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Destiny 2 Hotfix Allows Non-DLC Owners to Earn Faction Rally and Iron Banner Season 2 Rewards

A new Destiny 2 hotfix has been rolled out to the game, following a decent chunk of scheduled downtime. There’s only one thing that this hotfix does, and that’s to allow non-DLC owners to earn Faction Rally and Iron Banner season 2 rewards. (Yes, that’s literally it!)

Here’s the patch notes, straight from Bungie:

Seasonal

Players who do not own Curse of Osiris now have the ability to earn Season 2 rewards within Faction Rallies and Iron Banner

Following the weekly reset, players will now be able to choose a faction to support during the latest Faction Rally. Because of the new hotfix, all players will be able to earn season 2 reward.

In other Destiny 2 news, this fan comic pokes fun at Tess Everis’ exploitative nature, the game’s development was apparently rebooted in early 2016, and Bungie has revealed the dates for the next Faction Rally and Iron Banner.

Source: Bungie.net

Mack Ashworth

Writer of Articles, Maker of Videos, and Topper of Leaderboards. Currently attempting to conquer Westeros. Subscriber

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PUBG Update Hits PC Live Servers, Increases Performance in Highly Populated Areas & More

A new PUBG update is now available to download and install on PC live servers. It weighs in at just 24.3 MB. It’s main purpose is to help reduce the “lowered performance issue when many players were in the same area.” It also fixes a couple of bugs.

Here’s the patch notes:

Client Optimization

  • Reduced lowered performance issue when many players were in the same area

Bug Fixes

  • Fixed the issue where character movement was instantly stopped and adjusted
  • Fixed the issue where character movement seemed unusual during the replay

While only a small patch, I’m sure those who were struggling to maintain a playable frame-rate will appreciate the support.

What do you want to see from the next big PUBG update? Let us know.

In other PUBG news, Xbox has said that sales for the console version are “very big,” netcode analysis shows that the game has a big problem, and the Battle Royale Trainer is here to help players improve.

Source: Play Battlegrounds (Twitter)

Mack Ashworth

Writer of Articles, Maker of Videos, and Topper of Leaderboards. Currently attempting to conquer Westeros. Subscriber

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Latest Path of Exile Patch for Xbox One Introduces the Oni-Goroshi Unique and More

With War for the Atlas, the latest expansion for the free-to-play ARPG, Path Of Exile, being released last month, those on the Xbox One have been wondering when a patch will be released to include one of the latest uniques to the game, the Oni-Goroshi.

Thankfully, you don’t have to wait any longer! At time of this writing a new patch is now available for the Xbox One version that adds this highly sought out unique sword to Path of Exile.

If you haven’t been keeping with Path of Exile and wondering how to get this sword. It’s simple — that is if you don’t mind the long grind for it. If so, you can read the steps on how to get it below:

  • Make three Scion classes
  • Kill all the monsters in the Twilight Strand area including the boss.
  • Once Hillock has been slain, go to the character select screen and switch to a different Scion. DO NOT ENTER the town.
  • Keep rinse and repeating the previous step until level 7.
  • Once level 7 a special version of Hillock will spawn randomly with the sword in it. Killing him will cause the sword to drop.
  • Enjoy your Oni-Goroshi sword that levels up with you.

Alongside adding a new “chase” unique to the game, this patch also address a few issues that game has been plagued with such as: crashing and Abyssal monsters doing more damage than they were intended.

You can catch a condensed version of the patch below:

New Features:

  • Added one unique item and an associated Divination Card.
  • Improved the visuals of Ancestral Call when used with Ancestral Protector.
  • You can now choose whether or not to utilise a full Passive Skill refund on an existing character if one has been granted.
  • Hovering a jewel over a jewel socket on the passive skill tree now displays the jewel’s radius.

Skill Behaviour Improvements:

  • You can now precisely target where to throw traps using LT.
  • You can also precisely target where to use Mirror Arrow using LT. Mirror Arrow now targets enemies by default, rather than a fixed distance from your character.
  • Vaal Storm Call now targets an enemy’s location by default.
  • Slightly modified the behaviour of Flicker Strike to better work while moving and targeting enemies who are not in range.
  • Improved target prioritisation. You’ll now more reliably target nearby enemies.

Abyss League Improvements:

  • The chance of encountering one of the Lich bosses at the end of an Abyss at level 75 maps and above is now three times as likely. The chance of encountering a lich between level 70-74 has been increased even further, bringing it up to match the chance of a level 75 map.
  • Added a minimap display icon that moves as the Abyss crack travels along the ground.
  • The Well Creeper from Abysses fan of blades has been adjusted to do less damage on hit, but still deal full damage when the blades explode.
  • The first hit the whirling charge used by Threshers and Risen Threshers from Abysses and the Ulaman Lich encounter has had its damage reduced.
  • Further improvements have been made to the visibility of Abyss cracks.
  • The bounding box for Abyssal Depths entrance has been reduced in size.
  • Abysses have been disabled from appearing in the Apex of Sacrifice and the Alluring Abyss to prevent a common instance crash.
  • The Pitworm monsters from Abysses now only attack at very long range if other monsters are also attacking their target.

Monster Balance:

  • Reduced the frequency with which Quetzerxi could emit lightning projectiles.

For the full details of this patch that just hit the Xbox One, you can simply view it in full here. 

Those of you who happen to play Path of Exile on the Xbox One, will you be grinding to get this new unique? Let us know the comment section below!

Joel Santana

Gamer for the past 20 years who loves anything ranging from RPGs, Fighters and of course FPS games. Author

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Injustice 2 Enchantress Tips Straight From Pro Player ‘HoneyBee’ Shows Off the Inner Workings of the Character

With Enchantress, the second of third DLC character for Injustice 2’s Fighter Pack 3 now available for direct purchase. You may have some questions regarding the latest roster addition for Injustice 2, such as her mechanics as well as her combos.

Thankfully for you, you won’t have to hit the lab (training mode) and spend countless hours to figure all the inner workings of Enchantress. As Tim Commandeur or better known around the Fighting Game Community as “HoneyBee” a very prominent pro for NetherRealm Studios titles has got you covered.

This latest videos about the DCU-based fighter details what you need to know about Enchantress, including a combo video guide and detailing her curse system. You can check out both videos below:

Additionally, if you’re a bit confused on the keys used in the combo video, the video description has a key that transfers the combos to your platform of choice.

Aside from Enchantress becoming available for direct purchase this means one thing for Injustice 2,  and that’s the Teenage Mutant Ninja Turtles are the next characters to be released sometime next month.

Joel Santana

Gamer for the past 20 years who loves anything ranging from RPGs, Fighters and of course FPS games. Author

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BioWare Dev Explains Inventory Issues in Games, Could Possibly Hint at Anthem Inventory System

While developers are usually quite and reserved in answering development, and game-specific questions (most often instructed by PR to do so), we get rare glimpses of developers that share insight into the development process, and game design decisions we see in their games.

If you’re curious why there’s only a set amount of items you can keep in your inventory in games, then here’s the answer! Over on Reddit, BioWare developer Brennon Holmes, who’s working on Anthem, explained why that’s the case. Holmes explained the developer’s side when asked by a user on Destiny 2’s inventory limitations.

u/BrenonHolmes Sorry to bother you, but I had a question regarding inventory space in looter-shooters. The genre typically gives you access to hundreds of weapons and gear items to use, and players will obviously want to be able to collect those items, either because: 1) they like said item, 2) for collections sake, and/or 3) for sentimental reasons. Something I’ve always wondered about is: Why do some loot-based games seemingly have little storage space; relative to the amount of items possible to collect? I’m hearing/seeing complaints from people playing Destiny 2 about how they are running out of room in their vault for items. I know you can’t answer about Destiny 2’s issue, but maybe on the whole, you might be able to provide an answer.

I wanted to get a developers perspective on this (if you have one) as to why it may be difficult in giving players significantly large amounts of storage space to collect their items. Is there a memory load issue involved? Is it burdensome to develop? Is it a strain on the network/servers? I don’t want to be ignorant as to why such a dilemma exists in the genre.

I can’t speak for Destiny, I’m sure they have very valid reasons for all of the things they’re doing ????. In a more general sense, it might have to do with a few things – storage, UX, bandwidth, architecture (?).

If you think about it, your character data… all of the plot data about what you’ve done, all of your weapons, mods, vanity items, etc… all of these things take up space – probably not a lot, mind you… but it adds up. Especially when you’re talking about storing all that data for every player that has ever played your game. Let’s say that your character data takes up 5MB, if over the lifetime of your product you have 15 million players that’s 75 terabytes. It’s not a ridiculous cost, but it’s one that you need to bear for the lifetime of the product. It needs to be archived, upgraded, maintained, etc.

Another consideration is around the UX (User Experience), designing an interface for 40 items is different from designing an interface for 400 items. At some critical mass, you start to need the ability to categorize, to filter, to search, etc. That can increase complexity and cost for your UIs.

Another consideration is around bandwidth, if you have at most 20 items (for example)… you know that your cost for sending a character from a server to a client is fixed. That means that the transmission time is generally also fixed. If it can grow much larger… you now have other types of problems to deal with. Do you need load screens now? There are platform certification requirements around how long you can display screens without activity, at ship if someone has 20 items you may be fine… but if at some point you have 200 items, maybe the load is too long now and you’re technically violating platform certification rules. This is also before we even get to talking about the fact that you have to pay for the bandwidth… ????

Lastly, game companies often have in-house technology that we use to drive a lot of our back-end servers. These come with their own sets of quirks or limitations… there may be something in here that imposes limitations on what is possible without significant cost.

Hopefully this helps shed a bit of light on the types of things that may be happening. Often simple things like “Why can’t I store 100 items instead of 40” are often dependent on a lot of different factors. ????

You can read up more about it here.

Will Anthem have a limited inventory as well? Chances are, it will, but at least we know why now. Speaking of Anthem, it’s one of the games which we think will be delayed this year.

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Alex Co

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

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Battlefield 1 Free Map Available Today, “The Road Ahead” Detailed by DICE

It’s another year, and while we’re set to get a new Battlefield game later this year, DICE isn’t easing up on the gas pedal for Battlefield 1! In a press release, EA has detailed some of the plans set to hit the shooter later this month and beyond.

Between January 16-22, all Battlefield 1 players can test out the new Gallipoli peninsula thanks to the Battlefield 1: Turning Tides Gallipoli Trial! This trial will also give base game owners a chance to try In the Name of the Tsar and They Shall Not Pass as well.

For Battlefield 1 Premium members, they can expect the second part of the Turning Tides expansion to drop, and bringing with it the new Zeebrugge and Heligoland Bight maps, the new C-Class Airship and more.

Finally, the previous bonus map for Battlefield 1: They Shall Not Pass called Prise de Tahure, should be available to everyone starting today, January 16!

Stay tuned for more Battlefield news here on MP1st! For series fans, go check out this1943” mod right now to see what fans are up to.

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Alex Co

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

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Dragon Ball FighterZ to Get Another Open Beta (Update)

Update:

Bandai Namco has revealed that the new open beta date is today at 9 p.m. PST, and will end at January 18 at 9 p.m. PST

Original Story:

We reported just a few days ago that the Dragon Ball FighterZ beta has been hit with a few issues that prevent people from playing or even loading it up. If you were bummed out about it, there’s a chance for Bandai Namco to redeem themselves!

The publisher has announced that a Dragon Ball FighterZ extension of sorts is happening, as a new round of testing is set to happen soon! No set date or time has been revealed, but it’ll be just for 24 hours.

Thanks to all of you who playtested the Open Beta of DRAGON BALL FighterZ, your participation was invaluable and we’ve decided to do another round of open beta testing (24hr. period). Dates & times to be announced soon, stay tuned! #DBFighterzBETA

Hopefully, there won’t be any issues this time around; and let’s hope it’s more than 24 hours.

You can check out the moves list for the available characters in the beta right here.

Developed by Arc System Works, Dragon Ball FighterZ will fly out on the PlayStation 4, Xbox One and PC this January 26.

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Alex Co

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

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World of Warcraft Patch 7.3.5 Rolled Out by Blizzard, Here’s the Changes

Blizzard has rolled out a new World of Warcraft patch (7.3.5), and it’s a big one. There’s new features, upgrade on Legendary Items and more.

Check out the full WoW patch notes below.

New FeaturesA SCALING WORLD

Every zone in Kalimdor, Eastern Kingdoms, Outland, Northrend, Pandaria, and Draenor now use the level scaling system introduced in Legion. This new scaling system greatly increases the amount of options you have when deciding where to quest and when to move on to the next zone.

All corresponding dungeons and the rewards therein now scale as well.

ULDUAR TIMEWALKING

A long-forgotten evil has awakened once more. Travel back in time with 10-30 other adventurers to cleanse Ulduar of Yogg-Saron’s evil influence. While you journey through this memorable Wrath of the Lich King raid, your character will be scaled to player level 80.

Your fate is sealed. The end of days is finally upon you and ALL who inhabit this miserable little seedling. Uulwi ifis halahs gag erh’ongg w’ssh.

SILITHUS: THE WOUND

Players who have completed Antorus, The Burning Throne will be summoned to your capital cities, from which you’ll travel to Silithus to investigate the strange events surrounding the impact of Sargeras’ blade. Look for this new questline upon logging in.

NEW BATTLEGROUND: SEETHING SHORE

The Alliance and the Horde fight over a precious new resource, Azerite, in this new 10v10 battleground. Seething Shore is a king of the hillbattleground where the first faction to collect ten pieces of Azerite from randomly spawned nodes, wins.

The Seething Shore will become available as the story in Silithus unfolds.

Updated Features

LEGENDARY ITEMS

Arcanomancer Vridiel’s hard work has paid off, and he now offers a token that transforms into a random Legion legendary for your specialization, for 1000 Wakening Essences. Activities now award six times as many Wakening Essences as before, and you can also continue to come to Vridiel to upgrade the Legion legendary items you already have for the cost of 300 Wakening Essences.

MYTHIC KEYSTONE DUNGEONS

Combat resurrections mechanics in Mythic Keystone dungeons now closely mirror how they function in a raid encounter. When you start a Mythic Keystone dungeon, you will begin with one charge, and accumulate additional charges every 10 minutes. All combat resurrection spells now share a single pool of charges to a maximum of 5 charges.

HOLIDAYS

Holiday dungeons are now available to all players starting at level 20. Items that drop from these dungeons will scale to your current level. In addition, keep an eye out for new items in many upcoming holidays, such as new Lunar Festival hats and a sturdier Sturdy Love Fool.

S.E.L.F.I.E

Self-oriented photographers rejoice! Your S.E.L.F.I.E. camera is now easier to obtain, and it has new background filters. Selfie Cam Mark I is available at level 15 in Stormwind or Orgrimmar via a quest, and you can upgrade to the Mark II Selfie Cam after completing a new level 30 group quest.

We’ve also added the following backgrounds, but you’ll have to figure out how to unlock them.

  • Argus in the Sky
  • Twilight Sky
  • Sha Sky
  • Firelands Sky
  • Frostmourne Sky

Changes

ACHIEVEMENTS

  • With the update to Ulduar difficulty, the following changes have been made to Achievements that are obtainable in Ulduar:
    • All existing 10-player and 25-player Ulduar Achievements have been moved to the Legacy -> Raids tab.
    • New Achievements have been added to the Dungeons & Raids -> Lich King Raid tab. Anyone who earned either the 10- or 25-player versions of these Achievements should receive the new Achievement upon logging in.
    • The new Glory of the Ulduar Raider Achievement should now award both the Rusted Proto-Drake and the Ironbound Proto-Drake mounts.

CLASSES

  • Touch of the Grave (Undead Racial) damage increased by 25% for Undead Death Knights, Hunters, Monks, Rogues, and Warriors.
  • Hunter
    • Beast Mastery
      • Cobra Shot (Rank 1) damage reduced by 50%, and cost increased to 50 Focus (was 40).
      • Cobra Shot (Rank 2), learned at level 3, reduces cost by 10 Focus.
      • Cobra Shot (Rank 3), learned at level 52, now increases damage by 100%.
    • Survival
      • Raptor Strike (Rank 1) damage reduced by 29%.
      • Raptor Strike (Rank 2), learned at level 52, now increases damage by 40%.
  • Monk
    • Windwalker
      • Blackout Kick now costs 3 Chi (was 1) when it is learned at level 3. The Chi cost is reduced to 2 with an upgrade at Level 12, and reduced to 1 Chi with another upgrade at Level 22.
    • Windwalker, Misweaver
      • Rising Sun Kick (Rank 1) damage reduced by 41%.
      • Rising Sun Kick (Rank 2), learned at level 36, now increases damage by 70.
  • Priest
    • Discipline, Holy
      • Smite (Rank 1) damage reduced by 33%.
      • Smite (Rank 2), learned at level 16, now increases damage by 50%.
  • Rogue
    • Shroud of Concealment should now properly apply to Hati in addition to your party’s Hunter’s normal pet.
    • Assassination
      • Sinister Strike damage increased by 30%.
  • Shaman
    • Liquid Magma Totem, Healing Stream Totem, and Healing Tide Totem slightly changed to inherit stats properly.
  • Warlock
    • Affliction
      • Shadow Bolt damage increased by 100%.
  • Warrior
    • Arms
      • Mortal Strike (Rank 1) damage reduced by 38%.
      • Mortal Strike (Rank 2), learned at level 38, now increases damage by 60%.
      • Slam (Rank 1) damage reduced by 38%.
      • Slam (Rank 2), learned at level 38, now increases damage by 60%.
  • Developers’ notes: All damage changes to class abilities listed above are for low-level balance, and are neutral at level 110.

DUNGEONS

  • All dungeons now reward Personal Loot.

ITEMS

  • Uncommon, Rare, and Epic quality items now have the same potential item budget at every item level. Weapon melee (white) damage is now the same for uncommon, rare, and epic weapons at all item levels.
    • Developers’ notes: This changes the power of lower item level weapons and armor to modern standards; all items above item level 463 have always functioned this way.

TOYS

  • A few toys that cause players other than the caster to take involuntary action (such as the Piccolo of Flaming Fire or Tickle Totem) no longer function on targets outside the instigator’s party or raid group. The Neural Silencer is also more effective against several of these toys.
  • Fixed a bug that caused player characters to not look into their S.E.L.F.I.E. cameras directly.

USER INTERFACE

Are you still playing World of Warcraft? What changes should Blizzard issue next?

Source: World of Warcraft

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Alex Co

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

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Call of Duty: WWII Weapon Tuning Update Targeted for Thursday, Sledgehammer Asks Feedback on Scorestreaks

While Sledgehammer Games detailed some of the upcoming weapon tweaks in Call of Duty: WWII, the studio has now given a day when players can expect it to drop. Over on Reddit, Sledgehammer Games boss Michael Condrey shared some of the plans they have for the week.

First off, the weapon tuning update will be rolled out this coming Thursday, though it wasn’t specified whether it’ll be a game patch or as a playlist update. There’s also a “big” patch that’s now being reviewed for certification as well, which is set to drop later this month.

Sledgehammer is also asking for feedback on scorestreaks and how best to tweak it. Do players want a buff on the overall ‘streaks? Maybe make ’em cheaper? They want to know your input.

Call of Duty: WWII, The Week Ahead
byu/Mcondrey inWWII

Last week, I shared a lot of context around things in flight, as well as decisions we’d made leading to the game’s launch. Some of that context was well received, some got me shot full of holes. While it comes with the territory, I suppose, it still gave me pause on how much, and when, to share.

My ask this week is that r/WWII exercises positive intent when reading these posts. The dev team at SHG is so incredibly passionate about this game, and wants nothing more than to thrill fans. We’re working as hard as ever to improve the game, and address issues. With millions and millions of people playing everyday, it’s a tight rope on balancing game feedback – the community doesn’t always agree with us, you don’t always agree with each other, and we don’t always agree with each other inside the studio. Yet, I can assure you we all want the same thing, for WWII to be the best experience for fans everyday.

On deck this week are some weapon tuning changes to improve balance across all weapon classes. Small change can have big impacts, so we’re being very careful to test and measure internally before pushing live. We suspect an update by Thursday, and will share the specific changes then.

We’re also looking into score streak tuning this week. There’s great dialog and healthy debate in the studio about strength vs cost of our streaks. Do we buff the strengths? Do we lower the costs? Both? Similar to weapon balance above, small changes can have big impacts, so we want to be careful. Everyone loves earning streaks, but no one loves being in a match that’s getting streak spammed by the enemy team.

Now is a good time to discuss this topic with you. We’ve already gathered a lot of score streak feedback and match data, but we’d love to hear a focused dialog on the changes you might want to see. As always, please keep it constructive.

There is a new game update sitting with our first party partners awaiting approval for release later this month. It includes a ton of new content and game features, as well as a long list of fixes and improvement. We’ll have more to share as we get closer to release, so be sure to stay tuned to the @SHGames channels for details and news.

See you on the other side, – Condrey

If you have a Reddit account, I suggest posting your feedback there, or if you’re on Twitter, hit the studio up, or poke the bear himself, Michael Condrey.

How do you think should Sledgehammer tackle scorestreak buffs? Personally, I’d make them a wee bit cheaper though not too much.

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Alex Co

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

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Destiny 2 Weekly Reset January 16 – New Milestones, Nightfall Strike, Eververse Items & More

It’s Tuesday, which means that it’s time for a Destiny 2 weekly reset. We’ve listed everything that’s new — including Milestones, the Nightfall Strike, Eververse items, and more — down below.

The Faction Rally has returned. Be sure to pledge your allegiance to one of the three factions!

Milestones

Call to Arms

Win glory by participating in Crucible matches – Powerful Gear

Heroic Strikes

Complete 3 Heroic Strikes – Powerful Gear

Clan XP

Earn Clan XP in strikes, raids, the Crucible, or world activities – Powerful Gear

Flashpoint: Mercury

Complete public events on Mercury – Powerful Gear

Nightfall

Complete the weekly Nightfall Strike – Powerful Gear

Nightfall Strike

Strike

The Pyramidion

Modifiers

Torrent – Boundless power erupts from within. Your abilities recharge much faster.

Timewarp: Zero Hour – The mission timer cannot be extended. Choose your battles carefully.

Eververse 

Silver Purchases

Illuminated Engram – 200 Silver

Illuminated Engram x3 – 500 Silver

Illuminated Engram x5 – 800 Silver

Limitless Starter Pack – 900 Silver

Bright Dust Purchases

Don the Hat (Emote) – 400 Bright Dust

Six Shooter (Emote) – 3250 Bright Dust

Avalon Courser (Vehicle) – 600 Bright Dust

Edge of the Worlds (Vehicle) – 500 Bright Dust

Symbiosis – Sturm (Weapon Ornament) – 800 Bright Dust

Tesla’s Revenge – The Wardcliff Coil (Weapon Ornament) – 800 Bright Dust

Omega Mechanos Mask (Hunter Mask [Class Specific]) – 800 Bright Dust

Fire Victorious Shell (Ghost Shell) – 2850 Bright Dust

Hive Arrival (Transmat Effect) – 650 Bright Dust

Xenosilver (Shader) – 40 Bright Dust

Dawn and Dusk (Shader) – 40 Bright Dust

Fireteam Medallion (Consumable) – 50 Bright Dust

Gleaming Boon of the Vanguard (Consumable) – 350 Bright Dust

Gleaming Boon of the Crucible (Consumable) – 750 Bright Dust

Relevant Reading:

Mack Ashworth

Writer of Articles, Maker of Videos, and Topper of Leaderboards. Currently attempting to conquer Westeros. Subscriber

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Smite Patch 4.25 Now Available For PlayStation 4 & Xbox One

As of this morning the Smite console playerbase for both the PlayStation 4 and Xbox One have something to look forward to the next time they boot up the game, as the 4.25 Smite patch has become available for download and include Cerberus, the 93rd god to be added to Smite and the “Ragnarok” event going live.

You can catch the full details of this Smite patch below, such as that pesky Hachiman’s eagle eye ability finally addressed and more:

Bug Fixes

Fixed an issue where Hachiman’s Eagle Eye ability was not behaving correctly

God Balancing

Anhur:

  • Impale – Targets who are impaled will now deal Impales damage to targets they pass through.

Chaac:

  • Rain Dance – Now provides an Attack Speed slow of 5/10/15/20/25%

Hun-Batz:

  • Sacred Monkey – Increased Damage from 80/125/170/215/260 to 80/135/190/245/300

Terra:

  • Monolith – Increased slow from Shattering Monolith from 30% to 40%
  • Monolith – Increased slow duration from Shattering Monolith from 1.5s to 2s

Zhong Kui:

  • Book of Demons – Decreased Mana Cost from 75/80/85/90/95 to 60/65/70/75/80
  • Book of Demons – This ability no longer takes away Zhong Kui’s book basic attacks while on cooldown.

New Skins:

It should be noted that both the Camazotz and Thor skins are available apart of the Ragnarok bundle. Upon purchasing this bundle for 750 gems, it’ll  grant you access to both skins, new quests, an Awesome chest, loading frame and recall skin.

Aside from new cosmetics and balancing for this patch, Hi-Rez Studios also introduced Cerberus. You can catch all the details you need to know about Smite’s 93 god in the overview video provided below:

For more information regarding Smite, check back with us throughout the week. As the biggest patch of the year for Smite is set to be revealed very soon.

Source: Smite

Joel Santana

Gamer for the past 20 years who loves anything ranging from RPGs, Fighters and of course FPS games. Author

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PUBG Items Are for Sale – Get Them From a Trusted Seller

With more and more people playing PlayerUnkown’s Battlegrounds (PUBG) each and every day, it’s understandable that people want to stand out from the pack. While people can let their gaming skills do the talking most of the time, there’s still a certain charm in dressing up your character, and making them look fantastic while they’re picking off enemies one by one.

Thanks to the folks at PlayerAuctions, you can do that now! The trusted site has a TON of PUBG items available at reasonable prices. From boots, gloves, pants, and even special crates, PlayerAuction has them up for sale.

Why should I buy on PlayerAuctions?

Low Prices: Prices set by other players or PowerSellers on PlayerAuctions are significantly lower than the high markups you would find on expensive retail sites.

Guaranteed Security: PlayerAuctions is quite simply the most secure place to buy and sell MMO game assets. Through PlayerGuardian, you are 100% guaranteed full and as-described delivery, or your money back.

Reliable Delivery Speed: PlayerAuctions calculates each seller’s average delivery speed from the seller’s latest successfully completed deliveries, which gives you a clear idea of how fast the seller will deliver your order.

How does it work? 

PlayerAuction also has a a money back guarantee on seller order deliveries. If ever the unthinkable happens, players can reach out to the site for assistance. There’s also the site’s “PlayerGuardian” buyer protection system in place to ensure hassle-free transactions.

PlayerGuardian Buyer Protections

PlayerAuctions is the most secure place to buy and sell MMO game assets. Our proprietary security technology, PlayerGuardian, keeps you, your payments, and your trades protected and private. The protections below are provided to all PlayerAuctions buyers.

  • Guaranteed Payment Security
  • Convenient & Worry-Free Trading
  • A Secure, Trusted Trading Community
  • Guaranteed Full and As-Described Delivery, or Your Money Back
  • Guaranteed Seller On-Time Delivery, or Your Money Back
  • Information Privacy
  • PlayerAuctions After Sale 100% Support Guarantee
  • Transparent Seller Service Ratings
  • Bank-Level Data Security

For  more info on PlayerAuction, don’t forget to check their official website.

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Alex Co

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

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We Play Knives Out, the “Incredible” PUBG Mobile Clone

https://www.youtube.com/watch?v=BH08uF4-93g

Knives Out is basically “PUBG Mobile,” and we’re certain it won’t last much longer on the Google Play Store and Apple App Store. With two official PUBG mobile games in development for mobile, the days are surely numbered for copycats like this.

Until that day of reckoning comes, however, lets enjoy ourselves with what is actually a decent game. If it wasn’t for the frustrating aiming controls, Knives Out would be pretty addicting.

KNIVES OUT! You are a lone wolf in a 6.4 square kilometer battle royale arena. 100 warriors parachute into the battlefield, but only 1 can walk out alive! 

100 Dive in, 1 Walks out

100 players are scattered across a 6400m*6400m deserted area. Search abandoned houses and industrial zones for weapons and items, fight off enemy players, and claim victory. Remember, the last player standing wins it all. 

Survive by Any Means Necessary

Ambush or Attack. Snipe or Charge. Wait or Outflank. It’s all up to you. There is only one goal: be the last warrior standing!

Team Up And Speed Up

Group up in Pairs mode or Team mode and play alongside your friends. Coordinate strategies via voice chat and use teamwork to overcome all obstacles standing between you and victory.

An Arsenal at Your Fingertips

There are a variety of weapons, accessories, medicines and military vehicles for you to choose from. Collect, select and equip. With so many different equipment combinations, there are countless ways to win.

Check out the video above to see the game in action, and listen to my thoughts after playing five rounds (and winning two of them!).

Don’t forget to check back regularly here on MP1st for the latest gaming news!

For more original video, podcasts, and the latest in game trailers, don’t forget to subscribe to Pixel Enemy!

Essential Reading

Mack Ashworth

Writer of Articles, Maker of Videos, and Topper of Leaderboards. Currently attempting to conquer Westeros. Subscriber

Home > News

While Not Minecraft 2, Notch’s Latest Project Looks Pretty Similar

It looks like Notch has become newsworthy again! The Minecraft creator has been hard at work experimenting with a new engine.

Those following him on Twitter will have seen the many screenshots and occasional video. The most recent screenshots show a world that, to some in the gaming community, looks a lot like Minecraft. Notch shot down the notion of a Minecraft sequel, saying that he’s not sure if it will even become a game.

For now, the project is called “Voxels_WebGL2,” with the main game file called “webgl2test.js.”

What would you like to see Notch make? Can he catch lightning twice? Let us know.

Source: Notch (Twitter) via GameRevolution

Essential Reading

Mack Ashworth

Writer of Articles, Maker of Videos, and Topper of Leaderboards. Currently attempting to conquer Westeros. Subscriber

Home > News

Street Fighter V Currently Down for Maintenance, Here’s When It’s Coming Back Up

If you’re looking forward to kicking ass and taking names online in Street Fighter V: Arcade Edition, then you’ll have to wait a few more hours. Currently, Street Fighter V is down for some much-needed maintenance, and it’ll be up at 12 p.m. PT.

The reason for this hours-long downtime? Capcom has rolled out a big 12GB download for the original game that adds the Arcade Edition tweaks! In case you didn’t know what’s in it, check it out here, and yes, it’s a big patch.

Thanks to the fine folks at the Street Fighter subreddit, you can see when the servers should be back up in real-time right here. We’re just two hours and 20 minutes away from the servers being back up at the time of this writing, so it’s not that long now.

Once it’s back up, we’ll update the post.

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Alex Co

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

Home > News

Fortnite Battle Royale Stats Video Highlights Community’s Achievements So Far

It’s been 100 days since Fortnite Battle Royale opened its gates to millions of players. In that time, countless bullets have been fired, countless pieces have been built, and countless rounds have been won. Now, when I say “countless,” I actually mean “counted.” You see, Epic Games has been tracking these stats the whole time!

Check out the short, yet very sweet, video below for some mind-blowing statistics:

https://youtu.be/92nWe0qyeq4

What a journey it’s been! Let’s take a look behind the scenes at the Community’s achievements over the first 100 days of Fortnite Battle Royale.

All of that accomplished in just 100 days?! Pretty incredible stuff from the community.

Are you one of the dedicated Fortnite players contributing to these high numbers? Let us know.

In other Fortnite news, Epic Games is blaming the CPU “Meltdown” flaw for the game’s downtime, the developer has acknowledged that some players are having trouble logging into their account, and the previous patch introduced a new pistol.

Source: Fortnite (YouTube)

Mack Ashworth

Writer of Articles, Maker of Videos, and Topper of Leaderboards. Currently attempting to conquer Westeros. Subscriber

Home > DLC and Expansions

Street Fighter V Update Punches Out, Adds Arcade Edition Content

For those disappointed by Street Fighter V when it came out, rejoice! The “Arcade Edition” version is now available to download for existing SFV owners! Just to reiterate that, if you already own Street Fighter V, there’s no need to buy the Street Fighter V: Arcade Edition version hitting store shelves today.

Those who own SFV should see a prompt on their platform regarding a game update, and is it a big one. On the PlayStation 4, it  clocks in at a big meaty 14.2GB, and it adds all the stuff in the Arcade Edition. Expect Arcade and Extra Battle to be added in, as well as a new UI (user interface).

Here’s the complete patch notes straight from Capcom:

GENERAL

Training Mode Options

  • In the Attack Data display, you can now view each action’s frame data.
  • You can now turn on Frame Advantage in Color to determine when each action has advantage.
    • If the character is in blue, they have advantage. If they’re in red, they have disadvantage. Take a look at the example below.

Fighter ID and Home Change

  • As of January 16, you will be able to change your Fighter ID (FID) and Home (flag) using either 200K Fight Money or MSRP $9.99 in the store.
    • One purchase of the “Fighter ID & Home Change” ticket will allow you one access opportunity where you can change your FID and Home once.
    • Even if you change only the FID or only the Home during this access, it will still consume the ticket and count as an instance. So if you want to change both, please change them at this time.
    • All items purchased from the in-game shop and/or the PlayStation Store and/or the Steam Store as well as play data will not be affected when changing your FID and/or Home.
    • Updated FID and Home flag will not be reflected in some portion of the game such as previous play history (e.g. Battle Log, Replay Data, etc.)
    • Please be aware that selecting a Home has no bearing on matchmaking.

Grand Master Rank

  • The Grand Master Rank is now available for players who have League Points of over 35,000.

Overall Balancing

  • Increased active frames for Regular Throws from 2F to 3F
  • Increased combo scaling for combos that include a V-Trigger activation
  • Increased recovery for Command Throws
  • Made revisions to the hurtboxes for jumping attacks, and to the normal moves that are primarily used as anti-airs
  • Changed properties of moves that change the position of the character, which may affect certain combos

CHARACTERS

Ryu

  • Shoulder Throw:
    • Increased stun from 120 to 150
    • Changed positioning after hit
  • Standing LP (Normal/V-Trigger):
    • Changed hitbox and hurtbox
    • Changed the collision boxes during the move
    • Increased the pushback on hit and block
  • Standing MP (Normal/V-Trigger), Mind’s Eye (V-Skill): Changed the collision boxes during the move
  • Crouching LP (Normal/V-Trigger): Changed the hurtbox
  • Crouching MK:
    • Changed the hitbox
    • Increased the pushback distance on hit
  • Jumping HP (Normal/V-Trigger), Jumping HK: Changed the hitbox and hurtbox
  • Axe Kick:
    • Increased startup from 8F to 9F
    • Increased the advantage frames when canceling the 2nd hit into V-Trigger
  • Solar Plexus Strike: Reduced the damage from 90 to 80
  • Tatsumaki Senpukyaku: Changed the collision boxes
  • EX Hadoken:
    • Reduced the total frames from 44F to 42F (No changes in recovery)
    • Can be canceled into V-Trigger.
  • V Hadoken:
    • Total framed for the Hadoken is unified to 42F for all
    • Level 1: Increased damage from 70 to 80
    • Level 1: Decreased disadvantage on block from -6F to -2F
    • Level 2: Decreased disadvantage on block from -4F to 0F
    • Level 2: Increased the damage from 90 to 100
    • Level 3: Increased damage from 120 to 130
  • V EX Hadoken: Changed the total frames from 43F to 40F
  • V Shoryuken: Eased the air combo count
  • V EX Shoryuken:
    • Decreased the stun from 250 to 200
    • Eased the air combo count
  • Joudan Sokuto Geri: Added his “Donkey Kick” as a new move

Ken

  • Increased forward walk speed
  • Knee Bash:
    • Damage increased from 100 to 110
    • Changed the positioning after hit
  • Standing LP:
    • Changed the collision boxes during the move
    • Increased pushback on hit and block
    • Changed the hurtbox
  • Standing MP: Increased advantage on block from +1F to +2F
  • Standing MK:
    • Changed the pushback on hit
    • Changed the hurtbox
  • Standing HP, Inazuma Kick, H Tatsumaki Senpukyaku (V-Trigger): Changed the collision boxes during the move
  • Crouching LP, Jumping MP: Changed the hitbox and hurtbox
  • Crouching MP, Jumping HK: Changed the hurtbox
  • Jumping HP:
    • Increased the startup from 8F to 9F
    • Changed the hitbox and hurtbox
  • Thunder Kick:
    • Changed so that the first active frame will not hit crouching opponents
    • Changed the collision boxes during the move
  • L Shoryuken (Normal/V-Trigger):
    • Changed the collision boxes during the move
    • Damage for the regular version increased from 100 to 110
    • Damage for the V-Trigger version increased from 120 to 130
  • M Shoryuken (Normal/V-Trigger):
    • Changed the collision boxes during the move
    • Damage for the regular version increased from 120 to 130
    • Damage for the V-Trigger version increased from 140 to 150
  • H Shoryuken (Normal/V-Trigger):
    • Changed the collision boxes during the move
    • Damage for the regular version increased from 130 to 140
    • Damage for the V-Trigger version increased from 150 to 160
  • EX Shoryuken (Normal/V-Trigger):
    • Damage for the regular version increased from 150 to 160
    • Damage for the V-Trigger version increased from 170 to 180
    • Changed the hitboxes
    • Changed so that the opponent can perform a recovery if the move hits mid-air
  • M Tatsumaki Senpukyaku (Normal/V-Trigger):
    • Normal: If the first hit does not connect, increased the damage for the second and third hits from 20 to 40
    • Normal: If the first hit does not connect, increased the stun for the second and third hits from 50 to 75
    • V-Trigger: If the first hit does not connect, increased the damage for the second and third hits from 30 to 50.
    • V-Trigger: If the first hit does not connect, increased the stun for the second and third hits from 50 to 75.
  • H Tatsumaki Senpukyaku:
    • Reduced the active frames of the first hit by 1F
    • Changed so that the first active frame of the second hit will not hit grounded opponents
    • EX Airborne Tatsumaki Senpukyaku (V-Trigger): Increased the opponent’s recovery on block by 3F.

Chun-Li

  • Standing LP (Normal/V-Trigger): Changed the hitbox
  • Standing MK (Normal/V-Trigger):
    • Changed the hurtbox
    • Changed the collision boxes during the move
  • Standing HP (Normal/V-Trigger), Crouching LP (Normal/V-Trigger), Crouching MK (Normal/V-Trigger): Changed the hurtbox
  • Crouching LK (Normal/V-Trigger): Changed the collision boxes during the move
  • Jumping HP (Normal/V-Trigger), Jumping HK (Normal/V-Trigger): Changed the hitbox and hurtbox
  • Tsuitotsuken (Normal/V-Trigger):
    • Normal: Damage increased from 60 to 65
    • V-Trigger: Damage increased from 70 to 75
  • Yokusenkyaku (Normal/V-Trigger): Can trigger a Crush Counter
  • Tenkukyaku (Normal/V-Trigger):
    • Changed the hurtbox
    • Damage increased from 70 to 80
    • Changed so that it can hit opponents who are behind Chun-Li
  • V-Trigger: Extended the time
  • L/M Airborne Hyakuretsukyaku (Normal/V-Trigger): Advantage on hit increased from +3F to +4F
  • L Spinning Bird Kick (Normal/V-Trigger):
    • Normal: Damage increased from 100 to 110
    • V-Trigger: Damage increased from 110 to 120
  • M Spinning Bird Kick (Normal/V-Trigger):
    • Normal: Damage increased from 120 to 130
    • V-Trigger: Damage increased from 130 to 140
  • H Spinning Bird Kick (Normal/V-Trigger):
    • Normal: Damage increased from 140 to 150
    • V-Trigger Damage increased from 150 to 160

Cammy

  • Gyro Clipper: Reduced stun from 200 to 150
  • Delta Through: Damage increased from 130 to 140
  • Neck Spiral: Damage increased from 130 to 150
  • Standing LP:
    • Changed the hitbox
    • Changed the collision boxes during the move
    • Increased the pushback on hit
    • Increased the pushback on block
    • Changed the startup from 4F to 3F for the rapid cancel version
  • Standing MK:
    • Recovery increased from 13F to 15F (No changes in advantage/disadvantage)
  • Standing HK:
    • Increased the advantage on hit from +2F to +4F
    • Changed the collision boxes during the move
    • Changed the hurtbox
    • Changed so that it can hit opponents who are behind Cammy
  • Crouching LP:
    • Changed the hitbox and hurtbox
    • Increased the pushback on hit and block (The rapid canceled version has a larger pushback distance than the regular)
    • Changed the collision boxes during the move
  • Crouching LK:
    • Changed the collision boxes during the move
    • Increase pushback on hit and block
  • Crouching HP, Crouching HK: Changed the hurtbox
  • Jumping MP, Jumping HP, Jumping HK, Lift Upper: Changed the hitbox and hurtbox
  • Quick Spin Knuckle (V-Skill): Advantage on hit increased from +6F to +7F
  • Strike Back (V-Reversal): Disadvantage on block changed from -2F to -4F
  • Delta Drive (V-Trigger):
    • Extended the V-Timer active duration
    • Increased the amount of gauge each V-Trigger move uses

Nash

  • Dragon Suplex: Damage increased from 120 to 130
  • Target Down: Damage increased from 130 to 140
  • Air Jack: Damage increased from 130 to 140
  • Standing MK: Increased active framed from 3F to 4F
  • Standing HK:
    • Changed the hitbox and hurtbox
    • Damage increased from 80 to 90
  • Standing LP, Crouching LP, Jumping HK: Changed the hurtbox
  • Crouching MP, Jumping HP: Changed the hurtbox and hitbox
  • Crouching MK:
    • Reduced the hitbox
    • Increased the recovery from 15F to 17F (No changes to advantage/disadvantage)
  • Spinning Back Knuckle: Changed the hitbox
  • Bullet Combination:
    • Changed the status on hit
    • Increased the V-Gauge meter gain on hit
  • EX Sonic Boom: Changed so that the strength of the additional button pressed will control the speed of the second Sonic Boom
  • M Sonic Scythe, Judgement Saber: Eased the air combo count

M. Bison

  • Increased forward walk speed
  • Psycho Impact:
    • Damage increased from 110 to 130
    • Stun increased from 120 to 170
    • Changed the positioning after hit
  • Psycho Fall
    • Damage decreased from 140 to 130
    • Stun decreased from 170 to 150
  • Standing LP: Advantage on hit increased from +4F to +5F
  • Standing LK:
    • Advantage on hit reduced from +2F to 0
    • Advantage on block decreased from +2F to -2F
  • Standing MP, Standing HP: Changed the collision boxes during the move
  • Standing HK:
    • Changed the hitbox
    • Increased the pushback on block
  • Crouching HP:
    • Changed the hitbox and hurtbox
    • Changed the collision boxes during the move
  • Jumping HP: Changed the hurtbox
  • Crouching LP, Jumping HK: Changed the hitbox and hurtbox
  • Psycho Axe:
    • Changed the hitbox and hurtbox
    • Changed the collision boxes during the move
  • Shadow Axe, Psycho Blast (Normal/V-Trigger): Changed the collision boxes during the move
  • Psycho Reject (V-Skill): Increased the amount of V-Gauge meter gain upon successfully countering an opponent’s physical attack
  • L Psycho Blast: Startup increased from 10F to 12F
  • EX Devil Reverse:
    • Changed hitbox and hurtbox
    • Increased the recovery on landing by 6F
  • L Double Knee Press
    • Startup decreased from 13F to 11F
    • Changed the pushback on block
  • M Double Knee Press
    • Startup decreased from 15F to 14F
  • H Psycho Inferno: Changed to cause additional launch height on hit

Vega

  • Rainbow Suplex: Changed the positioning after hit
  • Stardust Shot: Damage increased from 130 to 140
  • Standing LP (Claw), Standing MP (No Claw), Standing HP (Claw), Standing HP (No Claw), Buster Claw: Changed the collision boxes during the move
  • Standing LP (No Claw):
    • Changed the collision boxes during the move
    • Increased the pushback on hit
    • Increased the pushback on block
  • Standing HK:
    • Changed the hurtbox
    • Changed the collision boxes during the move
    • Changed so that it can hit opponents who are behind Vega
  • Crouching LP (No Claw), Crouching MP (No Claw), Jumping HP (Claw/No Claw): Changed the hurtbox
  • Crouching MP (Claw):
    • Changed the hurtbox
    • Changed the collision boxes during the move
  • Crouching HP (Claw):
    • Changed the hurtbox
    • Changed the active frames from 2F to 3F
    • Changed so that it can hit opponents who are behind Vega
  • Crouching HP (No Claw):
    • Changed the hurtbox and hitbox
    • Changed so that it can hit opponents who are behind Vega
  • Jumping HK: Changed the hurtbox and hitbox
  • Matador Flash:
    • The second hit can be canceled
    • The third hit only can be canceled into CA or V-Trigger
    • Increased the amount of V-Gauge meter gain for the third hit
  • Matador Blitz:
    • Third hit only can be canceled into CA or V-Trigger
    • Increased the amount of V-Gauge meter gain for the third hit
  • Matador Turn (V-Turn): Can cancel into CA
  • Bloody Kiss – Torero (V-Trigger)
    • Damage decreased from 170 to 100
    • Changed to blowback damage on hit
    • Increased juggle potential when used in air combos
    • Increased EX meter gain
  • Bloody Kiss – Azul (V-Trigger)
    • Damage decreased from 170 to 100
    • Changed to blowback damage on hit
    • Increased juggle potential when used in air combos
    • Increased EX meter gain
  • Bloody Kiss – Rojo (V-Trigger)
    • Damage increased from 170 to 180
    • Stun increased from 150 to 200
    • Increased the EX meter gain
  • H Aurora Spin Edge: Changed the hitbox
  • Grand Izuna Drop/EX Grand Izuna Drop: Increased the recovery on whiff by 10F
  • L Crimson Terror: Increased the pushback distance on hit for the second hit
  • EX Barcelona Attack:
    • Changed the attack startup timing
    • Changed the movement value during the move
    • Changed the timing of the final attack on hit

Dhalsim

  • Yoga Rocket: Changed the positioning after hit
  • Standing LP, Standing LK:
    • Changed the collision boxes during the move
    • Increase pushback on hit and block
  • Standing HP, Crouching LK, Divine Kick: Changed the collision boxes during the move
  • Crouching LP, Jumping HP, Jumping HK, Thrust Kick: Changed the hurtbox
  • Crouching MP:
    • Changed the hitbox and hurtbox
    • Changed so that it can hit opponents who are behind Dhalsim
  • Jumping MP: Can be canceled into V-Skill on hit
  • Yoga Upper: Changed the hitbox and hurtbox
  • Yoga Anvil:
    • Changed the hurtbox
    • Changed so that it can hit opponents who are behind Dhalsim
  • L/M/H Yoga Gale: Changed the hitbox
  • Yoga Sunburst (Ground/Air): Eased the air combo count
  • Yoga Burner (V-Trigger):
    • Damage increased from 100 to 120
    • Increased amount of EX meter gain

Zangief

  • Atomic Drop/Harasho Choke Slam: Changed the positioning after hit
  • Standing LP:
    • Changed the hitbox and hurtbox
    • Increased the horizontal pushback distance on mid-air hit
  • Standing LK: Increased recovery from 12F to 15F
  • Crouching LP:
    • Increased the damage from 30 to 40
    • Reduced the active framed from 3F to 2F
    • Increased the total frames from 12F to 14F
    • Decreased the advantage on hit from +4F to +3F
    • Changed the hurtbox
  • Crouching LK:
    • Changed the hitbox
    • Can no longer cancel into a special move
  • Crouching HP, Jumping HP, Jumping HK, Flying Body Press: Changed the hurtbox
  • Knee Hammer: Increased the landing recovery by 3F (No changes to advantage/disadvantage)
  • Screw Pile Driver (Normal/EX):
    • Increased recovery on whiff by 8F
    • Changed the movement distance on whiff
  • Double Lariat: Increased recovery by 5F
  • Tundra Storm:
    • Startup decreased from 4F to 2F
    • Stun increased from 250 to 300
    • Command changed from 623+P to 623+PP
    • Reduced the recovery on whiff by 10F
    • Changed so that it cannot be special move canceled from a regular move
    • Changed the whiff motion
  • Cyclone Lariat (V-Trigger): Increased amount of EX meter gain

Karin

  • Hajotsui: Changed the positioning after hit
  • Standing LP:
    • Changed the hitbox and hurtbox
    • Changed the collision boxes during the move
  • Standing MK:
    • Increased startup from 7F to 8F
    • Increased the recovery from 15F to 16F
    • Disadvantage on block increased from -2F to -4F
    • Decreased the pushback distance on block
  • Standing HP:
    • Changed the hitbox and hurtbox
    • Can now trigger a Crush Counter
    • Changed the collision boxes during the move
  • Standing HK: Changed the startup from 10F to 12F
  • Crouching LP:
    • Changed the collision boxes during the move
    • Changed the hurtbox
    • Increased the pushback on hit and block
    • Changed the float value for mid-air hit
  • Crouching MP: Changed the hitbox
  • Crouching HP:
    • Changed the hitbox and hurtbox
    • Changed so that it can hit opponents who are behind Karin
  • Jumping HP, Jumping HK: Changed the hitbox and hurtbox
  • Guren Ken (V-Trigger):
    • Increased the amount of gauge consumption upon activation
    • Changed the timing of gauge consumption upon activation
  • Guren Kyoho (V-Trigger): Changed the timing of gauge consumption upon activation

R. Mika

  • Daydream Headlock: Increased the damage from 130 to 140
  • Dream Driver (while opponent is crouching):
    • Changed the status on hit
    • Damage increased from 100 to 120
    • Stun increased from 120 to 150
  • Standing MP, Crouching LK:
    • Changed the collision boxes during the move
    • Increased pushback on hit and block
  • Standing LP, Crouching LP, Jumping HP, Jumping HK: Changed the hurtbox
  • Crouching MP:
    • Changed the collision boxes during the move
    • Changed the hurtbox
    • Changed so that it can hit opponents who are behind R. Mika
  • Crouching MK, EX Shooting Peach: Changed the hitbox
  • Dive Bomb: Increased the landing recovery by 3F
  • Lady Mika: Can be canceled into a special move/V-Skill
  • Passion Press: Changed the collision boxes during the move
  • Mic Performance: Increased the amount of V-Gauge meter gain upon holding down the buttons to the max charge
  • Brimstone/EX Brimstone:
    • Increased the recovery on whiff by 8F
    • Changed so that her character box does not move behind her during the startup of the move
  • L Rainbow Typhoon:
    • Increased recovery on whiff by 8F
    • Changed so that her character box does not move behind her during the startup of the move
    • Damage increased from 160 to 170
  • M Rainbow Typhoon:
    • Increased recovery on whiff by 8F
    • Changed so that her character box does not move behind her during the startup of the move
    • Damage increased from 170 to 180
  • H Rainbow Typhoon:
    • Increased recovery on whiff by 8F
    • Changed so that her character box does not move behind her during the startup of the move
    • Damage increased from 180 to 190
  • EX Rainbow Typhoon:
    • Increased recovery on whiff by 8F
    • Changed so that her character box does not move behind her during the startup of the move
    • Damage increased from 220 to 230

Birdie

  • Standing MP, Standing HP, Bull Charge, EX Bull Horn/V EX Bull Horn: Changed the collision boxes during the move
  • Standing MK:
    • Fixed an issue where he could move forward by pressing another button immediately after the move begins (kara cancel)
    • Changed the collision boxes during the move
  • Crouching LP:
    • Changed the collision boxes during the move
    • Increased the pushback on hit and block
  • Standing LP, Crouching MP, Jumping HP, Jumping HK: Changed the hurtbox
  • Crouching HP:
    • Changed the hitbox and hurtbox
    • Changed the collision boxes during the move
  • Killing Head/EX Killing Head: Increased the recovery on whiff by 8F
  • EX Killing Head: Removed the throw invincibility
  • H Bull Head/V-Trigger H Bull Head:
    • Normal: Damage increased from 120 to 140
    • V-Trigger: Damage increased from 144 to 168
  • Bull Horn/V-Bull Horn: Reduced the distance at which he drops back at move startup
  • H Hanging Chain: Changed the hitbox for the first active frame

Necalli

  • Soul Stealer:
    • Damage increased for normal version from 100 to 110
    • Changed the status after hit
  • Soul Stealer (V-Trigger):
    • Damage increased for V-Trigger version from 110 to 120
    • Changed the status after hit
    • Reduced throw distance
  • Soul Discriminator: Changed the status after hit
  • Soul Discriminator (V-Trigger):
    • Changed the status after hit
    • Reduced throw distance
  • Standing LP (Normal/V-Trigger):
    • Changed the hitbox
    • Changed the collision boxes during the move
    • Increased the pushback on hit and block
  • Standing MP (Normal/V-Trigger): Changed the collision boxes during the move
  • Standing MK: Increased the pushback on block
  • Crouching LP (Normal/V-Trigger):
    • Changed the collision boxes during the move
    • Changed the hurtbox
    • Increased the pushback on hit and block
  • Crouching HP (Normal/V-Trigger): Changed the hurtbox
  • Jumping HP (Normal/V-Trigger), Jumping HK (Normal/V-Trigger): Changed the hitbox and hurtbox
  • Opening Dagger (Normal/V-Trigger): Reduced the pushback distance on block
  • Culminated Power (V-Skill):
    • Can be canceled into V-Trigger
    • Reduced the amount of V-Gauge meter gain
  • Sacrificial Altar (Normal): Reduced the amount of V-Gauge meter gain for the final hit
  • L Mask of Tlalli (Normal/V-Trigger):
    • Increased the recovery on whiff by 8F
    • Increased the damage for the normal version from 130 to 140
    • Increased the damage for the V-Trigger version from 150 to 160
  • M Mask of Tlalli (Normal/V-Trigger):
    • Increased the recovery on whiff by 8F
    • Increased the damage for the normal version from 140 to 150
    • Increased the damage for the V-Trigger version from 160 to 170
  • H Mask of Tlalli (Normal/V-Trigger):
    • Increased the recovery on whiff by 8F
    • Increased the damage for the normal version from 150 to 160
    • Increased the damage for the V-Trigger version from 170 to 180
  • EX Mask of Tlalli (Normal/V-Trigger): Increased recovery on whiff of 8F
  • Clouded Mirror (V-Trigger Only): Gains Clouded Mirror as a move only available during V-Trigger

Rashid

  • Forward Dash: Slightly shortened the distance of the motion at the beginning of the run before he transitions to the full run, and the stopping motion distance.
  • Riding Glider:
    • Recovery increased on hit by 2F
    • Damage increased from 120 to 130
    • Stun increased from 120 to 150
  • Rising Sun: Increased the damage from 130 to 140
  • Standing LP, Crouching MP: Changed the hitbox
  • Standing LK:
    • Changed the collision boxes during the move
    • Increased pushback on hit and block
  • Crouching LP, Crouching MK: Changed the hurtbox
  • Crouching HP:
    • Increased the startup from 9F to 10F
    • Changed the hitbox and hurtbox
    • Decreased the advantage on hit from +7F to +6F
  • Jumping HP: Changed the hitbox and hurtbox
  • Jumping HK:
    • Changed the hurtbox
    • Increased the active frames from 3F to 5F
  • Nail Assault: Increased the V-Gauge meter increase on hit
  • Spinning Mixer: Changed so that rapid button pressing will not cause combo scaling (The damage distribution of each Spinning Mixer has been changed accordingly)
  • M Spinning Mixer: The landing recovery of the second level of the button-mashed version can be canceled into CA
  • Dash Spinning Mixer: Changed so that rapid button pressing will not cause combo scaling
  • Ysaar (V-Trigger): Increased the amount of EX meter gain

Laura

  • Standing LP:
    • Decreased the advantage on block from +2F to +1F
    • Increased the pushback on hit
    • Reduced the pushback distance on block
    • Changed the collision boxes during the move
    • Changed the hurtbox
  • Standing MP:
    • Changed the hurtbox
    • Changed the collision boxes during the move
    • Changed so that it can hit opponents who are behind Laura
  • Standing HP: Changed the collision boxes during the move
  • Standing MK:
    • Increased the startup from 5F to 7F
    • Changed the collision boxes during the move
  • Standing HK: Reduced the collision box in the backwards direction during the move
  • Crouching LP:
    • Changed the collision boxes during the move
    • Changed the hurtbox
    • Increased the pushback on hit
    • Reduced the pushback distance on block
  • Crouching MP, Crouching HK: Changed the collision boxes during the move
  • Crouching MK, Jumping LK, Jumping HP, Jumping HK: Changed the hurtbox
  • Jumping LP: Changed the hitbox and hurtbox
  • Volty Line (Normal):
    • Damage decreased from 80 to 70
    • Increased amount of V-Gauge meter gain on hit
  • Volty Line (V-Trigger):
    • Damage decreased from 100 to 90
    • Increased advantage on hit from +3F to +4F
    • Decreased disadvantage on block from -7F to -6F
    • Reduced the recovery by 1F
  • Spark Show (V-Trigger):
    • Number of V-Gauge blocks increased from 2 to 3
    • Extended the V-Timer effect length time
  • Sunset Wheel/EX Sunset Wheel (Normal/V-Trigger): Increased recovery on whiff by 8F
  • Thunder Clap (Normal): Can be canceled into V-Trigger
  • Thunder Clap (V-Trigger): Can be canceled into V-Skill
  • EX Thunder Clap (V-Trigger):
    • Can be canceled into V-Skill
    • Added 20F to the attack active frames

F.A.N.G.

  • Standing MP, Standing HP, Crouching MP, Nirenko: Changed the collision boxes during the move
  • Standing MK:
    • Changed the hurtbox
    • Changed so that it can hit opponents who are behind F.A.N.G.
  • Crouching MK:
    • Changed the hitbox
    • Changed so that it can hit opponents who are behind F.A.N.G.
  • Standing LP, Crouching HP, Jumping MK, Jumping HP, Forward Jumping HK: Changed the hurtbox
  • Crouching HK: Changed the hitbox
  • Vertical/Back Jumping HK: Changed the hitbox and hurtbox
  • Nishodoku (V-Skill):
    • Given a hitbox during V-Trigger I
    • Increased amount of V-Gauge meter gain
  • L Sotoja: Damage increased from 60 to 70
  • M Sotoja: Damage increased from 70 to 80
  • H Sotoja: Damage increased from 80 to 100
  • H Ryubenda: Reduced the recovery by 3F

Alex

  • Standing MP: Reduced pushback distance on hit
  • Standing MK, Jumping HK, L Air Knee Smash: Changed the hurtbox
  • Crouching HP:
    • Changed the hitbox and hurtbox
    • Changed the collision boxes during the move
    • Slightly increased the knock back distance for the second mid-air hit
  • Crouching HK, EX Air Stampede: Changed the collision boxes during the move
  • Standing LP, Jumping MP, Jumping HP: Changed the hitbox and hurtbox
  • Chop:
    • Increased the recovery on block from -4F to -6F
    • Decreased the pushback distance on block
  • Lariat:
    • Increased advantage on hit from +6F to +7F
    • Increased the active frames from 3F to 4F
    • Changed the hurtbox
  • Flying Cross Chop: Changed the collision boxes
  • L Power Bomb:
    • Increased recovery on whiff by 9F
    • Damage increased from 160 to 170
    • Stun decreased from 220 to 200
  • M Power Bomb:
    • Increased recovery on whiff by 9F
    • Damage increased from 170 to 180
    • Stun increased from 220 to 230
  • H Power Bomb:
    • Increased recovery on whiff by 9F
    • Damage increased from 180 to 190
    • Stun increased from 220 to 250
  • EX Power Bomb:
    • Increased the recovery on whiff by 9F
    • Damage increased from 220 to 230
  • Air Knee Smash/EX Air Knee Smash: Fixed so that the charge direction isn’t changed after hit. Also changed so that Slash Elbow can be performed
  • M/H Air Knee Smash:
    • Increased the active framed by 2F
    • Changed the hurtbox
    • Changed the movement distance
    • Increased the landing recovery on whiff by 5F

Guile

  • Judo Throw: Changed the positioning after hit
  • Standing LP, Standing MK, Crouching LP: Changed the hurtbox
  • Crouching HP:
    • Changed the hurtbox
    • Changed the collision boxes during the move
  • Jumping MK, Jumping HP, Jumping HK: Changed the hitbox and hurtbox
  • Knee Bazooka: Recovery increased from 16F to 20F (No changes in advantage/disadvantage)
  • Spinning Back Knuckle: Startup increased from 10F to 11F
  • Rolling Sobat: Slightly increased his forward movement distance
  • Guile High Kick:
    • Changed the hitbox and hurtbox
    • Changed so that it can hit opponents who are behind Guile

Ibuki

  • Decreased vitality from 950 to 925
  • Standing LP:
    • Decreased advantage on hit from +3F to +2F
    • Decreased advantage on block from +2F to +1F
    • Can no longer rapid cancel
    • Changed the collision boxes during the move
  • Standing LK, Standing HP: Changed the collision boxes during the move
  • Standing HK: Increased the advantage on hit form +1F to +3F
  • Crouching LP, Crouching HP, Jumping HP, Jumping HK: Changed the hurtbox
  • Crouching MP:
    • Recovery increased from 12F to 16F
    • Changed the hurtbox
  • Crouching MK:
    • Increased the advantage on hit from 0 to +3F
    • Decreased the disadvantage on block from -3F to -2F
  • Jumping MP: Changed the combo restrictions
  • Agemen:
    • Changed the hitbox and hurtbox
    • Can no longer special move cancel the second hit
  • Tobikura (Jumping LP > MK): Increased knockback distance on hit
  • Shakunage (2MP > 6HP): Increased the advantage on hit from 0F to +2F
  • EX Kunai:
    • Increased the recovery by 4F
    • Increased the knock back distance for the explosion on hit
  • Tenrai (V-Skill): Decreased the amount of V-Gauge meter gain on hit
  • Rokushaku Horokudama (V-Trigger):
    • Decreased the stun from 100 to 80
    • Changed the combo restrictions on hit
    • Increased amount of EX meter gain on hit
  • Kunai Ikkinage: Can be special move canceled

Balrog

  • Dirty Bomber:
    • Damage increased from 110 to 130
    • Stun increased from 120 to 150
    • Changed the situation after hit
  • Standing MP: Changed so that it can hit opponents who are behind Balrog
  • Standing MK, Screw Smash: Changed the collision boxes during the move
  • Standing HP:
    • Increased the startup from 11F to 12F
    • Changed the collision boxes during the move
  • Standing HK:
    • Increased the pushback distance on Crush Counter
    • Changed the hitbox and hurtbox
    • Increased recovery from 19F to 22F (No changes to advantage/disadvantage)
  • Standing LP, Crouching LP, Jumping HP: Changed the hurtbox
  • Crouching HP:
    • Changed the hurtbox
    • Changed the collision boxes during the move
  • Jumping HK:
    • Increased the startup from 8F to 9F
    • Changed the hitbox and hurtbox
  • Stomping Combo:
    • Increased the disadvantage on block from -6F to -7F
    • Changed the recovery when canceling into V-Trigger
  • Turn Punch (Lv1):
    • Removed the throw invincibility from frames 1F to 18F
    • Changed the hurtbox from frames 3F to 18F
    • Increased the advantage on hit from +1F to +2F
    • Changed the collision boxes during the move
  • Turn Punch (Lv2):
    • Removed the throw invincibility from frames 1F to 18F
    • Changed the hurtbox from frames 3F to 18F
    • Increased the advantage on hit from -1F to -2F
    • Changed the collision boxes during the move
  • Turn Punch (Lv3):
    • Removed the throw invincibility from frames 1F to 18F
    • Changed the hurtbox from frames 3F to 18F
    • Increased the advantage on hit from +3F to +2F
    • Decreased the advantage on block from 0 to -2F
    • Changed the collision boxes during the move
  • Turn Punch (Lv4):
    • Removed the throw invincibility from frames 1F to 18F
    • Changed the invincibility for frames 3F to 18F, from complete invincibility, to upper body and projectile invincibility
    • Decreased the advantage on block from +1F to -2F
    • Damage decreased from 160 to 140
    • Changed the collision boxes during the move
  • Turn Punch (Lv5):
    • Removed the throw invincibility from frames 1F to 18F
    • Changed the invincibility for frames 3F to 18F, from complete invincibility, to upper body and projectile invincibility
    • Decreased the advantage on block from +2F to -2F
    • Damage decreased from 200 to 160
    • Changed the collision boxes during the move
  • Turn Punch (Lv6):
    • Removed the throw invincibility from frames 1F to 18F
    • Changed the invincibility for frames 3F to 18F, from complete invincibility, to upper body and projectile invincibility
    • Decreased the advantage on block from +3F to -2F
    • Damage decreased from 240 to 180
    • Changed the collision boxes during the move
  • Turn Punch (Lv7):
    • Changed the complete invincibility for frames 1F to 18F, to throw/upper body/projectile invincibility for frames 3F to 18F
    • Decreased the advantage on block from +4F to -2F
    • Damage decreased from 300 to 210
    • Changed the collision boxes during the move
  • Turn Punch (Lv8):
    • Changed the complete invincibility for frames 1F to 18F, to throw/upper body/projectile invincibility for frames 3F to 18F
    • Decreased the advantage on block from +5F to -2F
    • Damage decreased from 360 to 240
    • Changed the collision boxes during the move
  • Turn Punch (Lv9):
    • Changed the complete invincibility for frames 1F to 18F, to throw/upper body/projectile invincibility for frames 3F to 18F
    • Decreased the advantage on block from +6F to -2F
    • Damage decreased from 420 to 270
    • Changed the collision boxes during the move
  • Turn Punch (Lv10):
    • Damage decreased from 500 to 350
    • Changed the collision boxes during the move
  • Buffalo Swing/Buffalo Pressure: Decreased amount of V-Gauge meter gain
  • Hard Smasher/Hard Pressure: Increased the amount of V-Gauge meter gain

Juri

  • Standing MK (Normal/V-Trigger): Increased the timing cancel window
  • Crouching LP (Normal/V-Trigger), Crouching MP (Normal/V-Trigger), Crouching MK (Normal/V-Trigger): Changed the hurtbox
  • Crouching HP (Normal/V-Trigger), Jumping MP (Normal/V-Trigger), Jumping HK (Normal/V-Trigger): Changed the hitbox and hurtbox
  • Jumping HP (Normal/V-Trigger):
    • Increased the startup from 8F to 9F
    • Changed the hurtbox
  • Kyoretsushu: Changed so that it can hit crouching opponents
  • Kasatushu (V-Skill): Decreased the amount of V-Gauge meter gain on hit
  • L Fuharenkyaku: Increase the active time
  • M Fuharenkyaku (Normal/V-Trigger):
    • Normal, V-Trigger: Damage increased from 60 to 70
    • V-Trigger: Stun increased from 80 to 100
  • H Fuharenkyaku (Normal/V-Trigger): Normal, V-Trigger: Damage increased from 80 to 100
  • EX Tensenrin: Changed to have complete invincibility until the 12th movement frame
  • Sakkai Fuhazan: Given armor break properties
  • Feng Shui Engine Alpha (V-Trigger):
    • Number of V-Trigger blocks decreased from 3 to 2
    • Increased the amount of gauge that each Fuharenkyaku uses
    • Extended the V-Trigger effect time

Urien

  • Spartan Bomb (Front/Back Throw): Changed the positioning after hit
  • Standing LP: Reduced the advantage on hit from +5F to +4F
  • Standing HP:
    • Greatly decreased the advantage frames on Crush Counter
    • Changed the hurtbox
  • Standing HK: Changed the hitbox and hurtbox
  • Crouching LP: Reduced the advantage on hit from +5F to +4F
  • Crouching HP, Jumping MK, Jumping HK: Changed the hurtbox
  • Crouching MP, Jumping LK: Changed the hitbox
  • Jumping MP:
    • Changed the hitbox
    • Extended the active frames from 4F to 5F
  • Jumping HP:
    • Increased the startup from 8F to 9F
    • Changed the hitbox and hurtbox
  • Quarrel Punch: Increased the recovery by 2F
  • Aegis Reflector (V-Trigger): Increased the amount of EX meter gain

Akuma

  • Goshoha:
    • Changed the positioning after hit
    • Damage increased from 110 to 130
    • Stun increased from 120 to 170
  • Standing MP, Standing HP, Crouching HK, Rakan (V-Skill – Standing): Changed the collision boxes during the move
  • Crouching LP, Standing MK, Jumping HK: Changed the hurtbox
  • Crouching HP: Changed so that it can hit opponents who are behind Akuma
  • Jumping MP:
    • Startup changed from 5F to 7F
    • Damage decreased from 60 to 50
    • Can cancel into a special move
    • Causes a knockdown on mid-air hit
  • Standing LP, Crouching MP, Jumping HP: Changed the hitbox and hurtbox
  • Sekiseisen:
    • Decreased startup from 33F to 32F
    • Increased advantage on hit from +4F to +5F
    • Decreased advantage on block from +1F to -2F
  • Sekia Kuretsuha: Changed the combo limits after hit
  • M Tatsumaki Zankukyaku:
    • Damage increased for the second and third hits, only when the first hit does not connect, from 20 to 40
    • Stun increased on the second and third hits, only when the first hit does not connect. Second hit increased from 30 to 60, third hit increased from 20 to 60
  • EX Goshoryuken: Changed so that the opponent can recover after mid-air hit
  • Rakan Gosho (V-Skill): Decreased the amount of V-Gauge meter gain
  • Goshoryuken (V-Trigger): Damage decreased from 200 to 180
  • Gohadoken (V-Trigger), Zanku Hadoken (V-Trigger): Reduced the amount of meter usage while active

Kolin

  • Standing LP: Changed the hitbox
  • Standing HP:
    • Damage decreased from 90 to 80
    • Changed the hurtbox
    • Changed the behavior on Crush Counter
  • Standing HK: Changed so that it can hit opponents who are behind Kolin
  • Crouching LK:
    • Increased the pushback on hit and block when performed during M Vanity Step (Same for if performed using a rapid cancel)
    • Delayed the rapid cancel timing when performed during the M Vanity Step
  • Crouching MK: Changed the collision boxes during the move
  • Crouching HP: Changed the hitbox and hurtbox
  • Standing MP, Crouching LP, Jumping HP: Changed the hurtbox
  • Jumping HK: Removed 1F active frame from the final hit
  • Sniping Kick:
    • Decreased startup from 15F to 14F
    • Reduced the move recovery from 21F to 19F (No changes to advantage/disadvantage)
  • Cold Low: The second hit can be canceled into V-Trigger
  • Brinicle:
    • Changed the effect on hit
    • Disadvantage on block reduced from -8F to -2F
    • Reduced pushback distance on block
    • Changed to have inertia at the time of startup
  • Snow Grain
    • Disadvantage on block increased from -2F to -8F
    • Reduced pushback on hit
  • V-Skill (Inside Slash):
    • Reduced the advantage on hit from +3F to +2F
    • Increased disadvantage on block from -7F to -8F
    • Increased recovery by 3F
    • Reduced the amount of V-Gauge meter gain upon successful counter
  • L Vanity Step:
    • Total frames increased from 34F to 43F
    • Increased movement distance
    • Reduced the hurtboxes during the move
    • Extended the input time for Silver Edge
  • H Vanity Step: Can slightly control forward/backwards movement while in the air
  • EX Vanity Step (LK+MK): Extended the input time for Silver Edge
  • Silver Edge:
    • Extended the input time for a CA cancel
    • Changed the amount of time in air on mid-air hit
  • Frost Tower:
    • Hitbox expanded in the upwards direction
    • Expanded the collision box in the upwards direction
  • Frost Touch: Stun gauge will not recover during the animation on hit
  • Frost Touch Low: Damage increased from 180 to 200
  • EX Frost Touch Low: Damage increased from 240 to 260
  • Diamond Dust (V-Trigger): Increased the amount of EX meter gain

Ed

  • Psycho Blow:
    • Damage increased from 120 to 130
    • Changed positioning after hit
  • Back Dash:
    • Increased total movement frames from 21F to 23F
    • Changed the movement value
  • Standing MP, Psycho Flicker: Changed the collision boxes during the move
  • Standing MK:
    • Changed so that it can hit opponents who are behind Ed
    • Can cancel into V-Trigger on the third active frame
  • Standing HK:
    • Changed the collision boxes during the move
    • Reduced the pushback distance on hit
    • Reduced the damage from 90 to 80
  • Crouching MP:
    • Advantage on hit increased from +4F to +5F
    • Advantage on block increased from +2F to +3F
  • Crouching MK:
    • Reduced the pushback distance on hit
    • Changed the hitbox
  • Standing LP, Crouching LP, Jumping HP, Jumping HK: Changed the hurtbox
  • Psycho Spark: Reduced the disadvantage on block for the first hit from -3F to -2F
  • Psycho Snatcher:
    • Changed the recovery after hit
    • Changed so that a back recovery is no longer possible

Abigail

  • Hurtboxes:
    • Changed his throw hurtbox when crouching
    • Changed the hurtbox for his non-recoverable mid-air juggle state
  • Regular Throw: Changed the hurtbox for throw whiff
  • Red Leaf: Changed the positioning after hit
  • Standing LP:
    • Changed the hitbox and hurtbox
  • Standing LK:
    • Reduced the startup from 6F to 5F
    • Changed the hitbox and hurtbox
  • Standing MP, Standing HP, Crouching MK, Jumping MP, Jumping HK: Changed the hurtbox
  • Standing MK, Crouching MP, Jumping LK: Changed the hitbox and hurtbox
  • Standing HK:
    • Changed the knockback distance for normal hit and Crush Counter
    • Eased the air combo count restrictions
  • Crouching LP:
    • Reduced the startup from 6F to 5F
    • Increased amount of attack active frames from 2F to 3F
    • Changed the hurtbox
  • Crouching LK: Increased the advantage on hit from +3F to +5F
  • Crouching HP:
    • Changed hitbox and hurtbox
    • Changed the float value for mid-air hit
    • Changed the float value for Crush Counter hit
    • Changed so that a hit from attack active frame 2F onwards will not trigger a Crush Counter
    • Reduced the attack startup from 12F to 11F
  • Crouching HK: Increased the attack active frames for the first hit from 1F to 2F
  • Jumping MK:
    • Expanded the hitbox
    • Increased the active frames from 3F to 5F
  • Jumping HP: Changed the hitbox
  • Abi Lift:
    • Changed the hitbox and hurtbox
    • Changed the float value for the V-Trigger version
  • Hungabee – High/Low, EX Nitro Hungabee: Eased the air combo count
  • V-Trigger: Extended the V-Timer effect time
  • L Abigail Punch:
    • Changed the knockback distance for the final hit
    • Button-mash version: changed the float value
    • Changed the collision boxes during the move
    • Changed so that recovery is not possible after the first hit only
    • Eased the air combo count
  • M Abigail Punch:
    • Button-mash version: changed the float value
    • Changed the collision boxes during the move
    • Changed so that recovery is not possible after the first hit only
    • Eased the air combo count
  • H Abigail Punch:
    • Button-mash version: changed the float value
    • Changed the hitbox during the attack active frames
    • Changed the collision boxes during the move
    • Changed so that recovery is not possible after the first hit only
    • Eased the air combo count
  • EX Abigail Punch:
    • Changed the collision boxes during the move
    • Changed so that recovery is not possible after the first hit only
  • Abigail Smash:
    • Increased the recovery on whiff by 8F
    • Increased the amount of EX meter gain on hit
  • Dynamite Punch:
    • Changed the hitbox and hurtbox
    • Increased the pushback on block
  • EX Dynamite Punch:
    • Changed the hitbox
    • Increased the pushback on block
  • Bay Area Sunrise:
    • Increased the recovery on whiff by 8F
    • Increased the amount of EX meter gain on hit
  • EX Bay Area Sunrise: Increased the recovery on whiff by 8F
  • EX Nitro Charge: Changed the position after the stomp-like hit during V-Trigger

Menat

  • Standing HK (Bare Hands), Crouching HP (Bare Hands), Crouching HP (Crystal Ball), Jumping HP (Bare Hands): Jumping HK (Bare Hands), Jumping HK (Crystal Ball): Changed the hurtbox
  • Soul Spark: Added a new move that can be used while Soul Sphere is placed on the screen

Zeku

  • Standing LP:
    • Old Zeku: Changed the hurtbox
    • Changed the collision boxes during the move
  • Crouching MP (Old Zeku): Changed the hurtbox
  • Special KO: Fixed a phenomenon where, if Zeku was KO’ed by a move that plants him into the ground (Birdie, Zangief, and Alex’s Critical Art KO), at the start of the next round Old Zeku would be able to use young Zeku’s moves. After the fix, for the round following the special KO, Zeku’s style change is properly reset.

Here’s a quick rundown of what you can expect if you already own the vanilla version of Street Fighter V (via Reddit):

If I already own SFV…

  • For current owners, the facelift, features and new modes added to AE will be a free DLC patch.
  • I.E. – You do not need to buy this.

Who is this for then?

  • It is to relaunch the game with its new look and features to hopefully bring in new customers.

What will the $40 version have that my vanilla game + patch won’t?

  • All S1 and S2 characters will be included on the AE release. This appears to be a DLC code.
  • Pre-Orders of the physical version from select vendors will come with nine premium costumes. (Bison, Guile, Ibuki & Karin’s 30th Anniversary costume and the Nostalgia costumes for Alex, Ibuki, Akuma, Kolin and Juri) (This seems to apply only to the PS4 version of the game)
  • (Gamestop Pre-Order Link / Best Buy Pre-Order Link / EB Games Canada Pre-Order Link)
  • If you own vanilla, you don’t get any former DLC characters or costumes. It’s just the free patch.
  • Capcom may announce more things in the future. This page will be updated as necessary.

I saw the Deluxe Edition on sale for $40. Is there any benefit for waiting for AE if the DE version is priced the same?

  • As stated above, the physical version pre-ordered from select vendors will have bonus costumes.
  • If you’re not pre-ordering the physical copy, there’s no real reason to wait. That is, unless Capcom announces some other bonus to AE (like extra DLC for free or FM)
  • For retail owners, you’ll get a new cover with AE, but as of now, the Deluxe Edition, which features the game + S1 and S2, will have the same content as AE. Additionally, if you ever see the DE for less than $40, then you’ll be paying less than AE will cost upon launch in January. Again, unless Capcom adds something to AE that we don’t know.

What about my save game?

  • As AE is simply a patch, your save game will carry over. This includes if you had vanilla at any time and got AE separately. I believe save games will cross over between digital and retail discs as well.
  • Of course, buying a different region of AE than your vanilla save will not carry over.

I heard a rumor that…

  • The information in this thread is verified.
  • You may have heard that certain new characters might be free or some other information. As of today, those rumblings are simply rumors and if the info isn’t in this thread, then it’s not verified.

What about S3 DLC characters?

  • This hasn’t been announced yet but it’ll almost certainly be separate from the AE release.
  • It is worth noting that if you’re new and buy AE, you start off with 28 characters and can earn massive amounts of FM by watching their stories, demonstrations, completing Survival mode. You can check the math elsewhere, but doing all the base things will earn you a hefty amount of FM. This means you can likely earn enough to buy several S3 characters.
  • If you have an existing save game, you won’t be able to re-earn that FM, of course.

What is the Valuable Edition?

  • Much like the original SFV, Capcom will be releasing Japan-only package deluxe packages for AE. Titled Valuable Edition II, this is set for release on the 18th of January (two days after its main launch). This will be released in three forms of varying price and will feature bonus artwork, a book, keychains, stuffed animals and the like. It seems a western release is unlikely.
  • All the details here (and an English translation here – Scroll down a bit)

What Is New To AE?

V-Trigger II

  • Like supers in the past, you will be able to choose your V-Trigger before each match.
  • Which you chose will be displayed on the UI during matches.

Arcade Mode

Extra Battle

New UI & Visuals

Gallery

  • There will be more than 200 pieces of artwork which include endings, images, movies and sound.
  • Unlockable items may be limited to arcade mode only.
  • (Maybe you can’t earn FM in arcade mode due to this)

Anything Else

  • New content is coming later.
  • Hope this helps.

Got all of that? Good. If you spot anything game-breaking or a technical issue, let us know below and we’ll follow up with Capcom to see what’s up.

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Alex Co

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

Home > News

Far Cry 5 Devs Name the Game’s Most Dangerous Animal, Talk Player Freedom & More

There’s still a couple of months remaining until Far Cry 5 launches on PC, PS4, and Xbox One. It’s scheduled for a worldwide launch on March 27.

To help drive the hype levels up a little, Ubisoft has released a new “UbiBlog” video which explores the game’s populated world, vicious wildlife, and co-op adventures.

It’s only a quick vid, at three minutes long, and can be watched below.

Step aside, honey badger, there’s a new demon creature in town. See the developers of Far Cry 5 impersonate their most feared wildlife, hear tales of their co-op adventures, and learn why they can’t predict what will happen to you in Hope County.

I’m especially eager to try out the co-op mode, as I’ve always enjoyed playing Far Cry with a friend (when supported). Judging from what I’ve seen so far, the fifth numbered title is looking like a great time.

Are you looking forward to playing Far Cry 5? Let us know.

Source: Ubisoft (YouTube)

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Mack Ashworth

Writer of Articles, Maker of Videos, and Topper of Leaderboards. Currently attempting to conquer Westeros. Subscriber

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Destiny 2 Down for Scheduled Maintenance Lasting Four Hours

Destiny 2 Hotfix 1.1.1.3 is ready to be deployed, but first Bungie needs to carry out some scheduled maintenance. It’s going to last a whopping four hours, and is especially brutal to those in the Eastern Hemisphere.

Following the update, the next Faction Rally will be live. See what that involves, and the prizes on offer, by clicking here.

Here’s the full schedule for the maintenance, detailed in both PT and UTC times:

8:00 AM Pacific / 1600 UTC

  • Destiny 2 server maintenance is schedule to begin
  • Players will no longer be able to log in to Destiny 2

9:00 AM Pacific / 1700 UTC

  • Players still in Destiny 2 activities will be returned to the title screen

12:00 PM Pacific / 2000 UTC

  • Destiny 2 server maintenance is scheduled to end
  • Destiny 2 Hotfix 1.1.1.3 will be available

What will you be doing during the downtime? Let us know in the comments below.

In other Destiny 2 news, this fan comic pokes fun at Tess Everis’ exploitative nature, the game’s development was apparently rebooted in early 2016, and Bungie has revealed the dates for the next Faction Rally and Iron Banner.

Source: Bungie.net

Mack Ashworth

Writer of Articles, Maker of Videos, and Topper of Leaderboards. Currently attempting to conquer Westeros. Subscriber

Home > News

Tencent Helps Bust PUBG Cheat Makers, Chinese Police Carry Out Over 120 Arrests

PUBG has a big cheater problem. Rather than learning to get good, some players prefer to take the easy route, purchasing cheats that allow them to see and shoot through walls, or become invulnerable. Dying to a cheater is incredibly annoying.

Happily, PUBG‘s Chinese partner Tencent seems to taking the cheating epidemic very seriously, helping the Chinese police to uncover at least 30 cases and carry out arrests on 120 people. The cheat programs allow “X-Ray vision” and “Auto-targeting.”

While there’s certainly a ways to go before the PUBG cheat menace is totally eradicated (if it ever will be!), it’s good to see Tencent making an effort to stop the exploits.

Creator Brendan Greene recently reminded players that region locking is being worked on, which should significantly help reduce the number of cheaters impacting western servers.

Have you run into any cheaters on PUBG? Let us know.

In other PUBG news, Xbox has said that sales for the console version are “very big,” netcode analysis shows that the game has a big problem, and the Battle Royale Trainer is here to help players improve.

Source: Bloomberg via VG247 

Mack Ashworth

Writer of Articles, Maker of Videos, and Topper of Leaderboards. Currently attempting to conquer Westeros. Subscriber