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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

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

Home > News

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.

Back to top

YOSHIMITSU

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

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

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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.

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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

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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

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Hi-Rez Studios Announces New Multiplayer Shooter “Rogue Company,’ Watch the Trailer Now

Hi-Rez Studios, the makers of Smite and Paladins, have announced a new game, and this one is all about multiplayer shooting! Titled “Rogue Company,” the game seems to be your traditional multiplayer shooter more than anything else.

Check out the Rogue Company announce trailer below.

According to the video, it’s a team-based, objective-focused shooter, which can be played in third-person. It will offer players the freedom to use characters that use guns, melee weapons, or gadgets. It seems to be locked in to 5v5 as well — at least for now.

Gamers can sign up for the alpha right here. According to the website, it’ll offer cross-play, cross-save across all platforms it’s set to be released on (PS4, Xbox One, Nintendo Switch, PC).

No release date yet for this one, but what do you think so far? It’s also not mentioned if it’ll be free-to-play, but given the studio’s history, don’t be surprised if it is.

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Alex Co

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

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The Division 2 Update Today Sept. 5 Server-Side Notes Revealed, State of the Game Delayed to Next Week

As expected given Ubisoft did mention they were deploying an update to The Division 2 while it’s undergoing maintenance, a bunch of fixes has been rolled out as part of The Division 2 update today, September 5.

Given this is a server-side update, don’t expect anything but fixes.

The Division 2 update today September 5, 2019:

Maintenance notes:

  • Fixed an issue where weekly invasions were not showing up for some players
  • Fixed an issue that allowed players to acquire 90 rounds of ammo for Eagle Bearer

Also of note, we mentioned before that Ubisoft said that the State of the game developer livestream will be coming back later today. It’s now been confirmed that it has been pushed back to next week due to Community Developer Chris Gansler catching the flu!

Once we know more details, we’ll be sure to share ’em. Expect next week’s State of the Game to hit on Thursday on its regular schedule.

Source: Ubisoft forums

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Alex Co

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Battlefield 5 Weekly Challenges and Rewards September 5, 2019 (Chapter 4 Week 11) A Clear Direction

Heads up, Battlefield 5 players! It’s the start of another set of challenges in Tides of War! Called “A Clear Direction,” the Battlefield 5 weekly challenges and rewards (Chapter 4, Week 11)  for this week will reward a new weapon!

Battlefield 5 weekly challenges and rewards – September 5, 2019 (Chapter 4, Week 11):

Nodes in the top row matchmakes to vanilla Squad Conquest.
Nodes in the middle and bottom rows matchmake to mixed playlist of all Fortress and Grind layouts.

  • Grind Twisted Steel
  • Grind Narvik
  • Grind Rotterdam
  • Grind Devastation
  • Fortress Hamada
  • Fortress Devastation

Let’s look at the tasks. Remember that the exact mission requirements can be found in game in the Tides of War menu.

TAKING CONTROL – 4,000 CHAPTER XP
Earn 1000 objective score

UNDERHANDED – 12,000 CHAPTER XP
Inflict 2500 damage

GUARDIAN ANGELS – 12,000 CHAPTER XP
As a squad, revive teammates 50 times.

FIRE FOR EFFECT – 12,000 CHAPTER XP
Kill, down or fully suppress enemies 30 times.

STICK TO THE PLAN – 4,000 CHAPTER XP
Capture 5 objectives.

NO ONE WILL EVER KNOW – 12,000 CHAPTER XP
Win 2 rounds of Squad Conquest.

RAIDING PARTY – 12,000 CHAPTER XP
As a squad, kill or down 12 enemies using melee weapons or bayonets.

DEADLY TREASURES – 12,000 CHAPTER XP
Earn 5000 score resupplying teammates ammunition.

ACE IN THE SLEEVE – 25,000 CHAPTER XP
As a squad, call in 10 reinforcements.

(OPTIONAL) BOOMSTICK – 12,000 CHAPTER XP
Inflict 3000 damage using the Panzerbüchse 39.

In case you didn’t know, a big patch was released this Tuesday which include new maps, and more. Unfortunately, a byproduct of this is that players are seeing high pings in their games, which DICE is looking into now.

Source: Reddit

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Alex Co

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The Division 2 Offline for Maintenance Starts Now, Update Expected to Roll Out

While there hasn’t been any significant updates to The Division 2 in the past few weeks, we do get the routine maintenance to sort the servers. Today, that’s happening again, as Ubisoft has announced thatThe Division 2 offline will be happening, and there will be an update to go with it!

The Division 2 offline schedule for maintenance:

Thursday, September 5:

  • 9:30 AM CEST
  • 3:30 AM EDT
  • 12:30 AM PDT

Expected downtime: three hours

According to Ubisoft, “maintenance notes” will be provided during the downtime, which means that there will be a server-side update set to coincide with the maintenance, or an actual patch. If i had to guess, it’s the former, and once we know official details, we’ll let our readers know.

Also of note, we reported that the State of the Game livestream will be returning, but it has since been confirmed that it’s been postponed.

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Alex Co

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Borderlands 3 Preload Date and Time Revealed, PC Preload Will Be Available

Contrary to what was mentioned last month, Borderlands 3 on PC will be available for preload even if it’s only available via the Epic Game Store. For those curious when and what time you can download (download, and not play) Borderlands 3 before its September 13 release, check out the Borderlands 3 preload date and time list below.

BORDERLANDS 3 RELEASE TIME ON PS4 AND XBOX ONE

Pacific Daylight Time

Sept. 12 — 9 p.m.

Eastern Daylight Time

Sept. 13 — 12 a.m.

Brasilia Time

Sept. 13 — 12 a.m.

British Summer Time

Sept. 13 — 12 a.m.

Central European Summer Time

Sept. 13 — 12 a.m.

South African Standard Time

Sept. 13 — 12 a.m.

Moscow Standard Time

Sept. 13 — 12 a.m.

Singapore Time

Sept. 13 — 12 a.m.

Japan Standard Time

Sept. 13 — 12 a.m.

Australian Eastern Standard Time

Sept. 13 — 12 a.m.

New Zealand Standard Time

Sept. 13 — 12 a.m.


BORDERLANDS 3 RELEASE TIME ON PC

Pacific Daylight Time

Sept. 12 — 4 p.m.

Eastern Daylight Time

Sept. 12 — 7 p.m.

Brasilia Time

Sept. 12 — 8 p.m.

British Summer Time

Sept. 13 — 12 a.m.

Central European Summer Time

Sept. 13 — 1 a.m.

South African Standard Time

Sept. 13 — 1 a.m.

Moscow Standard Time

Sept. 13 — 2 a.m.

Singapore Time

Sept. 13 — 7 a.m.

Japan Standard Time

Sept. 13 — 8 a.m.

Australian Eastern Standard Time

Sept. 13 — 9 a.m.

New Zealand Standard Time

Sept. 13 — 11 a.m.

Speaking of PC, you can check out the PC requirements for Borderlands 3 right here. You should also check out some of the endgame plans and roadmap for the game as well.

Source: Polygon

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Alex Co

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Battlefield 5 High Ping Issue at the Top of DICE’s Priority List, New Team Created Just for It

While we got a ton of new content from yesterday’s big Battlefield 5 patch, it seems one unintended side effect of it is that players are getting a Battlefield 5 high ping issue. Fortunately, DICE is on the case!

Over on Twitter, Battlefield Community Manager Freeman posted that DICE is aware of the Battlefield 5 high ping issue, and that they’ve created a team dedicated to getting it solved.

Also of note, it’s also mentioned that this could be a display issue (meaning what players are seeing is wrong), a location issue or something else.

Let’s hope this gets resolved soon. Once we know more details, we’ll be sure to let our readers know.

Are you suffering through this now? From what I’ve played so far today, I did notice that my ping spiked to 90 on the in-game scoreboard, though I don’t think I noticed any significant performance issues, which leads me to believe that this could be a display thing.

More Battlefield 5 Reading:

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Alex Co

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Mortal Kombat 11 Forfeit Glitch Fix Found and Here’s How to Do It

Earlier today, we posted that NetherRealm has acknowledged and said that a Mortal Kombat 11 forfeit glitch fix will be released once the studio finds out how. While there’s no official fix yet, a rather resourceful player has found one, and it seems to be working based on player feedback!

Over on the Mortal Kombat subreddit, user YouHouSA1 has posted what appears to be an exploit to beat an exploit.

Sadly I’m not sure how it’s done on PC/Switch yet. however, the fix is triggered by enabling the “Splash screen”. that asks you for a new controller reconnection. It’s why it triggers on PS4. For XB1 however you need 2 controllers (or maybe just 1 if someone can test it).

Disconnect controller 1 to trigger splash screen

Connect controller 2 and hit B where it says “Take me to title screen”. It will say ENDING GAME but do not worry. That’s so the forfeit triggers for them.

It will go to title screen controller 2 will ask what profile to use. use the same one you have logged in for.

You will get your pts and your W and best of all, the opponent will eat the L and – points.

For those unaware, the Mortal Kombat 11 forfeit glitch is a thing happening now in the Kombat League where console and pc players are suffering from sore losers that can lock up the screen if they wanted to if they lost the first round. This would mean that the other player will be forced to quit the match thus taking the loss. Unfortunately, the timer doesn’t seem to help in this case as well.

Why do people do this? Given how some people take their online achievements, I can’t say I’m surprised anymore. Once NetherRealm rolls out a proper and official fix, we’ll be sure to let our readers know.

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Alex Co

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Call of Duty: Modern Warfare Gun Charms Confirmed to Be in the Game

It seems another one of Call of Duty’s customization options will be in Infinity Ward’s Call of Duty: Modern Warfare, and that’s Modern Warfare gun charms (weapon charms). This was confirmed earlier today by Amazon UK, which posted exclusive in-game bonus content for ordering through the online retailer.

The mentioned exclusive bonus digital content include: themed in-game emblem, an exclusive calling card, and of course, the aforementioned Modern Warfare gun charm!

modern warfare gun charms

Given this confirmation, I suspect this is another one of the ways Activision will somehow handle microtransactions in Modern Warfare. But hey, gun charms for microtransactions are better than weapons, right?

Let’s just hope that Infinity Ward makes it so that once you unlock it, you can equip it for all weapons, and not the way Treyarch did it for Black Ops 4.

Speaking of microtransactions, Infinity Ward says they’ll talk about it closer to launch, and that they’re pushing for a “player-first” system.

More Modern Warfare Reading:

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Alex Co

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

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Black Desert Update PS4 Patch Notes Detailed – Here’s the New Content

If you’re a Black Desert Online player, and you game on PS4, a new Black Desert update PS4 patch has been released, and it includes two new characters, two PvP feature modes, and a new world boss.

Black Desert update PS4 patch notes:

Kzarka, the Lord of Corruption, has arrived as the new world boss within the world of Black Desert. Sealed within a shrine in Serendia centuries ago by sacred magic, a suspicious group is now attempting his resurrection. Those adventurers who defeat Kzarka have a chance of receiving yellow grade primary weapons.

One of the most beloved features of Black Desert, Node Wars, is now available as a weekly event and allows Guilds to engage in strategic combat over specific node locations until only one victor remains. Supporting 25 – 100 players, the victorious Guild will receive gold from part of the worldwide tax collection for the occupied node for that week.

In addition, guilds can participate in Conquest Wars, a weekly PvP mode that is larger in scale than Node Wars. Players are challenged with controlling the Balenos and Serendia territories by building Command Posts and defending their regions until there is just one Guild left standing. The victors can claim both the Balenos and Serendia territories, and will be awarded taxes from the entire region for that week. 

[New Events]

  • Life Skill Mastery Events
    • Period: September 4 (after maintenance)–September 25 (before maintenance)
    • Event 1: Help the Old Moon Guild!
      • Accept and complete event quests to get Black Gems and [Event] Old Moon Life Skill Guru Seals.
    • Event 2: Life Skill EXP Boost
      • During the event period, enjoy a 20% boost on Life Skill EXP during Fever Time.
    • Click <HERE> for full details on these celebratory events.
  • Dark Rift Special Monster Event
    • Period: September 4 (after maintenance)–September 25 (before maintenance)
    • Special event monsters will appear from the Dark Rift during the event period.
      • [Event] Titium (Difficulty: Normal)
      • [Event] Skeleton King (Difficulty: Hard)
      • [Event] Leebur (Difficulty: Very Hard)
    • These special monsters will not appear after the event is over.
    • Up to a maximum of 15 monsters will appear from the Dark Rift during this period.
      • Special boss monsters will re-appear slightly faster than the standard Dark Rift boss monsters.
    • Special boss monsters have the same chance as standard boss monsters to drop Remnants of the Rift.
  • Rookie and Returning Attendance Rewards have been refreshed.
    • Period: September 4 (after maintenance)–December 11 (before maintenance)
      • Check attendance daily and stack up on rewards like [Event] Lv. 57 Travel Kit*, Advice of Valks, Value Pack, and more!
        • *About [Event] Lv. 57 Travel Kit: When you open an [Event] Lv. 57 Travel Kit you will get, among other items, an [Event] Lv. 58 Travel Kit. The level in the item name indicates minimum level a character needs to be at to open the travel kit. You will keep getting higher level travel kits, until you get an [Event] Lv. 60 Travel Kit, which contains Gold Bar 100G, Shakatu’s Luxury Box x1, Concentrated Magical Black Stone (Weapon) x5, Concentrated Magical Black Stone (Armor) x5, Artisan’s Memory x10, and Advice of Valks (25-35) x1.

 

[Ongoing Events]

  • Adventurer Support Program Part 1: Aug. 22–Sept. 11 23:59 UTC

 

[Ended Events]

  • Adventurer Support Program Part 2: Item Drop Rate +50%!
  • Adventurer Support Program Part 2: Get Item Collection Increase Scrolls!
    • Ends Sept. 4 23:59 UTC
  • Adventurer Support Program Part 1: Fever Time (COmbat EXP +200%/Skill EXP +30%) bonus.
  • Adventurer Support Program Part 1: Playtime Challenge
    • Ends Sept. 4 23:59 UTC

 

Life Skill Mastery will extend the depth of the existing Life Skill-related content by adding additional value to current Life Skills. Life Skill Mastery will be affected by a combination of a character’s Life Skill Level and the new Life Skill Mastery gear. The higher the Life Skill Levels and enhancement levels of Life Skill Mastery gear, the higher the character’s Life Skill Mastery will be. Increasing your Life Skill Mastery gives additional benefits to the current life skills such as the following:

  • Processing Mastery: Gives the option to Mass Process which increases the amount of materials able to be processed at once.
  • Gathering Mastery: Increases both the amount of items acquired as well as the drop rates for all items from gathering.
  • Sailing Mastery: Increases the Acceleration, Speed, Turn, and Brake stats of your ship while sailing.
  • Fishing Mastery: Increases the chance to catch new Orange grade fish worth 1,000,000-100,000,000 Silver each and Ancient Relic Crystal Shards.
  • Hunting Mastery: Increases both the amount of items acquired as well as the drop rates for all items from butchering hunted animals.
  • Alchemy Mastery: Increases the amount of items gained per craft, added new rare items to obtain per craft depending on Mastery level.
  • Training Mastery: Increases the chance to capture a wild horse, mount EXP gained, the chance to obtain a higher tier horse from breeding or exchanging, and the chance for mounts to learn skills upon leveling.
  • Cooking Mastery: Increases the price that Imperial Delivery Boxes sell for, the chance to obtain better food from cooking, the chance to activate mass cooking, and the opportunity to get Bonus Cooking quests.

On top of the Life Skill Mastery system, there are new items, systems, and quests added for life skills that will make Life Skills more rewarding such as the new Sniping technique for Hunting and a revamp of the Training life skill. We hope you enjoy this new content and find a renewed sense of enjoyment for Life Skills in BDO!

For full detailed patch notes on Life Skill Mastery, please click <HERE>.

Also, this announcement will be updated as series of Life Skill Mastery update will continue in the following weeks. Please check for updates on the Life Skill Mastery system via the link above.

  • New chapters of Rulupee’s Travel Log were added.
    • The courageous traveler Rulupee journeyed to Port Ratt and wrote her tales in her travel log. You can find out more by opening it.
    • The new Rulupee’s Travel Log works the same way as her previous logs. Complete quests and the counter will go up each time you complete them. When you reach a goal, you can get a reward.
    • You can get additional rewards from the Black Spirit and a special title for achieving the goals set in the travel logs.
      • You will receive Enhancement Chance +1 (Family-wide) for completing 9,999, 19,235 and 29,999 quests.
  • Added the title “30K” for completing 30000 quests.
    • The title can be acquired after completing all of Rulupee’s Travel Logs and completing the “A Surprise Secret Hidden Between the Pages of the Travel Log” quest given by the Black Spirit.
  • Thanks to your continued exploration, we have discovered a new entrance at the upper levels of the Altar of Blood.
    • The exploration of the upper levels of the Altar of Blood (1-10 Illusions) was concluded successfully with great enthusiasm.
    • The records of exploration through the upper levels of the Altar of Blood will be preserved as <First Expeditions> with next week’s maintenance (Tuesday, Sep 10). If you wish to have your name preserved as one of the First Expedition, please challenge the rankings of the Altar of Blood.
    • Also, the upper levels of the Altar of Blood will begin a reorganizing event after next week’s maintenance. Altar of Blood will have event rewards added with a modified balance during this period.However, records set during the event will not affect your rankings.
    • We will share with you more about the newly discovered depths of the Altar of Blood soon.

 

[NPC]

  • Now you can see Maudi Budar captured at the Mediah prison after completing the Mediah quests.

 

 

  • Shai can now perform other actions while playing the flute to call mounts.

 

  • The effect of Seafood Cron Meal was increased as below.

 

Before After
– Alchemy/Cooking Time -0.6s

– Life EXP +10%

– Processing Success Rate +10%

– Gathering Speed +2

– Movement Speed +2

– Fishing Speed +2

– Weight Limit +50LT

– Alchemy/Cooking Time -0.6s

– Life EXP +10%

– Processing Success Rate +10%

– Gathering Speed +2

– Movement Speed +2

– Fishing Speed +2

– Weight Limit +100LT

– All Life Skill Mastery +25

  • The above also applies to the below Cron Meal.
    • [Event] Seafood Cron Meal
  • Added the recipe for Seafood Cron Meal.
    • Balenos Meal x3, Savory Steak x1, Sute Tea x3, Ancient Cron Spice x1
  • Changed the item description of Seafood Cron Meal and Ancient Cron Spice to reflect the addition of the Seafood Cron Meal recipe.
  • Added the recipe description to the Seafood Cron Meal knowledge.
  • When you successfully enhance an equipment to PEN, your character name will be added to the item instead of your family name.
    • This does not apply to items that do not have max enhancement as PEN.
  • [Updated 9/4]
    • The adventurer’s Family Name will now be shown on any equipment that is successfully enhanced up to “PEN (V)”.
      • However, the adventurer’s Family Name will not be shown on equipment that does not show “PEN (V)” level when enhanced to its maximum potential.
  • For details on newly added Pearl Shop Update, please click < Here > !

 

[Quest]

  • Added method to reacquire the quest item for “Dangerous Negotiation II” in the quest description.
  • The condition to acquire the “Secrets to Infinite Life” quest was fixed to better fit the main questline.
  • Added quest condition guides to the description of the following quests.
    • [Boss] The Overlord of Omar Lava Cave
    • [Boss] Commander of the Abandoned Iron Mine
    • [Boss] Illezra’s Creation
    • [Boss] Ancient Power, Moghulis
    • [Boss] Illezra’s Servant
    • [Boss] Awakened Black Spirit

[Knowledge]

  • Knowledge for Mirumok Destroyer Offin is now acquired when it is killed.
  • Added new acquisition points for the knowledge of “Mediah Merchants Union”, “Shen Merchant Guild”, and “Leader of Altinova”, which were unavailable after the revamp of Mediah main quests.
    • After completing the “Mediah Merchants Union” quest, you can obtain them from Kuldu, Belgar, and Neruda Shen.

 

  • “Main Weapon (Appearance)” and “Sub-weapon (Appearance)” texts in the Dye window were changed to “Main Weapon (Skin)” and “Sub-weapon (Skin)”.
  • Now you can directly register discount coupons from your inventory at the Pearl Shop.

  • Fixed the issue where the expiration date, trade item price guarantee expiration 2 hours, and equipped item durability 0 notifications (red background) in the inventory and equipment window overlapped with the item tier frame.
  • Fixed the issue where items in the inventory did not display the class limited icon.
  • Fixed the issue where the speed of ships did not drop when their durability reached 0.
  • Fixed the issue where the description of “Insectivore Plant Sap” did not match the actual method to acquire it.
  • Fixed the unnatural camera perspective of the Velia Wharf Resident.
  • [Shai] Fixed the issue where Shai could not do the “Black Spirit’s Gift (Inventory Slot)” and “Black Spirit’s Gift (Inventory Slot and Black Stones)” quests when selecting “[Crossroad] The Lamenting Head of the League of Merchants”.
    • You will receive these quests after completing the “Howling Voice” and “Secret Book” quests from the Black Spirit.
  • [Shai] Fixed the issue where “[Shai] Beautiful Melody: Joy” remained in the quest list as incomplete even after completing it.
  • [Shai] Fixed the graphical issue of Night Sky Ear Studs, Ignis Ear Cuff, and Raven Ear Cuff sticking out of the hat when the Marine Romance Hat is equipped.
  • [Striker] Fixed the Desert Camouflage Armor where the neck area was hollow when equipped.
  • [Striker] Fixed the issue where a specific area on the chest of the Desert Camouflage Armor to be dyed with the rest of the piece.
  • [Striker, Mystic] Fixed the issue where Stiffness was applied to enemies when using Flow: Prey Hunt in the Battle Arena while the world boss is summoned.
  • [Warrior] Fixed the description of Scars of Dusk, Absolute: Scars of Dusk, and Solar Flare to include that they push back targets.
  • [Kunoichi, Ninja, Dark Knight, Witch, Wizard] Fixed the issue where the fishing float was displayed when equipped with only the float during standby mode.
  • [Warrior, Valkyrie, Archer, Shai, Striker, Mystic, Lahn] Fixed the issue where the fishing float was displayed during weapon changing and swimming when equipped with the fishing float.
  • [Lahn] Fixed the graphical issues with the [2nd Anniversary] Lollipop accessories.
  • [Sorceress] Fixed the issue where the dye number 1 for the Khilath Armor was applied to dye number 2.
  • [Mystic] Fixed the graphical issue of the Marine Romance clothes where the underwear clipped out when adjusting chest size.
  • [Archer] Fixed the graphical issue of the Gorca Swimsuit clipping through the Kibelius Armor.
  • [Archer] Fixed the graphical issue of the back of the neck of the Ignis Outfit.
  • Fixed the issue where there were Rulupee related NPCs at Epheria Ridge.
  • Fixed the issue where the camera moved abnormally when ending the observation mode with ESC during observation at the viewpoints of Sky Balloons and Ships.
  • Fixed the issue where you could not use Gathering near Saunil Battlefield.
  • Fixed the issue where the outside view was unnatural from inside some houses in Calpheon and other places.
  • Fixed the issue where Trial characters could acquire the Node War reward “Shining Medal of Honor”.
  • Fixed the issue where characters got stuck in certain areas of Ahib Border trying to acquire the Lamo Valley knowledge.
  • Fixed the issue where the grass in certain areas around the Saunil Battlefield, Treant Forest and along the way from the Longleaf Tree Sentry Post to the Foggy Forest was floating in the air.
  • Fixed the issue where the Hide Other’s Campsite did not work in certain situations.
  • Fixed the issue where you could not close storage with ESC when opened with a maid near your mount.
  • Fixed the issue where character movement sometimes lagged within villages.
  • Fixed the issue where the client sometimes shut down during cutscenes.
  • Fixed the issue where the sell button did not work in shops.
  • Fixed the “[Guild] I Have a Dream” quest to be shown in the suggested quest list.
  • Fixed the issue where the item price did not change even when you successfully bargained an item.

 

  • We are aware of the issue where the knowledge acquired from the Mysteries of Summer Continues: A Tale of the Fallen Kingdom is not shown. This will be fixed with next week’s maintenance.
  • We are aware of the issue where Crafting Notes pop up when pressing Shift + LMB on certain Loggia accessories and clothes. As these items are not craftable, their Crafting Notes should not appear and this will be fixed shortly.
  • We are aware of the issue where you cannot get the “[Repeat] The Furious 24 Hours” quest because you cannot interact with the NPC in Altinova who gives the quest.
  • We are aware of the issue where you cannot get the “Slum in the City” knowledge from Rubin even when you meet the conditions to acquire it.
  • We are aware of the issue where the guild position of Apprentice guild members is changed abnormally.
    • This issue will be resolved during next week’s maintenance.

Source: Black Desert Online

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Alex Co

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

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EA FIFA Boss David Rutter Tapped to Oversee DICE, Criterion and Ghost Games

Here’s an interesting turn of events: David Rutter, the former head of FIFA and EA Sports Vancouver, has now been promoted to be the Group General Manager for EA Studios Europe, which includes Battlefield-developer DICE, Ghost Games and Criterion (Need for Speed studios, with Criterion working on Star Wars Battlefront 2’s Starfighter Assault mode).

Here’s EA’s official statement on Rutter’s recent promotion:

David Rutter has moved to Europe and taken on the role of Group General Manager for EA Studios Europe to lead our creators at DICE Stockholm, Ghost and Criterion. For the last 12 years, David has led our FIFA franchise and EA SPORTS development teams at EA Vancouver and EA Romania to amazing success.

Rutter, who joined EA back in 2007 as a producer in FIFA 2009, was the person who reinvigorated the FIFA franchise who was then trailing Konami’s Pro Evolution Scocer (PES) franchise. Rutter is also attributed to having a significant involvement in FIFA’s lucrative Ultimate Team mode. Not familiar with Ultimate Team? It’s a mode where players can purchase individual FIFA Ultimate Team packs using in-game currency or FIFA points, which can be bought with cash. This business model proved to be so successful that FIFA Ultimate Team sales accounted for 28 percent of EA’s total revenue.

Will we see Battlefield Ultimate Packs sometime soon? Given the controversy that happened with Battlefront 2, I hope EA learned its lesson.

Source: VideogameChronicle

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Alex Co

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

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New Splinter Cell Game Possibly Revealed in GameStop Product Listing

While Ubisoft has already explained why we haven’t seen a new Splinter Cell game, it seems the rumors just won’t die down. A GameStop product listing has inadvertently revealed a new Splinter Cell game through the product description. The listing itself was for a set of the iconic Sam Fisher goggles, seen in all Splinter Cell titles, which has now been removed from GameStop’s website. Check out the image of the product listing below and read on for more details.

new-splinter-cell-game-revealed

The listing in question used to be live here. But the URL is now dead, and the product is nowhere to be seen on GameStop’s website. It’s likely that GameStop employees were testing the arrangement of images and text on their website without realising that they were working on the live version, or if they did, then they hoped no one would notice. Unlucky for them, a Reddit user was able to snag a screenshot before the listing disappeared.

The product listing text read as follows. “For the first time since the introduction of Splinter Cell in 2002, after nine top-selling AAA+ titles, and with the 10th release on the horizon, this is your first chance to own Sam Fisher’s signature Ultra High-Frequency Sonar Goggles.” As you’ve no doubt noticed, the description references an upcoming Splinter Cell title ‘on the horizon’, yet Ubisoft hasn’t announced a new Splinter Cell game.

We’ve reached out to Ubisoft for a comment and will update the post if and when we get a reply.

Jamie Moorcroft-Sharp

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

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Plants vs Zombies Battle for Neighborville Release Date Announced, Gameplay, Founder’s Pack Revealed

In case you didn’t catch it, the latest Plants vs. Zombies console game got leaked last month, and it was titled Plants vs. Zombies: Battle for Neighborville. Today, EA has officially announced the PvZ Battle for Neighborville release date (October 18) for PS4, Xbox One, and PC, and even released new info, and official gameplay as well!

For the official gameplay details, EA said that there will be 20 “fully customizable character classes,” with fan-fave ones like Peashooter and Chomper returning. There will be fresh new characters too. Also part of the press release is the Founder’s Pack, which is an early edition of the game that offers fans a chance to become a “Founding Neighbor,” where each week for six weeks, new parts of the game including new multiplayer modes, free-roam regions, and more will go live in the run up to the global launch on October 18. Founding Neighbors will earn exclusive rewards, carry game progression over to the full retail edition which they will get at no additional cost.

Those interested, the digital-only Founder’s Edition will become available for purchase starting today until September 30, 9 a.m. PDT for the special price of $29.99.

Here’s what you’ll get with the Founder’s Edition:

  • Exclusive Founder’s rewards for the first four weeks when you log in each week*
  • A special Founder’s price of $29.99**
  • A dedicated Discord channel where Founding Neighbors can share thoughts with our development team
  • Updates on new weekly gameplay experiences through News from Neighborville posts and our weekly PvZ developer livestream Live from Neighborville
  • The progress you make in the Founder’s Edition will roll over at launch

Here’s how you can get involved:

  • Get the digital-only Founder’s Edition – only available for purchase until September 30, 2019
  • Play through six weeks of content as new parts of the game go live, including new multiplayer modes, free-roam regions, and more from September 4 – October 17.
  • On October 18, enjoy all the same content as the $39.99** Standard Edition product at no additional cost

PvZ Garden Warfare fans, prepare for more plant-based action later this year.

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Alex Co

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

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Research Paper Help to Provide Helpful Prompts

Many students struggle with their academic assignments. Every assignment is unique and has its own purpose. It messes up the minds of youngsters and some of them simply grow desperate. Nevertheless, they ought to find some way out. Many students try to resolve their problems with some trustworthy research paper writing service.

They ask – What service can do for me my essay in English? A dependable research paper writing service is able to write all types of assignments and meet any demand you set. However, students are supposed to complete most tasks on their own. Otherwise, they’ll get addicted to online support and won’t develop their writing skills.

We offer you research help. This guide highlights a few important prompts that will help to tackle your assignments better. Mind that these are not recommendations about how to choose a topic or write a conclusion. We can bet you already know a lot about them. We have decided to review the issue of writing papers from a different angle.

Make it plain

Too many writers turn their papers into a real mess. Trying to be overly scientific, they use many specific terms and phrases that are unknown to most people. It’s a huge drawback and you should avoid it. Replace all technical terms and professional jargon with more common words. In case you have to use some specific word, make sure you provide clear explanations and examples. Avoid abbreviations, acronyms, etc.

Cut it short

Some students write too long sentences and it’s another serious problem. Lengthy sentences and paragraphs are hard to read. Your readers may forget what was in the beginning when they get to the end. Therefore, make your sentences and paragraphs shorter. Divide them into several smaller parts. It will be much easier and faster to read them. Your readers will be grateful for that.

In addition, you may add tables, bullet lists, charts, diagrams, and other details. If you write some long and complicated paper similar to coursework or dissertation, add subheadings. Your texts will be pleasant to read.

Take care of your health

Many students get strongly engaged with what they do and forget to rest. It’s important to make frequent and short breaks. Maintain a healthy lifestyle. Consume pure water and healthy food, stay away from alcohol, don’t smoke, etc. Make sure you have enough sleep time, which is not less than 8 hours per day. Don’t overwork or your brain will be exhausted. As a result, you won’t be able to complete the simplest tasks and may suffer from some ailments.

Find inspiration

Sometimes, your success may depend on your motivation. People with low motivation commonly don’t accomplish most of their tasks. Accordingly, you’d better find some inspiration to get tuned. Undertake your hobbies and activities that make you happy. Visit a cinema, go on a trip, hang out with friends, and so on. Try to spend some time with people dear to you. They may greatly encourage you and help to fulfill many tasks you write.

Help from professionals

Unfortunately, some circumstances are stronger than students and force them to look for alternative sources of help. Otherwise, they’ll fail totally. Luckily, students may turn to a highly reputed term paper writing service when the need presses. One of the best options is CustomWritings.com. It’s a professional writing company, which can be fully trusted.

It hires only certificated and really gifted writers to execute papers of the top level. They can easily tackle any essay, personal statement, research paper and even such difficult pieces like a dissertation or coursework. Besides, every client can count on many other essential services. These are:

  • On-time deliveries.

  • Unique content.

  • Private data protection.

  • Reasonable prices.

  • Monetary compensation.

  • Free revisions.

  • 24/7 availability.

  • Customer support.

CustomWritings.com is a fair website. It never gives broken promises and always fulfills what was agreed with a client. Every term and condition is executed exactly as you want. Otherwise, your money will be refunded. Thus, thousands of users from all over the globe prefer it. You should shortlist this online service. It’s an outstanding possibility to buy cheap essays, which will be of the highest quality and delivered on time.

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Alex Co

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

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CD Projekt Red Reveals Cyberpunk 2077 Multiplayer is in the Works

Earlier today CD Projekt Red revealed that Cyberpunk 2077 multiplayer is currently in development with the studio. So far all that we’ve seen of the upcoming RPG is single player, but now we know for sure that multiplayer will be coming to the game at some point in the future.

CD Projekt Red announced news that multiplayer is in development for Cyberpunk 2077 earlier today via a Tweet. Check out the Tweet below and read on for more detail.

As you can see from the information they shared, CD Projekt Red is currently focused on completing development of the single player campaign for Cyberpunk 2077. After that, they’ll be working to ensure that their post-release plan for free additional content is followed, launching new content for the game on a regular basis. This is what the developer did with The Witcher 3 Wild Hunt, and it was extremely well received by fans, since at the time it was far more common for content to be held back from launch and sold to players months later.

Once Cyberpunk 2077’s free single player content has been released, the plan is for CD Projekt Red to launch the multiplayer mode for the game. There’s currently no word on what the game mode will look like, or how multiplayer could even be implemented in the main game. It looks as if CD Projekt Red isn’t totally sure what the game mode will look like either, since they’re asking for developers who want to work on the game, geared specifically towards the multiplayer mode, to get in touch.

While this mode is still in the early stages of development, the fact that it has been considered at all shows that CD Projekt Red cares about what their community want in their games. This is a great step in the right direction for Cyberpunk 2077.

Don’t forget to check out 14 minutes of new Cyberpunk 2077 gameplay right here.

Jamie Moorcroft-Sharp

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

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