when combat diving over train tracks
  • Fixed issues with incorrect or broken ragdoll behavior when killing a player that is running/sprinting
  • Fixed an issue where enemies in Red Dead Online would not try to evade or dive when a player threw Dynamite towards them
  • Fixed an issue where a player may not play the correct combat animations when shot at by another player
  • Fixes an issue that slowed down aiming speed when a target was at point-blank range
  • Fixed an issue that prevented players from being able to shoot other players if they were standing near ‘safe zones’ such as Camps or shops

Shops

  • Fixed an issue that resulted in players losing stowed items after entering and exiting a Stable
  • Fixed an issue that resulted in players sometimes being incorrectly charged both Gold and cash prices when buying weapon mods
  • Fixed an issue that resulted in emotes appearing incorrectly in the Catalogue
  • Fixed issues that resulted in newly purchased bandanas not being correctly equipped
  • Fixed an issue that resulted in players losing control functionality after breaking from a hogtie in a shop
  • Fixed broken control functionality that occurred with the ‘No Neckwear’ option in shops
  • Fixed an issue that resulted in players being unable to sell Deer pelts while on foot
  • Fixed an issue that resulted in the ‘You Gonna Cry?’ emote to display with a price despite being free to certain players
  • Fixed issues that resulted in the the ‘Buy’ prompt in the Barber to become unresponsive
  • Fixed issues that resulted in some make-up to be very transparent
  • Fixed an issue that resulted in players being unable to sell their Legendary Wolf Pelt
  • Fixed an issue that resulted in players losing control functionality when trying to sell a carcass to the Butcher
  • Fixed an issue that resulted in players being unable to sell items from their Satchel
  • Fixed camera issues in Shops
  • Fixed an issue that resulted in players getting stuck if their Posse Leader launched a mode while they were in the Catalogue
  • Fixed issues that resulted in some clothing items to be missing from the Catalogue
  • Fixed an issue that resulted in the Gold Store not opening when attempting to purchase something with Gold
  • Fixed an issue that resulted in duplicate Catalogues to appear on the counter in shops
  • Fixed issues with the buy prompt in shops
  • Fixed an issue that resulted in ‘Inlay Metals’ being unavailable for purchase
  • Fixed incorrect text issues that were present in the Catalogue
  • Fixed an issue that resulted in the emotes to not be favorited when chosen
  • Fixed dialogue issues with the Post Office Clerk
  • Fixed issues with Post Office blips
  • Fixed an issue that resulted in players clipping through parts of the store in the Post Office
  • Fixed an issue that resulted in there being no option to collect the next item in the Post Office
  • Fixed an issue that resulted in the Lockbox and Post Office to become unresponsive when collecting items
  • Fixed an issue that resulted in horses having an incorrect name after purchasing
  • Fixed an issue that resulted in players being unable to see the effects that certain parts of Horse Tack had on their Horses’ stats when previewing in the Stable
  • Fixed an issue that resulted in players being kicked out the Stable after entering
  • Fixed an issue that resulted in players being unable to leave the Stable
  • Fixed an issue that resulted in horses to not be visible missing when previewing
  • Fixed an issue that resulted in players losing pelts if they entered the Stable
  • Fixed an issue that resulted in the wrong horse to appear when previewing in the Stable
  • Fixed issues that resulted in stowed carcasses playing incorrect animations when the player entered the Stable
  • Fixed issues that resulted in the ceiling of the wardrobe to be missing in the Tailor
  • Fixed issues that resulted in items appearing with incorrect prices for players with the Ultimate Edition
  • Fixed an issue that resulted in players not being able to access the Wilderness Outfitters
  • Fixed an issue that resulted in players not being able equip newly purchased items bought from the Fence
  • Fixed issues with the ‘Change Background’ prompt in the Photo Studio
  • Fixed issues with the Butcher’s animations
  • Fixed issues that resulted in certain guns to be missing from the Gunsmith customization menu
  • Fixed an issue that resulted in players getting stuck in the Stable
  • Fixed pricing inconsistencies with the ‘Live Worms’ item
  • Fixed an issue that resulted in the preview tile in the Gunsmith to appear blank
  • Fixed an issue that resulted in players clipping through the map when using the Handheld Catalogue
  • Fixed an issue that resulted in the game incorrectly telling players that their purchase was sent to their horse
  • Fixed an issue that resulted in players being unable to purchase certain weapons from the Fence with cash
  • Fixed an issue that resulted in players losing certain control functionality after being tackled while interacting with the bartender
  • Fixed an issue that resulted in the Train Station clerk to be invisible

General/Miscellaneous

  • Map functionality of the RDR2 Companion App no longer works with Red Dead Online, but will still sync with Story Mode
  • The number of tents and non-functional decor present at a Camp is now dynamically dependent on the number of players in the Posse
  • A loading spinner has been added in place of unusable prompts for when there is a delay in server communication when purchasing something in Shops
  • The weapon wheel now shows a target symbol when a weapon with telescopic sights is selected, making it easier to find and select a scoped weapon
  • A Post Office has been added in Armadillo
  • Help text has been added to Poker minigames to inform players that they have joined mid-game
  • A ‘Clean All Weapons’ option has been added to the lobby screen of Showdown Modes
  • The game now displays emotes used between players in the Activity Ticker
  • All existing Free Roam Events have received a difficulty rebalance to make them more challenging, increasing enemy count and accuracy across the board
  • Fixed issues that resulted in Stranger Missions not launching correctly in Red Dead Online sessions, including with missing or greyed out prompts
  • Fixed issues that resulted in Showdown Modes not starting correctly and leaving players on an infinite loading screen
  • Fixed an issue that resulted in players being unable to launch Posse Versus from the Player menu
  • Fixed an issue that resulted in player horse Cores being drained if it was the 5th horse in a player’s Stable
  • Fixed an issue that resulted in player horses incorrectly being replaced with a Scrawny Nag
  • Fixed an issue that resulted in players accidently being reported for horse theft after mounting their own horse
  • Fixed an issue that resulted in the Item Wheel showing unusable provision items that were waiting to be collected from the Post Office
  • Fixed an issue that resulted in the ‘Hangman’ Ability Card not correctly dealing damage to lassoed enemies
  • Fixed an issue that resulted with several hairstyles clipping with clothing, including the male ‘Long Curly Afro’ and female ‘Long Tied Waves’ styles
  • Fixed an issue that resulted in players being unable to equip the ‘Stubble’ facial hair
  • Fixed an issue that resulted in players being unable to place a Camp for a significant amount of time after entering Red Dead Online
  • Fixed an issue that resulted in skinned carcasses displaying as being worth less than the value for which they actually sell
  • Fixed an issue that resulted in players being incorrectly shown as having no carcasses to sell at the Butcher
  • Fixed an issue that resulted in clothing items from the Grizzlies Outlaw outfit to not appear in the player wardrobe after purchase
  • Fixed issues that resulted in shopkeepers not recognizing players they had seen before
  • Fixed an issue that resulted in the display of placeholder full-screen images on the Landing Page when starting the game
  • Fixed an issue that resulted in large pelts disappearing while being carried by players during full Red Dead Online sessions
  • Fixed an issue that resulted in duplicate horse corpses spawning in some Red Dead Online sessions
  • Fixed an issue that resulted in Defensive Mode players being able to steal animal carcasses and pelts from players
  • Fixed an issue that resulted in players being unable to purchase the ‘Improved Sights’ weapon modification
  • Fixed an issue that resulted in inconsistent Free Roam Treasure Chest rewards when opening a chest while in a Posse
  • Fixed an issue that resulted in incorrect changes to player walking styles
  • Fixed an issue that resulted in the appearance of random skins/pelts on the back of player horses
  • Fixed an issue that resulted in players incorrectly remaining in Free Roam after accepting an invite while in the Stable
  • Fixed issues that resulted in some players to appear without a player blip
  • Fixed issues that resulted in players being unable to invite friends to their persistent Posse
  • Fixed an issue that resulted in the player not being reported for a crime when stealing pelts from some members of the ambient population
  • Fixed an issue that resulted in some enemies repeatedly drawing sidearms after the player has disarmed them
  • Fixed an issue that resulted in one-hit unarmed executions against other players under certain circumstances
  • Fixed an issue that resulted in the ‘Reset Award’ prompt being grayed out for Competitive Awards which are not designed to be reset
  • Fixed an issue that resulted in animations being interrupted when attempting to unholster a weapon and interacting with some items while seated
  • Fixed matchmaking and network issues that should reduce the chance of encountering disconnects and error messages
  • Made several optimizations to networking systems, which should improve performance for those with poor internet connections
  • Fixed several issues with player position and movement synchronization in Red Dead Online sessions
  • Fixed several issues that resulted in players failing to join a session after accepting an invite from another player or not joining the correct session
  • Fixed several issues that resulted in the player being taken into the wrong job when matchmaking or inadvertently pulled into a job incorrectly
  • Fixed an issue that resulted in players not being placed back into session with the same players after completing a Free Roam Mission
  • Fixed an issue that resulted in players being incorrectly kicked out of a RDR Online session during a Co-op Mission
  • Fixed an issue that resulted in players being shown as belonging to the incorrect Posse when transitioning between game sessions
  • Fixed an issue with the behavior of weather as the player ambiently transitions between different Red Dead Online sessions
  • Fixed an issue that resulted in voice chat being temporarily cut off between Posse Members during loading screens and session transitions
  • Fixed issues that resulted in game crashes, freezing and other stability issues
  • Made several minor improvements to general performance, to improve loading times and frame rates in some world locations and game modes
  • Fixed several issues that resulted in players getting stuck on an black loading screen after performing certain actions
  • Fixed an issue that resulted in players being stuck on a black loading screen while attempting to respawn during a Showdown mode
  • Fixed an issue that resulted in ambient conductors/guards incorrectly leaving a train when stopped at a station
  • Fixed several issues that resulted in hogtie animations that occurred after being interrupted by other players
  • Fixed an issue that resulted in some enemies showing incorrect burnt clothing textures after being set on fire
  • Fixed animation issues that could be seen during small movements while against low cover
  • Fixed a synchronization issue with player position when observing other players transition around some corners while in cover
  • Fixed issues with clipping and bad positioning when observing dead bodies on moving trains
  • Fixed an issue that resulted in windows not breaking when transitioning from cover to climbing through a closed window
  • Fixed an issue that resulted in the bank vault door to incorrectly appear as closed for spectating players during the ‘Banks Don’t Rob Themselves’ Story Mission in Red Dead Online
  • Fixed issues with incorrect/inaccurate cover in many locations in the world and for many environment objects such as crates, vehicles and tents
  • Fixed an issue that resulted in a running/sprinting player reverting to walking speed when switching between first and third-person camera views
  • Fixed an issue that resulted in the positions of the ambient population to pop slightly while in an area with many nearby players
  • Fixed an issue that resulted in all train props being invisible when participating in the ‘Railroad Baron’ Free Road Event
  • Fixed an incorrect icon image for the achievement ‘Non-Regulation’ on the Xbox One platform
  • Fixed an issue that resulted in the incorrect display of a previous player when new players joined a table during Poker
  • Fixed miscellaneous issues with incorrect behaviors and responses when interacting with members of the ambient population
  • Fixed an issue that resulted in ambient musicians ceasing to play music when a player used an emote to interact with them
  • Fixed an issue that resulted in player not being able to enter cover for several seconds after surviving a melee takedown
  • Fixed an issue that resulted in players having their speed slowed down when stepping up on a ledge while running
  • Fixed an issue that resulted in players accidentally stepping up on to objects they were going into cover against
  • Fixed an issue that resulted in a player’s lasso breaking while holding the trigger and dismounting from a horse
  • Fixed an issue that resulted in some actions such as skinning or picking plants to be unavailable while holding Dynamite or Fire Bottle thrown weapons
  • Fixed an issue that resulted in a player not receiving items when interrupted by another player during picking and skinning actions
  • Fixed an issue that resulted in players getting stuck with no control for several seconds when repeatedly stowing and retrieving an animal from their horse
  • Fixed an issue that resulted in players using the ‘Toggle to Run’ movement option and accidently breaking out of a run and reducing speed to a walk
  • Fixed an issue that resulted in several animals spawning on top of each other when a player transitioned between sessions in Red Dead Online
  • Fixed an issue that may have prevented a player from holstering their weapon before smoking a cigarette
  • Fixed an issue that resulted in ambient vehicles to spawning on top of each other while the player is in a shop menu
  • Fixed an issue that resulted in enemies to walking off rooftops when trying to navigate during combat
  • Fixed an issue that resulted in some birds appearing in the sky without playing the correct flying animations
  • Fixed an issue that resulted in a lone wolf in a pack of wolves to remain idle and not attack the player during combat
  • Fixed an issue where alligators may not chase players into the water when fleeing
  • Fixed an issue that resulted in hogtying and drowning another player would not correctly register as a player kill
  • Fixed issues that could occur when tackling or grapping other players while on fire
  • Fixed an issue that resulted in the wrong death reason to display on the kill screen after a melee kill while holding Dynamite
  • Fixed an issue that resulted in unreliable hit detection when attempting to stealth takedown enemies with a knife while standing on a slope
  • Fixed an issue with the first-person camera when carrying enemy bodies and other large objects on your shoulder
  • Fixed an issue that resulted in gang companions not perform idle behaviors such as looting bodies and interacting with the world while waiting for the player to continue during Missions
  • Fixed several issues which resulted in unresponsive or incorrect prompts when locking on and attempting to interact with the ambient world
  • Fixed several issues and control inconsistencies while using the ‘FPS2 Standard’ and ‘FPS2 Alternate’ control schemes
  • Fixed an issue that resulted in decapitation/dismemberment of enemies appearing differently for each player in a Red Dead Online session
  • Fixed an issue that resulted in lootable drawers or cabinets appearing in different states for different players in a Red Dead Online session
  • Fixed several minor issues with the movement animations of ambient animals
  • Fixed an issue that resulted in players spawning into Red Dead Online playing incorrect animations
  • Fixed an issue that resulted in players receiving the Free Roam treasure chest controller rumble despite having already opened the chest
  • Fixed an issue that resulted in a stowed skin from a stowed carcass to reappear on the carcass after fast travelling
  • Fixed issues with the sliders in the Character Creator
  • Fixed an issue that resulted in players’ characters’ mouths not opening when selecting teeth in the Character Creator
  • Fixed an issue that resulted in players being kicked from Red Dead Online while in the Character Creator
  • Fixed an issue that resulted in players being unable to change gender in the Character Creator
  • Fixed inconsistencies that occurred with players’ torsos and their chosen body weight in the Character Creator
  • Fixed text issues with the alert that notified players they did not have enough money to participate in a job
  • Fixed an issue that resulted in the ‘Put Away’ prompt to incorrectly remain on screen after using the binoculars
  • Fixed an issue that resulted in the ‘Stow’ button prompt not to appear if the player was killed while it was onscreen
  • Fixed an issue that resulted in players seeing a ghosted version of another player when both were using the wardrobe
  • Fixed an issue that resulted in players being taken to the Main Menu instead of Story Mode after choosing to go back to Story Mode during the Red Dead Online Tutorial
  • Fixed an issue that resulted in players’ Camps to have missing props after relocating it
  • Fixed an issue that resulted in players’ Camps not being correctly moved to another location
  • Fixed an issue that resulted in players being kicked from Red Dead Online when their Posse Leader tried to join another player’s session
  • Fixed an issue that resulted in players being unable to unequip their bandana
  • Fixed an issue that resulted in players spawning under the map
  • Fixed camera issues that occurred during celebration screens
  • Fixed an issue that resulted in players being fireproof after fast travelling
  • Fixed an issue that resulted in players being unable to enter the Gold Store
  • Fixed an issue that resulted in ambient population to be missing
  • Fixed an issue that resulted in missing text on the death screen
  • Fixed an issue that resulted in players being able to see under the map after accepting an invite
  • Fixed an issue that resulted in players being able to vote to kick themselves
  • Fixed an issue that resulted in players being locked onto despite being set to Defensive Mode
  • Fixed an issue that resulted in players getting stuck in the crafting menu
  • Fixed an issue that resulted in players being unable to equip newly purchased Ability Cards
  • Fixed an issue that resulted in players’ weapons to be at max degradation after spectating

Also of note, anyone who logs into Red Dead Pn;one between today up to November 18 will be automatically enrolled in the Wheeler, Rawson & Co. Club, where they will get a special gun wrap, free care packages, an emote, a new graphic camp flag, and more. Note that this is a free membership.

Those looking for even more perks and gear can opt for The Outlaw Pass which, for 35 Gold Bars, offers more rewards over time such as exclusive clothing, weapons stylings, campsite themes, bonus cash, Gold gifts up to 35 Gold Bars and much more. You can find more information about the Wheeler, Rawson & Co. Club and The Outlaw Pass here.

Source: Rockstar Games Support

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

Home > News

Xbox Store Sale September 10-16, 2019: Here’s This Week’s Deals With Gold

Microsoft has sprung this week’s Xbox store sale and it’s now live! This week’s Deals With Gold has a good selection of Xbox One titles, which you can check out below.

Xbox store sale September 10-16, 2019:

Xbox One

Game Price (USD) Type
39 Days to Mars $11.24 Deal With Gold
A Plague Tale: Innocence $33.49 Deal With Gold
Ages of Mages – The last keeper $8.03 Deal With Gold
American Fugitive $11.99 Spotlight
Anodyne $5.99 Deal With Gold
Awkward $5.99 Deal With Gold
Banned Footage Vol. 1 for Resident Evil 7: Biohazard $5.99 Spotlight
Banned Footage Vol. 2 for Resident Evil 7: Biohazard $8.99 Spotlight
Battlefield 4™ Premium Edition $9.99 Spotlight
Battlefield World War Bundle $39.99 Spotlight
Battlefield™ 1 Premium Pass $7.99 Spotlight
Battlefield™ 1 Revolution $9.99 Spotlight
Battlefield™ Anniversary Bundle $24.99 Spotlight
Battlefield™ Hardline Ultimate Edition $9.99 Spotlight
Battlefield™ V $19.79 Spotlight
Battlefield™ V Deluxe Edition $23.99 Spotlight
Battlefield™ V Deluxe Edition Upgrade for Battlefield™ V $5.99 Spotlight
Beach Buggy Racing $3.99 Deal With Gold
Big Top Breakout for The Escapists 2 $1.99 Spotlight
Black & White Bushido $6.49 Deal With Gold
Blasphemous $22.49 Spotlight
Bleed 2 $4.49 Deal With Gold
Bloody Zombies $5.99 Deal With Gold
Bombslinger $4.79 Deal With Gold
Caveman Warriors $3.74 Deal With Gold
Coffin Dodgers $3.95 Deal With Gold
Construction Simulator 2 $8.99 Deal With Gold
Cuphead $15.99 Deal With Gold
Deadliners $3.99 Deal With Gold
Dimension Drive $6.49 Deal With Gold
Don’t Starve Together $5.99 Deal With Gold
Don’t Starve: Giant Edition $3.74 Deal With Gold
Don’t Starve: Shipwrecked Console Edition for Don’t Starve: Giant Edition $2.49 Spotlight
Duct Tapes Are Forever for The Escapists $1.12 Spotlight
Dungeons and Duct Tape for The Escapists 2 $1.99 Spotlight
End of Zoe for Resident Evil 7: Biohazard $8.99 Spotlight
Escape Team for The Escapists $1.12 Spotlight
Expansion Pass $19.99 Deal With Gold
Farming Simulator 19 $37.49 Deal With Gold
Farming Simulator 19 – Anderson Group Equipment Pack for Farming Simulator 19 $6.69 Spotlight
Farming Simulator 19 – John Deere Cotton DLC for Farming Simulator 19 $4.24 Spotlight
Farming Simulator 19 – Premium Edition $60.29 Deal With Gold
Farming Simulator 19 – Season Pass $33.49 Spotlight
Flying Tigers: Shadows Over China $9.49 Deal With Gold
Forced $2.99 Deal With Gold
Forza Motorsport 6 Car Pass for Forza Motorsport 6 $5.99 Deal With Gold
Full Metal Furies $5.99 Deal With Gold
Gang Beasts $14.99 Deal With Gold
Gleaner Heights $6.99 Deal With Gold
Guacamelee! Super Turbo Championship Edition $3.74 Deal With Gold
Hive Jump $4.99 Deal With Gold
Hyperdrive Massacre $1.99 Deal With Gold
Jump Gunners $7.79 Deal With Gold
Kinect Bundle: Boom Ball 2 + Squid Hero $7.59 Deal With Gold
Kingdom: Two Crowns $13.99 Deal With Gold
Lazy Galaxy: Rebel Story $3.19 Deal With Gold
Legendary Eleven $7.49 Deal With Gold
Lightfield $11.24 Deal With Gold
LOST ORBIT: Terminal Velocity $6.99 Spotlight
Lovers in a Dangerous Spacetime $5.99 Deal With Gold
M.A.C.E. $3.24 Deal With Gold
Middle-earth: Shadow of Mordor – Game of the Year Edition $9.99 Deal With Gold
Middle-earth™: Shadow of War™ Enhanced HDR 4K $19.99 Deal With Gold
Middle-earth™: Shadow of War™ Definitive Edition $29.99 Deal With Gold
Middle-earth™: Shadow of War™ Story Expansion Pass $12.49 Deal With Gold
Mirror’s Edge Catalyst $7.99 Deal With Gold
Mulletman and the Molemen $2.49 Deal With Gold
MXGP Pro $15.99 Deal With Gold
NeuroVoider $5.59 Deal With Gold
Next Up Hero $4.99 Deal With Gold
NHL 20 $89.99 Spotlight
Nidhogg 2 $7.49 Deal With Gold
NORTH Enhanced $2.49 Deal With Gold
OlliOlli2: XL Edition $3.74 Deal With Gold
Outlaw Tribe Nemesis Expansion for Middle-earth™: Shadow of War™ $7.49 Deal With Gold
Overcooked $5.60 Deal With Gold
Planet of the Apes: Last Frontier $9.99 Deal With Gold
Pool Nation Snooker Bundle $3.46 Deal With Gold
Reagan Gorbachev $2.49 Deal With Gold
Red Dead Redemption 2 $35.99 Deal With Gold
Red Dead Redemption 2: Special Edition $43.99 Deal With Gold
Red Dead Redemption 2: Ultimate Edition $49.99 Deal With Gold
Resident Evil $7.99 Spotlight
Resident Evil 0 $7.99 Spotlight
RESIDENT EVIL 2 $35.99 Spotlight
RESIDENT EVIL 2 Deluxe Edition $41.99 Spotlight
Resident Evil 2 Extra DLC Pack $11.24 Spotlight
Resident Evil 4 $7.99 Spotlight
Resident Evil 5 $7.99 Spotlight
Resident Evil 6 $7.99 Spotlight
RESIDENT EVIL 7 biohazard Enhanced HDR $14.99 Spotlight
RESIDENT EVIL 7 biohazard Gold Edition $24.99 Spotlight
RESIDENT EVIL 7 biohazard Season Pass $11.99 Spotlight
Resident Evil Revelations $7.99 Spotlight
Resident Evil Revelations 1 & 2 Bundle $15.99 Spotlight
Resident Evil Revelations 2 – Season Pass $7.99 Spotlight
Resident Evil Revelations 2 Deluxe Edition $11.99 Spotlight
Resident Evil Triple Pack $23.79 Spotlight
Resident Evil: Deluxe Origins Bundle $15.99 Spotlight
Riddled Corpses EX $2.99 Deal With Gold
Riptide GP: Renegade $3.99 Deal With Gold
Road Redemption $9.99 Deal With Gold
Road to the Olympics for Steep $7.99 Spotlight
Rocket League Enhanced $11.99 Deal With Gold
Rocket League® – Fast & Furious™ ’99 Nissan Skyline GT-R R34 for Rocket League® Enhanced $1.19 Spotlight
Rocket League® – McLaren 570S Car Pack for Rocket League® Enhanced $1.19 Spotlight
Rocket League® – MLB Fan Pack for Rocket League® Enhanced $1.79 Spotlight
Sea of Solitude $14.99 Deal With Gold
Sébastien Loeb Rally Evo $4.99 Deal With Gold
Skyforge: Knight Quickplay Pack for Skyforge $9.09 Spotlight
Skyforge: Necromancer Quickplay Pack for Skyforge $9.09 Spotlight
Skyforge: Warlock/Witch Quickplay Pack for Skyforge $9.09 Spotlight
Slaughter Tribe Nemesis Expansion for Middle-earth™: Shadow of War™ $7.49 Deal With Gold
Stardust Galaxy Warriors: Stellar Climax $2.99 Deal With Gold
Steredenn $5.19 Deal With Gold
Sundered: Eldritch Edition $9.99 Deal With Gold
Super Blood Hockey $7.49 Deal With Gold
Super Dungeon Bros $7.99 Deal With Gold
Super Hydorah $9.99 Deal With Gold
Tacoma Enhanced $5.99 Deal With Gold
Team17 Indie Heroes Pack $9.67 Deal With Gold
The Blade of Galadriel Story Expansion for Middle-earth: Shadow of War $7.49 Deal With Gold
The BunnyLord Pro Hater Pack $5.24 Deal With Gold
The Desolation of Mordor Story Expansion for Middle-earth: Shadow of War $9.99 Deal With Gold
The Lost Morsel for Overcooked $1.64 Spotlight
The Metronomicon: Slay the Dance Floor $9.99 Deal With Gold
Tiny Troopers Joint Ops $3.99 Spotlight
Tricky Towers $7.49 Deal With Gold
Unit 4 $5.99 Deal With Gold
VALA: Vicious Attack Llama Apocalypse $5.99 Deal With Gold
War of the Chosen for XCOM 2 $15.99 Deal With Gold
Warhammer 40,000 : Inquisitor – Martyr – Deluxe Edition $25.99 Deal With Gold
Warhammer 40,000: Inquisitor – Martyr $23.99 Deal With Gold
Warhammer 40,000: Inquisitor – Martyr – Imperium edition $26.39 Deal With Gold
XCOM® 2 $14.99 Deal With Gold
XCOM® 2 Collection $32.99 Deal With Gold
XCOM® 2 Digital Deluxe Edition $18.74 Deal With Gold
XCOM® 2 Reinforcement Pack $9.99 Deal With Gold
X-Morph: Defense $11.99 Deal With Gold

In case you haven’t seen it yet, here’s the Xbox Games With Gold selection for the month.

Source: Reddit

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Nintendo Switch Update 9.0.0 Here’s What Got Changed

Nintendo has rolled out a firmware update to the Nintendo Switch, and it adds quite a number of good quality of life changes. Check out the full Nintendo Switch update 9.0.0 patch notes below.

Nintendo Switch update Ver. 9.0.0 (Released September 9, 2019)

Added the following system functionality:

  • Added a search feature for the News Channel.
    • Channels can be searched using filters or free text.
  • Added “Display QR Code to Check In” to User Settings.
    • You can display a QR Code on-screen to check in using your Nintendo Account.
  • Alarm Notifications have been added to System Settings > Notifications.
    • You can check or delete pre-set alarms.
    • Alarms can be set up only within supported software (to be added at a later time).
    • A controller firmware update may be required to use this feature.
  • You can now configure touch screen sensitivity settings.
    • Select between Standard and Stylus sensitivity (optimized for stylus input).
  • Added the option to turn on/off the system button input (Nintendo Switch Lite only).
    • When this setting is turned off the system no longer receives input from the console buttons, with the exception of the Capture and HOME Buttons, and can only be operated from a wirelessly paired controller (sold separately).
    • This setting is on by default and can only be turned off if a compatible controller (sold separately) is wirelessly paired to the console.
    • The setting will automatically turn back on when the console is restarted or after returning from sleep mode.
  • Added “Online Play Invites” section to the User’s page.
    • Invites from friends to join online play in supported software will be displayed in this section.
  • General system stability improvements to enhance the user’s experience.
    • Resolved an issue where some users can’t start the Fire Emblem: Three Houses game, and get an error instead.

If you spot any hidden changes not listed, let us know what they are in the comments below.

Source: Nintendo

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Battlefield 5 Chapter 5 New Weapons Datamined, Wake Island Spotted in Game Files

While we already posted some datamined info from the most recent Battlefield 5 patch, it seems there’s a whole lot more hidden in it! Once again unearthed by reliable dataminer temporyal, this time, we have Battlefield 5 Chapter 5 new weapons, some of the maps set to be included in that chapter — which will be called Pacific Theater — includes fan-favorite Wake Island!

Before digging in further, note that the info below is from datamined files, and there’s no guarantee that we’ll see them in Chapter 5 or at all. Got that? Good!

Maps

We know DICE is planning to release three maps during Chapter 5 before the end of 2019. I’ve come across a few code names and a fourth map for this theatre of war.

Artworks just for visualization

Internal map list for the Pacific:

  • Wake Island
  • Iwo Jima
  • Jungle
  • Tropic Islands

“Wake Island” – an absolute classic. It’s a map that takes place on the Wake Atoll in the Pacific Ocean, and has appeared in many iterations of the Battlefield Series.

“Iwo Jima” was already announced at EA Play in June 2019.

“Jungle” and “Tropic Island” give us only a small hint on what to expect in general on these maps.

Type 97 MG (LMG)

“The Type 97 Light Machine Gun was the standard machine gun used in tanks and armored vehicles of the Imperial Japanese Army during World War II, a light machine gun by infantry forces.” (Wikipedia)

M3 IR Sniper Rifle

“The M3 features an infrared scope for improved sighting in low-light situations, as well as a suppressor for reduced muzzle report.” (Ingame)

Nambu Type 2A (SMG)

“The Experimental Model 2 Submachine Gun was a pre-World War II submachine gun of Japanese origin chambered in the 8mm Nambu round and was issued to Japanese Naval units, and used through until the end of the war.” (Wikipedia)

Note: The client explicitly mentions the “2A” variant so expect it to look different from wider known versions like the one in CoD WWII (I think I got the image right).

BAR M1918A2 (LMG)

Note: Already more or less confirmed during EA Play and since patch 4.4 briefly mentioned in the client.

Type 94 (Sidearm)

“Manufactured in Japan since before the war, some viewed this pistol as being unnecessarily complex in its design while others admired that it was compact and lightweight.” (Ingame)

Minor updates on already known weapons

M1 Garand (Semi-Automatic Rifle): A few new snippets confirm that this weapon will be a semi-automatic rifle and therefore available to the Assault class (as many of you already predicted).

Type 99 Arisaka (Bolt-Action Rifle): A few weeks ago we just had the “Type 99” string which can be associated with the lmg or bolt-action rifle. The new update confirms the Type 99 Arisaka without any overlappings which (currently) eliminates the Type 99 LMG as a datamined weapon.

Katana (Melee): New description: “Many swords were produced in the years leading up to the war as Japanese officers were required to wear them. The quality varied dramatically due to the amount that was needed in the short period of time.” (Ingame)

Burned Plank (Melee): New description: “In a pinch anything that can be picked up with one hand can become a weapon. Even if it may be on fire.” (Ingame)

Friendly reminder: M3 “Grease Gun” (SMG), M1919A6 (MMG) and Type 100 (SMG) were already found in the files.

There are also new soldiers sets, Epic Weapon Sets as well, which you can view here.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Call of Duty: Modern Warfare Beta Preload Now Live, French Client Says Servers Will Be Up Tomorrow

While Activision has said that the Call of Duty: Modern Warfare beta preload would be going live tomorrow. it seems that’s not the case, as it’s live right now! This was confirmed by people over on Reddit, and even Call of Duty YouTuber TheGamingRevolution.

https://twitter.com/TheGamingRevoYT/status/1171128537660698624

If you redeemed a PS4 code for the beta already, you can check this site which will then give you a code to input on PSN where you can download the client now. Note that this isn’t available for digital pre-orders or for everyone else, so sit tight.

In other Modern Warfare beta news, while the servers are said to be going up this September 12, Reddit user picus250775 has posted that the French version of the beta has given a different date and time, and it says that servers will be up on September 10 at 10 a.m.!

Is this a typo? Or is Infinity Ward planning to turn on the beta servers early? We’ll know for sure tomorrow. Don’t forget to keep an eye out here on MP1st as we’ll be giving away Modern Warfare beta codes soon!

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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The Last of Us 2 Media Event Happening This Month

While Naughty Dog has been silent so far regarding The Last of Us Part II (referred to as The Last of Us 2 in this article), that’s about to change soon. It seems the studio is prepping something for the game, and it’s happening later this month!

Over on Twitter, The Game Awards Producer Geoff Keighley shared that a The Last of Us 2 media event is set to happen this September 24, though it doesn’t say exactly what it’s for.

Chances are, this is a preview event where the gaming media can see some gameplay or something related to the game. Will it be the release date? That’s unlikely given this is a media event (a release date would be better announced via a new trailer or something).

Once we know more about this, we’ll let our readers know.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Tekken 7 Update 3.00 Patch Notes and File Size – Season 3 Changes Now Live

While we reported on the changes last week, the Tekken 7 update 3.00 which brings the Season 3 character balance changes are now live! Clocking in at less than 2GB on PS4, the full Tekken 7 update 3.00 patch notes can be seen below, and yep, it’s a big one!

Tekken 7 update 3.00 patch notes:

SHARED CHANGES

Damage = The amount of health taken away from the opponent when an attack hits.
1 frame = 1/60 of a second. A unit of measurement used to indicate the passage of time in the game.
Attack startup = The time at which an attack’s hitbox becomes active.
All notes in this list are written from the perspective of you, the player, hitting the opponent (or making them guard) with the move in question.

Commands Changes
– Gigas
During Rage f,3+4 Hold b,2
During Rage f,3+4 Hold b,2 Hold
f,3,2
f,3,2 Hold
b,2
b,2 Hold
f,4
f,4 Hold
While rising 2,4
While rising 2,4 Hold
– Lucky Chloe
During Rage d/f,3+4 during hit 1+2
– Paul
QCF,21,2,3,2,1,2,1,4,2,1
1,2,3,1,4,2,1,4,2,1
– Increased the distance between the character and the opponent when the move hits an airborne opponent from the side.
Wall Bounds – Changed wall bounds to trigger when hit from the side next to the wall.

AKUMA

Commands Changes
During Rage 1,1,f,3,2 – It is now possible to hit a spinning opponent with this move.
– Changed the scene that plays when the move KOs during a match-point round.
– Fixed an issue in which the charged version of the move could not be avoided by jumping.
QCF,1 – Changed the damage from 14 to 12.
QCF,2 – Changed the damage from 14 to 12.
HCB,1 – Changed the damage from 15 to 13.
QCB,4 – Changed the damage from 15 to 13.
1 – Reduced the strength of the pushback, and made the move easier to land.
f,3 – Changed the frame advantage when blocked from -9 frames to -4 frames.
– Changed the frame advantage upon hit from +1 frame to +7 frames.
f,4 – Changed the frame advantage when blocked from -9 frames to -5 frames.
– Shortened the recovery time after the move hits by 4 frames.
– Changed the opponent’s behavior when the move lands as a counter hit.
f,1+2 – Changed the damage from 5, 15 to 8, 17.
– Changed the frame advantage upon hit from +5 frames to +7 frames.
– Decreased the distance between the character and the opponent when the move hits.
– Changed the opponent’s behavior when hit in midair.
d/f,1,2 – Changed the frame advantage upon hit from +5 frames to +7 frames.
– Decreased the distance between the character and the opponent when the move hits.
– Changed the opponent’s behavior when hit in midair.
d,1,2 – Changed the damage from 8 to 6.
b,1 – Changed the damage from 17 to 15.
– Reduced the strength of the pushback, and made the move easier to land.
d/f,1+2 – New move.

ALISA

Commands Changes
b,1+2 – Fixed an issue in which advance input was unavailable after missing or being blocked.
f,2+3 – Fixed an issue in which the move could not be input while running.
2,3,4 – Changed the frame advantage when blocked from -19 frames to -13 frames.
– Shortened the recovery time after the move hits by 3 frames.
3,2 1st hit
– Changed the attack startup from frame 14 to frame 13.
6th hit
– Changed the frame advantage when blocked from -9 frames to -12 frames.
– Changed the frame advantage upon hit from +1 frame to +5 frames.
f,3,2 – Changed the damage from 13, 20 to 10, 17.
f,3,1+2 – Changed the opponent’s behavior when hit.
– Changed the move to send the opponent spinning when it hits them midair.
During Boot 1,2,1,3+4 – Changed the damage from 12, 13, 7, 5, 28 to 12, 13, 10, 10, 30.
During Boot 3 – The move can now also be performed with “During Dual Boot 3”.
During Boot 4 – The move can now also be performed with “During Dual Boot 4”.
d/f,1+2
During Destructive Form d/f,1+2
– Changed the frame advantage on guard from -14 frames to -13 frames.
– Shortened the recovery animation by 1 frame when the move hits.
– Changed the opponent’s behavior when hit.
– Changed the move to send the opponent spinning when it hits them midair.
– Increased the range of the attack.
d/b,2,2,1+2 – Fixed an issue in which the opponent’s behavior would differ when they were hit in midair from when “d/b,2,2” was used.
d/b,【1,2】 – Sped up the timing at which the right hand is restored by 5 frames.
b,4 – Delayed the timing at which the opponent is counted as being midair after a counter hit by 1 frame.
b,4,4
b,4,4,3+4
b,4,4,f,3+4
– New move.
u/f,3 – Changed the attack startup from frame 20 to frame 17.
u,4,4 1st hit
– Decreased the move’s forward movement.
– Decreased the distance between the character and the opponent when the move hits or is blocked.
2nd hit
– Decreased the move’s forward movement.
During Destructive Form 1+2 – Changed the opponent’s behavior when hit.
During Destructive Form f,1 – Changed the frame advantage when blocked from ±0 frames to +2 frames.
During Destructive Form d,2 1st hit
– Changed the attack startup from frame 30 to frame 26.
4th hit
– Changed the frame advantage when blocked from -14 frames to -12 frames.
– Changed the frame advantage upon hit from +2 frames to +4 frames.
During Destructive Form u,3+4,1 (or d,3+4,1) – Changed the frame advantage when blocked from -10 frames to -13 frames.
– Decreased the distance between the character and the opponent when the move is blocked.
– Enabled the move to cause a wall bound if it hits.
– Changed the opponent’s behavior when hit in midair.

ANNA

Commands Changes
During Rage QCF,2+3 – Decreased the distance between the character and the opponent when the move is blocked.
f,4 – Enabled the move to cause a wall bound if it hits.
d/f,1 – Decreased the distance between the character and the opponent when the move hits.
b,2,2 – Changed the frame advantage when blocked from -7 frames to -2 frames.
– Shortened the recovery time after the move hits by 5 frames.
During Chaos Judgement u/b,4
During Chaos Judgement u,4
– Changed the frame advantage when blocked from -16 frames to -15 frames.
– Changed the frame advantage upon hit from -5 frames to -4 frames.
During Chaos Judgement u/f,4 – Changed the frame advantage on guard from -14 frames to -13 frames.
– Shortened the recovery animation by 1 frame when the move hits.
f,f+3 – Shortened the recovery animation by 1 frame when the move hits.
QCF,4 – Changed the opponent’s behavior when hit.
– Changed the move to send the opponent spinning when it hits them midair.
f,f,f,2,3 – New move.
While rising 1 – Changed the damage from 12 to 13.
While crouching d/f,2 – Increased the move’s tracking.

ARMOR KING

Commands Changes
2,1 – Changed the frame advantage when blocked from -2 frames to -1 frames.
– Changed the frame advantage upon hit from +5 frames to +7 frames.
f,2,1 1st hit/2nd hit
– Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent.
f,3,4,3 1st hit
– Changed the damage from 15 to 17.
2nd hit
– Changed the damage from 13 to 10.
– Changed the input window from 18 frames to 24 frames.3rd hit
– Changed the damage from 22 to 23.
– It is now possible to cancel the 3rd hit with “f,3,4,2+b” and shift to a standing position.
d/f,1+2 – Changed the attack startup from frame 25 to frame 23.
d,2,4,3 – Changed the opponent’s behavior when hit while downed.
– The character is now counted as jumping from frames 26 to 40.
d,3 – Changed the damage from 12 to 11.
– Changed the opponent’s behavior when the move lands as a counter hit.
During Shadow Step 2 – New move.
d/b,2,3 – Changed the frame advantage when blocked from -16 frames to -13 frames.
– Changed the opponent’s behavior when hit.
– Shortened the recovery time after the move hits by 3 frames.
– Decreased the distance between the character and the opponent when the move is blocked.
b,4 during hit from the front 1+2 – Fixed an issue in which the move would shift to a throw after hitting an opponent from behind.
u,3
u/f,3
– Changed the opponent’s behavior when the move lands as a counter hit.
f,N,d,d/f,1 – Shortened the recovery animation by 1 frame when the move hits.
f,N,d,d/f,3 – The move can now be canceled with “f,N,d,d/f,3+b”.

ASUKA

Commands Changes
2,1,d,1+2 – New move.
f,1+2 – Enabled the move to cause a wall bound if it hits.
d/b,1 – Decreased the distance between the character and the opponent when the move hits.
d/b,1,2 – Replaced with a new move.
d/b,2 – Changed the frame advantage when blocked from -13 frames to -11 frames.
– Shortened the recovery time after the move hits by 2 frames.
d/b,3 – Decreased the distance between the character and the opponent when the move is blocked.
f,f+3 – Changed the opponent’s behavior when hit.
– Fixed the animation before the attack startup to reduce instances in which an opponent’s high attack would occasionally not land.

BOB

Commands Changes
1,1,2 – Changed the frame advantage upon hit from +2 frames to +3 frames.
1,2,1+2 – Increased the lower range of the attack.
f,1+2 – Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent.
d/f,1,2 – Changed the frame advantage when blocked from -12 frames to -10 frames.
– Changed the frame advantage upon hit from +4 frames to +6 frames.
d/f,1,1+2 – New move.
d,2,1,2,2 1st hit
– Decreased the distance between the character and the opponent when the move is blocked.
3rd hit
– Changed the frame advantage when blocked from -12 frames to -10 frames.
– Changed the frame advantage upon hit from +1 frame to +3 frames.
d/b,3 – Changed the opponent’s behavior when the move lands as a counter hit.
d/b,3+4,4 – Changed the damage from 14, 10 to 10, 18.
u/f,1+2,1+2 – Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent.
f,f+3 – Changed the opponent’s behavior when the move lands as a counter hit.
f,f+3+4 1st hit
– Decreased the distance between the character and the opponent when the move is blocked.
2nd hit
– Changed the damage from 16, 12 to 10, 20.
– Changed the frame advantage when blocked from -7 frames to ±0 frames.
– Shortened the recovery time after the move hits by 2 frames.
– Changed the opponent’s behavior when guarding the move.
f,N,d,d/f,3,2 1st hit
– Changed the frame advantage when blocked from -14 frames to -10 frames.
2nd hit
– Changed the damage from 23 to 30.
– Changed the frame advantage when blocked from -9 frames to -3 frames.
– Changed the opponent’s behavior when guarding the move.
f,N,d,d/f,3,4 – New move.
While rising 1,3 – Changed the damage from 20 to 25.
– Changed the frame advantage on guard from -14 frames to -13 frames.
– Shortened the recovery animation by 1 frame when the move hits.
While rising 3 – Changed the opponent’s behavior when hit.
While rising 4 – Changed the damage from 16 to 20.
– Increased the lower range of the attack.

BRYAN

Commands Changes
During Rage b,1+2 – Fixed an issue in which the move could not be performed when input as “During Rage f,N,b,1+2” or while running.
1,4,2,1,u (or d)
b,2,1,u (or d)
QCF,4,1,u (or d)
– Fixed an issue in which the timing at which “During sidestep 1+2” and “During sidestep 3+4” could be performed was faster.
2,3 1st hit
– Decreased the distance between the character and the opponent when the move hits.
– Increased the lower range of the attack.
2nd hit
– Decreased the distance between the character and the opponent when the move hits.
4,3,4 2nd hit
– The move will now chain together.
– Changed the frame advantage upon hit from +4 frames to +2 frames.
3rd hit
– Shortened the recovery time after the move hits by 3 frames.
d,2 – Changed the damage from 14 to 17.
– Changed the frame advantage upon hit from +1 frame to +8 frames.
– Decreased the distance between the character and the opponent when the move hits.
d,4 – Changed the damage from 11 to 13.
d,1+2 – Increased the move’s reach.
d,【1+2,2】 – Increased the move’s reach.
b,1 – Changed the frame advantage when blocked from +3 frames to +4 frames.
f,f+2 – Changed the frame advantage when blocked from -10 frames to -9 frames.
– Shortened the recovery animation by 1 frame when the move hits.
f,f+4 – Decreased the distance between the character and the opponent when the move hits.
b,d/f,4+b – Shortened the recovery time by 4 frames.
QCB,2,4 – Decreased the distance between the character and the opponent when the move hits.
QCB,4 – Changed the damage from 21 to 23.
While crouching d/f,2,1 – New move.

CLAUDIO

Commands Changes
d/f,3,1 – The 2nd hit will now always chain together with the 1st, even when delaying its input.
d,1,2 – Increased the move’s reach.
d,2,2 – Changed the frame advantage upon hit from -1 frame to ±0 frames.
– Decreased the distance between the character and the opponent when the move hits or is blocked.
d/b,2,1 – Changed the frame advantage upon hit from -2 frames to +3 frames.
d/b,3 – Changed the frame advantage upon hit from +1 frame to +3 frames.
– Changed the frame advantage when blocked from -17 frames to -15 frames.
– Decreased the distance between the character and the opponent when the move is blocked.
d/b,4,3 – Changed the frame advantage when blocked from -13 frames to -11 frames.
– Changed the frame advantage upon hit from -2 frames to ±0 frames.
b,1 – Changed the damage from 20 to 25.
– Changed the frame advantage when blocked from -9 frames to -5 frames.
– Changed the opponent’s behavior when hit.
– Shortened the recovery time after the move hits by 4 frames.
b,3,3 – New move.
b,4,3,2 – Increased the move’s reach.
b,3+4 – Enabled the move to cause a wall bound if it hits.
u/f,4 – Increased the move’s reach.
– Increased the distance between the character and the opponent when the move hits.
While rising 1,1 1st hit
– Decreased the distance between the character and the opponent when the move hits.
2nd hit
– Changed the damage from 12 to 15.
While rising 3 – Changed the frame advantage when blocked from -9 frames to -8 frames.
– Shortened the recovery time after the move hits by 1 frame.
During sidestep 4 – Changed the frame advantage upon hit from +3 frames to +6 frames.
– Changed the opponent’s behavior when the move lands as a counter hit.
During Starburst d,1,2 – Increased the move’s reach.
During Starburst d,2,2 – Decreased the distance between the character and the opponent when the move is blocked.
During Starburst b,4,3,2 – Increased the move’s reach.

DEVIL JIN

Commands Commands
1,2,3 – Decreased the distance between the character and the opponent when the move hits.
2 – Changed the damage from 10 to 9.
f,1+2 – The 2nd hit can now be canceled with “f,1+2+b”.
b,2,1 – New move.
b,2,1+u/f (must hit) – New move.
u/f,4 – Increased the distance between the character and the opponent when the move hits.
– Increased the lower range of the attack.
b,f,2,1,d/f,2 – Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent.
f,N,d,d/f,2 – Changed the damage from 23 to 20.
While rising 2 – Decreased the distance between the character and the opponent when the move hits.
f,f+N,2 – Changed the damage from 10 to 9.

DRAGUNOV

Commands Changes
1,3,2,1+2
f,f+2,1+2
– Increased the range of the attack.
2,1,4 – Changed the attack startup from frame 23 to frame 22.
3,1 – It is now possible to shift to Sneak with “3,1+d/f”.
f,4,d,4 – New move.
d,2 – Changed the attack startup from frame 26 to frame 25.
– Increased the range of the attack.
d,3,4 – Changed the frame advantage upon hit from -1 frame to ±0 frames.
d/b,3 1st hit
– Changed the frame advantage when blocked from -16 frames to -14 frames.
– Changed the frame advantage upon hit from -4 frames to -3 frames.
– Decreased the distance between the character and the opponent when the move is blocked.
2nd hit
– Changed the attack startup from frame 28 to frame 27.
b,2,1,3 – Decreased the distance between the character and the opponent when the move is blocked.
b,4,3 – Increased the range of the attack.
QCF,4 – Changed the damage from 25 to 23.
– Changed the opponent’s behavior when hit in midair.
f,f,f,2 – Changed the frame advantage when blocked from +5 frames to +6 frames.
– Shortened the recovery time after the move hits by 1 frame.
While rising 1,3 – Enabled the move to cause a wall bound if it hits.
– Changed the frame advantage when blocked from -12 frames to -13 frames.
– Decreased the distance between the character and the opponent when the move is blocked.
While rising 1+2 – Changed the frame advantage when blocked from -15 frames to -14 frames.
– Shortened the recovery time after the move hits by 1 frame.
– Decreased the distance between the character and the opponent when the move is blocked.

EDDY

Commands Changes
【3,4】 – Decreased the distance between the character and the opponent when the move hits.
f,2,3 – New move.
f,4,3,3+4 – Decreased the distance between the character and the opponent when the 3rd hit is blocked.
d/b,1+2 – Changed the damage from 12 to 15.
b,1+2 – The move can now also be performed with a slide input (b,【1,1+2】, b,【2,1+2】).
u/f,3,3+4 – Decreased the distance between the character and the opponent when the move hits.
f,f+2,3 – Changed the frame advantage when blocked from -15 frames to -14 frames.
– Decreased the distance between the character and the opponent when the move is blocked.
– Changed the frame advantage upon hit from +4 frames to +5 frames.
f,f,f,3 – Changed the damage from 18 to 20.
During sidestep 2 – Changed the frame advantage when blocked from ±0 frames to +3 frames.
– Changed the frame advantage upon hit from +5 frames to +8 frames.
– Changed the opponent’s behavior when hit.
During Handstand 3+4 – Changed the attack startup from frame 28 to frame 26.
During Handstand d+3+4 – The character is now counted as crouching from frames 1 to 15.
During Handstand b,3 – Changed the opponent’s behavior when the move lands as a counter hit.
【3,4】
During Handstand 【3,3+4】
– Decreased the distance between the character and the opponent when the 1st hit lands.
f,3,3+4
During Handstand 4,3+4
– Decreased the distance between the character and the opponent when the 2nd hit lands.
1,3
d/f,3
During Negativa 1,3
– Changed the opponent’s behavior when the move lands as a counter hit.

ELIZA

Commands Changes
QCF,1 (or 2) f,3+4
QCF,1+2
f,f+4,2,QCF,1 (or 2) f,3+4
f,f+4,2,QCF,1+2
f,4
f,3+4
– It is now possible to shift to a crouching stance with “+d”.
QCF,1+2 – Fixed an issue in which “During Moon Glide 1” could not be crouched under after the 2nd hit is blocked.
f,d,d/f,1 – Decreased the distance between the character and the opponent when the move hits.
f,d,d/f,1+2 – Increased the duration of the 5th hit’s hitbox by 2 frames.
QCB,2 – Changed the frame advantage upon hit from -2 frames to +2 frames.
– Increased the lower range of the attack.
QCB,3 – Changed the frame advantage when blocked from -19 frames to -13 frames.
– Shortened the recovery time after the move hits by 6 frames.
– Changed the opponent’s behavior when the move lands in midair or lands as a counter hit.
During jump QCB,3 – Changed the frame advantage when blocked from -20 frames to -14 frames.
– Shortened the recovery time after the move hits by 6 frames.
– Changed the opponent’s behavior when the move lands in midair or lands as a counter hit.
QCB,4
During jump QCB,4
– Changed the damage from 14 to 15.
QCB,1+2 1st hit
– Changed the damage from 10 to 5.
2nd hit
– Changed the frame advantage on guard from -14 frames to -13 frames.
– Shortened the recovery animation by 1 frame when the move hits.
QCB,3+4
During jumpQCB,3+4
– Changed the frame advantage when blocked from -13 frames to -9 frames.
– Shortened the recovery time after the move hits by 4 frames.
1,2,3 – Shortened the recovery time after the move hits by 3 frames.
1,2,4 – Changed the opponent’s behavior when the move lands as a counter hit.
f,3 – Changed the attack startup from frame 18 to frame 16.
During Moon Glide 1 – Decreased the range of the attack.
f,f+3,4
During Moon Glide 3,4
1st hit
– Shortened the recovery time after the move hits by 4 frames.
– Shortened the recovery time for both the character and the opponent by 4 frames upon guard to speed up the interaction.
2nd hit
– The 2nd hit can now be ducked under if the 1st hit is blocked.
f,f+3,3
During Moon Glide 3,3
– New move.
f,3+4 – New move.
During EX Moon Glide 1+2 – Changed the attack startup from frame 51 to frame 41.
d/f,1,2 – Changed the opponent’s behavior when the move lands as a counter hit.
d/f,3 – Changed the frame advantage when blocked from -8 frames to -6 frames.
– Shortened the recovery time after the move hits by 2 frames.
– Enabled the move to cause a wall bound if it hits.
b,1,2,4 – Changed the attack startup from frame 25 to frame 24.
f,f+1+2 – Changed the opponent’s behavior when hit by the 3rd hit in midair.
f,f,f,1 – Changed the frame advantage when blocked from +2 frames to +6 frames.
– Shortened the recovery time after the move hits by 2 frames.
– Increased the move’s tracking.

FENG

Commands Changes
1,2,2 – Changed the frame advantage upon hit from +1 frame to +3 frames.
1,2,2+b – Changed the frame advantage upon hit from +1 frame to +3 frames.
1,2,2+b – Decreased the distance between the character and the opponent when the move hits or is blocked.
3,3,4+b – Decreased the distance between the character and the opponent when the move hits or is blocked.
【2,1】 – Changed the frame advantage upon hit from +5 frames to +8 frames.
– Decreased the distance between the character and the opponent when the move hits or is blocked.
– The move can now also be performed with “During sidestep 【2,1】”.
【2,1】,1 – Changed the frame advantage when blocked from -12 frames to -13 frames.
– Shortened the recovery time after the move hits by 2 frames.
– Changed the opponent’s behavior when hit from the side.
– Increased the distance between the character and the opponent when the move is blocked.
– Decreased the distance between the character and the opponent when the move hits.
【3,4】 – Changed the frame advantage when blocked from -12 frames to -7 frames.
– Shortened the recovery time after the move hits by 5 frames.
– The move can now also be performed with “During sidestep 【3,4】”.
【3,4】+b – Changed the frame advantage when blocked from -7 frames to -2 frames.
– Shortened the recovery time after the move hits by 5 frames.
f,4,3 – Changed the attack startup from frame 21 to frame 22.
– Decreased the distance between the character and the opponent when the move is blocked.
f,4,4 – Changed the attack startup from frame 31 to frame 32.
– Decreased the distance between the character and the opponent when the move is blocked.
– Changed the startup of the character’s crouching status from frame 24 to frame 10.
f,3+4,1 – Shortened the recovery time after the move hits by 2 frames.
f,3+4,3 – Increased the distance between the character and the opponent when the move is blocked.
d/f,4 – Changed the damage from 15 to 14.
– Decreased the distance between the character and the opponent when the move hits.
d/f,4,2,1+2 – New move.
d/b,1,2 – Changed the frame advantage upon hit from +5 frames to +7 frames.
d/b,2,2+b – Changed the frame advantage when blocked from -17 frames to -15 frames.
– Changed the frame advantage upon hit from -6 frames to -4 frames.
d/b,2,2,2 – Changed the damage from 5, 10, 30 to 10, 10, 25.
– Decreased the distance between the character and the opponent when the 2nd hit is blocked.
d/b,3 – Changed the damage from 12 to 14.
b,2,3,4,2 – Changed the damage from 15, 8, 12, 21 to 15, 10, 13, 22.
– Increased the range of the 1st and 4th hits of the attack.
– Changed the input window for the 4th hit from 27 frames to 37 frames.
Back toward enemy 1 – Changed the frame advantage when blocked from -1 frame to -3 frames.
– Increased the recovery time for both the character and the opponent by 2 frames upon hit to slow down the interaction.
– Increased the lower range of the attack.
b,3+4,4,3+4 – Changed the frame advantage when blocked from -5 frames to -3 frames.
– Shortened the recovery time after the move hits by 2 frames.
– Decreased the distance between the character and the opponent when the move hits.
– Increased the move’s reach.
u/f,3+4 – The character is now counted as crouching from frames 6 to 23 of the 1st hit.
f,f+2 – Changed the frame advantage when blocked from -10 frames to -9 frames.
f,f+1+2 Hold – Changed the damage from 28 to 25.
– Changed the frame advantage when blocked from +1 frame to +3 frames.
– Changed the frame advantage upon hit from +23 frames to +14 frames.
– Decreased the distance between the character and the opponent when the move hits or is blocked.
QCF,1 – Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent.
QCF,1+2 – Changed the damage from 23 to 21.
– Changed the frame advantage when blocked from +5 frames to +4 frames.
– Changed the frame advantage upon hit from +9 frames to +8 frames.
– Decreased the distance between the character and the opponent when the move is blocked.
While rising 1,2 – Changed the damage from 11, 12 to 13, 13.
While rising 4 – Changed the frame advantage upon hit from +4 frames to +7 frames.
While rising 1+2 – Changed the damage from 25 to 20.
– Changed the frame advantage when blocked from -10 frames to -9 frames.
– Shortened the recovery animation by 1 frame when the move hits.
– Changed the opponent’s behavior when hit.
– Decreased the distance between the character and the opponent when the move is blocked.
While rising 1+2 upon successful punch parry – Changed the damage from 25 to 20.
– Changed the frame advantage upon hit from +30 frames to +16 frames.
– Decreased the distance between the character and the opponent when the move hits.
While crouching d/f,1 – Changed the damage from 18 to 19.
– Changed the frame advantage when blocked from -13 frames to -12 frames.
– Changed the frame advantage upon hit from -2 frames to -1 frame.
During sidestep 2 – Changed the frame advantage when blocked from +1 frame to +3 frames.
During sidestep 4 – Changed the startup of the character’s crouching status from frame 13 to frame 10.
While down (facing up) 3+4 – Changed the frame advantage when blocked from -5 frames to -3 frames.
– Shortened the recovery time after the move hits by 2 frames.
– Decreased the distance between the character and the opponent when the move hits.
– Increased the move’s reach.

GEESE

Commands Changes
During Rage f,d/f,d,d/b,b,f,3+4
during hit 1,2,4,1,4,1,3,2,1+2
– Changed the damage of the 10th hit from 15 to 25.
f,d,d/f,1 – New move.
f,d,d/f,2 – New move.
During MAX mode f,d,d/f,1+2 – New move.
4 – Changed the frame advantage when blocked from -3 frames to -8 frames.
– Increased the recovery time after the move misses by 5 frames.
f,2 – Changed the attack startup from frame 20 to frame 17.
d/f,1 – Changed the frame advantage when blocked from -1 frame to -3 frames.
– Changed the frame advantage upon hit from +7 frames to +5 frames.
d/f,1,1 – Changed the frame advantage when blocked from -2 frames to -4 frames.
– Increased the recovery time for both the character and the opponent by 2 frames upon hit to slow down the interaction.
d/f,2 – Changed the frame advantage when blocked from -5 frames to -9 frames.
– Increased the recovery time after the move misses by 4 frames.
– Decreased the distance between the character and the opponent when the move is blocked.
d,1
While crouching1
– “f,1” can no longer be chained together this move after landing it as a counter hit.
d,3
While crouching 3
– Changed the frame advantage when blocked from -12 frames to -15 frames.
– Changed the frame advantage upon hit from -2 frames to -5 frames.

GIGAS

Commands Changes
2,1 – Changed the frame advantage when blocked from -7 frames to -6 frames.
– Changed the frame advantage upon hit from +4 frames to +5 frames.
d/f,1,4
d/4,4
– Fixed an issue in which it was not possible to perform an attack reversal.
d/f,2,1 – Shortened the recovery time after the move hits by 3 frames.
d/b,3 – Changed the frame advantage when blocked from -28 frames to -20 frames.
– Changed the frame advantage upon hit from +6 frames to -4 frames.
d/b,3,2 – New move.
During Golem Set Up 2 – Enabled the move to cause a wall bound if it hits.
b,1+2 – Changed the frame advantage when blocked from +1 frame to +4 frames.
While rising 1 – Changed the frame advantage upon hit from +3 frames to +5 frames.
During sidestep 2 – Decreased the move’s forward movement after it lands.
Approach enemy f,d/f,d,d/b,b,f,1+2 – The move can now also be performed with “During Golem Set Up 1+2”.

HEIHACHI

Commands Changes
1,2,【2,1+2】
2,【2,1+2】
1+2
f,【2,1+2】
b,1,【2,1+2】
– Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent.
3,4 – Decreased the move’s tracking.
d/f,1,2 – Decreased the distance between the character and the opponent when the move is blocked.
b,3,3 1st hit
– Decreased the distance between the character and the opponent when the move hits.
– Increased the range of the attack.
2nd hit
– Increased the range of the attack.
b,1+2 – Changed the attack startup from 19 frames to 17 frames.
f,f+2 – Changed the damage from 25 to 22.
– Changed the opponent’s behavior when hit in midair.
f,N,d,d/f,2 – Changed the damage from 23 to 20.
f,N,d,d/f,4,2 – Increased the move’s reach.
f,N,d,d/f+4,4,4 1st hit
– Decreased the distance between the character and the opponent when the move hits.
2nd hit/3rd hit
– Changed the frame advantage when blocked from -11 frames to -10 frames.
While rising 3,1+2 – New move.
While crouching d/f,4 – Changed the damage from 23 to 20.

HWOARANG

Commands Changes
During Rage d,3+4 – Fixed an issue in which the move could not be performed while running or side-walking.
1,1,3,3 – Changed the opponent’s behavior when hit.
d/f,1 – Changed the frame advantage when blocked from ±0 frames to -1 frame.
– Changed the frame advantage upon hit from +7 frames to +6 frames.
d/f,1,3 – New move.
d/b,3 – Decreased the distance between the character and the opponent when the move is blocked.
d/b,4,4 – Changed the frame advantage when blocked from -3 frames to -1 frame.
– Shortened the recovery time after the move hits by 2 frames.
b,1 – Changed the damage from 18 to 15.
– Changed the frame advantage when blocked from -13 frames to -14 frames.
– Changed the frame advantage upon hit from ±0 frames to -1 frame.
– Changed the opponent’s behavior when the move lands as a counter hit.
b,3 – Increased the move’s reach.
b,4 – Changed the frame advantage when blocked from -9 frames to -7 frames.
– Increased the distance between the character and the opponent when the move is blocked.
u/b,3,4 – Increased the distance between the character and the opponent when the move is blocked.
u,3 – Changed the frame advantage when blocked from +3 frames to +5 frames.
– Increased the distance between the character and the opponent when the move is blocked.
– Increased the lower range of the attack.
u,4 – Changed the frame advantage when blocked from ±0 frames to +3 frames.
– Increased the distance between the character and the opponent when the move is blocked.
u/f,2 – Changed the frame advantage upon hit from +4 frames to +6 frames.
– Increased the lower range of the attack.
– Reduced the strength of the pushback, and made the move easier to land.
u/f,4,4 – Fixed an issue in which the 2nd hit would miss when the 1st hit is blocked.
f,N,d,d/f,3 – Changed the frame advantage when blocked from +3 frames to +4 frames.
Left Stance back towards enemy 4 – Increased the lower range of the attack.
– Changed the opponent’s behavior when hit while downed.
Time with enemy punch b,1+2 – Changed the frame advantage upon a successful parry from +12 frames to +13 frames.
While in Right Stance 1,1
While in RIght Stance 2,1,1
– Changed the frame advantage when blocked from -9 frames to -8 frames.
– Changed the frame advantage upon hit from +2 frames to +3 frames.
– Increased the distance between the character and the opponent when the move hits.
While in Right Stance 2,3 – Changed the frame advantage when blocked from -9 frames to -7 frames.
– Increased the distance between the character and the opponent when the move is blocked.
While in Right Stance 3,4 – The 2nd hit can now be canceled with “While in Right Stance ” to shift to Right Flamingo.
While in Right Stance f,4 – Improved the move’s evasive properties.
While in Right Stance f,【4,4】 – Changed the frame advantage when blocked from -12 frames to -13 frames.
– Increased the lower range of the attack.
While in Right Stance f,3 – Increased the range of the attack.
While in Right Stance d/b,3 – Decreased the distance between the character and the opponent when the move is blocked.
While in Right Stance b,3 – Changed the frame advantage when blocked from -9 frames to -7 frames.
– Increased the distance between the character and the opponent when the move is blocked.
While in Right Stance f,f+4,3 1st hit
– Changed the damage from 18 to 15.
– Changed the frame advantage when blocked from -17 frames to -9 frames.
– Changed the frame advantage upon hit from -6 frames to -1 frame.
2nd hit
– Changed the frame advantage when blocked from +14 frames to +3 frames.
– Shortened the recovery time after the move hits by 5 frames.
– Increased the distance between the character and the opponent when the move hits or is blocked.
– The 2nd hit can no longer be dodged with a crouch if the 1st hit is blocked.
Right Stance back towards enemy 3 – Increased the lower range of the attack.
Right Stance back towards enemy 4,3 – Increased the lower range of the attack.
– Fixed an issue in which the 2nd hit could be blocked if the 1st hit struck the opponent from the side.
During Left Flamingo f,3 – Changed the frame advantage when blocked from +3 frames to +4 frames.
During Left Flamingo d,4 – Increased the side range of the attack.
During Right Flamingo d,3 – Increased the side range of the attack.

JACK-7

Commands Changes
During Rage HCF,1,2 – Increased the lower range of the attack.
1 – Increased the lower range of the attack.
2,1,2 – Decreased the distance between the character and the opponent when the move is blocked.
1+2 1st hit
– Changed the damage from 15 to 8.
2nd hit
– Changed the damage from 27 to 20.
– Changed the attack from a high attack to a mid attack.
– Changed the frame advantage when blocked from -9 frames to -13 frames.
– Changed the opponent’s behavior when the move lands as a regular hit or a counter hit.
f,1,2,1 – New move.
f,1,2,2 – Changed the damage from 13, 13, 20 to 15, 15, 20.
f,1,2,2 Hold – Changed the damage from 50 to 30.
– Changed the move from a mid attack to an unblockable attack.
f,3,2 – New move.
f,3,1+2 1st hit
– Changed the damage from 17 to 14.
– Changed the attack startup from frame 20 to frame 17.
– Reduced the strength of the pushback, and made the move easier to land.
2nd hit
– Changed the frame advantage when blocked from -9 frames to -11 frames.
– Changed the opponent’s behavior when guarding the move.
f,1+2 – Enabled the move to cause a wall bound if it hits.
– Shortened the recovery time after the move hits by 5 frames.
f,3+4 – Changed the frame advantage when blocked from -12 frames to -9 frames.
– Increased the recovery time after the move hits by 7 frames.
– Changed the opponent’s behavior when the attack hits or is blocked.
– The character is no longer counted as crouching during this move.
d/f,1,1 – Shortened the recovery time after the move hits by 4 frames.
d,1+2 – Changed the attack startup from frame 30 to frame 27.
d/b,2 Hold – Changed the opponent’s behavior when hit.
b,1 – Changed the frame advantage when blocked from -8 frames to -11 frames.
– Changed the frame advantage upon hit from +5 frames to +8 frames.
– Changed the opponent’s behavior when the move lands as a counter hit.
– Increased the distance between the character and the opponent when the move is blocked.
– Decreased the distance between the character and the opponent when the move hits.
b,1,2 – New move.
b,3,2,2 Hold – Changed the damage from 50 to 30.
– Changed the move from a mid attack to an unblockable attack.
– Decreased the move’s tracking.
u,1+2 – Changed the damage from 20 to 23.
– Changed the frame advantage when blocked from -15 frames to -11 frames.
– Shortened the recovery time after the move hits by 4 frames.
f,f+2 Hold – Increased the lower range of the attack.
f,f,f,2 – Changed the frame advantage upon hit from +12 frames to +10 frames.
– Decreased the distance between the character and the opponent when the move hits.
While crouching d/f,1 – Changed the attack startup from frame 25 to frame 23.
During sidestep 2 – Changed the damage from 25 to 20.
– Shortened the recovery time for both the character and the opponent by 4 frames upon guard to speed up the interaction.
– Shortened the recovery time after the move hits by 4 frames.
– Changed the opponent’s behavior when hit.

JIN

Commands Changes
During Rage f,N,d,d/f,1+2 – Decreased the distance between the character and the opponent when the 2nd hit is blocked.
1,2,4 – Changed the move to send the opponent spinning when it lands as a counter hit.
2 – Decreased the distance between the character and the opponent when the move is blocked.
– Increased the lower range of the attack.
4 – Increased the recovery time when the move misses by 3 frames.
f,4 – Increased the distance between the character and the opponent when the move lands as a counter hit.
f,1+2 – Enabled the move to cause a wall bound if it hits.
d/f,1,【4,4】 – Changed the opponent’s behavior when hit in midair.
d/b,4 – Changed the opponent’s behavior when the move lands as a counter hit.
During Mental Alertness (2) 1,3 – New move.
f,f+3 – Changed the frame advantage when blocked from +2 frames to ±0 frames.
f,N,d,d/f,2 – Decreased the distance between the character and the opponent when the move lands as a counter hit.

JOSIE

Commands Changes
During Rage f,N,d,d/f,3+4 – Fixed an issue in which the move could be performed with “During Rage f,N,d,3+4”.
1,2,3
2,3
– Changed the opponent’s behavior when the move lands as a counter hit.
While in Switch Stance 4 – Enabled the move to cause a wall bound if it hits.
– Adjusted the animation to make it easier to see the jump motion.
2,4 – The move will now chain together.
2,3 – Changed the opponent’s behavior when the move lands as a counter hit.
f,2,3,3 – New move.
d/f,1,2+f – It is now possible to shift to Slide In with “d/f,1,2+f”.
d/f,1,【4,4】
b,4,3,d,【4,4】
– Changed the frame advantage when blocked from -11 frames to -7 frames.
– Increased the distance between the character and the opponent when the move is blocked.
– Changed the opponent’s behavior when hit.
d/f,3,2 – Changed the opponent’s behavior when the move lands as a counter hit.
d/f,3+4 – Changed the attack startup from frame 26 to frame 22.
– Changed the frame advantage when blocked from -12 frames to -13 frames.
– Increased the recovery time after the move hits by 1 frame.
d,2 – Changed the damage from 20 to 25.
– It is now possible to shift to a crouching stance with “d,2+d” after the move.
d/b,2 – Changed the damage from 20 to 25.
d/b,4,2 – Increased the lower range of the attack.
b,1,2,4 – Changed the frame advantage upon hit from +1 frame to +6 frames.
– The 3rd hit will now always chain together with the 4th, even when delaying its input.
b,2 – Changed the damage from 12 to 17.

JULIA

Commands Changes
During Spin Behind 1+2 – Changed the damage from 20 to 22.
– Changed the frame advantage upon hit from +3 frames to +4 frames.
– Decreased the distance between the character and the opponent when the move hits.
1,2 – Increased the damage from 8 to 10.
During Wind Roll 3,1+2 – Reduced the strength of the pushback, and made the move easier to land.
f,2,1,2 – Changed the damage from 18 to 20.
– Changed the opponent’s behavior when hit.
f,2,4 – Changed the damage from 16 to 17.
– Decreased the distance between the character and the opponent when the move hits.
f,1+2 – Made the move less likely to put you on the other side of the opponent, which would occur under certain conditions.
d/b,4,1 – Changed the damage from 21 to 23.
– Changed the input window for the 2nd hit from 22 frames to 24 frames.
u/f,4,3 – Fixed an issue in which the 2nd hit’s input window would vary depending on whether the previous hit landed or was blocked.
f,f+2 – Changed the frame advantage on guard from -14 frames to -13 frames.
– Changed the opponent’s behavior when guarding the move.
– Increased the recovery time after the move hits by 1 frame.
f,d/f+1 – Changed the attack startup from frame 11 to frame 12.
– The move can now be performed using an advance input.
f,f,f,2 – Changed the damage from 15 to 12.
While crouching 2 – Decreased the distance between the character and the opponent when the move hits.
During sidestep 4 – New move.
Approach enemy f,3,1+2 – New move.
Approach midair enemy f,3,1+2 – New move.

KATARINA

Commands Changes
3,3,3,3,3 – It is now possible to shift to Harrier with “3,3,3+f”.
4 – Changed the frame advantage when blocked from -9 frames to -12 frames.
4,4 – Changed the damage from 20 to 15.
4,4,4,4,4
u/f,4,4,4,4,4
– Enabled the move to cause a wall bound if it hits.
f,3 – Changed the frame advantage when blocked from ±0 frames to +1 frame.
– Changed the frame advantage upon hit from +4 frames to +5 frames.
f,4 – Changed the input window for “During Harrier +d” from 16 frames to 10 frames.
During Harrier 1 – Increased the upper range of the attack.
During Harrier 3 – Changed the damage from 23 to 20.
During Harrier 4 – Changed the frame advantage when blocked from -13 frames to -9 frames.
During Harrier d/f,2,3 – New move.
d/f,1 – Changed the frame advantage upon hit from +2 frames to -1 frame.
d/f,3+4 – Changed the frame advantage when blocked from -1 frame to -3 frames.
b,2 – Changed the damage from 18 to 20.
– Changed the frame advantage when blocked from -16 frames to -14 frames.
– Shortened the recovery time after the move hits by 2 frames.
b,3 – Changed the damage from 15 to 17.
– Changed the opponent’s behavior when the move lands as a counter hit.
u/b,4 – Changed the damage from 25 to 23.
u/f,3 – Changed the damage from 22 to 27.
– Changed the frame advantage when blocked from -13 frames to -15 frames.
u/f,4 – Decreased the move’s reach.
– Fixed the animation before the attack startup to reduce instances in which an opponent’s mid attack would occasionally not land.
u/f,3+4 – Changed the opponent’s behavior when hit.
f,f+2,4 1st hit/2nd hit
– Changed the opponent’s behavior when hit.
f,f+3
During Harrier u/f,3
– Changed the frame advantage when blocked from -6 frames to -9 frames.
– Increased the recovery time after the move hits by 3 frames.
– Changed the opponent’s behavior when the move lands as a counter hit.
– Changed the opponent’s behavior when hit while downed.
(While enemy is down) d,3+4 – Changed the damage from 30 to 25.
– Changed the opponent’s behavior when hit while downed.

KAZUMI

Commands Changes
During Rage d,1+2 Time with enemy attack b,1+2
3,2 – Changed the damage from 17 to 15.
1+2 – Changed the opponent’s behavior when hit.
– Shortened the recovery time after the move hits by 10 frames.
– It is now possible to shift to Fearless Warrior with “1+2 during hit +f”.
During Fearless Warrior 1 – Changed the frame advantage when blocked from -9 frames to -11 frames.
– Decreased the distance between the character and the opponent when the move is blocked.
During Fearless Warrior 3+4 – New move.
d/b,4 – Changed the opponent’s behavior when the move lands as a counter hit.
b,1,2 1st hit
– Changed the damage from 13 to 17.
2nd hit
– Changed the frame advantage when blocked from -14 frames to -9 frames.
– Changed the frame advantage upon hit from +2 frames to +7 frames.
b,2 – Changed the opponent’s behavior when hit.
– Changed the frame advantage upon hit from +12 frames to +4 frames.
u/f,2 – Changed the opponent’s behavior when hit.
– Shortened the recovery time after the move hits by 10 frames.
– It is now possible to shift to Fearless Warrior with “u/f,2 during hit +f”.
While rising 3 – Changed the damage from 20 to 15.
– Changed the opponent’s behavior when hit.
– Increased the lower range of the attack.
– Added a new alternate attack that can be used after the move lands.
– It is now possible to shift to Fearless Warrior with “While rising 3 during hit +f”.
Time with enemy attack b,1+2 – Reduced the strength of the pushback, and made the move easier to land.

KAZUYA

Commands Changes
During Rage u/b,1+2 – Fixed an issue in which the timing at which Rage is consumed differed from the timing at which the Devil Transformation took place.
During Rage f,N,d,d/f,1+4+u/f – Changed the damage from 45, 18 to 45, 12.
d/f,2 – Decreased the distance between the character and the opponent when the move hits or is blocked.
f,4 – Decreased the distance between the character and the opponent when the move is blocked.
d,1+2 – Changed the damage from 18 to 20.
– Decreased the distance between the character and the opponent when the move is blocked.
– Increased the range of the attack.
d/b,2 – Decreased the move’s tracking.
d/b,3 – Increased the range of the attack.
b,2,4 – Sped up the timing at which the 2nd hit can be blocked after the 1st hit lands by 5 frames.
– Changed the input window from 30 frames to 24 frames.
b,2,1 – New move.
b,4 – Changed the attack startup from 19 frames to 17 frames.
f,f+2 – Decreased the distance between the character and the opponent when the move hits.
f,N,d,d/f,2 – Changed the damage from 23 to 20.

KING

Commands Changes
During Rage db,1+2 – Fixed an issue in which the move could not be input while running.
1 – Increased the range of the attack.
2 – Decreased the distance between the character and the opponent when the move hits.
2,1 – Changed the frame advantage when blocked from -2 frames to -1 frames.
– Changed the frame advantage upon hit from +5 frames to +7 frames.
1+2,1 – Enabled the move to cause a wall bound if it hits.
f,2,d,1 – Increased the range of the attack.
df,2,1 – Fixed an issue in which the move’s frame advantage when blocked would vary depending on the timing at which the 2nd hit was input.
db,3 – Changed the opponent’s behavior when the move lands as a counter hit.
b,2 – Increased the move’s reach.
b,2,1 – New move.
f,f+n+2 – Changed the damage from 14 to 15.
– Changed the frame advantage when blocked from -15 frames to -14 frames.
– Changed the frame advantage upon hit from ±0 frames to +1 frame.
While rising 1+2 – Decreased the distance between the character and the opponent when the move hits.
During Leg Cross Hold 1+2 – Reduced the number of input windows from 2 to 1.
– Changed the input window from 1 frame to 3 frames.

KUMA & PANDA

Commands Changes
During Rage f,f+1+2 – Fixed an issue in which following up with certain moves would cause the opponent to become turned around.
During Hunting 1+2 – Changed the opponent’s behavior when hit while downed.
During Hunting d/f,1,1 – Changed the damage from 24 to 20.
During Hunting d/f,2 – Decreased the distance between the character and the opponent when the move is blocked.
During Hunting d,1+2 – Changed the opponent’s behavior when the move lands as a counter hit.
u/b,1+2 – Changed the command from “u/b,1+2” to “b,1+4”.
– New move.
u/b,1+2,f,d/f,d,d/b,b,u/b,u,u/f – Changed the command from “u/b,1+2,f,d/f,d,d/b,b,u/b,u,u/f” to “b,1+4,f,d/f,d,d/b,b,u/b,u,u/f”.
b,f,2 – Changed the damage from 26 to 23.
While rolling forward 3 – Changed the opponent’s behavior when hit.
While rising 1,1 – Changed the damage from 25 to 20.
Crouching – Fixed the animation to reduce instances in which an opponent’s low attack would occasionally not land.

LARS

Commands Changes
1,1,1 2nd hit
– The move will now chain together only when the 1st hit lands as a counter hit.
3rd hit
– Changed the damage from 17 to 15.
– Changed the frame advantage when blocked from -12 frames to -14 frames.
– Changed the opponent’s behavior when the move lands as a regular hit or a counter hit.
– Changed the input window from 28 frames to 22 frames.
– The move will not chain together when the 2nd hit lands.
2,1,3 1st hit
– Increased the lower range of the attack.
2nd hit
– Changed the damage from 7 to 10.
– Changed the frame advantage when blocked from -7 frames to -5 frames.
– Changed the frame advantage upon hit from +4 frames to +6 frames.,3rd hit
– Changed the opponent’s behavior when the move lands as a counter hit.
During Dynamic Entry 1 – Changed the frame advantage when blocked from -3 frames to -1 frame.
– Shortened the recovery time for both the character and the opponent by 2 frames upon hit to speed up the interaction.
During Dynamic Entry 2 – Changed the damage from 17 to 19.
– Changed the frame advantage when blocked from -8 frames to -7 frames.
– Changed the frame advantage upon hit from +6 frames to +7 frames.
During Silent Entry 2 – Changed the frame advantage upon hit from +3 frames to +5 frames.
During Silent Entry 4 – New move.
During Silent Entry d/f,1 – Changed the frame advantage when blocked from -4 frames to ±0 frames.
– Changed the frame advantage upon hit from +4 frames to +8 frames.
– Changed the opponent’s behavior when the move lands as a counter hit.
– Increased the move’s tracking.
– Decreased the range of the attack.
f,2,1 1st hit
– Decreased the distance between the character and the opponent when the move hits.
2nd hit
– Increased the lower range of the attack.
f,2,4 – Reduced the strength of the pushback, and made the move easier to land.
f,1+2 – Increased the lower range of the attack.
d/f,3,3 – Changed the damage from 20 to 24.
– Changed the frame advantage when blocked from -20 frames to -15 frames.
– Shortened the recovery time after the move hits by 5 frames.
d,2 – Using “d,2+d” after the move now places the character into crouching status.
d/b,4 – Decreased the distance between the character and the opponent when the move lands as a counter hit.
b,2,1 – Changed the frame advantage upon hit from +3 frames to +4 frames.
– Changed the opponent’s behavior when the move lands as a counter hit.
f,f+4,3
During Dynamic Entry 4,3
– Changed the frame advantage upon hit from ±0 frames to +3 frames.
While rising 2 – Changed the damage from 10 to 13.
– Changed the frame advantage when blocked from -9 frames to -8 frames.
– Changed the frame advantage upon hit from +2 frames to +3 frames.
While rising 2+d – Changed the input window for “During Dynamic Entry 4” from 48 frames to 49 frames.
While rising 2,1 – Changed the frame advantage upon hit from +3 frames to +5 frames.
While crouching d/f,2 – New move.

LAW

Commands Changes
During Rage 1+2 – Reduced the strength of the pushback, and made the move easier to land.
During Rage d/b,4,3+4 – Increased the lower range of the attack.
4,u,3 – Reduced the strength of the pushback, and made the move easier to land.
– Can now shift to “Dragon Charge 2” with “4,u,3,b,f”
3+4,4 – Changed the damage from 5, 12, 17 to 5, 10, 15.
f,【2,1】 – Increased the lower range of the attack.
d/f,3,3 – Fixed an issue in which the 1st hit’s range would be reduced when the 2nd hit was input.
d/f,3+4 – Decreased the distance between the character and the opponent when the move is blocked.
d,1,4 1st hit
– Changed the frame advantage when blocked from -13 frames to -12 frames.
– Changed the frame advantage upon hit from +1 frame to +2 frames.
2nd hit
– Changed the move to send the opponent spinning when it lands as a counter hit.
d,2,3 – Reduced the attack’s side range and increased its lower range.
During Dragon Charge 3
During Fake Step 3
– Changed the damage from 28 to 30.
During Dragon Charge f,3
During Fake Step f,3
f,f+3
– Removed clean hit detection.
d/b,4 – Increased the recovery time after the move hits by 1 frame.
b,1 – Increased the range of the attack.
b,2,1 – Changed the frame advantage when blocked from -1 frame to -3 frames.
b,2,3,d,4 – Changed the damage from 21 to 23.
f,f+2,3 – Changed the frame advantage when blocked from -17 frames to -15 frames.
– Shortened the recovery time after the move hits by 2 frames.
– The 2nd hit can now be ducked under if the 1st hit is blocked.
f,f+4 – Changed the damage from 10 to 12.
– Changed the opponent’s behavior when hit.
f,f+4,3 – Replaced with a new move.
While rising 1 – Increased the lower range of the attack.
Back toward enemy 2 – Decreased the distance between the character and the opponent when the move hits.
Approach enemy f,f+3+4 – Fixed an issue in which following up with certain moves would cause the opponent to become turned around.

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LEE

Commands Changes
During Rage d/f,3+4 – Decreased the distance between the character and the opponent when the move hits or is blocked.
1,3,3,3 – Increased the recovery time for both the character and the opponent by 4 frames upon guard to slow down the interaction.
– Increased the distance between the character and the opponent when the move is blocked.
– Increased the recovery time after the move hits by 4 frames.
2,1,3 – Changed the move to send the opponent spinning when it lands as a counter hit.
4,3,3
d,4,N,4,3,3
– Changed the damage from 17 to 20.
– Changed the opponent’s behavior when hit.
4,u,3 – Changed the input window for the 2nd hit from 11 frames to 15 frames.
– It is now possible to shift to Mist Step with “4,u,3,f,N”.
1+2 – It is now possible to shift to Hitman with “1+2,3+4”.
During Hitman u/f,3 – Changed the frame advantage when blocked from -12 frames to -9 frames.
– Shortened the recovery animation by 1 frame when the move hits.
During Hitman u/f,3+d – Changed the frame advantage when blocked from -14 frames to -9 frames.
– Shortened the recovery time after the move hits by 3 frames.
f,3,3,3,3,4 1st hit
– Decreased the distance between the character and the opponent when the move is blocked.
2nd hit
– Decreased the distance between the character and the opponent when the move is blocked.
– Increased the forward range of the attack.
f,4,2 – New move.
d/f,2 – Decreased the distance between the character and the opponent when the move hits.
d,3 – Decreased the move’s tracking.
d,3,N,4,3 – Increased the upper range of the attack.
d,3,N,4,u,3 – It is now possible to shift to Mist Step with “d,4,N,4,u,3,f,N”.
d,3+4 – Decreased the duration of the attack’s hitbox by 1 frame.
b,3+4 – Decreased the distance between the character and the opponent when the move is blocked.
u/f,4 – Increased the lower range of the attack.
– Fixed an issue in which the character would not be counted as jumping during the second half of the move if it was blocked or missed.
f,f+3 – Changed the attack startup from frame 16 to frame 14.
f,f+4 – Changed the opponent’s behavior when the move lands as a counter hit.
While rising 3,3 – It is now possible to shift to Hitman with “While rising 3,3,4”.
While rising 2,3 – Decreased the distance between the character and the opponent when the move is blocked.
Time with enemy punch b,1+2 – The move can now be performed from a crouching position.
Time with enemy punch b,1+2
4 upon successful parry
– Changed the attack from a high attack to a mid attack.

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LEI

Commands Changes
During Rage, during Snake 1+4 – Changed the attack startup from 20 frames to 15 frames.
During Rage, during Dragon 1+4 – Changed the attack startup from 17 frames to 15 frames.
– Increased the lower range of the attack.
During Rage, during Panther 1+4 – Shortened the recovery time after the move hits by 5 frames.
During Rage, during Tiger 1+4 – Changed the attack startup from 16 frames to 14 frames.
– Increased the lower range of the attack.
During Rage, during Crane 1+4 – Increased the lower range of the attack.
1+2 – Increased the lower range of the attack.
d/b,4+f – Delayed the timing at which the opponent’s attack can be blocked by 10 frames.
b,1,1 – Fixed an issue in which the move’s properties differed from those of “1,1”.
u,1+2,1+2 – New move.
u/f,3+4 – Increased the lower range of the 1st hit.
f,N,4,1+f
During Dragon 4,1+f
– Sped up the timing at which the move can be performed from Tiger by 3 frames.
f,f,f,1 – Changed the attack startup from 24 frames to 22 frames.
– Fixed an issue in which it was possible to perform an attack reversal.
During sidestep 4 – Decreased the move’s tracking.
During Snake 4 – Changed the damage from 11 to 13.
During Panther 【1,2】 – Decreased the distance between the character and the opponent when the 1st hit lands.
During Crane u/f,4 – Increased the lower range of the attack.
During Drunken Master Walk 3 – Changed the damage from 13 to 10.
During Drunken Master Walk 3,1+2
During Drunken Master Walk 3,1+2+d
– New move.
Back toward enemy 4,4 – Increased the move’s reach.
(By enemy’s feet) during Play Dead 3 – Increased the range of the attack.
– Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent.

LEO

Commands Changes
2+3 – Changed the opponent’s behavior when hit.
During Jin Ji Du Li 1,2 1st hit
– Changed the damage from 14 to 12.
2nd hit
– Changed the damage from 17 to 20.
– Enabled the move to cause a wall bound if it hits.
– Decreased the range of the attack.
During Jin Ji Du Li 3,4 1st hit
– Changed the damage from 17 to 13.
2nd hit
– Changed the damage from 20 to 27.
– Changed the opponent’s behavior when hit in midair.
– Shortened the recovery time after the move hits by 2 frames.
During Jin Ji Du Li 1+2 – New move.
During Fo Bu 1,2 – Changed the opponent’s behavior when the 1st hit lands if the 2nd hit has already been input.
d/b,2,2 – Changed the frame advantage upon hit from +5 frames to +8 frames.
– Changed the frame advantage when blocked from -7 frames to -4 frames.
b,4,1+2 1st hit
– Changed the damage from 15 to 13.
– Decreased the distance between the character and the opponent when the move hits.
2nd hit
– The move will now chain together.
– Changed the damage from 21 to 20.
– Changed the frame advantage when blocked from -9 frames to -12 frames.
– Enabled the move to cause a wall bound if it hits.
– The move’s 2nd hit can now be canceled with “b,4,1+2+d”.
d,3+4 – Increased the move’s backward movement.
u/f,2+d – Fixed an issue in which the move could not be input in advance when shifting to Fo Bu.

LILI

Commands Changes
3,1 – Enabled the move to cause a wall bound if it hits.
3,2 – Increased the lower range of the attack.
d,1+2 – New move.
d/b,3 – Increased the lower range of the attack.
b,2,1 – It is now possible to shift to Dew Glide with “b,2,1+f”.
u/b,1 – New move.
Back toward enemy 1,2 – Changed the input window for the 2nd hit from 8 frames to 10 frames.
QCF,2,1 1st hit
– Changed the frame advantage upon hit from -2 frames to ±0 frames.
– Increased the lower range of the attack.
2nd hit
– Changed the frame advantage when blocked from -11 frames to -13 frames.
– Changed the opponent’s behavior when the move lands as a regular hit or a counter hit.
QCF,3+4 – Changed the opponent’s behavior when the 2nd hit lands.

LUCKY CHLOE

Commands Changes
Standing – Updated the animation.
During Rage d/f,3+4 1st hit
– Fixed an issue in which the move could not be input while running.
2nd hit
– Fixed an issue in which the 2nd hit would not be performed in the direction of the opponent if the 1st hit had landed/been blocked when an opponent was sidestepping.
3rd hit
– Changed the move to no longer cause the floor to break.
1,2,1
f,2,1
During Left Twist 2,1
– Enabled the move to cause a wall bound if it hits.
– Decreased the distance between the character and the opponent when the move is blocked.
2,2 1st hit
– Changed the damage from 12 to 10.
2nd hit
– Changed the damage from 17 to 15.
– Changed the opponent’s behavior when the move lands as a counter hit.
– Increased the distance between the character and the opponent when the move hits.
– The properties of the move now change with “2 after proper timing 2”.
2,3 – Changed the damage from 10 to 14.
– Changed the input window for the 2nd hit from 8 frames to 15 frames.
f,1+2 – Changed the attack startup from frame 25 to frame 27.
– Increased the move’s backward movement.
f,3+4 – It is now possible to cancel the 3rd hit with “f,3+4+b” and shift to facing away from the opponent.
d/f,3,3 1st hit/2nd hit
– Decreased the distance between the character and the opponent when the move hits or is blocked.
d/b,1 – Enabled the move to cause a wall bound if it hits.
– Decreased the distance between the character and the opponent when the move is blocked.
During Left Twist 2 – Changed the command from “During Left Twist 2” to “During Left Twist f,2”.
During Left Twist 3 – Increased the move’s reach.
d/b,1+2 – Increased the move’s backward movement.
b,1 – Reduced the strength of the pushback, and made the move easier to land.
Back toward enemy 2 – New move.
Back toward enemy 3,3+4 1st hit
– Decreased the distance between the character and the opponent when the move is blocked.
2nd hit
– Changed the frame advantage when blocked from -6 frames to +1 frame.
– Shortened the recovery time after the move hits by 4 frames.
– Increased the range of the attack.
Back toward enemy 4 – Changed the damage from 30 to 24.
– Decreased the distance between the character and the opponent when the move hits.
Back toward enemy d,3+4 – Increased the duration of the character’s crouching status by 32 frames.
u/f,3+4 – Changed the attack startup from frame 27 to frame 24.
During Scoot 3+4,4 – Increased the move’s reach.
f,f,f,3+4 – New move.
While rising 3 – Changed the opponent’s behavior when the move lands as a counter hit.

MARDUK

Commands Changes
1,2,3+4 – Increased the move’s forward movement.
During Vale Tudo Style f,1,2 – Changed the opponent’s behavior when hit.
f,3,2 1st hit
– Changed the damage from 17 to 13.
– Changed the opponent’s behavior when the move lands as a counter hit.
– Decreased the distance between the character and the opponent when the move hits or is blocked.
2nd hit
– Changed the frame advantage when blocked from -9 frames to -11 frames.
– Changed the opponent’s behavior when guarding the move.
– Changed the opponent’s behavior when the move lands as a regular hit or a counter hit.
f,4 – Changed the opponent’s behavior when the move lands as a counter hit.
d/f,1 – Changed the frame advantage when blocked from -12 frames to -13 frames.
– Decreased the distance between the character and the opponent when the move is blocked.
– Increased the move’s reach.
d/f,3,1 1st hit
– Increased the move’s reach.
2nd hit
– Increased the lower range of the attack.
d/f,3,d/f,1,2 – New move.
d/f,3,d/f,1,2 Hold – New move.
d/f,4 – Increased the move’s reach.
d,4 – Decreased the distance between the character and the opponent when the move is blocked.
u/f,4 – Decreased the distance between the character and the opponent when the move hits.
f,f+4 – Changed the frame advantage when blocked from -10 frames to -8 frames.
– Shortened the recovery time after the move hits by 2 frames.
While rising 1,2 – Changed the opponent’s behavior when the move lands as a counter hit.
While crouching d/f,2 – Improved the move’s evasive properties.
Approach enemy f,f+1+2 – Changed the input window from 17 frames to 30 frames.

MASTER RAVEN

Commands Changes
During Rage f,3+4 during hit from the front d,2 1st hit
– Fixed an issue in which the character would occasionally not shift to a throw after hitting the opponent from the front.
– Changed the opponent’s behavior when hit from the side.
3rd hit
– Increased the move’s tracking.
2,4 – Changed the frame advantage when blocked from -9 frames to -12 frames.
– Decreased the distance between the character and the opponent when the move is blocked.
During Haze +u
d/f,4,4+u
b,2,4+u
b,4,b,4,3,f,4+u
Back toward enemy 3,4+u
Back toward enemy f,2,4+u
u,3,d,3+u
u/f,3+4,f,4+u
– Shortened the recovery time by 5 frames.
f,2,3 – Changed the frame advantage upon hit from +2 frames to +6 frames.
– Decreased the distance between the character and the opponent when the move hits.
f,1+2 – Changed the attack startup from frame 22 to frame 19.
– Shortened the recovery time for both the character and the opponent by 3 frames upon guard to speed up the interaction.
– Decreased the distance between the character and the opponent when the move is blocked.
– Shortened the recovery time after the move hits by 3 frames.
– Changed the opponent’s behavior when hit.
– Changed the move to send the opponent spinning when it hits them midair.
– Reduced the strength of the pushback, and made the move easier to land.
d/f,3 – Changed the attack startup from frame 16 to frame 15.
d,4 – Changed the opponent’s behavior when the move lands as a counter hit.
d/b,2,1 – Changed the damage from 12 to 15.
– Reduced the strength of the pushback, and made the move easier to land.
b,4,4 1st hit
– Reduced the strength of the pushback, and made the move easier to land.
2nd hit
– Changed the damage from 13 to 19.
– Reduced the strength of the pushback, and made the move easier to land.
Back toward enemy f,2,3 – Changed the damage from 15 to 17.
– Changed the frame advantage when blocked from -7 frames to -12 frames.
– Changed the opponent’s behavior when the move lands as a counter hit.
Back toward enemy b,3 – Changed the frame advantage when blocked from +5 frames to +3 frames.
– Decreased the distance between the character and the opponent when the move is blocked.
u/f,4,4 – It is now possible to cancel the 2nd hit with “u/f,4,4+b” and shift to facing away from the opponent.
f,f+2 – Changed the frame advantage when blocked from +5 frames to +3 frames.
– Decreased the distance between the character and the opponent when the move is blocked.
QCF,1 – Changed the damage from 19 to 17.
– Changed the attack startup from frame 19 to frame 16.
– Decreased the distance between the character and the opponent when the move lands as a normal hit or a counter hit.
– Changed the input window for “QCF1,3+4” from 22 frames to 27 frames.
QCF,1,2 – New move.
While rising 3+4 – Shortened the recovery time after the move hits by 5 frames.
– Changed the opponent’s behavior when hit.
– Changed the move to send the opponent spinning when it hits them midair.
– Decreased the distance between the character and the opponent when the move is blocked or lands as a counter hit.
– It is now possible to cancel the move with “While rising 3+4+b” and shift to facing away from the opponent.
While crouching d/f,3+4 – Shortened the recovery time after the move hits by 9 frames.
– Decreased the duration of the attack’s hitbox by 1 frame.
Time with enemy attack b,1+3 (or b,2+4) – Shortened the recovery animation by 16 frames after a successful attack reversal.

MIGUEL

Commands Changes
d/b,1+2 – Fixed an issue in which the move could not be input while running.
3,4 1st hit
– Changed the damage from 16 to 14.
2nd hit
– Changed the attack startup from frame 30 to frame 23.
4 – Changed the damage from 17 to 14.
– Decreased the move’s reach.
d/f,2,1 – Shortened the recovery time after the move hits by 3 frames.
d,4 – Decreased the distance between the character and the opponent when the move is blocked.
d/b,3 – Decreased the distance between the character and the opponent when the move is blocked.
b,4 – Changed the frame advantage when blocked from -13 frames to -14 frames.
– Increased the recovery time after the move hits by 1 frame.
– Enabled the move to cause a wall bound if it hits.
f,f+3 – Changed the damage from 33 to 28.
b,d/f,4 – New move.
b,d/f,4+f – New move.
During Savage Stance 2 – Changed the frame advantage when blocked from -12 frames to -9 frames.
– Shortened the recovery time after the move hits by 3 frames.
During Savage Stance d/f,2 – Decreased the distance between the character and the opponent when the move is blocked.
During Savage Stance d,4,3 1st hit
– Decreased the distance between the character and the opponent when the move is blocked.
2nd hit
– Changed the damage from 12 to 15.
During Savage Stance d/b,3 – Changed the frame advantage upon hit from +5 frames to +4 frames.
– Changed the opponent’s behavior when hit.
– Decreased the distance between the character and the opponent when the move is blocked.
Approach enemy d/f,1+2 – It is now possible to shift to Savage Stance with “Approach enemy d/f,1+2+f”.

NEGAN

Commands Changes
During Rage b,2+3+b – Fixed an issue in which following up with certain moves would cause the opponent to become turned around.
1,2 – It is now possible to shift to Intimidation with “1,2 Hold”.
1,2,2 – Decreased the move’s tracking.
1,2,4 – Increased the distance between the character and the opponent when the move is blocked.
2,1,4 2nd hit
– Increased the distance between the character and the opponent when the move lands as a normal hit or a counter hit.
3rd hit
– Increased the distance between the character and the opponent when the move hits.
3+4 – Fixed an issue in which, after you stopped certain low combo attacks, the opponent would still hit you before your attack’s startup.
During Intimidation 1+2 – Changed the frame advantage when blocked from ±0 frames to -9 frames.
– Increased the distance between the character and the opponent when the move is blocked.
– Changed the move to send the opponent spinning when it hits.
– Increased the lower range of the attack.
During Intimidation d,2 – New move.
During Counter Hit 2+3 – Changed the frame advantage upon hit from +16 frames to +14 frames.
– Fixed an issue in which the character would shift stances even when hitting from the side or from behind.
d/f,2 – Decreased the distance between the character and the opponent when the move is blocked.
d/f,3,1,2 – Changed the frame advantage upon hit from ±0 frames to +4 frames.
During Counter Hit d,2 – Fixed an issue in which the move would shift to a throw after hitting the opponent from behind under certain conditions.
b,2,3 1st hit
– Increased the lower range of the attack.
2nd hit
– Increased the distance between the character and the opponent when the move is blocked.
f,f+2 – Changed the frame advantage when blocked from -11 frames to -9 frames.
f,f+1+2 – Changed the damage from 28 to 21.
– Decreased the distance between the character and the opponent when the move is blocked.
– Changed the opponent’s behavior when hit.
While rising 1 – Changed the damage from 15 to 11.
While rising 1,2 – New move.
While rising 1,2 Hold – New move.

NINA

Commands Changes
1,2,4 – Changed the opponent’s behavior when the move lands as a counter hit.
1,2,f,1+2 – Changed the command from “1,2,f,1+2” to “1,2,1+2”.
1,2,1,2,f,1+2 – Changed the command from “1,2,1,2,f,1+2” to “1,2,1,2,1+2”.
2,4 – Changed the opponent’s behavior when the move lands as a counter hit.
2,f,1+2 Changed the command from “2,f,1+2” to “2,1+2”.
1,4,1 – Increased the lower range of the attack.
– Reduced the strength of the pushback, and made the move easier to land.
d/f,1,2 – It is now possible to shift to “QCF special step” with “d/f,1,2+f”.
d/f,1,2,4 – Changed the opponent’s behavior when the move lands as a counter hit.
d/f,1,2,f,1+2 – Changed the command from “d/f,1,2,f,1+2” to “d/f,1,2,1+2”.
d/f,3,1,2,f,1+2 – Changed the command from “d/f,3,1,2,f,1+2” to “d/f,3,1,2,1+2”.
d/f,3,2,4 – Changed the opponent’s behavior when the move lands as a counter hit.
d/f,1+2 – Decreased the distance between the character and the opponent when the 2nd hit lands.
d,1,2 – Decreased the distance between the character and the opponent when the move hits.
d/b,4,3 1st hit
– Decreased the distance between the character and the opponent when the move hits.
2nd hit
– Decreased the distance between the character and the opponent when the move is blocked.
d/b,3+4 – Decreased the distance between the character and the opponent when the move is blocked.
b,2,2 – Changed the damage from 14 to 16.
QCF,4,2,3 – Increased the upper range of the attack.
f,f,f,3,4 – New move.
f,f,f,1+2 – Decreased the distance between the character and the opponent when the move is blocked.
While rising 4,3 1st hit
– Decreased the distance between the character and the opponent when the move hits.
2nd hit
– Increased the move’s forward movement after it lands.
While rising b,1 – Decreased the distance between the character and the opponent when the move lands as a counter hit.
During sidestep 1 – Decreased the distance between the character and the opponent when the move hits from the front.
During sidestep 1+f
1,2,1,2,4,3,4,2,4,3 – Decreased the distance between the character and the opponent when the move is blocked.
Approach enemy d/f,d/f,1 – Increased the lower range of the attack.
During Rage f,2+3+d/f
d/f,1,2+f
d/f,3,4+f
During sidestep 1+f
– “Approach enemy d/f,d/f,1” can now be performed during a special step.

NOCTIS

Commands Changes
2,2,f,2 2nd hit
– Changed the damage from 9 to 13.
– Decreased the distance between the character and the opponent when the move hits.
3rd hit
– Changed the attack startup from frame 26 to frame 25.
– Changed the move to send the opponent spinning when it lands as a counter hit.
1+2 – Changed the opponent’s behavior when the 1st hit lands as a counter hit.
f,4,2 – Changed the opponent’s behavior when hit.
d/f,1 – Fixed the animation before the attack startup to reduce instances in which an opponent’s high attack would occasionally not land.
d/f,2 – Changed the damage from 15 to 20.
d/f,4,2,2 – Decreased the move’s reach.
d,2 – Changed the damage from 12 to 15.
– Changed the frame advantage when blocked from -18 frames to -15 frames.
– Changed the frame advantage upon hit from -3 frames to ±0 frames.
d,4,1,1+2 2nd hit
– Increased the lower range of the attack.
3rd hit
– Changed the damage from 22 to 25.
3rd hit (perfect input)
– Changed the damage from 25 to 28.
d/b,1 – Changed the damage from 7 to 10.
– Increased the move’s tracking.
d/b,2 – Changed the damage from 23 to 20.
– Increased the distance between the character and the opponent when the move hits.
– Decreased the move’s tracking.
– Decreased the move’s reach.
d/b,1+2 – Decreased the move’s tracking.
b,2 during hit from front 1+2 – Changed the damage from 6, 14 to 7, 17.
b,1+4 – Changed the frame advantage when blocked from -5 frames to -3 frames.
– Increased the distance between the character and the opponent when the move is blocked.
– Shortened the recovery time after the move hits by 2 frames.
– Changed the opponent’s behavior when hit.
b,1+4 upon successful punch parry – Shortened the recovery time after the move hits by 2 frames.
u/f,3 – Changed the opponent’s behavior when hit by the 1st hit in midair.
u/f,3 during hit +u – New move.
u/f,4 – Changed the frame advantage when blocked from -5 frames to -3 frames.
– Increased the distance between the character and the opponent when the move is blocked.
– Shortened the recovery time after the move hits by 2 frames.
– Changed the opponent’s behavior when hit.
f,f+3+4 – Shortened the recovery time after the move hits by 4 frames.
f,f+1+2 – Changed the damage from 17 to 20.
– Increased the range of the attack.
Forward Jump peak 1+2 – Decreased the distance between the character and the opponent when the move is blocked.
While rising 2,2 – Changed the move to send the opponent spinning when it lands as a counter hit.
While crouching d/f,1 – New move.

PAUL

Commands Changes
3,2 – Increased the lower range of the attack.
– You can now shift to Sway with “3,2+b”.
f,1+2 – Decreased the distance between the character and the opponent when the move is blocked.
f,1+4 – Shortened the recovery animation by 1 frame when the move hits.
d/f,4 – Changed the opponent’s behavior when hit in midair.
d,1,2 – Changed the opponent’s behavior when hit in midair.
b,3 – Increased the strength of the pushback when the move misses, making you less likely to end up on the other side of the opponent.
b,4 – Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent.
f,f+3 – Increased the distance between the character and the opponent when the move hits the opponent while they’re down.
f,f+3,4,4 – Changed the move to send the opponent spinning when it hits.
– Changed the move to send the opponent spinning when it hits them midair.
QCB,2 – Increased the lower range of the attack.
QCB,1+2 – Changed the opponent’s behavior when hit while downed.
– Increased the lower range of the attack.
While rising 2 – Decreased the distance between the character and the opponent when the move is blocked.
While crouching df,1+2 – The move can now be canceled with “While crouching df,1+2+b”.
QCB,3,2 – Increased the lower range of the attack.
QCB,3,2,3 – Replaced with a new move.

SHAHEEN

Commands Changes
During Rage d/b,2,4+d/f – Delayed by 10 frames the timing at which you can shift to a crouching position after inputting +d/b.
f,3 – Changed the move to a homing attack.
f,4 – Increased the duration of the attack registering as a hit by 1 frame.
– Changed the opponent’s behavior when the move lands as a regular hit or a counter hit.
f,3+4 – Changed the frame advantage when blocked from -11 frames to -7 frames.
– Changed the frame advantage upon hit from +1 frame to +5 frames.
f,3+4+d/f – Delayed the attack’s timing by 4 frames.
– Delayed by 4 frames the timing at which you can shift to a crouching position after inputting +d/b.
d,4 While crouching d/f,d,d/f+3
d/b,3,4 – Changed the damage from 15, 23 to 12, 20.
– Changed the opponent’s behavior when hit.
d/b, 4 – Changed the damage from 30 to 23.
– Changed the opponent’s behavior when hit.
b,1 – Changed the damage from 18 to 20.
– Changed the frame advantage when blocked from -9 frames to +1 frame.
– Changed the frame advantage upon hit from +3 frames to +8 frames.
– Decreased the distance between the character and the opponent when the move hits or is blocked.
– Changed the opponent’s behavior when the move lands as a counter hit.
– It is now possible to shift to a crouching stance with “b,1+d” after the move.
b,3 – Increased the lower range of the attack.
b,4 – Changed the opponent’s behavior when the move lands as a counter hit.
f,f+4 – Enabled the move to cause a wall bound if it hits.
f,f,f,2 – Changed the frame advantage when blocked from +4 frames to +6 frames.
– Decreased the distance between the character and the opponent when the move is blocked.
– Fixed an issue in which it was possible to perform an attack reversal.
During Stealth Step 4 – Changed the command from “During Stealth Step 4” to “During Stealth Step 3+4”
– Increased the duration of the attack’s hitbox by 5 frames.
During Stealth Step 4,1 – New move.
While rising 1 – Changed the damage from 16 to 17.
– Changed the attack startup from frame 15 to frame 14.
While rising 3,3 – Changed the frame advantage when blocked from -15 frames to -13 frames.
– Shortened the recovery time after the move hits by 2 frames.
While crouching d/f,d,d/f+3 – Changed the damage from 24 to 21.
– Decreased the distance between the character and the opponent when the move hits.

STEVE

Commands Changes
During Rage d/f,2+3 – Fixed an issue in which the second half of the move could not be performed while running, side-walking, or rising.
During Ducking Right 2 – Enabled the move to cause a wall bound if it hits.
– Decreased the distance between the character and the opponent when the move is blocked.
During Ducking In f,2 – Decreased the distance between the character and the opponent when the move is blocked.
f,1+2,2 – Changed the opponent’s behavior when hit in midair.
During Peekaboo 1,2,1 2nd hit
– Sped up the timing at which the opponent’s attack can be blocked by 2 frames.
3rd hit
– Changed the opponent’s behavior when the move lands as a counter hit.
During Peekaboo f,1+2 – Delayed the timing at which the opponent’s attack can be blocked by 4 frames.
During Peekaboo d/f,1 – Delayed the timing at which the opponent’s attack can be blocked by 2 frames.
During Peekaboo b,1,1,2,1+b – Delayed the timing at which the opponent’s attack can be blocked by 2 frames.
d/f,2 – Changed the opponent’s behavior when the move lands as a counter hit.
d/f,1+2 1st hit/2nd hit
– Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent.
b,1+b – Delayed the timing at which the opponent’s attack can be blocked by 2 frames.
b,2 – Changed the frame advantage when blocked from -13 frames to -14 frames.
During Sway 2 – Increased the strength of the pushback to reduce the frequency at which the character would switch places with the opponent.
While in Flicker Stance 1,d,1 – Decreased the distance between the character and the opponent when the move is blocked.
– Changed the opponent’s behavior when hit.
– Changed the move to send the opponent spinning when it lands as a counter hit.
While in Flicker Stance 2 – Changed the opponent’s behavior when the move lands as a counter hit.
While in Flicker Stance b,2 – Changed the frame advantage when blocked from -10 frames to -9 frames.
– Shortened the recovery animation by 1 frame when the move hits.
QCF,1+b – Delayed the timing at which the opponent’s attack can be blocked by 2 frames.
QCF,2 – New move.
QCF,2+f – New move.
While crouching d/f,2 – Changed the opponent’s behavior when hit while downed.

XIAOYU

Commands Changes
f,2,1,4 – Changed the move to send the opponent spinning when it lands as a counter hit.
f,1+2 – Increased the lower range of the attack.
f,3+4 – Shortened the recovery time by 3 frames.
f,3+4,d,1+2 – Shortened the recovery time by 2 frames.
d/f,【2,1】 – Shortened the recovery time after the move hits by 2 frames.
d/b,3
Back toward enemy d/b,4
– Changed the opponent’s behavior when the move lands as a counter hit.
While rising 1 – Changed the damage from 12 to 10.
– Changed the attack startup from frame 11 to frame 13.
– Increased the range of the attack.
While rising 1,4 – New move.
While rising 3 – Changed the opponent’s behavior when the move lands as a counter hit.
While rising 4 – Changed the opponent’s behavior when hit while downed.
During sidestep 3,d,1+2 – Fixed an issue in which the damage of this move differed from “During sidestep 3” after inputting up to “d,1+2”.
Back toward enemy 1,4 – Changed the move to send the opponent spinning when it lands as a counter hit.
Back toward enemy 3 – Enabled the move to cause a wall bound if it hits.
Back toward enemy d,3,4 – Changed the move to send the opponent spinning when it lands as a counter hit.
During phoenix 1+2 – Changed the damage from 24 to 25.

Back to top

YOSHIMITSU

Commands Changes
During Rage, time with enemy attack ub,1+4 – Reduced the strength of the pushback, and made the move easier to land.
– Increased the range of the attack.
During Kincho b,2,1 – New move.
f,4 – Increased the move’s tracking.
d/f,1,4 1st hit
– Decreased the distance between the character and the opponent when the move hits.
2nd hit
– Changed the frame advantage when blocked from -14 frames to -12 frames.
– Increased the recovery time when the move misses by 2 frames.
d/f,1+2 – Changed the damage from 10 to 12.
– Increased the move’s reach.
d,2,2,1 – Reduced the strength of the pushback.
d/b+3 – Decreased the distance between the character and the opponent when the move hits.
During Manji Dragonfly 4 – Changed the opponent’s behavior when the move lands as a counter hit.
u,3+4 – Decreased the distance between the character and the opponent when the 2nd hit lands.
u/f,2 – Changed the damage from 20 to 25.
– Increased the move’s tracking.
u/f,4 – Increased the lower range of the attack.
f,f+3 – Sped up the timing at which the opponent is counted as being midair after a counter hit by 4 frames.
While rising 4 – Decreased the distance between the character and the opponent when the move hits.
While crouching d/f,4 – Decreased the distance between the character and the opponent when the move lands as a counter hit.
During Mutou no Kiwami, d/f,1+2,2 1st hit
– Increased the move’s reach.
2nd hit
– Changed the frame advantage when blocked from -16 frames to -13 frames.
– Changed the frame advantage upon hit from -3 frames to ±0 frames.
During Mutou no Kiwami while crouching d/f,3 – Fixed an issue in which the character was not counted as crouching if the move was input in advance.
During Mutou no Kawami, approach enemy 1,3
During Mutou no Kiwami, approach enemy f,1+3
– Fixed an issue in which throws could not be escaped with 2.
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Call of Duty: Modern Warfare Beta Preload Time, Schedule and More Revealed, Beta Trailer Fires Out

Call of Duty: Modern Warfare fans, it’s almost time! If you pre-ordered the game and you play on the PS4, you’ll be able to partake in the Modern Warfare beta this weekend! Activision has not only released a new beta trailer today, but it also announced the Modern Warfare beta preload time as well.

Modern Warfare beta preload time and schedule:

Modern Warfare beta preload beings September 10, Tuesday at 10-11 a.m. PDT.

Note that players will be able to preload the beta prior to September 12, Thursday (PS4 only), and September 19, Thursday for Xbox One and PC.

Modern Warfare beta weekend duration:

There are two weekends of Modern Warfare Beta content, each “weekend” lasts a total of around five days; scheduled to begin each Thursday morning at 10AM (PDT) and ending on Monday morning PDT (with exact content conclusion timing still to be decided).

Modern Warfare beta schedule (complete):

Weekend 1: PlayStation®4 Exclusive Beta

The first Beta Test Weekend is exclusively for PlayStation 4 owners, running from Thursday, September 12 to the morning of Monday, September 16.

Weekend 1: Early Access

The first two days of the weekend – Thursday, September 12, and Friday, September 13, – are available for early access to players who have pre-ordered the Modern Warfare on PlayStation 4. Check your local retailer or online here for pre-order information.

Weekend 1: Open

The rest of the Beta period, from Saturday, September 14, to the morning of Monday, September 16, is free to all PlayStation 4 owners. If you’ve got a PlayStation 4 and an internet connection, you should be good to go, though PlayStation®Plus may be a requirement in some territories.

Weekend 2: PlayStation 4, Xbox One, & PC Beta (Crossplay)

The second Beta Test Weekend is for PlayStation 4, Xbox One, and PC owners, starting from Thursday, September 19, and running to the morning of Monday, September 23.

PlayStation 4 owners: If you’re a PlayStation 4 owner, regardless of whether or not you pre-ordered the game, you can resume and continue to play the Open Beta free for the entire Weekend 2 period (both the Early Access and Open periods).

Weekend 2: Early Access

The first two days of the weekend – Thursday, September 19, and Friday, September 20, – are free to all PlayStation 4 owners and do not require a pre-order. In addition, anyone who has pre-ordered the game on Xbox One, or on PC via Blizzard Battle.net also can play starting Thursday, September 19. If you’re an Xbox One or PC owner and want to play Weekend 2 of the Beta for the longest possible time, be sure to pre-order. Check your local  retailer or online here for pre-order information.

Weekend 2: Open

The rest of the Open Beta period, running from Saturday, September 21, to the morning of Monday, September 23, is accessible to all players on PlayStation, Xbox One, or PC, regardless of pre-ordered status. If you’ve got an Xbox One, Xbox Live Gold is required to play. If you have a PC, a Battle.net account is required to play. Other than these prerequisites and an internet connection, you should have everything you need to play. And reminder, the Weekend 2 of the Beta Test will include crossplay.

Lastly, Infinity Ward says that players can expect an ever-changing series of maps, playlists and other content drops throughout the beta test weekends, with a few “surprises” and a “great deal of content” set to be rolled out.

Stay tuned for a Modern Warfare beta key giveaway here on MP1st this week!

Source: Activision

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Alex Co

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Remnant From the Ashes Upcoming Updates Lists Free Content Coming This Month

If you’ve already beaten Remnant: From the Ashes or just want something new in the game to chew on, Gunfire Games has outlined the Remnant From the Ashes upcoming updates set to hit the game this month, and it includes free content!

First up is Adventure Mode, which will be released later this week.

Release Date: September 12, 2019

Introducing Adventure Mode – A new game mode that allows players to re-roll individual worlds. You and your party can embark on an adventure through dynamically generated Earth, Rhom, and Yaesha, beginning at a single World Stone and ending once you’ve defeated their World Boss. Dungeon locations, points of interest, enemy spawns, and more may be different than what you’ve come to expect from the main campaign.

Activated from the World Stone in Ward 13, simply choose “World Settings” and select the “Adventure Mode” option to pick the world you would like to roll. This will not replace your campaign progress and can be re-rolled freely without affecting your story. Any items found or traits gained along the way will be kept by your character.

More content, including Corsus, will be added in the future!

Another update is set to hit this month on September 19, and it includes Let’s Lab dungeon.

Release Date: September 19, 2019

Leto’s Lab takes you on a quest through Research Station Alpha. The lab was established to research the mysterious red crystals, with the initial goal of using them as a source of infinite energy. The head researcher, Leto Apostolakis, theorized the crystals could be used for something else – to bridge space-time for near instantaneous travel. He was the one to unlock the World Stone on Ward 16 allowing mankind to take their first fledgling trips to other worlds. Leto’s experiments quickly diverged from their initial goal as he started using the World Stones to fuel a series of dubious experiments. The lab continued operating for months after the Root invaded, but was ultimately forced to evacuate when one of Leto’s experiments went awry.  

The Leto’s Lab dungeon can be found dynamically spawned in Earth. It is unique among the other dungeons in Remnant as it reveals more backstory about the world and mixes in light puzzles with intense combat – including a new boss fight. It’ll take a sharp eye, steady aim, and a little luck to make it out alive!

We’re assuming that these two content drops will be delivered via a patch. Once the update is out, we’ll be sure to let our readers know.

Source: Remnant Game

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Alex Co

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Project Resistance Trailer Released, Confirms Its a Multiplayer-Focused Game

After being teased a few weeks ago, we now have our first look at the new Resident Evil game titled Project Resistance! As the leaked screens suggest, it is indeed a multiplayer-focused action game. Check out our first Project Resistance teaser trailer below.

As the trailer suggests, it’s team-based, which means multiplayer. We even get to see a peek at Mr X. (or something similar) at the end of the video!

More details will be shared come Tokyo Game Show (TGS), which takes place this week.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Borderlands 3 Launch Trailer Showcases the New Vault Hunters

It’s almost here, looter shooter fans! Gearbox Software’s Borderlands 3 is almost upon us, and what better way to bring the hype and remind everyone it’s close to release than with the Borderlands 3 launch trailer!

Make sure to check out the reviews coming out right now in our Borderlands 3 review round up post! We’ll get our own review up soon, so make sure to watch out for that too.

We’ll also be posting an info post to get people ready for the launch, with everything you need to know in just one post.

Are you taking the fight this September 13, Friday?

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Borderlands 3 Review Round Up – Here’s What Critics Are Saying

While our Borderlands 3 review isn’t anywhere finished yet, we’re here to help you decide whether to get it or not regardless. We’ve compiled the Borderlands 3 reviews we can find from trustworthy sources and posted them below in this Borderlands 3 review round up!

Destructoid – 9/10

Game Informer 8/10

USGamer – 9/10

ShackNews – 9/10

PC Gamer – 63/100

Forbes – 9/10

GameSpot – 8/10

IGN – 9/10

We’ll be updating the post as more reviews come pouring in within the day. Of course, don’t forget to check out our review of the looter shooter, which will hit the site soon! Same as before, we’ll focus on multiplayer, the shooting mechanics, and more details rather than just on the graphics and such.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Marvel’s Avengers Hulk Character Profile Video Shows What Happens When He Gets Angry

With last week’s Marvel’s Avengers character profile kicking off with Captain America, we now have our second one  (which confirms Crystal Dynamics will show one each week), and this time, it’s the Hulk’s turn. Check out the Marvel’s Avengers game Hulk character profile video below.

In addition to that, the official Marvel’s Avengers account talked a bit about Hulk’s Heroic moves (Heroics are explained here), which sounds brutal.

Now that you know the basics of Hulk’s SMASHing approach to combat, let’s dive deeper into his heroic moves. As a refresher, each Avenger has three Heroics – support, assault, and ultimate – that operate on a cooldown timer.

Let’s start with Hulk’s Support Heroic – Boneshaker. When Dr. Banner relinquishes control of the demon within, the result is the catastrophic Boneshaker ability – he repeatedly slams his fists into the ground to taunt all challengers.

Hulk draws all nearby enemy attention (aggro) and is overcome with inner rage that bolsters his defensive strength. Teammates who witness this show of aggression gain their own gameplay buff so they can jump into the fray & fight alongside their gamma-fueled companion.

Gamma Rush – Hulk’s Assault Heroic – allows him to quickly smash his way through a group of enemies, using his Gamma Rush to become a human battering ram.

To add insult to injury, Hulk will grab the first enemy encountered during the attack and slam him into the ground at the end of the charge, inflicting massive damage & staggering nearby opponents.

How about Hulk’s Ultimate Heroic? Enemies outside of his immediate reach may think they’re safe, but they still have to contend with Hulk’s most powerful attack–the Thunderclap. When Big Green smacks his hands together it unleashes a shockwave of devastating, concussive force.

Anything caught in the blast is hurled backwards, flying through the air and clearing a path for Hulk to inflict even more damage to the next wave of combatants.
Don’t forget to check out the upcoming alternate costumes set to be revealed right here.
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Alex Co

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The Division 2 State of the Game Schedule and Topics to Be Discussed Revealed

We already reported that The Division 2’s State of the Game was pushed back to next week, but it seems we don’t have to wait til next week to know what The Division 2 schedule and topics will be for this month! Ubisoft has laid out what topics the devs will talk about in each week’s livestream, and fans will be pleased to know that it’ll touch loot, future content, and even PvP!

There is a strong focus on the health of The Division 2 in these workshops, with some on the changes and improvements being discussed during upcoming State of The Games:

  • September 11th—improvements coming to gear and the loot system to make things more interesting for players. We are planning articles discussing these updates in case you miss the livestream.
  • September 18th—Dark Zones and Conflict changes, specifically methods to make the DZ more populated such as changing the matchmaking system. Players can also expect PVP balance and rewards discussions.
  • September 25th—we will focus on the road ahead for The Division 2, providing more information for the future.

Ubisoft has also mentioned that the Elite Task Force Echo program is underway at Ubisoft Massive in Sweden, and while the people who attended the workshop are under NDA (non-disclosure agreement), the studio is working closely with the group of players selected to participate in this dev feedback testing.

Source: The Division

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Alex Co

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Hitman 2 September Roadmap 2019 – Here’s Everything Coming This Month

If you’re one of the many looking forward to more Hitman 2 content to play later this month, rejoice! IO Interactive has released the Hitman 2 September roadmap 2019 list, and it’s packed with new missions, challenges and more!

Hitman 2 September roadmap 2019:

September 5 / Escalation Contract

We’re going back to the bank with a bang. Brilliant.

The Dalton Dissection is a 3-stage Escalation Contract that has 47 starting with a restricted loadout, and cannot change disguise from the (lovable?) bank robber disguise. Expect this one to ramp up and fast. With new complications, targets and restrictions added, you’ll be bouncing around the bank as a bunny before you begin to believe it.

September 5 / Escalation Contract

If one Escalation Contract wasn’t enough for one day, we’ve got another one for you. This time; Whittleton Creek. This one revolves around the garden party.

Your mission is to take care of the undercover officers at the party. But please, try to do this in style. We don’t need you to become the biggest party pooper in town.

September 12 / Escalation Contract

It’s Mumbai’s turn for an Escalation Contract and this one comes loaded with a brand new suit to unlock!

Assist the Kashmirian to unlock the Cashmerian suit; 47’s own take on this stylish disguise. You’ll be needing your best long-range tactics to complete this one and earn the right to wear the new pinstripes.

September 13 / Legacy Elusive Target

On Friday the 13th, Walter Williams aka the Blackmailer returns to Paris.

He’ll be attending the Sanguine Fashion show, so you’ll find him on the catwalk, or among the guests. The client also asks you to retrieve a certain memory stick. You’ll have 10 days to get it all sorted out.

Good luck.

September 19 / Featured Contracts

Inspired by this month’s content theme of Fierce Rivalry, we’re looking for Featured Contract Submissions that fit the theme of ‘Competitive Edge’.

Our themes for Featured Contracts are purposefully open-ended to make sure that the talented Contract creators in the community are free to interpret them in many ways, ensuring some fun and varied contracts.

Head on over to the dedicated Featured Contracts Submission Thread to submit your contracts for this month’s theme. Submissions close at 9 am CEST on September 16, so get your submissions in before then!

September 19 / Escalation Contract

Become the shaman and guide your people in the Merle Revelation.

Complete all three stages and unlock the Emetic Grenade, a new item that will cause anyone affected by it to vomit. We promise it will be your favourite throwable throwup-able grenade.

September 23 / IOI Monthly Episode 7 – Haven Island

Lights, camera, action!

IOI Monthly returns for the second time in September! Episode 7 will bring an in-depth look at the new upcoming location, Haven Island with direct input from members of the development team.

September 24 / New Location Haven Island

Haven Island (The Resort) is a brand new sandbox location that welcomes players to the warm beaches and tropical paradise of The Maldives.

This latest installment picks up directly after the events in the previous mission (New York) and brings an exciting conclusion to the HITMAN 2 Expansion Pass content.

September 24 / Special Assignments

Expansion Pass owners can look forward to two new Special Assignments in September!

First up is ‘A Silver Tongue’, which takes Agent 47 to Miami to eliminate his first target. Then, the narrative between these two mission continues in Whittleton Creek in ‘A Bitter Pill’.

Stay tuned for more details on these missions on IOI Monthly #7.

September 24 / Game Update

Our major update for September arrives late in the month and on the same day as Haven Island and the Special Assignments.

Expect a range of improvements and fixes to all aspects of the game, including issues reported by our community. We’ll have more details to share on IOI Monthly # 7 and the full release notes will be published before the game update is available to download.

September 27 / Legacy Elusive Target

The retired nurse Etta Davis aka The Angel of Death returns to beautiful Marrakesh for the first time in HITMAN 2.

Be sure to make her visit to Marrakesh her last stop. You’ll have 10 days.

Good Luck.

As you can see, there’s new stuff to do every week! Once the game patch is out, we’ll let our readers know.

Source: Io Interactive

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Rainbow Six Siege Player Count Reaches 50M, Making of Ember Rise Operators Detailed in Video

Released way back in 2015, it seems Rainbow Six Siege is still going strong in its fourth year. Ubisoft announced that the Rainbow Six Siege player count has now reached 50 million players!

In other Rainbow Six Siege news, we get to see how Ubisoft developed the new Operators included in the Ember Rise expansion in this new video.

Find out how Goyo and Amaru evolved throughout their development process and how their gadgets had to be adjusted as to not set fellow defenders on fire in Goyo’s case. Some of the developers behind Ember Rise share their insights and knowledge about creating this season of Rainbow Six Siege.

While Ember Rise has yet to make it outside the PTS (Private Test Server), we do know a fair bit about them and the new stuff coming into the new season.

Once the patch is out for everyone, we’ll let our readers know. Are you still playing Rainbow Six Siege? How is it in its fourth year?

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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BioWare “Believes” in Anthem; “Several Other Big Projects” Being Worked On

While Anthem might have failed (at least for now) to be the big looter shooter that would take on the Destiny franchise or even Ubisoft’s The Division series, BioWare is still hard at work on the game, and has recently released a new patch for it.

In a post on the studio’s official blog, BioWare General Manager Casey Hudson gave an Anthem dev update, and also teased about some of the things the studio is working on.

Hudson says that he “believes” in Anthem, and that they have a team working on the longer term vision of the game.

Anthem

Over the last few weeks we’ve been ramping up our Cataclysm events in Anthem – a season-long event with new arenas, enemies, challenges, and rewards.  We have a big team working on Anthem in both Austin and Edmonton, and while it’s been great to see the community response to Cataclysm, I know there’s a lot more work to do to bring out the full potential of the game.  We have plans for those more fundamental improvements, but they’ll take time.  While the team works towards the longer-term vision of the game, they will also continue to deliver updates to features and content.  I believe in Anthem and would love to see its world grow, evolve, and thrive for years to come.  Thanks for your patience and support as we do the work of constantly improving and expanding the experience.

BioWare has also mentioned that they have other “big” projects in the works, though they’re not ready to talk about it now.

Other Stuff Going On

We have several other big projects in the works.  I wish I could tell you more about them, but they’re mostly super-secret right now.  I can say however that one of our projects has a large and growing team in Edmonton working through pre-production, and based on the progress I’m seeing, I can confirm that indeed the Dread Wolf rises. 

That’s comforting to hear for Anthem fans, right? Let’s hope the studio can keep the momentum up that it gained from the Cataclysm update.

Speaking of Anthem, we posted the known issues the game has that were gathered from the latest patch. There were also a bunch of stuff datamined as well, which includes new armor sets, vinyls and more.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Report: Here’s a Look at the Upcoming Marvel’s Avengers Alternate Costumes Set to Be Revealed, Hulk Voiced by Three Actors

Just yesterday, we got our first look at one of the Marvel’s Avengers alternate costumes for the game’s heroes in Captain America’s Secret Empire outfit. At the end of the video, we see a bunch of comic book covers blocked by the Secret Empire issue which teases that more Marvel’s Avengers game alternate costumes will be revealed soon.

Well, thankfully, we don’t have to wait long. Over on Reddit, user M1strMR posted what seems to be the covers of the comic books that are, for the most part, hidden from view, and posted the alternate costumes for each character that’s shown in that particular comic book cover.

Some of the alternate outfits images were from the San Diego Comic-Con leak, which explains the not-so-good quality. Of course, while these alternate outfits might have been spoiled already now, there’s more incoming after, as Marvel themselves confirmed that some of the outfits can be bought via the in-game marketplace (read: microtransactions).

In other Marvel’s Avengers news, the official Instagram account confirmed that the game’s version of Hulk will feature THREE voice actors! We even get a quick Q&A with Bruce Banner actor Troy Baker as well.

 

View this post on Instagram

 

Marvel’s Avengers uses THREE talented actors to bring The Hulk & his brilliant human counterpart to life! First up is industry-icon @officialtroybaker who lends his voice & performance to the contemplative Bruce Banner. Troy answered a handful of questions about the role, and touched on his extensive history as a Marvel fan. #FollowFriday Q: If you could have any super power, what would it be & why? A: Definitely control time. That or turning villains into tacos. Because…I mean, tacos. Q: What is your first memory with a Marvel comic book? A: Traveling with my dad on business trips. No matter what town you can always find a comic book store. I’d read as many books as I could before getting caught & being made to choose between lunch or buying the next issue. I’d read it over & over until my dad came back to pick me up Q: What makes Hulk the most “super” & what makes him the most human? A: Super? Clearly the strongest. CLEARLY. THE. STRONGEST. And human? I feel he struggles the most with the duality that inherently comes with being a Super Hero. More than others he considers the human cost and social impact of his actions. Q: Bruce is often overshadowed by his big green alter-ego. How did you approach voicing Bruce Banner, since you had the ability to focus on just this facet of his personality? A: This story is unique. We really focus on who these people ARE, not just the powers they have. Action is in the explosion but drama is found in the aftermath. Playing Bruce in this space allowed me to explore him as a human and the weight he bears by being such a brutal force. Q: How does your portrayal of Bruce Banner differ than that of previous incarnations of this iconic character? A: Bruce sits at the emotional core of our story. His relationships with the characters, which is often tenuous, spotlights his inner struggle. We’ve carefully crafted an arc for Bruce that simultaneously recalls fan favourite storylines and builds upon them.

A post shared by Marvel’s Avengers (@playavengers) on

In other Marvel’s Avengers news, go check out this quick montage showcasing some of the game’s moves that were copied from the MCU. Make sure to check out official gameplay as well.

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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Rumor – Call of Duty: Modern Warfare Beta Will Feature Vehicles, 32v32 Ground War Mode Playable

With the Call of Duty: Modern Warfare beta set to kick off next weekend, it seems reliable Call of Duty source/leaker TheGamingRevolution is at it again. This time, he has named one of the Modern Warfare beta maps, and even states that the 32v32 game mode will be playable in the beta, and that we’ll even get to drive vehicles!

He announced this over on Twitter, where he also shared players will be able to choose where to spawn, and that this 32v32 mode will feature five flags in Domination.

https://twitter.com/TheGamingRevoYT/status/1169455399545778179?s=09

Note that 32v32 mode has been confirmed by Infinity Ward, and five-flag Domination matches have been featured in multiplayer gameplay footage for 20v20 modes.

While TheGamingRevolution has been super reliable in his Modern Warfare info so far, note that this is still unconfirmed, and as such, don’t go blaming us (or him) if the Modern Warfare beta sticks to 6v6 matches.  If it’s true, though, expect a very action-packed beta period!

Don’t forget to check out the Modern Warfare “Road to Launch” schedule of reveals for the campaign and Spec Ops mode.

More Modern Warfare Reading:

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.

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DICE Sets Up Battlefield 5 Trello Board for Feedback, Here’s How It Works

Just a couple of weeks ago, DICE mentioned that it was working on being more transparent and making its communication better with the community. Well, today, we have our first step regarding that with the Battlefield 5 Trello board.

If you’re familiar with Trello, then it doesn’t need any explanation,and you can check it out here. But if you’re not, here’s what it is, and how it’s important for the future of Battlefield 5.

What is it?

A Trello board, for those that haven’t seen or used one before, is an easy to access hub where we can keep you updated on the issues that we’re tracking. The platform has some really cool features, that allow us to edit, update, tag and move the issues that we’re posting – all of which you can track yourself by electing to follow (either for individual issues, individual columns, or the entire board) so that you can get updates when these issues are archived, commented on, or resolved.

How does it work? 

First, we have to get some content in there. Our Trello board currently consists of the following columns (but this is only the beginning – feedback from the community will help us improve on this board):

  • FAQ – Simply put, this explains what the Trello board is, what various items within the cards are, and what the status tags mean.
  • Community Broadcasts – We will link EVERY Community Broadcast to the Trello board. Click on the card and select your prefered forum – the Battlefield Forums or the Battlefield V subreddit, and check out that Community Broadcast. And we’ll be adding  more Community Broadcasts as we roll them out.
  • Bugs/Issues Tracker – We’ll be updating – weekly – the Bugs/Issues column with new top trending bugs and issues affecting the community at large. Each card will include a name for the issue, a short description, and a tracked JIRA link. The SLA (service-level  agreement, or ETA on resolution) for any bug or issue in this list will be a maximum of 3 updates. Our goal is to get it within a maximum of 2 updates, then one. This is, by no means, an exhaustive list of every bug or issue we’re tracking, but these are the ones the community has been most vocal about or issues that cause significant gameplay issues that must be resolved quickly. As we get updates from the Dev & QA team on the status of each of these, we’ll add notes to the cards to keep you informed.
  • Feature Requests – This is something we will be bringing in as an update in the coming weeks. We’ve heard a lot of requests from the community regarding certain features, and we want to start tracking progress on those as well – and we want to keep you informed of that progress! Here’s the best part – as we add items to that list, the community can vote on what feature or request you’d like to see prioritized. We want to set appropriate expectations on this list as well, so it too will have an SLA requirement. If it’s not coming, or if it’s not coming within the next 3 major updates, it won’t be featured on the list.
  • Update/Hotfix Notes – Every Update Note, every Hotfix note since 4.0 will be hosted here, with redirect links on each of the cards to the full details of the notes. We will be sorting them in descending order, so the latest Update Notes will always be at the top.
  • Links – This list will have links to our global Twitter, Facebook, website, official forums, subreddit, Discord channels, as well as links to submit Bugs, and details on how to report harassment, cheating, and abuse.

Next, we need to keep it relevant and updated. We’ll be updating the status of items weekly, adding new trending things as they come up and archiving completed items.

And then we keep on building on it. We keep on improving it, based on your feedback.

For now, there is no way for the community to add issues or features directly on the board, but DICE is open to someday opening it up. Those not familiar or don’t want to pore over Trello, DICE has also mentioned that the main issues discussed there will be included in weekly recap posts and so on.

In other Battlefield 5 news, check out some of the datamined content from the game’s patch this week. There’s also a new Basic Training mode that teaches players the basics in playing Conquest.

Source: Reddit

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Alex Co

Father, gamer, games media vet, writer of words, killer of noobs.