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Destiny 2 Xur Location and Inventory Today September 6, 2019

It’s Friday, and that means another Destiny 2 Xur location and inventory post here on MP1st! Same as before, the list of items he’s selling are also included below.

Destiny 2 Xur location and inventory today September 6, 2019:

Location:

EDZ, Winding Cove

Exotic Gear:

Name Type Armor Perk Perk 1 Perk 2 Cost
Lord of Wolves Energy Shotgun Tracker Disabled – Kill Tracker – Crucible Tracker 29 Legendary Shards
Lion Rampant Titan Leg Armor Mobility Enhancement Mod – Restorative Mod Bomber – Dynamo – Oversize Weapon Dexterity Pulse Rifle Scavenger – Scout Rifle Scavenger 23 Legendary Shards
Sunbracers Warlock Gauntlets Mobility Enhancement Mod – Plasteel Reinforcement Mod Scout Rifle Loader – Fastball – Momentum Transfer Sniper Rifle Scavenger – Heavy Ammo Finder 23 Legendary Shards
Gemini Jester Hunter Leg Armor Mobility Enhancement Mod – Plasteel Reinforcement Mod Outreach – Power Dexterity – Machine Gun Dexterity Primary Ammo Finder – Special Ammo Finder 23 Legendary Shards

Consumables:

Name Type Cost
Five of Swords Challenge Card

Invitations:

Name Type Cost
The World Invitation of the Nine 9 Legendary Shards

In other Destiny 2 news, go check out the Weekly Reset here, and there was also a patch released this week, which you can read about here.

Source: Reddit

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Alex Co

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

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Anthem Upcoming Fixes for Known Issues in Update 1.40

Some bugs and issues were introduced to Anthem with the game’s latest update, Anthem update 1.40. Now BioWare has told the community about some Anthem upcoming fixes they are working on, and why these issues may have occurred in the first place.

Firstly BioWare wanted to make it clear that they didn’t intentionally stealth nerf anything. An example of stealth nerfing would be BioWare altering the amount of damage a weapon does, decreasing it, without telling the community they have done so. However, BioWare has also said that in order to fix the issues players have discovered with update 1.40, a patch will be required. Sometimes bug fixes can be pushed to game servers instead of forcing all players to download a patch, but these bugs must have something to do with the game files players have on their consoles or PC. The identified issues which BioWare is working on are as follows.

  • Damage formulas for gear and weapons not functioning as intended
  • Support items not functioning as intended
  • Jarra’s Wrath is the most powerful weapon in the game, and needs to be taken down a notch

As a result of these issues, and the fact that a patch is required to fix them BioWare is extending week 5 of the Cataclysm. This is pretty good news for the community, since the Cataclysm is the most exciting content to come to Anthem in the months after its launch. Having another week to play through the full Cataclysm arenas and explore the area as much as possible will only be something the community will enjoy, though there are always those players who will put a dampener on things by saying this shouldn’t have been an issue in the first place.

We’ll keep you up to date with any Cataclysm changes as they develop in the future.

Jamie Moorcroft-Sharp

Trying to be a games journalist, dad, and master of Destiny 2. Author

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Anthem New Armor, Vinyls, and More Datamined From Patch 1.40

In Anthem new armor sets, vinyls, and materials have been uncovered after a user datamined the latest update. This information comes from Reddit user javano, who datamined Anthem update 1.40, which released yesterday.

Check out all of the new armor sets in the game below, and read on for vinyls and materials.

Blockade (Colossus)

blockade-colossus

Garroter (Interceptor)

garroter-interceptor

Judicator (Ranger)

judicator-ranger

Apprentice (Storm)

apprentice-storm

Check out the vinyls below and read on for materials.

Command Circuit

command-circuit

Rosaline Corruption

rosaline-corruption

Spliced Venom

spliced-venom

Crystal Rose

crystal-rose

Pierced Winter

pierced-winter

Planar Shift

planar-shift

Citrine Slash

citrine-slash

Doomed Allegiance

doomed-allegiance

That’s all the vinyls, now for the new materials.

Rusty Bubbled (Painted)

rusty-bubbled-painted

Damascus Circles (Metal)

damascus-circles-metal

Crystal (Stone)

crystal-stone

Those are all of the new items that have been datamined. There’s significantly less than the last datamine revealed, which probably means that the next content drop in Anthem is smaller than the Cataclsym. With Act 2 on the horizon, it’s possible that BioWare will include more content each week, but only time will tell what the future holds for Anthem once the Cataclysm is complete.

Jamie Moorcroft-Sharp

Trying to be a games journalist, dad, and master of Destiny 2. Author

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Death Stranding Voice Over in JP & ENG Confirmed, 80 Minutes of Gameplay Planned at TGS

Those worried about Death Stranding voice over options, there’s good news for you today regarding that, and gameplay. Let’s touch on what we should expect at this year’s Tokyo Game Show. Good news for eager fans awaiting for some fresh Death Stranding gameplay, as not only was it confirmed we would see fresh gameplay at TGS 2019, but it has now been announced that Kojima will hold a total of three live gameplay broadcast throughout TGS week.

Taking to Twitter early this morning Kojima confirmed the Death Stranding schedule, which you can find below. It has also confirmed that the gameplay will be 80 minutes long (divided in two days)

Kojima also took the opportunity to confirm that the Japanese version of the title will indeed feature dual audio language, supporting both English and Japanese voices.


No word on if players from other regions could enjoy possibly the Japanese dub, though it is important to note that the game was natively dubbed in English first so this could be just specifically for the Japanese region and perhaps other regions that are non-English.

Death Stranding will be launching this November exclusively for the PlayStation 4. Stay tune for next week as we will be covering the Tokyo game show and all related game announcements.

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

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The Division 2 September 6 Update via Server-Side Now Out

Heads up, Agents! There was another The Division 2 maintenance period today, though this one only lasted for an hour. It seems there’s a good reason for taking the servers offline, as Ubisoft rolled out a The Division 2 September 6 update via server-side (meaning no download required).

Here’s what got fixed:

Fixed an issue that caused low level players who were joined by a World Tier 5 player to get all main missions unlocked.

In case you didn’t know, there was also a server-side update yesterday, and it also wrapped things up with a server-side update.

Stay tuned next week when the State of the Game developer livestream goes back on air. I gather, we’ll hear about the next big patch for the game then.

Source: Ubisoft forums

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Alex Co

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

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Battlefield 5 Basic Training Mode Added, Watch DICE Teach Players How to Play Battlefield

Well, here’s something that the Battlefield franchise desperately needed for a long time: DICE has added a Battlefield 5 Basic Training mode to the game, which is live now! Think of it as a crash course on how to play Battlefield 5 properly more than anything else. In the video below, “Father of Battlefield” Lars Gustavsson explains how to play Conquest, how to combat armored vehicles, resupply and more.

It also talks about each class’ abilities and what their strengths are, where to spawn and more. More importantly, it teaches how to go for objectives and what to do in order to cap a flag.

Of course, no amount of training videos will make people go for the objectives if all they want is to lie down in the grass with their MMGS. Who knows, though, right? Maybe this will help people actually try and play for their team.

In other Battlefield 5 news, a ton of new stuff was unearthed via datamining from the game’s latest patch.

Soldiers, show this to your friends, family and everyone else who plays Battlefield.

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Alex Co

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

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Dying Light 2 Map Is Four Times Bigger Than the First Game

In case you missed it, Techland gave us an in-depth look at Dying Light 2 with a 26-minute gameplay demo that showcased the game’s graphics, environments, and lots more. Speaking of graphics, NVIDIA just did a quick graphics chat with Techland Chief Technology Officer Pawel Rholeder that focuses on how the Dying Light 2 map is four times bigger than the first game’s.

When asked what changes players cane expect in Dying Light 2 compared to the original, Rohleder said that they’re focusing on more hand to hand combat, better parkour, and on the graphical front, as the game world will be four times bigger than the whole game before. There’s also the new quest system, new animation system and more.

Given how big the first game was, Dying Light 2 being four times bigger is an impressive task indeed. Let’s hope there are tons of stuff to do in this vast landscape.

Dying Light 2 is set for release in spring 2020.

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Alex Co

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

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Battlefield 5 Halloween Weapon Set, Private Games Code, “Extreme Weather” Playlist Datamined

With Battlefield 5 getting a pretty hefty patch this past Tuesday, that means another round of datamined info is sure to surface, and it indeed has! A lot has been datamined by reliable miner temporyal with chief among them are the Battlefield 5 Halloween weapon set, game code for Private Games, and lots more.

Before anyone dives in, remember that these are all datamined info and are not guaranteed will make it into the game, alright?

Check out gameplay of the Madsen MG, Welrod and Barbed Baseball Bat below.

Operation Underground Weekly Challenges

The launch of Operation Underground seems to be accompanied by four additional weekly challenges including new weapons and a gadget as rewards.

These weeks could a standalone bundle without any chapter connection (and therefore no ranks and chapter rewards) or just an addition to Chapter 4.

Operation Underground Map Description:

“Within the narrow tunnels of the German underground railway, passenger and supply trains are halted when artillery fire ruptures the ground above causing both sides to navigate through the confined space to reach the other side.” (Ingame)

Week 1

https://i.redd.it/g7ekj82viqk31.jpg

Reward: Jungle Carbine / Lee Enfield No. 5 (Bolt-Action Carbine / Medic)

“A shortened version of the ubiquitous Lee Enfield No. 4, this carbine was originally developed for use by paratroopers requiring a compact weapon. It was in wartime service for decades after World War II and variants of the design see civilian use to this day.” (Ingame)

Challenges:

VISIONS OF THE END: Play 1 round on Operation Underground.

WHAT ONE CAN DO: Resupply or heal teammates for X score in one round.

FUEL THE FLAMES: Earn X score reviving, healing and resupplying teammates.

GET UP AND GET GOING: Revive X teammates in one life.

SHAKE THE FOUNDATION: Inflict X damage using explosives.

DAMAGE DEALER: Inflict X damage.

REVERBERATE: Inflict X damage in one life.

A LINE IN THE SAND: Capture X objectives.

REAPER: Kill X enemies.

UP TO THE TASK: Complete X squad orders in one life.

LIKE RATS IN A MAZE: Earn X score on Operation Underground.

CONCRETE JUNGLE: Kill X enemies with headshots using the No. 5 Jungle Carbine.

Week 2

https://i.redd.it/utb71b0fmqk31.jpg

Reward: unknown

Note: Maybe we’ll get the C96 Trench Carbine in this week, maybe not…feel free to assume the worst.

Challenges:

TWO KINDS OF PEOPLE: Make it to the last 32 in a round of Firestorm or win a round of any other game mode.

SERIAL RUMMAGER: As a squad open X strongboxes or safes in Firestorm.

GEAR UP: Equip armor plates in Firestorm X times.

EVERY OPPORTUNITY: Earn X score.

LET THE SUNSHINE IN: As a squad, open 1 vehicle lockup in Firestorm.

WHAT IS MINE IS MINE: Capture 1 Resupply Point in Firestorm.

KEEP MOVING: Capture X objectives.

NO TIME TO BLEED: Heal yourself or squadmates for X points of health in Firestorm.

MUTUAL SUPPORT: Revive squadmates or be revived by squadmates X times.

WRATH: Kill or down X enemies.

Week 3

https://i.redd.it/mhuh68ogmqk31.jpg

Reward: Dutch Madsen / Madsen Mini (LMG / Support)

“The Madsen machine gun saw service in both world wars, having been the first light machine gun in the world when introduced in 1902. A particularly compact variant of the weapon was used by Dutch colonial forces in the inter-war period.” (Ingame)

Madsen gameplay on Youtube: https://www.youtube.com/watch?v=vTzwEFuLSXc

Challenges:

WHAT A RUSH: Play 1 round of Rush.

BUNKER BUSTER: Win 1 round of Rush on Operation Underground.

WORTH DYING FOR: As a squad kill X enemies while attacking or defending objectives.

FIREBUG: Arm 1 objective.

DOUSED: Defuse 1 objective.

ADRENALINE ADDICT: Earn X score in Rush.

GLORY HOUNDS: Earn X score as Recon or Assault.

DIRTY WORK: Earn X score as Medic or Support.

CONTROLLED DEMOLITION: Win X rounds of Rush.

BIG LITTLE GUN: Suppress or kill X enemies using the Dutch Madsen.

Week 4

https://i.redd.it/e9pvvhhimqk31.jpg

Reward: Fliegerfaust (Gadget / probably Assault)

“A German prototype man-portable anti-aircraft launcher. Fires two salvos of unguided rockets.” (Ingame)

Fliegerfaust gameplay on Twitter: https://twitter.com/temporyal/status/1138198863024656384

Challenges:

WHAT REALLY MATTERS: Earn X objective score.

THE WHITES OF THEIR EYES: Kill 1 enemy from a distance of up to 15 meters.

TOOLS OF THE TRADE: Inflict X damage using the M.95, MAB38, or M28 con Tromboncino.

OPERATIONAL SUCCESS: Win X rounds.

KING OF THE HILL: Kill X enemies while attacking or defending objectives.

SANITÄTER! SONNY TATER?: Revive X teammates in one life as a Medic.

PARAMEDIC: Revive X teammates.

FALLSCHIRMJÄGERWAFFEN: Kill or down X enemies using the MP40, Kar98 or MG34.

A GAME OF NUMBERS: Heal teammates or damage enemies for X health.

FAUST THAT FLIEGER: Destroy an enemy airplane using the Fliegerfaust.

“Halloween” Epic Weapon Set

I’ve included this weapon set because of the obvious timing (end of October) between Chapter 4 and 5. Currently the Halloween set can be applied to the Lewis Gun, STEN, StG44 and Lee Enfield No. 4.

Private Games (RSP)

Patch 4.4 included a few self explanatory strings for the hopefully upcoming Private Games (RSP) system.

  • TITLE
  • PLAYER COUNT
  • GAME MODES & MAPS
  • PRE-ROUND SIZE
  • SELECT GAME MODES & MAPS: Here you can configure the number of rotations the game has. A rotation consists of a Game Mode and a Map. You must at least configure one rotation before you can create the game.
  • PASSWORD: Select a 4 digit passcode for your Private Game.
  • AVAILABLE GAMEMODES
  • Select the minimum number of players that need to join to start the game.
  • Changing the game size will reset selected game modes & maps.
  • CREATE CUSTOM GAME
  • START CUSTOM GAME
  • CREATE NEW CONFIG
  • CONFIG NAME
  • CONFIG SETTINGS

Sandstorm on Hamada

New Playlist: Extreme Weather

The string “ID_M_MIX_EXTREMEWEATHER” could be a sign for a playlist containing map versions with extreme weather conditions.

Battle for Greece / Grand Operations

No updates so far but I’ve spotted a recent addition called “AirborneNew” to a game mode list. This could be a hint for a revised version of Grand Operations and therefore I guess we shouldn’t expect the “Battle for Greece” coming before a potential rework…

Check out some of the other info regarding gadgets and such that were originally set to be in the now-canned 5v5 mode.

Will we see these stuff in the game? I gather, the Halloween set is a safe bet, and the Operation Underground challenges should be included as well.

Check out the Battlefield 5 weekly challenges and rewards for this week, right here.

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Alex Co

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

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Marvel’s Avengers Captain America Secret Empire Outfit Revealed, Some Alternate Outfits Can Be Purchased Confirmed

As if there was any doubt that we’ll be getting alternate outfits for characters in Marvel’s Avengers, we now have our first look at one of the official alternate outfits for Captain America and it’s from the Secret Empire story arc!

Check out the Marvel’s Avengers game Captain America Secrete Empire outfit video below!

Here are screenshots showcasing the front and back (via Reddit):

For those not familiar with the Secret Empire story arc, it was published in 2017, and it saw Cap become a sleeper Hydra agent. Yes, Steve Rogers was a Nazi, and it got mixed reviews from critics and fans alike then.

Marvel says that Marvel’s Avengers will include a wide array of iconic outfits from Marvel lore, and even all-new designs. Some outfits can be earned and unlocked in-game, while others will be purchased via microtransactons.

For more on Captain America in Marvel’s Avengers, check out some of his combat moves here, and we even got a fan-made video showcasing the MCU combat moves that Crystal Dynamics included in the game.

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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 Campaign Reveal & Spec Ops Get Dated, Main Protagonist Will Talk

While we’ve already seen a ton of Call of Duty: Modern Warfare multiplayer, the same can’t be said for the single-player portion of the game. Sure, Infinity Ward teased that we’ll be getting a proper Modern Warfare campaign reveal, but now we know just exactly when — at least, sort of.

Over on Twitter, the official Call of Duty account, we got the “Road to Launch” plans for Modern Warfare, and it includes schedules for the Modern Warfare campaign reveal, Spec Ops premiere, and more.

Speaking of the campaign, if you’re one of those people that hate it when the protagonist (your character) doesn’t speak at all in the game, don’t fret! That won’t be the case in Modern Warfare! Over on Reddit, a fan asked whether the game’s protagonist will be talking in the campaign, and Art Director Joel Emslie confirmed it, and even said that we’ll be able to see what the character looks like.

There you have it, folks! We’re getting the Modern Warfare campaign reveal in the last week of September, and we’ll even be able to hear our character talk.

In other Modern Warfare news, it’s now been confirmed that gun charms will be in the game. A rumor has also cropped up that perks will be added to the game post-launch, but it’ll be free.

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Alex Co

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

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PSN Store Sale UK & EU Deals Now Live, Here’s the List of Games

While North American gamers just got the big Totally Digital, and EA publisher sale on the PlayStation Store the other day, UK/EU gamers aren’t being left behind, as there’s also a PSN Store sale UK and EU and it’s live right now!

PSN Store UK sale:

Discount Name Price Price PS+
−57% Warlock’s Tower
PS4
£1.69
£3.99
−57% Cybarian: The Time Travelling Warrior
PS4, PSVita
£1.69
£3.99
−49% Word Wheel By Powgi
PS4, PSVita
£3.29
£6.49
−20% Madden NFL 20 Ultimate Superstar Edition
PS4
£71.99
£89.99
−49% Pic-A-Pix Color 2
PS4, PSVita
£3.29
£6.49
−20% Madden NFL 20: Superstar Edition
PS4
£63.99
£79.99
−57% Neon Junctions
PS4, PSVita
£1.69
£3.99
−30% Rise Of Insanity
PS4
£9.49
£11.99
£8.29
−57% Attack Of The Toy Tanks
PS4, PSVita
£1.69
£3.99
−57% Daggerhood
PS4, PSVita
£1.69
£3.99
−58% I And Me
PS4, PSVita
£3.29
£7.99
−57% Access Denied
PS4, PSVita
£1.69
£3.99
−49% Block-A-Pix Deluxe
PS4, PSVita
£3.29
£6.49
−57% Metagal
PS4, PSVita
£1.69
£3.99
−25% Gods Remastered
PS4
£11.99
£15.99
−66% My Big Sister
PS4, PSVita
£1.69
£4.99
−49% Crossovers By Powgi
PS4, PSVita
£3.29
£6.49
−57% Iron Snout
PS4, PSVita
£1.69
£3.99
−68% Peasant Knight
PS4, PSVita
£0.79
£2.49
−38% God’s Trigger
PS4
£7.39
£11.99
−49% Mixups By Powgi
PS4, PSVita
£3.29
£6.49
−61% Devious Dungeon 2
PS4, PSVita
£2.49
£6.49
−57% Zeroptian Invasion
PS4, PSVita
£1.69
£3.99
−49% Pic-A-Pix Classic
PS4, PSVita
£3.29
£6.49
−57% Bird Game +
PS4
£1.69
£3.99
−58% Back In 1995
PS4, PSVita
£3.29
£7.99
−66% Heroes Trials
PS4, PSVita
£1.69
£4.99
−57% Super Weekend Mode
PS4, PSVita
£1.69
£3.99
−50% Guns’N’stories: Bulletproof VR
PS4
£7.99
£15.99
−31% Desert Child
PS4
£6.19
£8.99
−75% FIFA 19 Champions Edition
PS4
£19.99
£79.99
−61% Shadow Of Loot Box
PS4
£2.49
£6.49
−60% Scribblenauts Mega Pack
PS4
£9.99
£24.99
−49% Word Sudoku By Powgi
PS4, PSVita
£3.29
£6.49
−72% Battlefield World War Bundle
PS4
£24.99
£89.99
−49% Pic-A-Pix Pieces
PS4, PSVita
£3.29
£6.49
−66% Battlefield V
PS4
£19.99
£59.99
−58% I Am The Hero
PS4, PSVita
£3.29
£7.99
−57% Jack N’ Jill
PS4, PSVita
£1.69
£3.99
−57% Super Destronaut DX
PS4, PSVita
£1.69
£3.99
−71% Realms Of Arkania: Star Trail
PS4
£9.99
£34.99
−43% Chicken Assassin: Reloaded
PS4
£3.29
£5.79
−50% Drive On Moscow
PS4
£3.99
£7.99
−45% Just In Time Incorporated
PS4
£6.49
£11.99
−57% Inksplosion
PS4, PSVita
£1.69
£3.99
−57% Tetra’s Escape
PS4, PSVita
£1.69
£3.99
−87% Hyper Sentinel
PS4
£1.49
£11.99
−75% Unravel Two
PS4
£3.99
£15.99
−49% Fill-A-Pix: Phil’s Epic Adventure
PS4, PSVita
£3.29
£6.49
−49% Pic-A-Pix Color
PS4, PSVita
£3.29
£6.49
−61% Devious Dungeon
PS4, PSVita
£2.49
£6.49
−60% The Raven Remastered
PS4
£9.99
£24.99
−60% Pure Farming 2018
PS4
£9.99
£24.99
−62% Pure Farming 2018 Digital Deluxe Edition
PS4
£12.99
£34.99
−70% De Blob 2
PS4
£7.39
£24.99
−50% Schacht
PS4
£5.49
£10.99
−63% Mass Effect: Andromeda – Standard Recruit Edition
PS4
£6.49
£17.99
−50% Burnout Paradise Remastered
PS4
£8.99
£17.99
−57% Squareboy Vs Bullies: Arena Edition
PS4, PSVita
£1.69
£3.99
−57% League Of Evil
PS4, PSVita
£1.69
£3.99
−35% A Way Out
PS4
£17.49
£24.99
£16.24
−63% Fe
PS4
£5.79
£15.99
−57% Midnight Deluxe
PS4, PSVita
£1.69
£3.99
−74% Battlestar Galactica Deadlock
PS4
£6.49
£24.99
−58% Out Of Ammo
PS4
£4.99
£11.99
−74% Scribblenauts Showdown
PS4
£8.99
£34.99
−61% One More Dungeon
PS4, PSVita
£2.49
£6.49
−47% EA Sports UFC 3
PS4
£14.49
£24.99
£13.24
−68% 36 Fragments Of Midnight
PS4, PSVita
£0.79
£2.49
−68% Firefighters: Airport Fire Department
PS4
£7.99
£24.99
−66% The Sims 4 Deluxe Party Edition
PS4
£14.99
£44.99
−55% The Sims 4 Plus Cats & Dogs Bundle
PS4
£19.99
£44.99
−55% Dishonored: Death Of The Outsider
PS4
£8.99
£19.99
−65% The Sims 4
PS4
£11.99
£34.99
−60% Star Wars Battlefront II
PS4
£8.99
£19.99
£7.99
−69% Professional Farmer: American Dream
PS4
£8.99
£24.99
£7.74
−81% Need For Speed Ultimate Bundle
PS4
£15.99
£84.99
−68% Blasting Agent: Ultimate Edition
PS4, PSVita
£0.79
£2.49
−64% Professional Construction — The Simulation
PS4
£8.99
£24.99
−67% Need For Speed Payback
PS4
£10.74
£24.99
£8.24
−68% We Sing Pop
PS4
£7.99
£24.99
−58% Battle Of The Bulge
PS4
£3.29
£7.99
−57% Twin Robots
PS4, PSVita
£1.69
£3.99
−50% It’s Quiz Time
PS4
£7.99
£15.99
−68% Firefighters: Plant Fire Department
PS4
£7.99
£24.99
−74% Realms Of Arkania: Blade Of Destiny
PS4
£8.99
£34.99
−75% De Blob
PS4
£3.99
£15.99
−74% Battlefield 1 Revolution
PS4
£8.99
£34.99
−70% Transport Giant
PS4
£7.39
£24.99
−48% Castlestorm VR Edition
PS4
£6.19
£11.99
−63% The Metronomicon: Slay The Dance Floor — Deluxe
PS4
£7.39
£19.99
−65% The Metronomicon: Slay The Dance Floor
PS4, PS3
£5.79
£16.99
−70% Skyforge: Kinetic Quickplay Pack
PS4
£5.99
£9.99
£2.99
−70% Skyforge: Slayer Quickplay Pack
PS4
£5.99
£9.99
£2.99
−79% Sublevel Zero Redux
PS4
£3.29
£15.99
−72% Lego City Undercover
PS4
£12.99
£47.99
−77% Mass Effect: Andromeda – Deluxe Recruit Edition
PS4
£7.99
£34.99
−74% Psychonauts In The Rhombus Of Ruin
PS4
£3.99
£15.49
−76% Battlefield 1 & Titanfall 2 Ultimate Bundle
PS4
£12.99
£54.99
−80% Titanfall 2: Ultimate Edition
PS4
£4.99
£24.99
−80% Torment: Tides Of Numenera
PS4
£8.99
£44.99
−77% Titanfall 2 Standard Edition
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£3.99
£17.99
−68% Forestry 2017 — The Simulation
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£7.99
£24.99
−68% Firefighters – The Simulation
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£7.99
£24.99
−75% Darksiders Warmastered Edition
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£3.99
£15.99
−71% Industry Giant 2 — Gold Edition
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£9.49
£32.99
−77% Industry Giant 2
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£7.99
£34.99
−64% Pineview Drive — House Of Horror
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£8.99
£24.99
−48% Pinball Fx2 VR
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£6.19
£11.99
−74% The Dwarves
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£8.99
£34.99
−74% We Sing
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£6.49
£24.99
−37% Dishonored 2
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£9.99
£15.99
−59% Overcooked: Gourmet Edition
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£6.49
£15.99
−69% Overcooked
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£3.99
£12.99
−77% Professional Farmer 2017 — Gold Edition
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£9.99
£36.99
£8.14
−75% Farmer & Forestry Bundle
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£11.99
£39.99
£9.99
−79% Professional Farmer 2017
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£8.99
£34.99
£7.24
−63% Battlefield 1
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£6.49
£17.99
−80% Cast Of The Seven Godsends — Redux
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£1.15
£5.79
−75% Star Hammer: The Vanguard Prophecy
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£3.99
£15.99
−72% Pineview Drive — Joe’s Diner Horror Bundle
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£8.99
£32.99
−75% Joe’s Diner
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£3.99
£15.99
−77% Mirror’s Edge Catalyst
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£3.99
£17.99
−85% Rise Of The Tomb Raider: 20 Year Celebration
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£44.99
−75% Mount & Blade: Warband
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£3.99
£15.99
−67% Sheltered
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£9.99
−68% Team17 Indie Heroes
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£9.99
£31.99
−79% Team17 Trophy Hunters Pack
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£11.99
£57.99
−67% The Escapists + The Escapists: The Walking Dead Collection
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£6.49
£19.99
−78% The Escapists: The Walking Dead
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£3.29
£14.99
−79% Albedo: Eyes From Outer Space
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£11.99
−66% Lego Marvel’s Avengers
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£29.99
−74% Unravel Yarny Bundle
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£24.99
−78% Unravel
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£14.99
−83% EA Family Bundle
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£34.99
−67% Need For Speed Deluxe Edition
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−68% Need For Speed
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£15.99
−43% Gauntlet: Slayer Edition
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−67% Star Wars Battlefront Ultimate Edition
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£5.79
£17.99
−58% Blazerush
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£3.29
£7.99
−86% Mx Vs. Atv Supercross Encore
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£3.29
£24.99
−70% Dishonored Definitive Edition
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£8.99
£29.99
−64% The Book Of Unwritten Tales 2
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£8.99
£24.99
−67% Overruled!
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£3.29
£9.99
−79% Middle-Earth: Shadow Of Mordor -Game Of The Year Edition
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£47.99
−66% Schrödinger’s Cat And The Raiders Of The Lost Quark
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£2.49
£7.39
−81% Mad Max
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£8.99
£47.99
−70% Whispering Willows
PS4, PS3, PSVita
£2.89
£9.79
−73% The Escapists
PS4
£3.99
£14.99
−67% The Escapists: Supermax Edition
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£5.79
£17.99
−93% Dragon Age: Inquisition Deluxe Edition
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£3.99
£64.99
−75% Battlefield Hardline Standard Edition
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£3.99
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−62% Battlefield Bundle
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£9.49
£24.99
−58% Battlefield Hardline Ultimate Edition
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£7.39
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−71% La Cops
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£11.49
−76% Battlefield Hardline Deluxe Edition
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£5.79
£24.99
−74% The Bioware Bundle
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£12.99
£49.99
−66% Broken Age
PS4, PSVita
£3.99
£11.99
−69% Peggle 2 Magical Masters Edition
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£12.99
−80% Peggle 2
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£1.99
£9.99
−80% Flockers
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£3.99
£19.99
−78% Need For Speed Rivals: Complete Edition
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£6.49
£29.99
−81% Battlefield 4 Premium Edition
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£6.49
£34.99
−75% Lords Of The Fallen
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£15.99
−76% Lords Of The Fallen Complete Edition
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£5.79
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−77% Middle-Earth: Shadow Of Mordor Legion Edition
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−43% Middle-Earth: Shadow Of Mordor
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£8.99
£15.99
−71% The Lego Movie Videogame
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£9.99
£34.99
−75% Need For Speed Rivals
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£3.99
£15.99
−74% Lego Marvel Super Heroes
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£8.99
£34.99
−82% Injustice: Gods Among Us Ultimate Edition
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£8.99
£49.99
−81% Battlefield Anniversary Bundle
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£15.99
£84.99
−75% Battlefield 4
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£3.99
£15.99
−66% Fullblast
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£1.69
£4.99
−10% Yooka-Laylee And The Impossible Lair (Pre-Order)
PS4
£24.99
£24.99
£22.49
−42% Destiny 2: Forsaken — Complete Collection
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£19.99
£34.99
−25% Statik
PS4
£11.99
£15.99

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Alex Co

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

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Monster Hunter World Update 10.11 Patch Notes Listed, Brings Iceborne Content & Massive Changelog

Here it is, monster slayers! Capcom has rolled out the Monster Hunter World update 10.11, which as you might have guessed, brings over the Iceborne expansion content! Of course, you won’t be able to play it unless you but there are other gameplay changes made as well. Clocking in at a gargantuan 34GB on PS4, check out the Monster Hunter World update 10.11 patch notes below.

Monster Hunter World update 10.11 patch notes:

World Changes

Version update 10.11 (PS4) / 10.1.0.1 (Xbox One) brings a lot of changes and new features into World and Iceborne. For Iceborne players, the list is a little longer being more focused on new features, such as the Clutch Claw, and of course the new story with all the added monsters and gear; however, we still wanted to highlight some of the important additions and changes that apply to World players (who do not own Iceborne) as well.

Highlights:

  • Guardian Armor: This free armor set is included with the update and gives you a head start in your journey through the Monster Hunter: World story. Along with a great selection of survival skills, its defense value can be upgrade to withstand battles against the mighty Elder Dragons you’ll face near the end of the World story.
  • View Mode: This feature allows you to break free from the standard camera controls to line up the perfect photo. Note: this does not pause the game.
  • Squad Card: This is the evolution of the Squads feature, and allows you to invite and accept requests even if the other players are not currently online or in the same Online Session as you.
  • Additional HUD / UI Options: Added options to toggle individual HUD elements On or Off, adjust certain aspects of the Chat Window, Hunting Horn UI, etc.
  • Dynamic Multiplayer Difficulty: This new system improves the original difficulty scaling from World to now adjust between three settings: single player, two players, and multiplayer (three or four players). The system also scales up or down to match the number of players, so if players leave the quest for any reason, the difficulty scales down if you end up with a party of two hunters, or by yourself.
  • Accessibility Options: Added an option to view your own player silhouette so you can keep track of your actions even if monsters, objects or terrain obstruct your view. Also added a “Color Blind” option so you can adjust color correction for certain key UI elements, such as Sharpness and other gauges.
  • Various Quality of Life Improvements: Here are just a few examples:
    • “Take All” button added to Quest Rewards screen;
    • Option to remove all Decorations that were slotted in equipment pieces;
    • A “Craft All” function for combining items via Radial Menu;
    • Option to equip Item Loadouts without changing Radial Menu settings;
    • …and more.

New Story Progression

  • A new story that starts after the ending of Monster Hunter: World has been added.
  • Master Rank added.
  • New Headquarters and Gathering Hub added.
  • New locales and endemic life added in line with the new story.
  • New monsters added in line with the new story.
  • New weapons, armor, and skills added.
  • Guardian armor set and items to upgrade your weapons are available by talking to room service. These effective items will help players to advance through the beginning of the game.

New Actions

  • Clutch Claw added.
  • New moves and combos, etc. added to all weapons
  • All weapons can now fire the Slinger with the weapon unsheathed.
  • New training area features added.
  • Increased Palico level and gadget proficiency.
  • Tailraiders can now be mounted after establishing good relations with the Lynian tribes. Tailraider monsters will automatically move to areas when directed.

New System Features

  • View Mode for taking screenshots has been added. View Mode can be accessed from the start menu under System.
  • New character parts added.
  • Character creation now features numerical values for your character’s customization.
  • Your room in Seliana can now be redecorated.
  • The Radial Menu can now be used while in base for things such as gestures, poses, and stickers.
  • HUD display options added.
  • New emblem designs for the squad emblem, as well as the ability to re-edit emblems has been added.
  • Sub-leaders can now be assigned to a squad.
  • Squad Card added – A Squad Card is similar to a Guild Card in that only the Squad leader and sub-leader can give it to other players. Players who accept a Squad Card can use it to send a request to join the squad.
  • Palico Edit Vouchers can now be purchased from the store, allowing you to change the appearance of your Palico.

Major Changes

  • Temporal Mantle effects have been changed and adjusted.
  • Some skill effects have been fixed.
  • Some weapon effects have been fixed.
  • The decoration name below has been changed:
    • “Smoke Jewel” > “Survival Jewel”
  • The skill names below have been changed:
    • “Sporepuff Expert” > “Survival Expert”
    • “Aquatic Expert” > “Aquatic/Polar Mobility”
  • Two player difficulty has been added to multiplayer.
  • When going on a quest with two players, the difficulty will be adjusted to this setting.
  • Extra slots for item loadouts
  • Extra slots for the equipment box and equipment loadouts
  • Extra slots for your wishlist
  • The Research Base now has a Smithy proxy and Resource Center.
  • Layered armor can now be created at the Smithy.
  • Some rules for the display colors of character names have been changed.
  • Endemic life now appears in a variety of sizes.

Common Actions:

  • When aiming the slinger with your weapon drawn, you cannot change which monster you’re targeting with the R3 button and target camera.
  • You cannot pick up items in the field (stones, etc.) while aiming.
  • Auto lock-on still activates when aiming the slinger, even with no ammo loaded.
  • When clinging to a wall, pressing the Circle button with no slinger ammo allows you to jump, but you can no longer jump if you are aiming.
  • The animation for picking up small tracks can be canceled sooner.
  • Depending on the skill, the maximum scaling for elemental and abnormal status values has changed.
  • Max scaling for elemental damage has been reworked. A weapon’s base element value no longer starts low and quickly reaches its max value.
  • The mounted knife attack power has been increased, thus decreasing the time until a successful knock down.
  • Wedge Beetles cannot be used if a monster is in the line of sight.
  • When you are knocked back and your weapon is sheathed, holding down the R2 button will allow you to perform a guard when using the Great Sword, Sword & Shield, Lance, or Gunlance.
  • Fixed an issue where button input was incorrectly recognized upon canceling slinger aim when pressing a button after a slinger shot was fired and the slinger was still being aimed.
  • Fixed an issue where invincibility incorrectly ran out upon rising and moving after rising from a small knockdown or large knockback.
  • Slinger reload animation has been tweaked so that reload occurs faster.
  • Slinger Flash Pod now fires faster, but its effective range is smaller.
  • Evading after certain moves has been changed so that you can now climb small ledges if you evade toward them.
  • Certain actions for all weapons will no longer be performed when holding down the aim button.

Great Sword

  • Charged Slash attack power and elemental scaling have been improved, while new combo additions have been added.
  • Charged Slash II: Elemental scaling slightly improved, abnormal status scaling slightly improved
  • Charged Slash III: Attack power slightly increased, elemental scaling slightly improved, abnormal status scaling slightly improved
  • Strong Charged Slash I: Attack power increased, elemental scaling slightly improved, abnormal status scaling slightly improved
  • Strong Charged Slash II: Attack power increased, elemental scaling improved, abnormal status scaling improved
  • Strong Charged Slash III: Attack power increased, elemental scaling improved, abnormal status scaling improved
  • True Charged Slash I: Attack power decreased, part damage decreased, elemental scaling improved
  • True Charged Slash II: Attack power slightly decreased, part damage decreased, elemental scaling slightly improved
  • True Charged Slash III: Part damage decreased, elemental scaling improved
  • Strong Wide Slash II: Elemental scaling slightly improved, abnormal status scaling slightly improved
  • Strong Wide Slash III: Elemental scaling improved, abnormal status scaling improved
  • Leaping Wide Slash I: Attack power slightly increased, elemental scaling improved, abnormal status scaling improved
  • Leaping Wide Slash II: Attack power increased, elemental scaling improved, abnormal status scaling improved
  • Leaping Wide Slash III: Attack power slightly increased, elemental scaling improved, abnormal status scaling improved
  • Jumping Slash I: Attack power decreased
  • Jumping Slash II: Attack power greatly decreased, elemental scaling slightly decreased, abnormal status scaling slightly decreased
  • Jumping Slash III: Attack power decreased, elemental scaling slightly decreased, abnormal status scaling slightly decreased
  • Sliding Attack II: Elemental scaling slightly improved, abnormal status scaling slightly improved
  • Sliding Attack III: Elemental scaling slightly improved, abnormal status scaling slightly improved
  • Mounted Head Attack I: Attack power increased
  • Mounted Head Attack II: Attack power increased, elemental scaling slightly improved, abnormal status scaling slightly improved
  • Mounted Head Attack III: Attack power increased, elemental scaling slightly improved, abnormal status scaling slightly improved
  • Mounted Back Attack I: Attack power increased
  • Mounted Back Attack II: Attack power increased, elemental scaling slightly improved, abnormal status scaling slightly improved
  • Mounted Back Attack III: Attack power greatly increased, elemental scaling slightly improved, abnormal status scaling slightly improved
  • Mounted Tail Attack I: Attack power increased
  • Mounted Tail Attack II: Attack power increased, elemental scaling slightly improved, abnormal status scaling slightly improved
  • Mounted Tail Attack III: Attack power greatly increased, elemental scaling slightly improved, abnormal status scaling slightly improved

Long Sword

  • Natural recovery of the Spirit Gauge is slightly shorter.
  • When using Foresight Slash, if you cannot use the Spirit Gauge, the Critical Eye effect will not activate. Attack hitbox and attack power have been decreased.
  • Fixed an issue where the Spirit Roundslash would deal damage of the aura level above the current level.
  • Fixed an issue where a Spirit Blade would be performed instead of a Foresight Slash when pressing the R2+X Buttons together from an Overhead Slash.
  • The attack power of the first hits for Spirit Slash III has been decreased.
  • The attack power of the fourth hit of Spirit Storm when done to the monster’s head has been decreased.

Sword & Shield

  • The weapon can no longer be sheathed after firing the slinger with the weapon drawn.
  • Pressing the L2+R2 buttons after a side or backwards evade will fire a slinger shot.
  • The timing of the thrust after a Return Stroke hitting left, right, or behind the player has been adjusted.
  • The animation when trying to fire the slinger with no ammo can now be canceled with an evade.
  • Fixed an issue where the player would guard instead of sheathing the weapon due to an R1 or R2 button input being left in the button buffer after repeatedly firing the slinger.
  • Fixed an issue where sharpness would be erroneously used on the first shield attack of the Backstep -> Charged Attack.

Dual Blades

  • With the exception of certain attacks, overall elemental and abnormal status scaling has been decreased.
  • Fixed an issue where a Midair Spinning Blade Dance would be performed erroneously if the player gets hit by a roar just after jumping off a ledge via Demon Mode Evade and landing on top of the ledge.
  • Fixed an issue where super armor would not be present while climbing the face of a ledge.

Hammer

  • Increased the stun values of charged attacks
  • Fixed an issue where stamina would be slightly regenerated when charging and moving after an evade.
  • You can now perform Overhead Smash I after a Spinning Strong Upswing.

Hunting Horn

  • The angles at which you can move during a performance have been increased.
  • Fixed an issue where two notes would be added to the musical staff when performing a jumping draw attack while wearing the Glider Mantle.
  • Speed increased for Right Swing, Left Swing, Performance start-up speed, Encore, Front Performance, Back Performance, Side Performance, and 3 music note stock Right/Left Performance.
  • Backwards Strike attack power increased

Lance

  • Guard Dash (Left, Right, Back) can now be performed after the start up of a guard.
  • With the exception of certain attacks, overall elemental and abnormal status scaling has been decreased.

Gunlance

  • Jumping Thrust now comes out easier after a Lunging Upthrust while sliding.
  • Charged Shelling now comes out easier from Shelling attack.
  • The charge time for Charged Shelling is now shorter.
  • The fixed damage ratio for a Long type Charged Shelling attack has been slightly increased.
  • The fixed damage ratio for a Normal type Burst Fire has been slightly increased.
  • Wide Sweep will no longer knock down players.
  • Wyrmstake Blast loads faster.
  • Combos from Wyrmstake Blast are now possible after loading it.
  • You can now perform shelling and thrusts from lateral shelling, thrust, and lunging upthrust.
  • Guard point has been added to Wyrmstake Blast’s loading animation. If you have the Guard skill, you can use Wyrmstake Blast after a guard.
  • If Wyrmstake Blast does not hit the mark, the equipped slinger ammo will drop to the ground.
  • Wyrmstake Blast’s detonation damage is slightly increased.

Switch Axe

  • While pressing Circle button repeatedly for Wild Swing, if a button is pressed to combo into another attack, even if you stop pressing the Circle button, Wild Swing will not stop.
  • Fade Slash motion has changed to move you even further back.
  • Axe Morph has been added to attack route when you land after canceling and landing from Element Discharge.
  • Left and right evade distance increased while in axe mode
  • Fixed an issue where super armor would not be present while climbing ledges in axe mode.
  • You can now perform actions faster after a Downward Fade Slash.
  • The Morph Slash into Sword Mode now moves you forward a greater distance.
  • The button input timing for transitioning from the first hit of Wild Swing into the Axe’s Overhead Slash has been relaxed.
  • Axe: Overhead Slash attack power slightly increased
  • Axe: Rising Slash attack power slightly increased
  • Element Discharge loop attack power slightly increased
  • Element Discharge (Amped State) starting attack power slightly increased
  • Element Discharge (Amped State) loop attack power slightly increased
  • Sword: Left Rising Slash to Double Slash combo attack power slightly increased
  • Heavenward Flurry’s second hit attack power slightly increased
  • Heavenward Flurry (Amped State)’s second hit attack power slightly increased
  • Sword: Left Rising Slash to Double Slash (Amped State) combo attack power slightly increased
  • Element Discharge explosion attack power slightly increased
  • Elemental damage increased when using element phials
  • Explosion damage from Element Discharge finisher increased
  • Wild Swing elemental and abnormal status scaling slightly decreased

Charge Blade

  • Super Amped Element Discharge element phials will now spread less and hit closer together.
  • Charging phials in sword mode will now match the animation.
  • The timing of the charge blade reverting back to sword mode after a (Super) Amped Element Discharge now matches the animation.
  • The timing of phials being used during a (Super) Amped Element Discharge now matches the animation.
  • Fixed an issue where pressing the L2 button would cause the camera to go into aim mode (zoomed in) if done during an attack with a guard point.
  • In order to perform Return Stroke, you must now hold the required button down longer.
  • You will now fall off a ledge properly when guarding while falling.
  • Spinning Slash (Axe to Sword Morph Slash) attack slightly increased
  • Fade Slash attack power slightly increased
  • Dash Slam attack power slightly increased
  • Jumping Slash (Jumping Morph Slash) attack power slightly increased
  • Axe: Smash (Sword to Axe morph slash and draw attack) attack power slightly increased
  • Overhead Slash attack power slightly increased
  • Rising Slash attack power slightly increased
  • Element Discharge I attack power slightly increased
  • Element Discharge II (first hit) attack power slightly increased
  • Amped Element Discharge attack power slightly decreased
  • Super Amped Element Discharge (second hit) attack power slightly decreased with phials available
  • Super Amped Element Discharge (third hit) attack power decreased with phials available
  • Super Amped Element Discharge (second hit) attack power slightly decreased with phials not available
  • Super Amped Element Discharge explosion’s elemental scaling slightly decreased when using a charge blade with element phials

Insect Glaive

  • Kinsect’s attack now hits the targeted monster easier.
  • When Strong Jumping Slash hits a target on the way down, the animation and timing of the hit now occur at the same time.
  • Fixed an issue where Jumping Advancing Slash and Strong Jumping Advancing Slash wouldn’t consume stamina.
  • Jumping Advancing Slash attack power and mount buildup slightly increased
  • Mounted attacks now do more damage while moving from body part to body part. This primarily affects the Insect Glaive, which attacks while moving.
  • Kinsect Bonus increased
    Sever Boost slightly increased
    Blunt Boost slightly increased
    Element Boost slightly increased
    Speed Boost slightly increased
    Stamina Boost stamina recovery speed increased
    Stamina Boost recovery amount when recalling your Kinsect slightly increased
    Health Boost slightly increased
  • Kinsect effects could bestow some knockback prevention to the player, but depending on the skill these effects may increase.
  • With the exception of certain attacks, overall elemental and abnormal status scaling have been decreased.

Bow

  • Aim distance has been reworked so that Super Critical Range will now be displayed.
  • Normal shot Level 1 damage to parts decreased, elemental scaling decreased
  • Normal shot Level 2 damage to parts slightly decreased, elemental scaling decreased
  • Normal shot Level 3 elemental scaling decreased
  • Normal shot Level 4 elemental scaling slightly decreased
  • Power shot Level 1 damage to parts decreased, elemental scaling decreased
  • Power shot Level 2 damage to parts slightly decreased, elemental scaling slightly decreased
  • Power shot Level 3 elemental scaling slightly decreased
  • Power shot Level 4 elemental scaling slightly decreased, abnormal status effect scaling slightly decreased
  • Arc shot Level 1-4 stun scaling decreased
  • Dragon Piercer Level 1: Fixed damage decreased, damage to parts slightly decreased, elemental scaling slightly decreased
  • Dragon Piercer Level 2: Fixed damage decreased, damage to parts slightly decreased, elemental scaling slightly decreased
  • Dragon Piercer Level 3: Fixed damage decreased, damage to parts slightly decreased
  • Dragon Piercer Level 4: Fixed damage slightly decreased, damage to parts slightly decreased
  • Midair Shot Level 3 after a wall jump: Attack power decreased, fixed damage decreased, damage to parts decreased
  • Midair Shot Level 4 after a wall jump: Attack power decreased, fixed damage decreased, damage to parts decreased, elemental scaling slightly decreased, abnormal status effect scaling slightly decreased

Light Bowgun, Heavy Bowgun

  • Adjusted Cluster Bomb behavior. After a cluster bomb is fired, it can no longer be detonated on the way up, only once it begins its descent.
  • Aim distance has been reworked so that super critical range will now be displayed.
  • Spread Ammo vertical firing range expanded
  • Fixed an issue where Spread Ammo 1 would gain piercing and other properties.
  • Fixed an issue where piercing shots would be fired in a direction different from the reticle.
  • Fixed an issue where the Bowgun pierce shot trajectory would come into effect without intention and cause unnatural behavior.
  • Fixed an issue where the Light Bowgun’s Wyvernblast would detonate under specific conditions.
  • Increased the number of ammo crafted when crafting Flaming, Water, Freeze, Thunder, Poison, and Exhaust ammo
  • Decreased the number of Bomberries you can possess
  • Normal ammo 3, Pierce ammo 3 attack power slightly increased
  • Cluster Bomb 1, 2, and 3 explosion attack power slightly decreased, damage to parts decreased
  • Wyvern ammo attack power slightly increased
  • Sticky ammo 2 attack power slightly increased
  • Sticky ammo 3 attack power increased
  • Flaming, Water, Freeze, Thunder raw damage slightly increased, elemental scaling decreased
  • Decreased the cooldown period for Heavy Bowgun special ammo

Skill Adjustments and Changes:

  • In Iceborne, in addition to new skills, existing skills have an increased level cap.
  • Existing skills have had their effects changed.
    • Poison Resistance
      • Previously this skill shortened the time you took poison damage, but now it extends the intervals between when you can receive poison damage.
    • Stun Resistance
      • Reduces stun duration even further
        • Level 1: 30% → 60%
        • Level 2: 60% → 90%
    • Hunger Resistance
      • Time before stamina cap reduction increased even more
        • Level 1: 30% → 50%
        • Level 2: 60% → 100%
    • Iron Skin
      • Reduces Defense Down status even more
        • Level 1: 30% → 50%
        • Level 2: 60% → 75%
    • Blight Resistance
      • Reduces the duration of all elemental blights even more
        • Level 1: 30% → 50%
        • Level 2: 60% → 75%
    • Entomologist
      • When slaying small insects, it will become easier to carve materials from them.
    • Tool Specialist
      • Reduces the cooldown time on tools even more
        • Level 1: 5% → 10%
        • Level 2: 10% → 20%
        • Level 3: 20% → 30%
    • Stealth
      • Makes it even more likely for the monster to lose sight of the player
    • Dungmaster
      • Makes it even more likely that a monster will leave an area after being hit by a dung pod
    • Blindsider
      • Increases the effective range of flash attacks
    • Affinity Sliding
      • Skill effect activates sooner and duration is increased
    • Poison Duration Up
      • Poison duration increased even more
    • Airborne
      • Jumping attack power increased even more
    • Item Prolonger
      • Even more items are now affected by this skill (Demon Powder, Hardshell Powder, Hot Drinks, Cool Drinks)
    • Critical Status
      • When a critical hit occurs with the Great Sword, Hammer, Hunting Horn, or Heavy Bowgun, the abnormal status effect scaling is improved even further.
    • Critical Element
      • When a critical hit occurs, the elemental scaling is improved even further.
    • Non-elemental Boost
      • Maximum increased attack power is lower
    • Defense Boost
      • At Level 3 and above, defense of the equipment equipped is increased 5% – 10% even more depending on the level of the skill.
    • Heavy Artillery
      • Attack power for ballistae, cannons, etc. is increased even more
        • Level 1: 10% → 50%
        • Level 2: 20% → 100%
    • Slugger
      • Makes it even easier to stun monsters
        • Level 1 Stun Power: 10% → 20%
        • Level 2 Stun Power: 20% → 30%
        • Level 3 Stun Power: 30% → 40%
    • Stamina Thief
      • Further increases the ability for certain attacks to exhaust monsters
        • Level 1 Exhaust Power: 10% → 20%
        • Level 2 Exhaust Power: 20% → 30%
        • Level 3 Exhaust Power: 30% → 40%
    • Survival Expert (formerly Sporepuff Expert)
      • Sporepuffs and Thawpuffs give the players extra health upon use.
        • Level 1: 20 to 50 points of health
        • Level 2: 35 to 80 points of health
        • Level 3: 60 to 100 points of health
    • Cliffhanger
      • Stamina use has reduced, and now works while grappling via clutch claw.
        • Stamina use reduction changed from 25% → 50%
    • Razor Sharp/Spare Shot
      • Rate of ammo or coatings not being used has been reduced.
    • Agitator
      • Affinity rate while skill is activated has been changed.
        • Level 1: 3% → 5%
        • Level 2: 6% → 5%
        • Level 3: 9% → 5%
        • Level 4: 12% → 5%
        • Level 5: 15% → 10%
    • Weakness Exploit
      • Normal affinity percentage decreased. Bonus affinity added when wounding a weak point, or wounding a body part and turning it into a weak point using the clutch claw’s weapon attack. (the number in parentheses indicates total affinity after the bonus is added)
        • Level 1: 15% → 10% (15%)
        • Level 2: 30% → 15% (30%)
        • Level 3: 50% → 30% (50%)
    • Critical Eye
      • Affinity increased even more
        • Level 1: +3% → +5%
        • Level 2: +6% → +10%
        • Level 3: +10% → +15%
        • Level 4: +15% → +20%
        • Level 5: +20% → +25%
        • Level 6: +25% → +30%
        • Level 7: +30% → +40%
    • Heroics
      • Improved defense on activation, and bonus attack power decreased
        • Level 1: Attack +5% and Defense +15 → Defense +50
        • Level 2: Attack +10% and Defense +20 → Attack +5% and Defense +50
        • Level 3: Attack +15% and Defense +25 → Attack +5% and Defense +100
        • Level 4: Attack +20% and Defense +30 → Attack +10% and Defense +100
        • Level 5: Attack +30% and Defense +40 → Attack +15% and Defense +100
    • Aquatic/Polar Mobility (formerly Aquatic Expert)
      • In addition to water, this skill now applies to areas with deep snow.
    • Fortify
      • Fixed an issue where effects would continue during an expedition, and now the duration limit is 50 minutes (max value and number of times it can be used have not changed).
    • Maximum Might
      • This now activates when stamina is at its maximum for several seconds. After activation, if stamina is used, the effects will continue for a few seconds.
    • Flinch Free
      • When 3 extracts have been gathered by the Kinsect, knockback reduction is improved even more.
    • Protective Polish
      • Added a flickering effect to the icon to notify when the effect is about to expire

Bug Fixes related to Skills:

  • Fixed an issue where certain skills would deactivate when switching equipment with skills activated in the tent.
Mantles
  • The active duration of the Temporal Mantle is reduced with each use
    • Before update: Active duration of 90 seconds, cooldown of 300 seconds
    • After update: Active duration of 120 seconds, cooldown of 300 seconds, 20 seconds are taken off active duration every time the effect is activated
  • Reduced cooldown time on the Glider Mantle
    • Before update: Cooldown of 210 seconds
    • After update: Cooldown of 120 seconds
  • Assassin’s Hood now causes monsters to flinch from a mid-air attack while in stealth mode, instead of a knockdown.
  • Adjusted so that miniscule amounts of damage remove mantles less frequently.
Items
  • Nulberries can now remove blastblight.
  • Fixed an issue where Dash Juice would cause sleep accumulation to be reset to 0.
  • Fixed an issue concerning the duration time until the stamina cap is reduced when eating a Well-Done Steak after a faint.
  • Jewel name changed in accordance with a skill name change:
    “Smoke Jewel” > “Survival Jewel”
Food Skills
  • Fixed an issue with Felyne Riser so that invulnerability time will activate properly.
Palicoes
  • Max level cap raised from 30 to 50
  • Gadget proficiency level cap raised from 10 to 15
  • Tailraider Unity level cap raised from 5 to 10
  • Palicoes will now perform the same gestures as the player when at a table.
Camera
  • When the focus camera is being used, guarding will not follow the monster.
  • Lock-on and targeting canceling as well as switching targets can no longer be performed with the R3 Button when you are aiming the slinger with your weapon drawn.
Abnormal Status
  • The health gauge is always displayed when afflicted with Bleeding.
  • The health gauge is always displayed when afflicted with the Effluvium.
  • Stun accumulation goes down faster.
  • Fixed an issue where the timer would reset and the player would be afflicted with Defense Down (L) when already afflicted with Defense Down (S).
  • Fixed an issue where the timer would reset and the player would be afflicted with Blight Resistance Down (L) when already afflicted with Blight Resistance Down (S).

Quest Adjustments

  • Track gathering volume has been adjusted for low and high rank game progression.
  • When accidentally dropping into an area other than the camp when the quest starts, the player will end up either in an area with good gathering points or in the same area as the monster.
  • After completing an optional quest, you can now set your return destination in the options.
  • New acknowledgments have been added to the Hunter Highlights that appear after completing a quest. These acknowledgements may feature the same person in multiple categories.
  • A new feature has been added to summarize the Hunter Highlights.

Monster Adjustments

  • When the player is a certain distance away, attacks from outside the area may not inflict damage.
  • Monster breath attacks will no longer trigger certain interactables such as Vitalilies or Sporepuffs.
  • Near death, monsters will no longer go to sleep at their nest if the player is present.
  • Monsters with friendly relations (Rathalos and Rathian, for example) will no longer flinch when hit by each other’s attacks.
  • Fixed an issue where the abnormal status effect would accumulate even when already afflicted with that status.
  • Quest difficulty will now scale in real-time according to the number of players in the quest.
  • Monsters will go into rage mode less easily during low and high rank multiplayer quests.
  • Guard directional hitboxes of certain attacks that are difficult to block have been adjusted so that players will not be hit by unintended attacks.
  • Certain attacks of Teostra will now do slightly less stun damage.
  • Certain attacks of Kirin will now do slightly less damage.
  • The frequency of how often monster partners (Rathalos and Rathian, for example) will call for each other has been reduced.
  • Tweaked the effect length of monster roars and tremors on players
  • Regular attacks will no longer leave wound marks on the monsters, as clutch claw attacks will now do that when a monster part has been wounded.
  • When a monster calls for a partner, the corresponding monster’s roar can now be heard.
  • Monster dung will be generated from a location between the monster’s legs.
  • Monsters will now build a tolerance to flash attacks. While monsters will be less susceptible to flash attacks or be completely immune to them for a period of time, their tolerance will reset afterwards.
  • Monsters that appear in a master rank expedition will now stay in the locale longer.

Options

  • Default return destination after a quest can now be changed.
  • Health and Stamina gauges can be set to display at all times.
  • HUD On/Off customization options added
  • For HDR settings, in addition to brightness and color, you can now adjust contrast. Each option can now be adjusted in greater detail.
  • Color Blind settings added
  • Camera & Scoutfly settings added
  • Super Fast option added to camera speed
  • Super Fast option added to reticle speed
  • Type 4 added to Item Control Settings
  • Player Silhouette Display setting added
  • Hunting Horn Button Guide setting added
  • Character Name display setting added
  • Trajectory Reticle Controls added

Chat Window, Shoutouts, Stickers, Gestures, Poses

  • Chat window size, Font size, Weapon icon, and text color display rules added
  • Filter feature updated
  • New shoutouts added
  • Auto-translation feature added to automatic shoutouts
  • Custom shoutout space added
  • New stickers added
  • New gestures added
  • Set poses and pose sets added

Custom Radial Menu

  • Options for linking the Custom Radial Menu to Item Loadouts added
  • Custom Radial Menu for use within headquarters added
  • Craft All option added to Custom Radial Menu

View Mode

  • View Mode added

Other

  • The Randomize setting is now available when creating your hunter and Palico.
  • You can now see all settings when creating your hunter and Palico.
  • Luminescent added to hunter makeup settings
  • Pages added to the quest reward screen
  • Take All option added to the quest reward screen
  • The display rules for player name color have changed.
  • Story summaries added to the loading screens
  • Large monsters, small monsters, and endemic life are separately categorized in the Monster Field Guide.
  • Sound options added upon booting the game for the first time
  • The Sharpness gauge now shows how much sharpness is extended by the Handicraft skills
  • The game will no longer save when you exit the title screen’s option settings without changing anything.
  • Option added to the shortcut menu to accept all guild cards and items from other players

Item Box

  • Up to 80 item loadouts can now be registered.
  • The equipment box can now be upgraded up to 100 pages.
  • Up to 28 equipment loadouts can now be registered.
  • The Palico equipment box can now be upgraded up to 30 pages.
  • You can now set custom radial info when registering item loadouts.
  • You can now set whether custom radial info is also called up when using an item loadout.
  • Layered armor loadout option added
  • Layered armor and regular armor pigment colors are now managed separately.
  • When registering an equipment loadout, you can now add layered armor.
  • Layered armor menu layout has been revamped to make it easier to use.
  • Bowgun customization option added

Smithy

  • You can now forge layered armor.
  • Checkmarks are added to charms that you have already crafted.
  • The wishlist feature can now hold up to 36 items.
  • You can now select between changing hunter or Palico equipment with the Change Equipment option.
  • Remove all decorations option added
  • Sort decoration option added to the Set Decorations menu

Quest Counter

  • Threat level is displayed on tempered monster investigations.

Research Base

  • Smithy and Resource Center facilities will become available in the Research Base as you progress in the game.

Botanical Research

  • You can now cultivate Dung Pods.

Ecological Research

  • Large monsters, small monsters, and endemic life are separately categorized in the Monster Field Guide.

Resource Center

  • Special reward spots have been added to the Manage Investigation screen.
  • Delete all unregistered investigations option added
  • The number of investigations you can register and maintain has been increased.

Poogie

  • Poogie standby points adjusted
  • Shake mode added when Poogie is searching for items
  • Unity decay slightly mitigated

Elder Melder

  • The jewels that can be crafted at the Elder Melder can now be sorted by rarity or alphabetical order.
  • Materials used for melding items or decorations are now displayed in the same ascending order as items in other locations.
  • Adjusted how melding is calculated

Endemic Life

  • Endemic life now have sizes, and a Detailed Settings option is available under Place Your Pets in your room.

Training Area

  • A cumulative damage log has been added to the training room.
  • The types of slinger ammo you can pick up has increased.

Other

  • Adjustments have been made to the sorting rules to make sorting armor easier when crafting or sorting via slots.
  • When selling Lifepowder, the price has changed to 190 zenny.

Online

  • Online session ID input and display is now shown in segments of 3.
  • You can now set up to 2 welcome messages in the Gathering Hub.
  • Squad Card added
  • Option available to send your guild card along with a squad card
  • Option to display HR, MR, and Language in the squad member list
  • Sub-leaders can be set for a squad.
  • Expanded on the friend invite feature
  • Login Bonuses are now available at UTC 00:00
  • Option to re-edit your squad emblem added
  • 20 more options added to squad emblem’s shape and design

Graphics

  • The reflection of natural light on water has been made more natural for better quality and to fix a graphical issue.
  • A Contrast setting has been added to HDR settings and the Color and Brightness settings have been expanded.
  • Players will now cast a shadow even in areas without direct sunlight, such as caves.
  • SDR brightness adjustments have been retooled for a more natural-looking brightness.
  • The shadow of the hunter’s face is more defined, making it appear more expressive.
  • Via options, you can now set whether the player’s silhouette will now be displayed when a monster gets between the camera and the player.
  • When memory is available, background textures may be displayed in higher resolution.
  • Via options, HUD icon colors for Sharpness gauge, Charge Blade phials, Insect Glaive extract, etc. can now be adjusted.

That’s one insane patch, no? Don’t forget, those without Iceborne can still experience the changes listed above.

Source: Monster Hunter

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Alex Co

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

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Essay Writing Tips for Students

As a student, the ability to write good essays can have a huge impact on your final grades, and relationship with your lecturers. These make it necessary for students to learn the best ways to write essays. For others, looking to buy essay online from a company like AffordablePapers.com, which provides high-quality essays for affordable prices is the best bet.

Knowing this, we will be looking into a few simple tips that can ensure you come out with the best essays for your course or program.

Basic Writing Tips

 The main essay points: The main points of your essay should cover a few major areas which include your Topic, Auditory and message. These areas should serve as the foundation of your essay.

  •  Outline: Before you start, make sure you have a comprehensive outline in place. An outline can serve as a form of guidance to where you need to go. With an outline, you remain organized all through the essay writing process. It also makes putting your essay together less difficult.

  • Focus on the critical information: Regardless of the topic you are working on, there will be a ton of information you can put down which relates to this topic. However, it does not mean you have to write about every piece of information you come across. You need to learn to let go of the irrelevant information and put down only the relevant and crucial ones instead.

  • Use accurate information: The internet consists of numerous websites filled up with wrong information. When listing evidence and facts related to your topic, make certain to use only reputable websites. Your essay should pass the right information and not the wrong ones.

  •  Be unique: Try to be genuine when writing your essay. Plagiarism is a major offense, and you want to do your best to ensure you don’t plagiarize. Make efforts to write content in your own voice instead of just copying and pasting information from the internet.

  •  Let your work be easy to understand: Make certain that every aspect of your essay can easily be understood by readers. Use easy language as opposed to extremely complex ones. Make sure you break down those areas that may be difficult to understand. An essay that readers can’t read will have a negative impact instead of the impact you desire.

  •  Follow instructions: Before you buy essay online, ensure you carefully go through the instructions of your essay before you start. Also, pay attention to the required word count.

  •  Revise your work: After you have written your essay, go through it once more for any errors you may have missed. Sometimes it is easy to spot errors when reading through one more time. This is important because if there are too many errors, you will ruin your chances of getting a good grade regardless of how properly written your essay is.

Pre-Write Your Essay

This is similar to the outline as many students tend to forget how important it is. If you want to write a successful essay, you need to prepare. So before you write your essay, you need to think about your ideas. By getting your ideas beforehand, you can easily make your essay distinct and appealing to readers.

Write Your Drafts: Write My Essay

This is also another crucial part of writing an essay. A draft is something you write without being bothered about mistakes or errors. You do it before you revise and organize it later on. Begin in a manner similar to how you would write the actual essay.

Put Your Structure in Place

You need to determine the structure of your essay before you start. Typically, an essay structure should include:

  • Introduction: This is the first aspect of your essay. Here, you need to include the topic question and urge your readers to keep reading.

  • Body: This is the major part of the essay. You offer all the facts and evidence you have about the topic here. It is ideal to group them into various paragraphs all working together to achieve the same results.

  • Conclusion: this is a summary of all you have stated in the body and introduction. You need to include your final statement here.

All of these tips above can help improve your essay writing and answer the question: “who will help me write my essay?”

But if you want to ensure the best writing quality, you can buy essay cheap from an expert like AffordablePapers.com. This company can offer you the best research paper writing services ranging from the dissertation, online essay, assignment research paper, term papers, among others. Buy the best essay service today at cheap prices. If you find yourself always asking; “who will help me write my essay cheap?” This is surely the company to choose.

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Alex Co

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

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Mortal Kombat 11 Update 1.09 Patch Notes and File Size – Here’s What Got Changed (Update #2)

Update #2:

NetherRealm has gone on Twitter to say that the patch is for the “Kombat League,” which leads us to believe this is for the exploit.

Other than that, the studio has not shared anything else. We’ll update the post if we hear anything more.

Update:

Patch notes below are from an older build. NetherRealm hasn’t released the complete patch notes for today’s update for consoles. We’ll update the story once we get them.

Original Story:

With last week’s Mortal Kombat 11 PC update going live, it was just a matter of time until consoles get it, and it’s here now. NetherRealm Studios has released Mortal Kombat 11 update 1.09, and it’s a small download. Clocking in at just 236MB, you can check the full Mortal Kombat 11 update 1.09 patch notes below.

Mortal Kombat 11 update 1.09 patch notes:

•Kung Lao’s Swaggering Shaolin Hat is now the correct visual and unlocked for players

•Fixed an issue where some Augments were not awarding their Experience bonuses when socketed into certain pieces of gear

•Fixed an rare issue where after Chip Avoided or Last Breath has occurred Offensive/Defensive Meter could have an invalid regeneration rate

•Fixed a rare issue where Meter regeneration rate could become invalid if the meter was not allowed to refill to maximum for a long period of time over multiple rounds

Krypt •Kollector’s Trading Table now has the correct inventory displayed

For those wondering, the Mortal Kombat 11 forfeit exploit is still in the game (this patch didn’t fix it). However, if you’re still encountering it in Kombat League matches, here’s a fix to help you preserve that “L.”

If we encounter any new details regarding this patch, we’ll update the post. In the meantime, go check out at some of the upcoming fighters coming to the game in this video.

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Alex Co

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

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Fallout 76 Public Events Changes Inbound With Patch 13

Bethesda has revealed Fallout 76 Public Event changes which will hit the game with Patch 13, an update due out next Tuesday. The updates to Public Events are based completely on player feedback, and as such they should please the community as a whole with both changes to UI and mechanics.

Bethesda has taken a number of multiplayer-focused events from fallout 76 and recategorised them as Public Events. The reason they’ve done this is to differentiate them from the rest of the game’s events, and update them with new mechanics and UI. From next Tuesday onwards, all Public Events will be free to fast travel to from the map in Fallout 76. Usually there is a cost in Caps, the game’s premium currency, to fast travel to locations, but Public Events won’t have this cost. The reason for this, Bethesda says, is that players were complaining about fast travelling to an event, only to see it end before they can join, but still get charged for that travel.

The new UI for Public Events is below, check it out and read on.

public-events-ui

The new UI is designed to provide enough information for players to make an informed decision over whether they should join the event. The difficulty indicator helps them out if they’re looking for harder tasks, or they’re too low a level, while the type helps them farm certain events for particular rewards. The number of participants is also helpful, because certain events may be impossible with too few players, and the timer gives players a good indication of whether the event will be almost complete, or freshly started. The images for each event are designed to help players identify the specific event within its type, so for this one it’s most likely a Scorchbeast encounter.

public-events-announcement

In addition to the new UI, players will also have more information about Public Events in the form of announcements. Players under level 7, or those in Vaults, won’t get these announcements, but all other payers will. This should help those players who want to farm Public Events do so.

Public Event Changes

Bethesda is implementing some new mechanics for Public Events. First of all, players no longer drop their junk when they die in a Public Event. Instead their respawn timer will grow with each death, until it reaches the maximum of 20 seconds. Second, Public Events won’t be triggered by entering the area anymore, now players have to make an action. These actions vary from turning on the boilers for Tea Time, to finding the Strangler Heart for Heart of the Swamp. If no one interacts with the event within the time limit, it will time out. The final change is that only one Public Event will now ever be active at once. Before there were timers for each separate event, but Public Events all work off of one single timer to ensure they are rotated correctly, and to push all players to a single event.

Public Events

All of the above changes are being made to the following events.

  • Campfire Tales
  • Distinguished Guests
  • Encryptid
  • Feed the People
  • Free Range
  • Guided Meditation
  • Heart of the Swamp
  • Jail Break
  • Line in the Sand
  • Lode Bearing
  • One Violent Night
  • Path to Enlightenment
  • Project Paradise
  • Scorched Earth
  • Swarm of Suitors
  • Tea Time
  • Uranium Fever

In addition to the above, older events such as Fasnacht and Meat Week have been retrofitted with the changes. This is a good indicator that the events will return in the future.

These changes to Public Events are a great step in the right direction from Bethesda. Many players are sick of how the UI looks, and how many systems work at the moment in Fallout 76. Making changes such as these, based on player feedback, will only server to please the community and build up their confidence in the company behind Fallout 76.

Check out our article on the latest Fallout 76 patch here.

Jamie Moorcroft-Sharp

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Tekken 7 Upcoming Patch Notes for Character Balance Changes Listed, Season 3 Now Live

Those playing Tekken 7, Season 3 starts today! Same as with any start of new season, Bandai Namco will roll out a new Tekken 7 update that will change a lot in terms of game balance. Check out the Tekken 7 upcoming patch notes that list down all the changes in terms of each character below.

Tekken 7 upcoming patch notes for Season 3:

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.

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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.

Once the actual patch is out, we’ll let you know.

Source: Tekken

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Alex Co

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No Man’s Sky Update 2.11 Patch Notes and File Size Info for Consoles

The latest update for No Man’s Sky is now live. No Man’s Sky update 2.11 patch notes are below, make sure you reach through them thoroughly to understand everything that’s changed in the game. The version number is the same across consoles and PC, Xbox One, and PS4. The file size on PS4 is 10.932 GB.

Bug Fixes

  • Increased the speed at which text in alien interactions prints out after clicking to move the interaction on.
  • Cut down the amount of text in Cartographer interactions.
  • Allowed players to exchanged multiple pieces of navigation data at a time at the Cartographer.
  • Fixed an issue that caused sulpherine to be extracted at a significantly lower rate than other gases.
  • Fixed an issue that caused mineral extractors to fail to work when placed on rare mineral hotspots such as gold.
  • Fixed an issue that caused all technologies installed on the freighter to be filled with incorrect products.
  • Fixed a number of issues in driver warning boxes that could occur when all available drivers were out of date.
  • Fixed a rare memory corruption issue.
  • Fixed an issue where the Mod Warning and Low Disk Space Warning could cause a softlock in VR.

This patch also brings old fixes to consoles

 

  • Fixed a number of issues where technology was not being correctly detected in exosuits and starships after being moved around or between inventories. This includes being unable to recharge hazard protection.
  • Fixed an issue that was causing starships to vanish when landing on space stations in systems with a high number of ambient freighters.
  • Fixed a number of input issues that were causing the free scaling and rotating of base parts to be unavailable.
  • Fixed an issue that was causing players in non-Euclid galaxies to lose or fail to add teleport destinations.
  • Fixed a number of issues with the refiner UI, including the increase and decrease amount buttons not working.
  • Fixed an issue that could prevent Portal Glyphs being learned from Traveller interactions.
  • Fixed an issue that caused a long delay when handing in missions at the Mission Board.

 

  • Added a number of missing base parts to the Construction Research Unit on the Space Anomaly.
  • Fixed a number of snapping issues with Landing Pads.
  • Fixed a number of snapping/placement issues with Medium Refiners.
  • Fixed a number of base part snapping issues that occurred only in multiplayer.
  • Fixed an issue that was causing the planetary north and south pole compass markers to be invisible.
  • Improved the messaging when completing a mission at the Nexus, to make it more clear where you will be when you exit the Space Anomaly.
  • Made a number of cosmetic improvements to automated creature milking.
  • Fixed an issue that caused freighter upgrades to cost far too many Salvaged Frigate Modules.

 

  • Made the HUD markers for players in your group consistent colours.
  • Fixed an issue that caused the teleporter on the Space Anomaly not to show screenshots of available bases.
  • Fixed a number of visuals issues with the Space Anomaly teleporter UI, including tidying the presentation of mission icons.
  • Fixed a number of issues around entering and exiting the Space Anomaly while on a Nexus mission.
  • Fixed an issue where the Base Overseer would not start automatically in creative mode after placing a terminal.
  • Fixed a number of cases of incorrect text when viewing faction rewards from the Mission Board.
  • Fixed an issue where depots in Gek systems had an incorrect number of hitpoints.
  • Added a specific HUD marker for biological horrors.

 

  • Removed an incorrect warning about transferring cargo that could occur when purchasing a frigate.
  • Increased the power of the Blaze Javelin.
  • Increased the power of the Infra-Knife Accelerator.
  • Removed debug information from photo mode screenshots.
  • Attempted to restore lost freighters to savegames that were affected by the freighter deletion bug.
  • Fixed a crash that could occur when deleting legacy base parts.
  • Improved VR-specific anti-aliasing.
  • Reduced graphics memory usage to improve stability.

 

  • Fixed an issue where transferring valuable treasures (such as ancient bones) to other players would result in an invalid product.
  • Fixed an issue where Shutter Doors had incorrect icons in the build menu.
  • Fixed an issue where Gek players would float when sitting on the ground.
  • Added a resource message when dismantling base parts.
  • Fixed an issue that could cause an infinite number of creature pellets to spawn in Creative Mode.
  • Fixed a memory leak related to starships and Exocraft.
  • When in VR, removed a number of settings that have no effect in VR.

 

  • Adjusted base part data to improve performance in large bases.
  • Made player-buildable sofas sittable.
  • Fixed an issue that caused dismissing notification boxes to also perform in-game actions like firing grenades.
  • Fixed a number of issues that prevented hydroponic trays from working with base power.
  • Fixed an issue where pressure switches were not available in Creative Mode.
  • Fixed Health, Power and Shield stations not receiving power aboard freighters.
  • Fixed an issue that caused Batteries and Solar Panels not to attach correctly to building roofs.
  • Fixed an issue that caused animals not to drop mordite when killed.

 

  • Fixed an issue that prevent mordite being placed in the Nutrient Processor.
  • Improved handling of the camera in tight spaces.
  • Fixed a number of very specific mission and dialog flow problems in multiplayer.
  • Adjusted the VR UI for the Fleet Terminal.
  • Updated the icon for the Noise Box.
  • Tweaked the UI for the Agricultural Robot.
  • Fixed an issue causing text clipping in notification boxes.
  • Fixed an issue that prevented rewards from being seen when handing in Mission Board missions, and instead held the game on a screen with no UI.
  • Adjusted the speed of the scrolling text to make it more readable.

 

  • Fixed an issue that caused tips about the Crystal Fragments to appear for players who had no Crystal Fragments.
  • Fixed a number of LODding issues on specific plants.
  • Fixed a number of collision issues on the Space Anomaly.
  • Fixed an issue that could cause exotic ships to hide their wings when retracting landing gear.
  • Fixed an issue that caused ship cameras to intersect with the freighter hanger.
  • Fixed an issue that caused trade terminals on freighters to intersect the floor (fix will apply to new terminals, old terminals will need to be repositioned manually).
  • Fixed a number of graphical issues aboard the freighter.
  • Made a series of small geometry optimisations to the interior of the Space Anomaly.

 

  • Fixed a softlock in a specific interaction in planetary factories.
  • Fixed a crash that affected large bases.
  • Fixed a crash that could occur when the game is shutting down.
  • Fixed a crash in Sentinel Quad navigation.
  • Fixed an issue that could cause black squares to appear when damage numbers were turned off.
  • Fixed a crash that could occur if an NPC tried to walk to an invalid location.
  • Fixed a rare crash in memory allocation.
  • Internal improvements to crash reporting.

Check out the last update to the game here.

Jamie Moorcroft-Sharp

Trying to be a games journalist, dad, and master of Destiny 2. Author

Home > News

Death Stranding Difficulty Options Confirmed, Game Receives Australia Rating

Death Stranding difficulty options have been confirmed as play-tests begins to wrap up, along with an official classification from the Australian rating board.

Taking to Twitter, Kojima’s own personal assistant, Ayako Terashima confirmed that she has completed a play test of Death Stranding, giving us some new bits of information including the confirmation that the game will feature difficulty selection. Do mind that the translation is done by google translator so it’s not a perfect translation, but it’s clear enough to understand.



From the tweet above, we know the game will feature very easy, normal, and hard. We most likely will see more options as typically with a very easy option there is usually a standard easy option, though again this could be a translation or language barrier issue.

Small Update: Kojima has decided to give a bit more information stating that Very Easy was added and that Easy is also an option

And in related news, the Australian Classification Board has also given the game an official M+15 Rating in Australia. The breakdown of the score can be found below, but this certainly is a good indication that the game is currently being played outside of the development team and we will most likely see an ESRB rating announcement real soon. An interesting, yet possible error is that the board is also labeling the game as a multi-platform.

For the longest time, it has been rumored that the title would be releasing on PC. This rumor first began when the game was announced as a PS4 and PC title only for the PC version to suddenly vanish from any of the marketing material. It’s still unknown if it will launch on PC at this time, though many have speculated that this will most likely not be the case since the game is using first party tools from Sony.

We’ll be sure to keep you all updated on all things Death Stranding related. For now we have TGS to look forward to for a new gameplay trailer.

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James Lara

A gamer at heart, James has been working for MP1st for the last decade to do exactly what he loves, writing about video games and having fun doing it. Growing up in the 90's gaming has been in his DNA since the days of NES. One day he hopes to develop his own game.

Home > News

Gran Turismo Sport Update 1.44 Patch Notes and File Size Info Skids Out

While Polyphony Digital just released a Gran Turismo Sport patch last week (version 1.43), the studio has today released Gran Turismo Sport update 1.44, though this one has significantly less impact since it’s more for bug fixes. Clocking in at just 108MB, check out the Gran Turismo Sport update 1.44 patch notes below.

Gran Turismo Sport update 1.44 patch notes:

An update for Gran Turismo Sport has been released.

Main Features Implemented

Localisation * Fixed an issue wherein the Thai language was not displayed properly in the Asian version.

Other Improvements and Adjustments

  • Various other issues have been addressed.

And if you were hoping this patch included the new track “Circuit De Spa-Francorchamps,” well, sad to say that’s not included. Most likely it’ll be part of the September update released in the last week of the month.

Source: Reddit

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Alex Co

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

Home > News

Fortnite Update 2.34 (v10.20.2) Rolled Out Here’s What’s in It

While we got a hefty Fortnite update the other day, Epic Games has just now released Fortnite update 2.34! Called Fortnite v10.20.2 update, this one doesn’t include anything other than a bug fix according to the studio.

Fortnite update 2.34 details:

Clocking in at 879MB on PS4, Fortnite update 2.34 was rolled out to fix an undisclosed cosmetic issue.

Hi all!
To resolve a cosmetic issue, we’ve just released the v10.20.2 patch for all platforms. A download is required.

Thanks!

No word on what cosmetic issue got affected, but we’ll trust Epic Games on this one. If you notice something got changed that wasn’t in the previous update, share ’em in the comments below.

For more on Fortnite, make sure to bookmark our Fortnite game hub.

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Alex Co

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