Remedy Entertainment has been busily finishing things up with their latest surreal survival horror game, Alan Wake 2. Can one ever truly be prepared to take on The Dark Place again after all this time? We managed to sneak through Los Angeles traffic for a press event to get some hands-on time with the much-anticipated sequel, and have our impressions ready for you now.
A Fresh Face
Our session saw us start with the new protagonist, FBI Agent Saga Anderson, as she is deep in the woods and exploring the quaint mountain town of Watery. This is her third mission – the introduction was not spoiled for us. This area featured a “live” singer at a local bar, and started off simply enough. We were trying to find more information on the whereabouts of “The Clicker,” a cut-off light switch that Alan Wake had when he was a child. After talking to the locals, a lead can be found that leads Saga to a place known as Coffee World, a locally-owned and terribly-themed amusement park. You can guess what its theme is from the name. The whole time, other characters whom Saga has never met before talk with her as if she is a local, even helping her find the keys to “her” trailer. It’s all surreal and trippy, and there are of course Taken enemies to fight. Not that we needed evidence that the game was in active development, but we were warned ahead of time to not mess with a cleaning station that looked like it was ripped straight out of Control. This seemingly innocuous object was actually how players are allowed to change characters – but the mechanic had a bug that would likely cause our demo to glitch out in session-ending ways — something which we’re hoping will get fixed before launch.
Saga brings with her the same combat mechanics as Alan, but also something called a Mind Place. It exists as a construct in Saga’s mind, and is a 3D location the player can walk around in, at almost any point while playing as Saga. It’s part of the pause menu, in fact. However, the world outside of this Mind Place continues to move along, so the player has to be wary about using this when in combat or near enemies. Alan Wake has a Writer’s Room, which is a similar space that the player can walk around in and perhaps figure something out to move things along. Saga can use a case board to intuit the connection between two seemingly unrelated pieces of information. You sift through various clues collected by picking items up, talking with people, or observing events. Then, you literally pin photos and notes on a board, and if they are placed in the right spot, Saga explains the connection.
The Plot Thickens
Alan, meanwhile, has access to a Plot Board. As his adventure progresses, Alan will remember different Scenes of the area he currently finds himself in. Then, by performing certain actions, interacting with, or finding some items can unlock Plot Elements. These are descriptions that can be applied to the Scenes he has unlocked. While we didn’t have a lot of time with this particular mechanic, we were able to make places haunted by discovering a plot element. This has the effect of changing the look and feel of a Scene, while also altering it in some way that may help Alan to find a way forward. This is no doubt possible thanks to Remedy’s work in Control, where the levels would alter themselves right in front of you, and it will be interesting to see all the different ways that Alan’s surroundings can be changed by the mere application of some words.
Combat has taken on a more central role in Alan Wake 2, though of course it is not the only way you progress as puzzles are also present. With a Resident Evil-like grid-based inventory system, resource management will no doubt be crucial in higher difficulty settings or later in the campaign. Besides a new melee attack, both Alan and Saga have access to pistols, shotguns, and more, and so you won’t feel so helpless against the monsters of the darkness. Light still plays an important factor in fights, as you can use your flashlight to perform a charged attack which temporarily stuns most enemies. In addition, most enemies have a dark aura about them which acts like a shield against most damage, thus necessitating that you remember to wield your flashlight as a weapon ahead of pumping those enemies full of lead.
Survival of the Sanest
Games like Alan Wake take some time to get acclimated to, and it has been a couple of years since I last played Remedy’s last major non-remake release, Control. As we didn’t have all the time in the world (indeed, our play session was only a couple of hours in length, divided by an intermission as we transitioned from playing as Saga to playing as Alan), members of the development team were on-hand to help guide us through some of the game’s more abstract puzzles. And they definitely were abstract, requiring, for instance, the use of an “Angel Lamp” that Alan had in his possession to acquire a limited number of charges of light in order to change which version of the city he was currently walking through. My game glitched and my game’s UI was apparently not showing the number of charges collected; a known bug Remedy was due to fix prior to the game going gold.
Enemy encounters may be more bullet-filled than prior Alan Wake games, but there is still plenty of tension to be found with limited health and ammunition, fast enemies, and a finite inventory space. Another pre-release glitch we encountered prevented us from picking up items even when we could hold more of that particular item (such as healing items). Only by dropping an item already in our inventory could we then pick up what we wanted, even though we would only end up stacking it anyway. Dropping items also immediately removes them from the game, which feels like a last-generation feature and was a surprising limitation to keep in mind when deciding which items to keep, and which to leave behind.
Time to Get Excited
While we’ve experienced a few bugs here and there in our preview build, I won’t lose any sleep over it considering Remedy Entertainment’s track record. Inventory issue aside, the other issues seen were visual and did not detract from the experience. The game looks, sounds, and feels like an Alan Wake game, perhaps the best iteration yet thanks in no small part to the learnings acquired during the development of Remedy’s other titles such as Quantum Break and Control. It’s exciting to be able to finally get back into the mind of Alan Wake, and now, Saga Anderson, with some new mechanics to conquer and also cases to solve.
Graphically, Alan Wake 2 is a feast for the eyes. Of course, we were playing on PCs no doubt spec’d out with the latest CPU, RAM, M.2 SSDs, and RTX GPUs on the market, on 65-inch OLED TV sets. Even so, Remedy Entertainment has left the previous generation of consoles behind, so this no doubt raises the minimum fidelity of Alan Wake 2. Some environments looked incredibly realistic, especially Alan Wake’s mission when he walked around the city. Audio work is first-class: you’ll probably get more intense moments playing this game on a good pair of headphones, or at the very least a surround sound system.
Alan Wake 2 is on track to be the perfect kind of creepy, mind-bending game to take us into the holiday season when it launches on October 27. Some of its puzzles will stump gamers for a while, and in a single-player game that is part of the appeal. Get ready to set the stage for some delightfully eerie encounters that only Remedy knows how to craft best. Alan Wake 2 will release on PC, PlayStation 5, and Xbox Series consoles.
MP1st attended an invite-only preview event for Alan Wake 2, and the game was played on PC.
Paulmichael has been writing in the gaming industry since 2008. Living just outside of Los Angeles, he has been lucky enough to attend numerous gaming events around the world, including the last ten E3 shows (RIP)! A thoughtful reviewer, every game you see scored by PmC has been given careful attention. Paulmichael is also an aviation fan and an avid snowboarder. Favorite games include: No Man's Sky, Gran Turismo 7, skate., CloverPit.
In a surprising move, Electronic Arts (EA) has taken down all FIFA games from digital storefronts. The agreement between EA and FIFA ended with FIFA 23, and the new game has been rebranded as EA Sports FC 24. Nevertheless, no prior notice or alerts were provided before the removal, catching everyone off guard.
There is a possibility that these games will return to the stores again, likely with a new name. However, this is all speculation for now, and we hope that EA addresses this issue sooner rather than later.
As EA remains tight-lipped about the motivations behind this unprecedented move, the gaming community awaits further information, hoping for clarity regarding the fate of their beloved FIFA titles and the future direction of EA Sports’ football gaming offerings.
Call of Duty: Modern Warfare 2 and Warzone update 1.25 has been released for Season 6 this September 27. This patch brings new maps in multiplayer, new weapons, a new Battle Pass and more! Read on for what’s new in the Modern Warfare 2 and Warzone new update patch notes.
Those on PlayStation Platforms, you should have been prompted to download the file for preload, with content installable once the event kicks off at 12 pm ET/9 am PT/12 am HKT.
Modern Warfare 2 and Warzone Update 1.25 Patch Notes | Modern Warfare 2 and Warzone New Update Patch Notes:
Size: 25GB (PS5)
Update: The complete patch notes are now here.
GLOBAL
Dark Ritual Operators have begun summoning The Haunting… prepare for darkness to fall on October 17th. Get all the intel on this event from our recent blog.
BATTLE PASS
Season 06 Battle Pass
Just take a look at the Season 06 Battle Pass and you’ll see The Haunting is fast approaching. Featuring 100+ rewards, including:
New Spawn Operator
Three new weapons
10 new terrifying Operator skins and BlackCell variants for each
New weapon Blueprints
Creepy vehicle skins
For a deep dive on the Season 06 Battle Pass, check out our dedicated blog here.
BlackCell Season 06
Strike fear into your foes via advanced cybernetics with the Season 06 experience with BlackCell, featuring the following items and rewards:
The BlackCell Sector, including 1,100 COD Points; the new BlackCell Operator V4L3RIA and her Tactical Pet Megabyte; the “BlackCell Reckoner” Pro-Tuned Weapon Blueprint; and a BlackCell-themed Smoke Grenade Equipment Skin.
Full access to the Season 06 Battle Pass, plus 20 Battle Token Tier Skips (25 on PlayStation®). The full Battle Pass includes 1,400 COD Points within 100 Tiers of unlockable content from Battle Pass progress.
An exclusive BlackCell Sector within the Battle Pass AO serving as an alternative starting location.
Additional BlackCell-only Battle Pass content: 10 BlackCell Operator Skins, including one for new Operator Spawn, Al Simmons, Creepy Clown, Soul Crusher, Mil-Spawn, Tier 100 Spawn, and more; six animated Weapon Blueprints; and two Vehicle Skins.
Players who upgrade to BlackCell after purchasing the Battle Pass will also receive 1,100 COD Points back.
OPERATORS
New Operators
V4L3RIA (BlackCell)
Little is known about V4L3RIA’s origins, but early tests of the model’s combat prowess confirm its high-performance lethality. Accompanying V4L3RIA is her robotic Tactical Pet, Megabyte.
Spawn
“You sent me to Hell. I’m here to return the favor.” — Spawn
Lilith (Diablo IV)
The Burning Hells arrive in time for the Haunting. Deploy as the Daughter of Hatred and the Creator of Sanctuary.
Inarius (Diablo IV)
Drop in as the fallen archangel Inarius.
Ash Williams (Evil Dead 2)
The former supermarket clerk-turned demon hunter arrives to battle the underworld entities spewing forth from the Hellmouth.
Alucard (Hellsing)
Deploy as “Alucard,” the Hellsing Organization’s most powerful weapon against supernatural forces.
Skeletor (Masters of the Universe) – Available when The Haunting starts on October 17th
Become the true Master of the Universe with the Skeletor Bundle, complete with a Skeletor Operator, as well as evil sorcery–themed Blueprints and Emblems.
EVENTS
Prepare for The Haunting
Coming to Modern Warfare II and Warzone on October 17th
The Haunting is just around the corner! Prepare for frightening thrills, the shambling undead, squad hunts to take down grotesque monsters, and those infamous jump-scares as The Haunting returns to Call of Duty!
Can’t wait until the 17th? Check the Call of Duty blog for all the intel you need about The Haunting before it’s live.
WEAPONS
New Weapons
TR-76 Geist (Assault Rifle)
A hard-hitting bullpup assault rifle chambered in 7.62 x 39 mm. Highly modular, this weapon system can be adapted to fit a wide range of tactics and combat scenarios.
Obtained via Battle Pass
ISO 9mm (Submachine Gun)
Sweep the battlefield clean with the high fire rate, maneuverability, and exceptional steadiness of this 9mm SMG.
Obtained via Battle Pass
Dual Kamas (Melee)
Cut down your enemies with each swing of these curved and deadly blades.
Obtained via Battle Pass
New Attachments
» Shotguns «
Lockwood 300
Maelstrom Dual Trigger
A cold hammer forged dual trigger that fires both rounds simultaneously with devastating results.
Weapon Balancing
» Submachine Guns «
Lachmann Shroud
Reduced upper torso damage | MWII Only
Reduced mid-far distance damage | MWII Only
Minor increase in close-mid distance damage | MWII Only
Minibak
Increased close distance damage | MWII Only
Increased damage range | MWII Only
» Assault Rifles «
Kastov 762
Reduced close distance damage | MWII Only
Reduced close damage range | MWII Only
Increased mid damage range | MWII Only
FR Avancer
Increased damage range | MWII Only
» Battle Rifles «
Cronen Squall
Increased damage range | MWII Only
Lachmann-762
Increased damage range | MWII Only
SO-14
Increased damage range | MWII Only
TAQ-V
Increased damage range | MWII Only
» Shotguns «
Bryson 800
Reduced far damage range | MWII Only
Expedite 12
Increased mid damage range | MWII Only
MX Guardian
Reduced close damage range | MWII Only
» Marksman Rifles «
Tempus Torrent
Reduced close damage range | MWII Only
Reduced close distance damage | MWII Only
Reduced damage to legs | MWII Only
Lockwood MK2
Increased mid damage range | MWII Only
Increased close distance damage | MWII Only
Increased damage to upper arm | MWII Only
Improved sprint out time
Increased hip movement speed
SA-B 50
Improved sprint out time
Improved ADS time
Reduced moving hip spread
Increased far damage range | MWII Only
SP-R 208
Increase to mid damage range | MWII Only
The following weapon changes are applicable to Warzone only.
» Assault Rifles «
Chimera
Lower Torso Damage Multiplier increased | Warzone Only
FR Avancer
Limb Damage Multipliers increased | Warzone Only
ISO Hemlock
Neck Damage Multiplier decreased | Warzone Only
Upper Torso Damage Multiplier decreased | Warzone Only
Kastov 762
Close Damage decreased | Warzone Only
Close Damage Range increased | Warzone Only
Head Damage Multiplier decreased | Warzone Only
Neck Damage Multiplier decreased | Warzone Only
Upper Torso Damage Multiplier decreased | Warzone Only
M13B
Close Damage decreased | Warzone Only
Close Damage Range decreased | Warzone Only
Close-mid Damage decreased | Warzone Only
Mid Damage decreased | Warzone Only
M13C
Close Damage increased | Warzone Only
Lower Limb Damage Multipliers increased | Warzone Only
M16
Close Damage Range increased | Warzone Only
Lower Torso Damage Multipliers increased | Warzone Only
Limb Damage Multipliers increased | Warzone Only
» Battle Rifles «
Cronen Squall
Mid Damage Range decreased | Warzone Only
FTAC Recon
Neck Damage Multiplier increased | Warzone Only
Torso Damage Multipliers increased | Warzone Only
Limb Damage Multipliers increased | Warzone Only
Lachmann-762
Close Damage Range increased | Warzone Only
Neck Damage Multiplier increased | Warzone Only
Torso Damage Multipliers increased | Warzone Only
Limb Damage Multipliers increased | Warzone Only
SO-14
Close Damage Range increased | Warzone Only
Close-Mid Damage Range increased | Warzone Only
Mid Damage Range increased | Warzone Only
Far Damage increased | Warzone Only
TAQ-V
Close Damage increased | Warzone Only
Close Damage Range increased | Warzone Only
Close-mid Damage Range increased | Warzone Only
» Handguns «
Basilisk
Close-mid Damage increased | Warzone Only
Mid Damage increased | Warzone Only
Mid-far Damage increased | Warzone Only
Far Damage increased | Warzone Only
FTAC Siege
Head Damage Multiplier decreased | Warzone Only
Lower Torso Damage Multiplier decreased | Warzone Only
GS Magna
Close Damage decreased | Warzone Only
Close-mid Damage increased | Warzone Only
Upper Torso Damage Multiplier decreased | Warzone Only
Limb Damage Multipliers decreased | Warzone Only
P890
Mid Damage increased | Warzone Only
Far Damage increased | Warzone Only
Lower Torso Damage Multiplier increased | Warzone Only
Limb Multipliers increased | Warzone Only
X12
Close-mid Damage increased | Warzone Only
Neck Damage Multiplier increased | Warzone Only
Torso Damage Multipliers increased | Warzone Only
Lower Limb Damage Multipliers increased | Warzone Only
9mm Daemon
Neck Damage Multiplier decreased | Warzone Only
Torso Damage Multipliers decreased | Warzone Only
Arm Damage Multipliers decreased | Warzone Only
.50 GS
Close Damage increased | Warzone Only
Mid Damage increased | Warzone Only
Far Damage increased | Warzone Only
» Shotguns «
Bryson 800
Close-mid Damage Range increased | Warzone Only
Bryson 890
Close Damage Range decreased | Warzone Only
Close-Mid Damage Range decreased | Warzone Only
Mid Damage Range decreased | Warzone Only
Mid-Far Damage Range decreased | Warzone Only
Lockwood 300
Lower Torso Damage Multiplier increased | Warzone Only
Limb Damage Multipliers increased | Warzone Only
MX Guardian
Close Damage Range increased | Warzone Only
Close-mid Damage Range increased | Warzone Only
Mid Damage increased | Warzone Only
Mid-Far Damage increased | Warzone Only
Far Damage increased | Warzone Only
» Sniper Rifles «
Carrack .300
Close-mid Damage increased | Warzone Only
Far Damage increased | Warzone Only
Lower Torso Damage Multiplier increased | Warzone Only
Limb Damage Multipliers increased | Warzone Only
Signal 50
Neck Damage Multiplier decreased | Warzone Only
Upper Torso Damage Multiplier decreased | Warzone Only
SP-X 80
Close Damage Range increased | Warzone Only
Close-mid Damage Range increased | Warzone Only
Mid Damage Range increased | Warzone Only
Upper Torso Damage Multiplier increased | Warzone Only
» Submachine Guns «
BAS-P
Neck Damage Multiplier increased | Warzone Only
Torso Damage Multipliers increased | Warzone Only
Limb Damage Multipliers increased | Warzone Only
Fennec 45
Close Damage increased | Warzone Only
Close-mid Damage increased | Warzone Only
Head Damage Multiplier increased | Warzone Only
Neck Damage Multiplier decreased | Warzone Only
Upper Torso Damage Multiplier decreased | Warzone Only
Lachmann Shroud
Semi-auto Damage decreased | Warzone Only
Burst-fire Head Damage Multiplier increased | Warzone Only
Burst-fire Neck Damage Multiplier increased | Warzone Only
Burst-fire Upper Torso Damage Multiplier increased | Warzone Only
Minibak
Mid Damage increased | Warzone Only
MX9
Neck Damage Multiplier increased | Warzone Only
Torso Damage Multipliers increased | Warzone Only
Limb Damage Multipliers increased | Warzone Only
Weapons Bug Fixes
Fixed an issue causing the stat bars to occasionally display incorrect information when comparing Weapons or Attachments
Fixed an issue with the Lockwood 300 that would cause it to deal inconsistent Headshot Damage
Fixed an issue with some KV Broadside and MX Guardian Barrel Attachments where they were not offering the correct stat
PROGRESSION
The Final Prestige – Level 1,250
Season 06 will increase the Prestige Rank cap from 21 to 25, with a new maximum level of 1,250. Obtaining each new Prestige Rank offers multiple rewards along with a new icon besides the Prestige number, as follows:
Prestige 22: Unlocked at Level 1,100
Prestige 23: Unlocked at Level 1,150
Prestige 24: Unlocked at Level 1,200
Prestige 25: Unlocked at Level 1,250
GLOBAL BUG FIXES
Fixed an issue where helicopters were taking higher damage than intended when stuck with a Shock Stick
Fixed an issue where the Player could be teleported outside of the Heavy Chopper while it was moving in rare circumstances
Fixed an issue allowing Dirt Bikes collision with water to not function as intended
Fixed an issue causing some Operators to clip when in the MRAP
Fixed an issue where menu titles can appear incorrectly when using the quick menu
Fixed an issue affecting the appearance of the 9mm Daemon when previewing the weapon
Fixed an issue where spending multiple Battle Pass tokens in a row could cause the Player to receive an error message
Fixed an issue where camera position was inconsistent when viewing weapons and Blueprints in the Battle Pass
Fixed an issue causing the 9mm Daemon unlock requirements to function incorrectly
Fixed an issue where the Calling Card and Emblem reward images for Polyatomic and Orion Masteries were swapped on the Carrack .300
Fixed an issue preventing the ‘Report Player’ function from working correctly from the in-game Scoreboard
Fixed an issue preventing vehicle skin changes from displaying correctly when equipping a new skin
Fixed an exploit that allowed Weapon Blueprint duplication
Fixed an issue preventing Players from navigating the Play Again options using the left thumb stick on controller
Fixed an issue where some Bonus Challenges were not rewarding XP correctly upon completion
Fixed an issue where an Operator’s image can be greyed out after selecting them
Fixed an issue where the Manage Files menu could kick the Player back to the main menu
Fixed an issue where the Screen Refresh Rate setting would not adjust correctly
Fixed an issue where the Drill Charge would not play a sound when a Player was stuck
Fixed an issue where some sounds would unintentionally delay over distance
Fixed an issue where music was fading out unintentionally between Gunfight rounds
Fixed an issue where War Tracks were not mixing correctly according to UI settings
Fixed an issue where the detach sound wouldn’t play when exiting an ascender
Fixed an issue where AI Gun Screens would not function correctly on secondary weapons
DOWNLOADS
The Season 06 update download file size will be larger than our normal seasonal updates as it includes all Season 06 content as well as preparing for the upcoming Modern Warfare III Beta.
Note: PC users will also require additional space on their hard drive for the patch copying process; this is only temporary space that is reclaimed upon completion of the patch installation and is not an additional download.
SPECIAL OPS
BUG FIXES
Fixed an issue where Players who found all 150 intel fragments would not be awarded the exclusive Calling Card
Fixed an issue where the “No Respawns” message was not displaying in the Atomgrad Raid Episode 04
MULTIPLAYER
MAPS
New Maps
La Casa (Core 6v6)
Deploy to the center of paradise in Las Almas, Mexico. Far from prying eyes and surrounded by high walls, this luxurious estate features a dual-wing layout with living quarters in the east and a massive dining room and offices in the west.
Koro Village (Core 6v6)
Wind back the clock to 2005 when the Multiplayer map “Toujane” launched with Call of Duty® 2. If you’ve been playing the series long enough to be familiar with that desert town, you’ll recognize the layout of Koro Village, though you might want to bring along some warmer clothes for the new wintry location.
King (Gunfight)
The fan-favorite Gunfight map that debuted in Call of Duty®: Modern Warfare® (2019) returns in Season 06. Though the warehouse holding the practice range has since become tagged up and overgrown, veterans of King will be right at home with its layout.
Fight (Gunfight)
The new Fight map offers a different kind of firing-range experience as Operators move through various shoot houses that feature extreme close-quarters engagements.
BUG FIXES
Fixed an issue that could cause Faction Showdown vehicle challenges to track incorrectly
Fixed an issue where the Snoop Dogg Operator didn’t appear correctly in in some Private Matches
Fixed an issue where an ISO 45 stock could display a placeholder image when customizing Loadouts in Private Matches
Fixed an issue where the UAV Killstreak pings enemy locations in-between scans on some Multiplayer Maps
MWII RANKED PLAY
Season 06 of MWII Ranked Play features NEW Seasonal Rewards to unlock, including the Pro Issue SP-X 80 Weapon Blueprint, Seasonal Division Large Weapon Decals, and much more.
Below are the Season 06 specific details to keep in mind for new and returning competitors. Need a refresher? The Call of Duty Blog has you covered right here and the CDL Competitive Settings V 1.4.1 will help inform.
Season 06 Highlight Changes
Competitive Game Settings
New Season 06 Restrictions
Assault Rifles
TR-76 Geist
SMGs
ISO 9mm
Melee
Dual Kamas
Returning Restrictions in addition to the CDL Competitive Settings
Assault Rifles
Tempus Razorback
FR Avancer
M13C
SMGs
ISO 45
Lachmann Shroud
Shotguns
MX Guardian
Sniper Rifles
Carrack .300
Melee
Tonfa
Pickaxe
Attachments
Corvus Torch Underbarrel
SR (Skill Rating) & Divisions
End of Season Skill Setback
At the end of each Season, your ending Skill Division will determine where you start the following season:
Bronze through Crimson I Players are set back three Tiers below where they finished in the previous season.
Example: A Player ending Season 05 in Gold III will begin Season 06 in Silver III.
Players Crimson II and above will start Season 05 in Diamond I.
MWII Ranked Play Season 06 Rewards
Season 06 Win Rewards
Throughout the Season 06, Players can earn the following rewards:
5 Wins: ’MWII Season 06 Competitor’ Weapon Sticker
10 Wins: Pro Issue SP-X 80 Weapon Blueprint
25 Wins: ‘Taking Out The Trash” Weapon Charm
50 Wins: ‘1v1 Me’ Large Weapon Decal
75 Wins: ’MWII Ranked Play Season 06’ Loading Screen
100 Wins: ’MWII Season 06 Ranked Veteran’ Weapon Camo
End of Season Division Rewards
At the end of each Season, Players will be awarded Skill Division rewards that represent their highest attained Division that Season.
Skill Division Skins:
Earn a Skill Division Skin for use with both CDL Male & Female Operators on both Factions to represent your highest Skill Division. Once the Skins from one Skill Division have been unlocked they can be permanently used in following Seasons and anywhere you play:
Top 250: Unlock the ‘Top 250 Competitor’ Skin by finishing a Season in the Top 250 Skill Division. Players must be in the Division at the end of the Season to qualify for this reward.
Gold – Iridescent: Earn the applicable ‘Gold Competitor’, ‘Platinum Competitor’, ‘Diamond Competitor’, ‘Crimson Competitor’, or ‘Iridescent Competitor’ Skin based on your highest Skill Division reached over the course of the Season.
Seasonal Division Rewards
Each Ranked Play Season features a unique set of Division Rewards awarded at the end of the Season to celebrate the Player’s highest Skill Division reached that Season.
Seasonal Division Rewards Update
Players who climb into Gold and above will obtain a new reward each season where we previously offered a Weapon Charm. For Season 06, we’re offering Seasonal Division Large Weapon Decals.
The Season 05 rewards are as follows:
Top 250: ‘Season 06 Top 250’ Large Weapon Decal, Emblem, and Calling Card
Players must be in the Top 250 Division at the end of the Season to qualify for these rewards.
Iridescent: ‘Season 06 Iridescent’ Large Weapon Decal, Emblem, and Calling Card
Crimson: ‘Season 06 Crimson’ Large Weapon Decal and Emblem
Diamond: ‘Season 06 Diamond’ Large Weapon Decal and Emblem
Platinum: ‘Season 06 Platinum’ Large Weapon Decal and Emblem
Gold: ‘Season 06 Gold’ Large Weapon Decal and Emblem
Silver: Emblem
Bronze: Emblem
Ranked Play First Place: The Player who finishes Season 06 in the #1 position on the Top 250 Leaderboard will receive a unique, one-of-a-kind Calling Card and Emblem for the ultimate bragging rights.
WARZONE
BATTLE ROYALE, RESURGENCE, PLUNDER, LOCKDOWN
PLAYLIST
As a reminder, we will continue to rotate modes in and out of the Playlist on a weekly basis.
GAMEPLAY
Al Mazrah Champion’s Quest Reward
A new Assault Rifle Weapon Blueprint called “Flow Thru” is now available for Players to earn via a Champion’s Quest Victory on Al Mazrah.
Want to see what it looks like? Drop in and earn it!
Signals Intelligence Contract
This Contract has been re-enabled.
Reduced the number of Contracts to hack to 2, down from 3.
Supply Box Loot Behavior | Quality of Life
We’ve improved the behavior and visibility of additional loot that drops on the ground out of Supply Boxes.
Buy Station Limited Row
P.R.D. has been replaced with a Medic Plate Carrier which costs $4,000.
Reinforcement Flare price has been increased to $7,000, up from $5,000.
BUG FIXES
Fixed issue that prevented the Player who called in a Deployable Buy Station from being properly shown on the UI.
Fixed an issue related to Assimilation requests not behaving properly that were accepted after the Player initiating the request was eliminated.
Fixed an issue where Field Upgrades used on the train would sometimes become unusable.
Fixed an audio issue with Supply Boxes.
WZ RANKED PLAY
Season 06 brings new rewards to Warzone Ranked Play for including the Pro Issue Signal 50 Weapon Blueprint, Seasonal Division Vehicle Skins, and much more.
Below are the Season 06 specific details to keep in mind for new and returning competitors. Need a refresher? The Call of Duty Blog has you covered right here.
Season 06 Highlight Changes and Fixes
Global Battle Royale Changes
Check out the Gameplay section above for some important updates to Battle Royale and Al Mazrah.
Ranked Battle Royale Changes
Ranked Spectator Icon
Removed the Spectator Icon in the top right of the interface that indicates how many eliminated Players are spectating the active Player.
Match Ruleset Updates
Restricted Weapons and Equipment
Weapons
RPG-7
Strela-P
SR (Skill Rating) & Divisions
Deployment Fee Updates
Iridescent: -110 SR + 10 SR every 300 SR (previously 500 SR) above 10,000, up to a NEW max Deployment Fee of -280 SR.
Max Fee increased from -230 to -280
End of Season Skill Setback
At the end of each Season, your ending Skill Division will determine where you start the following season:
Bronze through Crimson I Players are set back three Tiers below where they finished in the previous season.
Example: A Player ending Season 04 in Gold III will begin Season 05 in Silver III.
Players Crimson II and above will start Season 05 in Diamond I.
WZ Ranked Play Season 05 Rewards
Season 05 Challenge Rewards
Throughout the Season 06, Players can earn the following rewards:
Placement Challenges
Finish “Top 15” 25 Times: ‘Full Send’ Large Weapon Decal
Finish “Top 5” 10 Times: Pro Issue Signal 50 Weapon Blueprint
Finish 1st Place: ‘Rat Around and Find Out’ Weapon Charm
Kill & Assist Challenges
Get 25 Kills or Assists: ‘WZ Season 06 Competitor” Weapon Sticker
Get 100 Kills or Assists: ‘WZ Ranked Play Season 06’ Loading Screen
Get 500 Kills or Assists: ‘WZ Season 06 Ranked Veteran’ Weapon Camo
End of Season Division Rewards
At the end of each Season, Players will be awarded Skill Division rewards that represent their highest attained Division that Season.
Seasonal Division Rewards Update
Players who climb into Gold and above will obtain a new reward each season where we previously offered a Weapon Charm associated with their highest attained Division. For Season 06, we’re offering Seasonal Division Vehicle Skins.
Seasonal Division Rewards
Each Ranked Play Season will have a unique set of Division Rewards awarded at the end of the Season to celebrate the Player’s highest Skill Division reached that Season.
The Season 06 rewards are as follows:
Top 250: ‘WZ Season 06 Top 250’ Vehicle Skin, Emblem, and Calling Card
Players must be in the Top 250 Division at the end of the Season to qualify for these rewards.
Iridescent: ‘WZ Season 06 Iridescent’ Vehicle Skin, Emblem, and Calling Card
Crimson: ‘WZ Season 06 Crimson’ Vehicle Skin and Emblem
Diamond: ‘WZ Season 06 Diamond’ Vehicle Skin and Emblem
Platinum: ‘WZ Season 06 Platinum’ Vehicle Skin and Emblem
Gold: ‘WZ Season 06 Gold’ Vehicle Skin and Emblem
Silver: Emblem
Bronze: Emblem
Ranked Play First Place: The Player who finishes Season 06 in the #1 position on the Top 250 Leaderboard will receive a unique, one-of-a-kind Calling Card and Emblem for the ultimate bragging rights.
DMZ
The patch notes detailed in the section below are exclusive to DMZ.
GAMEPLAY
Prepare for The Haunting to Come to DMZ
The Haunting is just a few weeks away, and that means DMZ will also be plunged into darkness.
Everything featured in The Haunting for Battle Royale will be available to experience in DMZ too, including “Operation Nightmare,” where you’ll have to face down the horrors of the Hellmouth that has opened in Al Mazrah and more.
Infil now and get some practice in with your squad – you’ll need it when The Haunting comes to DMZ on October 17th.
GENERAL
Adjustments
Adjusted a number of DMZ Buy Station prices:
Munitions Box – From $1,000 to $5,000
Gas Mask – From $2,000 to $3,500
Medium Backpack – From $5,000 to $6,500
Large Backpack – From $30,000 to $50,000
3 Plate Carriers – From $35,000 to $65,000
JLTV Airdrops – From $18,000 to $75,000
UAV – From $12,000 to $100,000
AUAV – From $12,000 to $200,000
Precision Airstrike – From $12,000 to $30,000
Cluster Strike – From $12,000 to $30,000
Revive Pistol – From $7,500 to $10,000
Players can now use their own Dog Tags to Barter in DMZ
Hostages can no longer be dropped on dirt bikes
Hostages can now be extracted in drivable exfil helicopters
Reduced the frequency of Killstreaks found in loot
Surviving a Hunt Squad contract now grants a UAV immediately to the hunted squad
BUG FIXES
Fixed an issue that could cause the Player to not receive event credit for running over enemies with the LTV
Fixed an issue causing an incorrect Crown Faction unlock requirement
Fixed an issue that showed unobtainable notes in the notes menu
Fixed an issue that allowed Players to set a custom weapon to Contraband in certain situations
Fixed an issue where helicopters chasing the train could spawn in empty under rare circumstances
Fixed a number of mission descriptions
Fixed an issue where the Signal Intelligence contract could target phones in locked spaces
Fixed an issue where pinging hostages would activate an incorrect voice line
Fixed an issue where some Phalanx missions were not properly allowing Players to progress other squadmate’s missions
Fixed an issue that allowed Players to carry a primary weapon while holding a hostage
Fixed a number of inconsistent Buy Station prices
The official patch notes will be released as we inch nearer Season 6’s start. Thankfully, Activision has released the official list of new content incoming:
Call of Duty: Warzone Overview:
Operation Nightmare is a GO – Coming at mid-season, investigate eldritch anomalies across the map, and face a host of monstrous targets as you gradually clear a Bounty board of otherworldly terrors!
Welcome to Vondead – A demonic incantation unleashed an uncontained zombie outbreak across Vondel. The undead have ravaged the streets under a bloodred moon. Shocking secrets are waiting to be discovered!
Zombie Royale is Back for Both Maps – Tear into this infamous limited-time mode at mid-season, with all-new innovations but the same chaotic premise — return to battle as a fast-moving Zombie. Survive, or get eaten!
Lockdown Returns, Otherworldly Loot, and Events – Head to Vondel for more Lockdown action, gather Souls for in-game rewards, and prepare for plenty of jump scares, eldritch equipment, and much more.
Modern Warfare II Overview:
Four New Maps at Launch – Deploy to one new original and one returning map in both Core and Gunfight, from an extravagant Las Almas estate to a classic live fire range where kings reign.
Two Haunting Map Reskins – El Asilo celebrates Día de Muertos, while Embassy becomes the site of a bloody zombie attack.
A Frightening Twist on Classic Modes – Jump scares, skulls, zombies, and more descend on your favorite classic modes, including twisted takes on Domination, Kill Confirmed, Grind, Drop Zone, and Infected.
Across both titles:
Gear Up with New Weapons – There’s no horror too great when you’ve got these weapons in hand. Take on enemies with a new Assault Rifle, SMG, a Melee weapon, and a Chainsaw last used on Phobos…
BlackCell Introduces V4L3RIA – The latest in robotics is ready for deployment as V4L3RIA arrives to lead the BlackCell offering, along with her Tactical Pet named Megabyte.
Spawn Headlines the Battle Pass – The multiple forms of antihero Spawn headline the Season 06 Battle Pass, featuring additional Spawn Operator Skins alongside other monsters and maniacs arriving straight from the underworld.
Open the Gates of Hell – The Gates of Hell have sprung open to reveal . . . the first glimpse of Season 06’s Halloween-themed Bundles and Operators!
Once the full patch notes are out, we’ll update the article accordingly.
Update: Official Season 6 patch notes have been added.
Surprising no one since Horizon Zero Dawn made its way to PC, Sony has today announced the Horizon Forbidden West PC version and is set to be available in “early 2024.”
The PC version will be the “Complete Edition” which is also coming to PS5 this October 6. Read on for the details and watch the announcement trailer.
Horizon Forbidden West: Complete Edition will be available for $59.99 USD / €69.99 / ¥7,980 and includes:
Horizon Forbidden West for PS5
Burning Shores DLC for PS5
Digital soundtrack
Digital art book
Horizon Zero Dawn Vol. 1: The Sunhawk digital comic book*
In-game items:
Extras in Photo Mode (special pose and face paint)
In-game items unlocked via story progression:
Carja Behemoth Elite outfit ·Carja Behemoth Short Bow
Those not familiar with the game, here’s the official Steam description:
ABOUT THIS GAME
RISE ABOVE OUR RUIN
Join Aloy as she braves the Forbidden West, a deadly frontier that conceals mysterious new threats.
This Complete Edition allows you to enjoy the critically acclaimed Horizon Forbidden West™ in its entirety with bonus content, including the Burning Shores story expansion that picks up after the main game.
– Brave an expansive open world – discover distant lands, new enemies, rich cultures and striking characters.
– A majestic frontier – explore the lush forests, sunken cities and towering mountains of a far-future America.
– Confront new dangers – engage in strategic battles against enormous machines and mounted human enemies by using weapons, gear and traps crafted from salvaged parts.
– Unravel startling mysteries – uncover the secret behind Earth’s imminent collapse and unlock a hidden chapter in the ancient past… one that will change Aloy forever.
In case you’re curious whether it’s worth the money, go read our (spoiler-free) review right here. While Horizon Forbidden West making its way onto PC isn’t that much of a surprise, the fact that it has been announced and we’re just about a year from its release is what’s kind of shocking. For reference, Horizon Zero Dawn was released back in 2017, with the PC version making its way out on August 2020.
The president of Capcom, Haruhiro Tsujimoto expressed his belief that video games prices should be higher. Speaking at Tokyo Game Show 2023, Tsujimoto discussed various topics, including the rising expenses associated with the game development. He said that video game prices should align with escalating development costs, and that they are currently undervalued.
Personally, I feel that game prices are too low. Development costs are around 100 times higher than they were in the days of the Famicom (NES), but the price of software hasn’t risen so much.
In addition to his remarks on the need for higher game prices, Tsujimoto emphasized the importance of raising wages within the industry to attract talented individuals.
There is also a need to raise wages in order to attract talented people. Given that wages are rising across the industry as a whole, I think the option of raising unit prices is a healthy form of business.
In conclusion, Tsujimoto stated that high-quality games will maintain strong sales even in the midst of a recession.
Just as the recession doesn’t stop people from going to the cinema or going to their favorite artist’s concert, high-quality games will continue to sell well. Even during the Lehman Brothers collapse, games sold well.
It should be noted that Capcom is one of the very few publishers to not raise the price of their games. Both Resident Evil 4 Remake and Street Fighter 6 cost $60 at launch, while other major publishers are slowlyraisingtheir pricesto $70. Although this is commendable, the comments from Capcom’s president indicate that they are certainly intrigued by the price hike from other publishers.
What is your take on Mr. Haruhiro Tsujimoto’s comments? share your thoughts in the comments below!
Sony has sprung the PlayStation Store “Extended Play” sale today, and this brings over 800 discounted items to gamers. Expect AAA games such as Remnant 2, Wo Long: Fallen Dynasty, Cyberpunk 2077 and more. Read on for the full list.
Mediatonic has released Fall Guys update 1.26 (PS5 update 1.022) today on all platforms. This update brings the Fall Force patch to the game with new obstacles and more. Check out the Fall Guys September 27 patch notes posted down below.
Fall Guys 1.26 | Fall Guys Update 1.022 Patch Notes | Fall Guys September 27 Patch Notes:
We’re going Fall Force in the latest Update, a monstrous update in more ways than one! It’s packed with tricks for Fall Guys Creative, and there are treats for everyone in the Trick or Yeet Fame Pass and more. You may also notice that we have chucked on a fresh coat of paint, sporting our brand new theming for Fall Guys moving forward!
New goodies for Fall Guys Creative will fill up the Blunderdome. We’re adding Buttons, Bean Barriers, Carriable Punching Blocks, and more, and there are new Rounds to showcase the chaos that these new items are capable of.
Our autumnal additions are also aesthetic! A new splash screen greets everyone, and new Backgrounds bring brilliant backdrops to your Rounds. Continue reading to find out more
NEW ITEMS THAT PACK A PUNCH!
Throwing you in at the deep end, we’ve got a load of obstacles for you to create with. Builder Beans get some new toys to play with in Fall Guys Creative! We’re particularly pleased about the Carriable Punching Block for obvious reasons. Drumroll please!
Buttons and Pressure Plates
Get switched on with the new Buttons and Pressure Plates. Buttons can be pressed to activate items in the level, while Pressure Plates need to be held down. Both can activate Fans, Conveyor Belts, and Bean Barriers. What’s that? We don’t have Bean Barriers?
Bean Barriers
We do now. A Bean Barrier can act as a wall or a bridge, depending on the orientation. They can be turned on and off, opening or blocking paths, and create terrifying bridges that can be flicked off.
Speed Arches
These Speed Arches will speed up anything that passes through them. Anything. They’ll blast Beans across the level, and if you throw an item into them, like a Carriable Puncher, the fist will go flying.
Carriable Punching Block
The handsome, handheld Carriable Puncher is a portable fist capable of booping opponents away and boosting Beans with an uppercut to higher platforms. It’s objectively hilarious.
Background Selector
A Background is the backdrop of the level, an environmental wallpaper that covers the vast sky in the Blunderdome with delightful designs. You now have five to choose from when making your Rounds, using the Background Selector. The designs are:
Original
Digital
Medieval
Future
Falloween
Go on, get building!
REJOICE! OLD ROUNDS AND NEW!
With the Fall Force Update, we’ll be releasing a handful of brand new Rounds for players to dig their beans into! The following Rounds are being released across the next 2 weeks:
Breezy Buddies
Remote Control
Cubic Conundrum
Chain Reaction
We’re also continuing to unvault more Rounds throughout the coming months, including the following rounds being unvaulted next week:
The Trick or Yeet Fame Pass will help pack the Blunderdome with fanciful, fearsome fancy dress.
Highlights include the gnawsome Bat-Tastic Costume for bitey Beans. The Buff Guy Costume that adds insta-muscles without the workout. Scary never looked cuter than the Bad Beast or Pawly Repaired Costumes.
Rising from the depths is the Clockwork Calamari Costume, while the Squawks Sprockets Costume sees all. Not from above, but with its cool goggles. The Jack-o-Lantern Wearable looks gourdeous, too!
With Emotes and more free Wearables, it’s a seasonal bounty of a Pass, available from 10AM GMT 3rd October to 10AM GMT 7th November.
BUG FIXES
Various fixes to gaps, clipping and stretching for numerous costumes
Fixed nameplates appearing low resolution for some players
Fixed slight misalignment on the Player Banner and Crown Rank in the main lobby
Fixed screen snapping to highlighted items when using a controller in the Store
Fixed Coral pattern appearing grainy when players equip it with a neon or glowing colour
Fixed Fall Feed not displaying the names of other players who immediately qualify after you
Fixed inconsistent number sizes on the kudos wallet display
Fixed the “Esc” button prompt showing for the “Next Reward” on the Fame Pass screen
Fixed the Open Party button becoming unresponsive in certain areas when using a mouse
Fixed Glow Effect not corresponding to item rarity in the Fame Pass
Fixed door entrails not despawning in Creative Mode
Fixed players being unable to change keyboard bindings whilst using a Mouse
Fixed FPS drops on Duos and Squads when other players qualify in a Race Round
Fixed erratic display when navigating the Player Name list in Custom Lobbies
Fixed level 1 being displayed instead of level 54 in the Crown Rank
Fixed Soft Locks in Custom Lobbies if the host quits during the middle of a game, or the rewards screen
Fixed flickering rewards in the Challenges menu on PC
Fixed FPS drops when scrolling through the Fame Pass
Fixed the Depth of Field settings interfering with legibility of player names
Fixed the “Favourite” button in Custom Lobbies not reacting to mouse input
Fixed camera focusing on Fall Guys’ feet in Creative rounds when ragdolling
Fixed players being unable to rotate the plinth on the Unlocked Rewards screen
Fixed “undo” actions disappearing in the Level Editor history after certain actions
Fixed Basketballs not bouncing off of Drums
Fixed Fall Guy occasionally being launched into the sky when grabbing an upward fan
Fixed Grabbable Blocks glitching with the centre pillar of a turnstile and hitting the Fall Guy with high force
Fixed various Round lighting issues on Nintendo Switch
We want to thank you, the Fall Guys community, for playing our silly bean game and being the reason we work on these updates. As always, a huge thank you to our brilliant Dev and QA team for sorting these updates and to the entire Fall Guys Team for working so hard to make these changes!
Please remember to always report any in-game issues you face to our wonderful Support Team. Your feedback and reports are so vital in helping us keep Fall Guys as fun, playable and exciting as possible!
See you in the Blunderdome!
While no patch notes are revealed just yet, Mediatonic posted some info about the patch on Twitter. See the details down below.
🍂 FALL FORCE UPDATE COMING SEPTEMBER 27 🍂
We’ve got a bunch of new obstacles for Fall Guys Creative, new rounds, old rounds unvaulted and more coming to you this week!
Hope you’re looking forward to yeeting your fellow beans with the new 🥊 fist bumpers 🥊 pic.twitter.com/8kEqMyGmKd
FALL FORCE UPDATE COMING SEPTEMBER 27. We’ve got a bunch of new obstacles for Fall Guys Creative, new rounds, old rounds unvaulted and more coming to you this week! Hope you’re looking forward to yeeting your fellow beans with the new fist bumpers.
If there is an update released, we’ll be sure to let our readers know and provide a proper link out. If anything changes regarding the downtime, we’ll update this article to reflect it.
While waiting, go read our Madden 24 review where we state, “Madden 24 is the epitome of the entire series and of sports games as a whole; an extremely reliable sports game that will leave dedicated fans satisfied but may not offer anything of substance to new players.”
Baldur’s Gate 3 update 1.003.001 is out now on both PC and PS5, and this is for Hotfix 7! This update helps stop crashing and fixes other issues. Check out the official BG3 patch notes for September 27 below.
We’ve got a small hotfix for you today, taking care of several crashes and savegame issues. We continue to look at your feedback, and are preparing additional hotfixes for issues you’ve reported. This includes an issue with shared items when dismissing companions, which we are aware of and looking into.
Thank you for taking the time to tell us about these issues, and thank you for playing Baldur’s Gate 3.
CHANGES
Fixed a crash that would occur when listening in on some dialogues during a multiplayer session.
Fixed crashes caused by corrupted item stacks that could occur when unloading a level or moving to a new region.
Fixed a savegame issue when loading into a new region while Withers’ Wardrobe was still loaded in an old region.
Fixed a crash that would occur when loading savegames with potentially invalid items in the inventory.
Fixed a savegame issue relating to traps.
Removed duplicated characters and items caused by items being taken across two different cached levels.
Fixed the preview for the text background option not changing height after you reduce the Dialogue Text Size.
Infinity Ward has released Call of Duty: Modern Warfare 2 update 1.025 and this is to bring the Season 6 content into the game. Read on for what’s new in the Modern Warfare 2 patch notes for September 27,
Those on PlayStation Platforms, you should have been prompted to download the file for preload, with content installable once the event kicks off at 12 pm ET/9 am PT/12 am HKT.
Modern Warfare 2 Update 1.025 Patch Notes | Modern Warfare 2 September 27 Patch Notes:
Size: 25GB (PS5)
Update: The complete patch notes are now here.
GLOBAL
Dark Ritual Operators have begun summoning The Haunting… prepare for darkness to fall on October 17th. Get all the intel on this event from our recent blog.
BATTLE PASS
Season 06 Battle Pass
Just take a look at the Season 06 Battle Pass and you’ll see The Haunting is fast approaching. Featuring 100+ rewards, including:
New Spawn Operator
Three new weapons
10 new terrifying Operator skins and BlackCell variants for each
New weapon Blueprints
Creepy vehicle skins
For a deep dive on the Season 06 Battle Pass, check out our dedicated blog here.
BlackCell Season 06
Strike fear into your foes via advanced cybernetics with the Season 06 experience with BlackCell, featuring the following items and rewards:
The BlackCell Sector, including 1,100 COD Points; the new BlackCell Operator V4L3RIA and her Tactical Pet Megabyte; the “BlackCell Reckoner” Pro-Tuned Weapon Blueprint; and a BlackCell-themed Smoke Grenade Equipment Skin.
Full access to the Season 06 Battle Pass, plus 20 Battle Token Tier Skips (25 on PlayStation®). The full Battle Pass includes 1,400 COD Points within 100 Tiers of unlockable content from Battle Pass progress.
An exclusive BlackCell Sector within the Battle Pass AO serving as an alternative starting location.
Additional BlackCell-only Battle Pass content: 10 BlackCell Operator Skins, including one for new Operator Spawn, Al Simmons, Creepy Clown, Soul Crusher, Mil-Spawn, Tier 100 Spawn, and more; six animated Weapon Blueprints; and two Vehicle Skins.
Players who upgrade to BlackCell after purchasing the Battle Pass will also receive 1,100 COD Points back.
OPERATORS
New Operators
V4L3RIA (BlackCell)
Little is known about V4L3RIA’s origins, but early tests of the model’s combat prowess confirm its high-performance lethality. Accompanying V4L3RIA is her robotic Tactical Pet, Megabyte.
Spawn
“You sent me to Hell. I’m here to return the favor.” — Spawn
Lilith (Diablo IV)
The Burning Hells arrive in time for the Haunting. Deploy as the Daughter of Hatred and the Creator of Sanctuary.
Inarius (Diablo IV)
Drop in as the fallen archangel Inarius.
Ash Williams (Evil Dead 2)
The former supermarket clerk-turned demon hunter arrives to battle the underworld entities spewing forth from the Hellmouth.
Alucard (Hellsing)
Deploy as “Alucard,” the Hellsing Organization’s most powerful weapon against supernatural forces.
Skeletor (Masters of the Universe) – Available when The Haunting starts on October 17th
Become the true Master of the Universe with the Skeletor Bundle, complete with a Skeletor Operator, as well as evil sorcery–themed Blueprints and Emblems.
EVENTS
Prepare for The Haunting
Coming to Modern Warfare II and Warzone on October 17th
The Haunting is just around the corner! Prepare for frightening thrills, the shambling undead, squad hunts to take down grotesque monsters, and those infamous jump-scares as The Haunting returns to Call of Duty!
Can’t wait until the 17th? Check the Call of Duty blog for all the intel you need about The Haunting before it’s live.
WEAPONS
New Weapons
TR-76 Geist (Assault Rifle)
A hard-hitting bullpup assault rifle chambered in 7.62 x 39 mm. Highly modular, this weapon system can be adapted to fit a wide range of tactics and combat scenarios.
Obtained via Battle Pass
ISO 9mm (Submachine Gun)
Sweep the battlefield clean with the high fire rate, maneuverability, and exceptional steadiness of this 9mm SMG.
Obtained via Battle Pass
Dual Kamas (Melee)
Cut down your enemies with each swing of these curved and deadly blades.
Obtained via Battle Pass
New Attachments
» Shotguns «
Lockwood 300
Maelstrom Dual Trigger
A cold hammer forged dual trigger that fires both rounds simultaneously with devastating results.
Weapon Balancing
» Submachine Guns «
Lachmann Shroud
Reduced upper torso damage | MWII Only
Reduced mid-far distance damage | MWII Only
Minor increase in close-mid distance damage | MWII Only
Minibak
Increased close distance damage | MWII Only
Increased damage range | MWII Only
» Assault Rifles «
Kastov 762
Reduced close distance damage | MWII Only
Reduced close damage range | MWII Only
Increased mid damage range | MWII Only
FR Avancer
Increased damage range | MWII Only
» Battle Rifles «
Cronen Squall
Increased damage range | MWII Only
Lachmann-762
Increased damage range | MWII Only
SO-14
Increased damage range | MWII Only
TAQ-V
Increased damage range | MWII Only
» Shotguns «
Bryson 800
Reduced far damage range | MWII Only
Expedite 12
Increased mid damage range | MWII Only
MX Guardian
Reduced close damage range | MWII Only
» Marksman Rifles «
Tempus Torrent
Reduced close damage range | MWII Only
Reduced close distance damage | MWII Only
Reduced damage to legs | MWII Only
Lockwood MK2
Increased mid damage range | MWII Only
Increased close distance damage | MWII Only
Increased damage to upper arm | MWII Only
Improved sprint out time
Increased hip movement speed
SA-B 50
Improved sprint out time
Improved ADS time
Reduced moving hip spread
Increased far damage range | MWII Only
SP-R 208
Increase to mid damage range | MWII Only
The following weapon changes are applicable to Warzone only.
» Assault Rifles «
Chimera
Lower Torso Damage Multiplier increased | Warzone Only
FR Avancer
Limb Damage Multipliers increased | Warzone Only
ISO Hemlock
Neck Damage Multiplier decreased | Warzone Only
Upper Torso Damage Multiplier decreased | Warzone Only
Kastov 762
Close Damage decreased | Warzone Only
Close Damage Range increased | Warzone Only
Head Damage Multiplier decreased | Warzone Only
Neck Damage Multiplier decreased | Warzone Only
Upper Torso Damage Multiplier decreased | Warzone Only
M13B
Close Damage decreased | Warzone Only
Close Damage Range decreased | Warzone Only
Close-mid Damage decreased | Warzone Only
Mid Damage decreased | Warzone Only
M13C
Close Damage increased | Warzone Only
Lower Limb Damage Multipliers increased | Warzone Only
M16
Close Damage Range increased | Warzone Only
Lower Torso Damage Multipliers increased | Warzone Only
Limb Damage Multipliers increased | Warzone Only
» Battle Rifles «
Cronen Squall
Mid Damage Range decreased | Warzone Only
FTAC Recon
Neck Damage Multiplier increased | Warzone Only
Torso Damage Multipliers increased | Warzone Only
Limb Damage Multipliers increased | Warzone Only
Lachmann-762
Close Damage Range increased | Warzone Only
Neck Damage Multiplier increased | Warzone Only
Torso Damage Multipliers increased | Warzone Only
Limb Damage Multipliers increased | Warzone Only
SO-14
Close Damage Range increased | Warzone Only
Close-Mid Damage Range increased | Warzone Only
Mid Damage Range increased | Warzone Only
Far Damage increased | Warzone Only
TAQ-V
Close Damage increased | Warzone Only
Close Damage Range increased | Warzone Only
Close-mid Damage Range increased | Warzone Only
» Handguns «
Basilisk
Close-mid Damage increased | Warzone Only
Mid Damage increased | Warzone Only
Mid-far Damage increased | Warzone Only
Far Damage increased | Warzone Only
FTAC Siege
Head Damage Multiplier decreased | Warzone Only
Lower Torso Damage Multiplier decreased | Warzone Only
GS Magna
Close Damage decreased | Warzone Only
Close-mid Damage increased | Warzone Only
Upper Torso Damage Multiplier decreased | Warzone Only
Limb Damage Multipliers decreased | Warzone Only
P890
Mid Damage increased | Warzone Only
Far Damage increased | Warzone Only
Lower Torso Damage Multiplier increased | Warzone Only
Limb Multipliers increased | Warzone Only
X12
Close-mid Damage increased | Warzone Only
Neck Damage Multiplier increased | Warzone Only
Torso Damage Multipliers increased | Warzone Only
Lower Limb Damage Multipliers increased | Warzone Only
9mm Daemon
Neck Damage Multiplier decreased | Warzone Only
Torso Damage Multipliers decreased | Warzone Only
Arm Damage Multipliers decreased | Warzone Only
.50 GS
Close Damage increased | Warzone Only
Mid Damage increased | Warzone Only
Far Damage increased | Warzone Only
» Shotguns «
Bryson 800
Close-mid Damage Range increased | Warzone Only
Bryson 890
Close Damage Range decreased | Warzone Only
Close-Mid Damage Range decreased | Warzone Only
Mid Damage Range decreased | Warzone Only
Mid-Far Damage Range decreased | Warzone Only
Lockwood 300
Lower Torso Damage Multiplier increased | Warzone Only
Limb Damage Multipliers increased | Warzone Only
MX Guardian
Close Damage Range increased | Warzone Only
Close-mid Damage Range increased | Warzone Only
Mid Damage increased | Warzone Only
Mid-Far Damage increased | Warzone Only
Far Damage increased | Warzone Only
» Sniper Rifles «
Carrack .300
Close-mid Damage increased | Warzone Only
Far Damage increased | Warzone Only
Lower Torso Damage Multiplier increased | Warzone Only
Limb Damage Multipliers increased | Warzone Only
Signal 50
Neck Damage Multiplier decreased | Warzone Only
Upper Torso Damage Multiplier decreased | Warzone Only
SP-X 80
Close Damage Range increased | Warzone Only
Close-mid Damage Range increased | Warzone Only
Mid Damage Range increased | Warzone Only
Upper Torso Damage Multiplier increased | Warzone Only
» Submachine Guns «
BAS-P
Neck Damage Multiplier increased | Warzone Only
Torso Damage Multipliers increased | Warzone Only
Limb Damage Multipliers increased | Warzone Only
Fennec 45
Close Damage increased | Warzone Only
Close-mid Damage increased | Warzone Only
Head Damage Multiplier increased | Warzone Only
Neck Damage Multiplier decreased | Warzone Only
Upper Torso Damage Multiplier decreased | Warzone Only
Lachmann Shroud
Semi-auto Damage decreased | Warzone Only
Burst-fire Head Damage Multiplier increased | Warzone Only
Burst-fire Neck Damage Multiplier increased | Warzone Only
Burst-fire Upper Torso Damage Multiplier increased | Warzone Only
Minibak
Mid Damage increased | Warzone Only
MX9
Neck Damage Multiplier increased | Warzone Only
Torso Damage Multipliers increased | Warzone Only
Limb Damage Multipliers increased | Warzone Only
Weapons Bug Fixes
Fixed an issue causing the stat bars to occasionally display incorrect information when comparing Weapons or Attachments
Fixed an issue with the Lockwood 300 that would cause it to deal inconsistent Headshot Damage
Fixed an issue with some KV Broadside and MX Guardian Barrel Attachments where they were not offering the correct stat
PROGRESSION
The Final Prestige – Level 1,250
Season 06 will increase the Prestige Rank cap from 21 to 25, with a new maximum level of 1,250. Obtaining each new Prestige Rank offers multiple rewards along with a new icon besides the Prestige number, as follows:
Prestige 22: Unlocked at Level 1,100
Prestige 23: Unlocked at Level 1,150
Prestige 24: Unlocked at Level 1,200
Prestige 25: Unlocked at Level 1,250
GLOBAL BUG FIXES
Fixed an issue where helicopters were taking higher damage than intended when stuck with a Shock Stick
Fixed an issue where the Player could be teleported outside of the Heavy Chopper while it was moving in rare circumstances
Fixed an issue allowing Dirt Bikes collision with water to not function as intended
Fixed an issue causing some Operators to clip when in the MRAP
Fixed an issue where menu titles can appear incorrectly when using the quick menu
Fixed an issue affecting the appearance of the 9mm Daemon when previewing the weapon
Fixed an issue where spending multiple Battle Pass tokens in a row could cause the Player to receive an error message
Fixed an issue where camera position was inconsistent when viewing weapons and Blueprints in the Battle Pass
Fixed an issue causing the 9mm Daemon unlock requirements to function incorrectly
Fixed an issue where the Calling Card and Emblem reward images for Polyatomic and Orion Masteries were swapped on the Carrack .300
Fixed an issue preventing the ‘Report Player’ function from working correctly from the in-game Scoreboard
Fixed an issue preventing vehicle skin changes from displaying correctly when equipping a new skin
Fixed an exploit that allowed Weapon Blueprint duplication
Fixed an issue preventing Players from navigating the Play Again options using the left thumb stick on controller
Fixed an issue where some Bonus Challenges were not rewarding XP correctly upon completion
Fixed an issue where an Operator’s image can be greyed out after selecting them
Fixed an issue where the Manage Files menu could kick the Player back to the main menu
Fixed an issue where the Screen Refresh Rate setting would not adjust correctly
Fixed an issue where the Drill Charge would not play a sound when a Player was stuck
Fixed an issue where some sounds would unintentionally delay over distance
Fixed an issue where music was fading out unintentionally between Gunfight rounds
Fixed an issue where War Tracks were not mixing correctly according to UI settings
Fixed an issue where the detach sound wouldn’t play when exiting an ascender
Fixed an issue where AI Gun Screens would not function correctly on secondary weapons
DOWNLOADS
The Season 06 update download file size will be larger than our normal seasonal updates as it includes all Season 06 content as well as preparing for the upcoming Modern Warfare III Beta.
Note: PC users will also require additional space on their hard drive for the patch copying process; this is only temporary space that is reclaimed upon completion of the patch installation and is not an additional download.
SPECIAL OPS
BUG FIXES
Fixed an issue where Players who found all 150 intel fragments would not be awarded the exclusive Calling Card
Fixed an issue where the “No Respawns” message was not displaying in the Atomgrad Raid Episode 04
MULTIPLAYER
MAPS
New Maps
La Casa (Core 6v6)
Deploy to the center of paradise in Las Almas, Mexico. Far from prying eyes and surrounded by high walls, this luxurious estate features a dual-wing layout with living quarters in the east and a massive dining room and offices in the west.
Koro Village (Core 6v6)
Wind back the clock to 2005 when the Multiplayer map “Toujane” launched with Call of Duty® 2. If you’ve been playing the series long enough to be familiar with that desert town, you’ll recognize the layout of Koro Village, though you might want to bring along some warmer clothes for the new wintry location.
King (Gunfight)
The fan-favorite Gunfight map that debuted in Call of Duty®: Modern Warfare® (2019) returns in Season 06. Though the warehouse holding the practice range has since become tagged up and overgrown, veterans of King will be right at home with its layout.
Fight (Gunfight)
The new Fight map offers a different kind of firing-range experience as Operators move through various shoot houses that feature extreme close-quarters engagements.
BUG FIXES
Fixed an issue that could cause Faction Showdown vehicle challenges to track incorrectly
Fixed an issue where the Snoop Dogg Operator didn’t appear correctly in in some Private Matches
Fixed an issue where an ISO 45 stock could display a placeholder image when customizing Loadouts in Private Matches
Fixed an issue where the UAV Killstreak pings enemy locations in-between scans on some Multiplayer Maps
MWII RANKED PLAY
Season 06 of MWII Ranked Play features NEW Seasonal Rewards to unlock, including the Pro Issue SP-X 80 Weapon Blueprint, Seasonal Division Large Weapon Decals, and much more.
Below are the Season 06 specific details to keep in mind for new and returning competitors. Need a refresher? The Call of Duty Blog has you covered right here and the CDL Competitive Settings V 1.4.1 will help inform.
Season 06 Highlight Changes
Competitive Game Settings
New Season 06 Restrictions
Assault Rifles
TR-76 Geist
SMGs
ISO 9mm
Melee
Dual Kamas
Returning Restrictions in addition to the CDL Competitive Settings
Assault Rifles
Tempus Razorback
FR Avancer
M13C
SMGs
ISO 45
Lachmann Shroud
Shotguns
MX Guardian
Sniper Rifles
Carrack .300
Melee
Tonfa
Pickaxe
Attachments
Corvus Torch Underbarrel
SR (Skill Rating) & Divisions
End of Season Skill Setback
At the end of each Season, your ending Skill Division will determine where you start the following season:
Bronze through Crimson I Players are set back three Tiers below where they finished in the previous season.
Example: A Player ending Season 05 in Gold III will begin Season 06 in Silver III.
Players Crimson II and above will start Season 05 in Diamond I.
MWII Ranked Play Season 06 Rewards
Season 06 Win Rewards
Throughout the Season 06, Players can earn the following rewards:
5 Wins: ’MWII Season 06 Competitor’ Weapon Sticker
10 Wins: Pro Issue SP-X 80 Weapon Blueprint
25 Wins: ‘Taking Out The Trash” Weapon Charm
50 Wins: ‘1v1 Me’ Large Weapon Decal
75 Wins: ’MWII Ranked Play Season 06’ Loading Screen
100 Wins: ’MWII Season 06 Ranked Veteran’ Weapon Camo
End of Season Division Rewards
At the end of each Season, Players will be awarded Skill Division rewards that represent their highest attained Division that Season.
Skill Division Skins:
Earn a Skill Division Skin for use with both CDL Male & Female Operators on both Factions to represent your highest Skill Division. Once the Skins from one Skill Division have been unlocked they can be permanently used in following Seasons and anywhere you play:
Top 250: Unlock the ‘Top 250 Competitor’ Skin by finishing a Season in the Top 250 Skill Division. Players must be in the Division at the end of the Season to qualify for this reward.
Gold – Iridescent: Earn the applicable ‘Gold Competitor’, ‘Platinum Competitor’, ‘Diamond Competitor’, ‘Crimson Competitor’, or ‘Iridescent Competitor’ Skin based on your highest Skill Division reached over the course of the Season.
Seasonal Division Rewards
Each Ranked Play Season features a unique set of Division Rewards awarded at the end of the Season to celebrate the Player’s highest Skill Division reached that Season.
Seasonal Division Rewards Update
Players who climb into Gold and above will obtain a new reward each season where we previously offered a Weapon Charm. For Season 06, we’re offering Seasonal Division Large Weapon Decals.
The Season 05 rewards are as follows:
Top 250: ‘Season 06 Top 250’ Large Weapon Decal, Emblem, and Calling Card
Players must be in the Top 250 Division at the end of the Season to qualify for these rewards.
Iridescent: ‘Season 06 Iridescent’ Large Weapon Decal, Emblem, and Calling Card
Crimson: ‘Season 06 Crimson’ Large Weapon Decal and Emblem
Diamond: ‘Season 06 Diamond’ Large Weapon Decal and Emblem
Platinum: ‘Season 06 Platinum’ Large Weapon Decal and Emblem
Gold: ‘Season 06 Gold’ Large Weapon Decal and Emblem
Silver: Emblem
Bronze: Emblem
Ranked Play First Place: The Player who finishes Season 06 in the #1 position on the Top 250 Leaderboard will receive a unique, one-of-a-kind Calling Card and Emblem for the ultimate bragging rights.
WARZONE
BATTLE ROYALE, RESURGENCE, PLUNDER, LOCKDOWN
PLAYLIST
As a reminder, we will continue to rotate modes in and out of the Playlist on a weekly basis.
GAMEPLAY
Al Mazrah Champion’s Quest Reward
A new Assault Rifle Weapon Blueprint called “Flow Thru” is now available for Players to earn via a Champion’s Quest Victory on Al Mazrah.
Want to see what it looks like? Drop in and earn it!
Signals Intelligence Contract
This Contract has been re-enabled.
Reduced the number of Contracts to hack to 2, down from 3.
Supply Box Loot Behavior | Quality of Life
We’ve improved the behavior and visibility of additional loot that drops on the ground out of Supply Boxes.
Buy Station Limited Row
P.R.D. has been replaced with a Medic Plate Carrier which costs $4,000.
Reinforcement Flare price has been increased to $7,000, up from $5,000.
BUG FIXES
Fixed issue that prevented the Player who called in a Deployable Buy Station from being properly shown on the UI.
Fixed an issue related to Assimilation requests not behaving properly that were accepted after the Player initiating the request was eliminated.
Fixed an issue where Field Upgrades used on the train would sometimes become unusable.
Fixed an audio issue with Supply Boxes.
WZ RANKED PLAY
Season 06 brings new rewards to Warzone Ranked Play for including the Pro Issue Signal 50 Weapon Blueprint, Seasonal Division Vehicle Skins, and much more.
Below are the Season 06 specific details to keep in mind for new and returning competitors. Need a refresher? The Call of Duty Blog has you covered right here.
Season 06 Highlight Changes and Fixes
Global Battle Royale Changes
Check out the Gameplay section above for some important updates to Battle Royale and Al Mazrah.
Ranked Battle Royale Changes
Ranked Spectator Icon
Removed the Spectator Icon in the top right of the interface that indicates how many eliminated Players are spectating the active Player.
Match Ruleset Updates
Restricted Weapons and Equipment
Weapons
RPG-7
Strela-P
SR (Skill Rating) & Divisions
Deployment Fee Updates
Iridescent: -110 SR + 10 SR every 300 SR (previously 500 SR) above 10,000, up to a NEW max Deployment Fee of -280 SR.
Max Fee increased from -230 to -280
End of Season Skill Setback
At the end of each Season, your ending Skill Division will determine where you start the following season:
Bronze through Crimson I Players are set back three Tiers below where they finished in the previous season.
Example: A Player ending Season 04 in Gold III will begin Season 05 in Silver III.
Players Crimson II and above will start Season 05 in Diamond I.
WZ Ranked Play Season 05 Rewards
Season 05 Challenge Rewards
Throughout the Season 06, Players can earn the following rewards:
Placement Challenges
Finish “Top 15” 25 Times: ‘Full Send’ Large Weapon Decal
Finish “Top 5” 10 Times: Pro Issue Signal 50 Weapon Blueprint
Finish 1st Place: ‘Rat Around and Find Out’ Weapon Charm
Kill & Assist Challenges
Get 25 Kills or Assists: ‘WZ Season 06 Competitor” Weapon Sticker
Get 100 Kills or Assists: ‘WZ Ranked Play Season 06’ Loading Screen
Get 500 Kills or Assists: ‘WZ Season 06 Ranked Veteran’ Weapon Camo
End of Season Division Rewards
At the end of each Season, Players will be awarded Skill Division rewards that represent their highest attained Division that Season.
Seasonal Division Rewards Update
Players who climb into Gold and above will obtain a new reward each season where we previously offered a Weapon Charm associated with their highest attained Division. For Season 06, we’re offering Seasonal Division Vehicle Skins.
Seasonal Division Rewards
Each Ranked Play Season will have a unique set of Division Rewards awarded at the end of the Season to celebrate the Player’s highest Skill Division reached that Season.
The Season 06 rewards are as follows:
Top 250: ‘WZ Season 06 Top 250’ Vehicle Skin, Emblem, and Calling Card
Players must be in the Top 250 Division at the end of the Season to qualify for these rewards.
Iridescent: ‘WZ Season 06 Iridescent’ Vehicle Skin, Emblem, and Calling Card
Crimson: ‘WZ Season 06 Crimson’ Vehicle Skin and Emblem
Diamond: ‘WZ Season 06 Diamond’ Vehicle Skin and Emblem
Platinum: ‘WZ Season 06 Platinum’ Vehicle Skin and Emblem
Gold: ‘WZ Season 06 Gold’ Vehicle Skin and Emblem
Silver: Emblem
Bronze: Emblem
Ranked Play First Place: The Player who finishes Season 06 in the #1 position on the Top 250 Leaderboard will receive a unique, one-of-a-kind Calling Card and Emblem for the ultimate bragging rights.
DMZ
The patch notes detailed in the section below are exclusive to DMZ.
GAMEPLAY
Prepare for The Haunting to Come to DMZ
The Haunting is just a few weeks away, and that means DMZ will also be plunged into darkness.
Everything featured in The Haunting for Battle Royale will be available to experience in DMZ too, including “Operation Nightmare,” where you’ll have to face down the horrors of the Hellmouth that has opened in Al Mazrah and more.
Infil now and get some practice in with your squad – you’ll need it when The Haunting comes to DMZ on October 17th.
GENERAL
Adjustments
Adjusted a number of DMZ Buy Station prices:
Munitions Box – From $1,000 to $5,000
Gas Mask – From $2,000 to $3,500
Medium Backpack – From $5,000 to $6,500
Large Backpack – From $30,000 to $50,000
3 Plate Carriers – From $35,000 to $65,000
JLTV Airdrops – From $18,000 to $75,000
UAV – From $12,000 to $100,000
AUAV – From $12,000 to $200,000
Precision Airstrike – From $12,000 to $30,000
Cluster Strike – From $12,000 to $30,000
Revive Pistol – From $7,500 to $10,000
Players can now use their own Dog Tags to Barter in DMZ
Hostages can no longer be dropped on dirt bikes
Hostages can now be extracted in drivable exfil helicopters
Reduced the frequency of Killstreaks found in loot
Surviving a Hunt Squad contract now grants a UAV immediately to the hunted squad
BUG FIXES
Fixed an issue that could cause the Player to not receive event credit for running over enemies with the LTV
Fixed an issue causing an incorrect Crown Faction unlock requirement
Fixed an issue that showed unobtainable notes in the notes menu
Fixed an issue that allowed Players to set a custom weapon to Contraband in certain situations
Fixed an issue where helicopters chasing the train could spawn in empty under rare circumstances
Fixed a number of mission descriptions
Fixed an issue where the Signal Intelligence contract could target phones in locked spaces
Fixed an issue where pinging hostages would activate an incorrect voice line
Fixed an issue where some Phalanx missions were not properly allowing Players to progress other squadmate’s missions
Fixed an issue that allowed Players to carry a primary weapon while holding a hostage
Fixed a number of inconsistent Buy Station prices
The official patch notes will be released as we inch nearer Season 6’s start. Thankfully, Activision has released the official list of new content incoming:
Call of Duty: Warzone Overview:
Operation Nightmare is a GO – Coming at mid-season, investigate eldritch anomalies across the map, and face a host of monstrous targets as you gradually clear a Bounty board of otherworldly terrors!
Welcome to Vondead – A demonic incantation unleashed an uncontained zombie outbreak across Vondel. The undead have ravaged the streets under a bloodred moon. Shocking secrets are waiting to be discovered!
Zombie Royale is Back for Both Maps – Tear into this infamous limited-time mode at mid-season, with all-new innovations but the same chaotic premise — return to battle as a fast-moving Zombie. Survive, or get eaten!
Lockdown Returns, Otherworldly Loot, and Events – Head to Vondel for more Lockdown action, gather Souls for in-game rewards, and prepare for plenty of jump scares, eldritch equipment, and much more.
Modern Warfare II Overview:
Four New Maps at Launch – Deploy to one new original and one returning map in both Core and Gunfight, from an extravagant Las Almas estate to a classic live fire range where kings reign.
Two Haunting Map Reskins – El Asilo celebrates Día de Muertos, while Embassy becomes the site of a bloody zombie attack.
A Frightening Twist on Classic Modes – Jump scares, skulls, zombies, and more descend on your favorite classic modes, including twisted takes on Domination, Kill Confirmed, Grind, Drop Zone, and Infected.
Across both titles:
Gear Up with New Weapons – There’s no horror too great when you’ve got these weapons in hand. Take on enemies with a new Assault Rifle, SMG, a Melee weapon, and a Chainsaw last used on Phobos…
BlackCell Introduces V4L3RIA – The latest in robotics is ready for deployment as V4L3RIA arrives to lead the BlackCell offering, along with her Tactical Pet named Megabyte.
Spawn Headlines the Battle Pass – The multiple forms of antihero Spawn headline the Season 06 Battle Pass, featuring additional Spawn Operator Skins alongside other monsters and maniacs arriving straight from the underworld.
Open the Gates of Hell – The Gates of Hell have sprung open to reveal . . . the first glimpse of Season 06’s Halloween-themed Bundles and Operators!
Once the full patch notes are out, we’ll update the article accordingly.
Update: Official Season 6 patch notes have been added.
KLabGames has released Bleach Brave Souls update 1.43 on all platforms today. This is tagged as version 15.2.0 by the developer. Today’s new update includes gameplay balancing and more. Read on for the Bleach Brave Souls September 27 patch notes posted down below.
The maximum Player Rank has been increased to 200. From Rank 51, Player EXP is required to increase your Rank.
Player EXP can be acquired in the following ways:
– When clearing a quest, you’ll receive one Soul Ticket’s worth of Player EXP
– When completing a Brave Battle, you’ll receive three Soul Ticket’s worth of Player EXP
You will not acquire any Player EXP when:
– You fail to complete the quest you were playing
– You are adjudged to have been idle in a Co-Op Quest or Epic Raid
Once a day you can choose to play a Co-Op Quest for five times the reward without using a Soul Ticket. When you do this, you will receive five Soul Ticket’s worth of Player EXP.
From Rank 51, you will receive 5 Spirit Orbs each time your Rank increases. Furthermore, ★5 Summons Tickets and other great rewards will be available as rewards for reaching certain Ranks.
Rank
Reward
Qty
60, 80, 120, 160
★5 Summons Ticket
1
70, 90, 140, 180
★5 Accessory Ticket
1
100, 200
Spirit Orbs
100
Ranks, apart the above, that are multiples of 5
Spirit Orbs
25
Guild Quest Update
From October 3 JST a new difficulty level will be added to Guild Quests. There will also be changes to the Guild Quest schedule and rules.
Battle Power
We’ve added the Battle Power feature: a numerical representation of your power calculated from how far you’ve powered up your ★6 characters. Their stats, Link Slot Levels, Transcendence, and whether or not they’ve been Resurrected are all used in this calculation.
You can see your Battle Power on the My Status, Friend, and Guild Member screens.
New App Icon
We have updated the design of the app icon.
Issues Fixed
– Equipping Accessories or performing character link in a certain way could allow you to equip the same type of Accessory or character.
We apologize for any inconvenience and hope you continue to enjoy the game.
Schedule: September 27 at 8 am UTC/4 am ET/1 am PT/4 pm HKT
Duration: 2 Hours
Affected Platforms: All
No word if we’re getting a patch once maintenance is over, but if we do, we’ll be sure to let our readers know. Hopefully, this fixes whatever anomaly is happening with Summit finish times.
If you haven’t played the game yet, go read our review here where we state, “The cars and other vehicles are fun to drive (except the planes in a race); plainly put, it’s a fun racer. Here’s to hoping we get more games in this direction and eventually see the genre return to its former glory.”
Team Ninja has released Wo Long: Fallen Dynasty update 1.17 (PS5 version 1.017) this September 27, which brings DLC 2 “Conqueror of Jiandong” to the game. Base game owners, you’ll see the Lies of P collaboration be delivered for free alongside balance adjustments and more.
The following contents can be unlocked by purchasing the DLC “Conqueror of Jiangdong” or the “Wo Long: Fallen Dynasty Season Pass.”
Added the new story “Conqueror of Jiangdong.”
Players must first complete the main battlefield “Darkness over the Hanshui River” in the main game order to play “Conqueror of Jiangdong.”
Added long swords as a new weapon category.
These weapons will be available from the beginning of the game.
After the DLC is applied, players may claim a long sword for free via Deliveries in the Battle Flag menu.
Long swords will be added to reward and dropped item lotteries.
Added the higher difficulty mode “Path of the Heavenly Dragon.”
Players can unlock this content by conquering a certain number of battlefields under the difficulty “Path of the Soaring Dragon.”
A purchase of either of the following is required in order to unlock this content: any two DLCs, or the “Wo Long: Fallen Dynasty Season Pass.”
Players can unlock this difficulty by conquering a certain number of battlefields under the difficulty “Path of the Soaring Dragon.”
In “Path of the Heavenly Dragon,” it is now possible to obtain equipment with upgrade levels and rarities higher than the current maximum level, and the maximum cap for players’ levels will be increased.
Added new demons and enemies.
Added a new Divine Beast.
Added new weapons, armor, and accessories.
Added set bonuses corresponding to equipment obtainable in “Path of the Heavenly Dragon.”
Added new accolade rewards.
Added new trophies and achievements.
Added new titles and records.
Added the new endgame content The Thousand-Mile Journey.
Players can unlock this content by conquering a certain number of battlefields under the difficulty “Path of the Soaring Dragon.”
A purchase of either of the following is required in order to unlock this content: any two DLCs, or the “Wo Long: Fallen Dynasty Season Pass.”
The DLCs “Battle of Zhongyuan” and “Conqueror of Jiangdong” are currently available. The DLC “Upheaval in Jingxiang” is scheduled for release in December 2023.
Added the features Replace Martial Arts and Upgrade Martial Arts.
These features will be made available after unlocking the endgame content The Thousand-Mile Journey.
Free Updates
Added the “Lies of P” collaboration equipment Puppet’s Sabre and Etiquette.
After the update is applied, these items will be available via Deliveries in the Battle Flag menu.
They will be added to dropped item lotteries after being claimed in Deliveries.
Made changes so that melee weapons are assigned up to six Martial Arts techniques.
Three Martial Arts techniques will be assigned to weapons with a rarity of 4★, and six techniques will be assigned to weapons with a rarity of 5★ or higher.
For weapons acquired before the update, additional Martial Arts techniques will be randomly assigned to match the number assigned after the update.
For weapons assigned sets of six techniques, it will be possible to swap over from sets consisting of three techniques at any time.
For information on the controls for the third Martial Arts technique or to learn how to swap Martial Arts, please check the in-game tutorial for Martial Arts.
Added ten new Wizardry Spells.
These new spells can be used by first obtaining the item Hidden Tomes.
The tomes can be obtained as possible drops after defeating bosses in “Path of the Rising Dragon” and beyond.
Added the consumable items Firecracker and Shigandang.
These items may be placed at certain locations across the battlefield as pickups.
Added the new Martial Arts technique Pegasus Thrust, which can be used with spears and slashing spears.
This technique will be randomly assigned upon acquiring an applicable weapon.
Added new special effects.
These special effects will be randomly assigned to equipment in the same way as current special effects.
Added a feature allowing players to automatically salvage or sell designated equipment when resting at a Battle Flag.
Auto-Salvage/Auto-Sell Settings was added to the Settings menu.
The main battlefield “The Demon fort of the Yellow Heaven” must be completed to make these settings available.
Added an optional feature allowing players to automatically dash instead of running, without additional input.
This can be done by selecting Automatic Dash in the game settings.
Added a feature allowing players to page through lists.
This feature can be applied to lists within any menu, such as the Equipment and Inventory menus.
It will be possible to switch to a new page by using the appropriate controls while accessing the list.
Added a function allowing players to search for designated battlefields when responding to Recruitment.
Adjustments
Weapon Categories
Straight Sabre
Added 1 extra stock to the Spirit Gauge.
Increased the amount of Spirit recovery from normal attacks.
Sword
Added 1 extra stock to the Spirit Gauge.
Increased the amount of Spirit recovery from normal attacks.
Curved Sabre
Added 1 extra stock to the Spirit Gauge.
Increased the amount of Spirit recovery from normal attacks.
Glaive
Added 1 extra stock to the Spirit Gauge.
Increased the amount of Spirit recovery from normal attacks.
Expanded the area of attack of normal attacks.
Halberd
Added 1 extra stock to the Spirit Gauge.
Increased the amount of Spirit recovery from normal attacks.
Expanded the area of attack of normal attacks.
Staff
Added 1 extra stock to the Spirit Gauge.
Increased the amount of Spirit recovery from normal attacks.
Made changes so that if players repeatedly press the attack input at the end of a normal attack combo sequence, the final combo sequence will repeat continuously.
Increased the range of Spirit Attacks.
Hammer
Added 1 extra stock to the Spirit Gauge.
Increased the amount of Spirit recovery from normal attacks.
Made changes so that players will not falter from enemy attacks during their own attack sequence.
Poleaxe
Added 1 extra stock to the Spirit Gauge.
Increased the amount of Spirit recovery from normal attacks.
Made changes so that players will not falter from enemy attacks during their own attack sequence.
Spear
Added 1 extra stock to the Spirit Gauge.
Increased the amount of Spirit recovery from normal attacks.
Increased the range of normal attacks to the front of the player.
Increased the range of Spirit attacks to the front of the player.
Adjusted the transition from normal attacks to Spirit attacks.
Players now make a thrusting motion to the front and jump back. They do not take damage while jumping back.
Slashing Spear
Added 1 extra stock to the Spirit Gauge.
Increased the amount of Spirit recovery from normal attacks.
Expanded the area of attack of normal attacks.
Dual Swords
Added 1 extra stock to the Spirit Gauge.
Increased the amount of Spirit recovery from normal attacks.
Made changes so that players can obtain bonus Spirit upon successfully performing a deflect just before receiving an enemy attack.
Dual Sabres
Added 1 extra stock to the Spirit Gauge.
Increased the amount of Spirit recovery from normal attacks.
Made changes so that players can obtain bonus Spirit upon successfully performing a deflect just before receiving an enemy attack.
Dual Halberds
Added 1 extra stock to the Spirit Gauge.
Increased the amount of Spirit recovery from normal attacks.
Made changes so that players can obtain bonus Spirit upon successfully performing a deflect just before receiving an enemy attack.
Divine Beasts
Qilin
Made it easier to increase the Divine Beast Gauge.
Increased the number of stone pillars generated upon activating Summon Divine Beast.
Baize
Made it easier to increase the Divine Beast Gauge.
Made changes so that the debuff Increased Damage Received will be inflicted on enemies detected upon activating Summon Divine Beast.
Zhuque
Increased the number of feathers launched upon activating Summon Divine Beast.
Xuanwu
Made it easier to increase the Divine Beast Gauge.
Increased the duration of Summon Divine Beast.
Yinglong
Made it more difficult to increase the Divine Beast Gauge.
Reduced the HP restoration to 50% upon being automatically revived.
Increased the attack power granted upon activating Summon Divine Beast.
Feilian
Made it easier to increase the Divine Beast Gauge.
Increased the duration of Summon Divine Beast.
Martial Arts
Dragontail Whip
Adjusted the movements so that the attack will hit the enemy in front of the player from the first strike.
Wizardry Spells
Spark Rush
Shortened the startup sequence of the attack.
Lightning Bolt
Shortened the startup sequence of the attack.
Guard Formation
Shortened the startup sequence of the attack.
Barbed Conductor
Shortened the startup sequence of the attack.
Lightning Rush
Shortened the startup sequence of the attack.
Heaven’s Rage
Optimized the timing at which players can perform deflect during an attack.
Focus Zone
Shortened the startup sequence of the attack.
Imposing Slab
Shortened the startup sequence of the attack.
Sandsink
Shortened the startup sequence of the attack.
Deathly Bog
Shortened the startup sequence of the attack.
Rock Spike
Shortened the startup sequence of the attack.
Fiend Vanquisher
Shortened the startup sequence of the attack.
Mighty Shockwave
Shortened the startup sequence of the attack.
Enveloping Earthspike
Shortened the startup sequence of the attack.
Boulder Knuckles
Shortened the startup sequence of the attack.
Optimized the timing at which players can perform deflect during an attack.
Unrelenting Frost
Shortened the startup sequence of the attack.
Optimized the timing at which players can perform deflect during an attack.
Water God’s Blink
Shortened the momentary pause that occurs after teleporting.
Frozen Spear Trap
Shortened the startup sequence of the attack.
Malignant Icefall
Optimized the timing at which players can perform deflect during an attack.
Frost Lance
Shortened the startup sequence of the attack.
Optimized the timing at which players can perform deflect during an attack.
Frozen Arrow
Shortened the time between the spell being activated and the projectiles being released.
Phantom Icicle
Shortened the startup sequence of the attack.
Optimized the timing at which players can perform deflect during an attack.
Frozen Malice
Optimized the timing at which players can perform deflect during an attack.
Aqua Blink
Shortened the momentary pause that occurs after teleporting.
Molten Calamity Thorn
Shortened the startup sequence of the attack.
Optimized the timing at which players can perform deflect during an attack.
Calamity Bolts
Shortened the startup sequence of the attack.
Miasmic Curse
Shortened the startup sequence of the attack.
Thorn Shot
Shortened the startup sequence of the attack.
Venomous Discharge
Shortened the startup sequence of the attack.
Devouring Sweep
Shortened the startup sequence of the attack.
Poison Bubbles
Shortened the startup sequence of the attack.
Venom Snare
Shortened the startup sequence of the attack.
Noxious Bubbles
Shortened the startup sequence of the attack.
Thorny Ground
Shortened the startup sequence of the attack.
Repression Crush
Shortened the startup sequence of the attack.
Poison Corrosion
Shortened the startup sequence of the attack.
Optimized the timing at which players can perform deflect during an attack.
Life Wither
Shortened the startup sequence of the attack.
Toxin Bubbles
Shortened the startup sequence of the attack.
Surging Blaze
Shortened the startup sequence of the attack.
Scorch Stream
Shortened the startup sequence of the attack.
Optimized the timing at which players can perform deflect during an attack.
Purgatorial Purge
Optimized the timing at which players can perform deflect during an attack.
Blasting Flare
Shortened the startup sequence of the attack.
Devouring Flames
Shortened the startup sequence of the attack.
Engulfing Inferno
Shortened the startup sequence of the attack.
Fire Bolt
Shortened the startup sequence of the attack.
Optimized the timing at which players can perform deflect during an attack.
Bursting Fireball
Shortened the startup sequence of the attack.
Scorch Sweep
Shortened the startup sequence of the attack.
Overpower Burst
Reduced Spirit consumption.
Decreased the heightened efficiency of Martial Arts and Wizardry Spells following this spell.
Scorch Comet
Optimized the timing at which players can perform deflect during an attack.
Burning Flamewave
Shortened the startup sequence of the attack.
Fireblast
Shortened the startup sequence of the attack.
Made adjustments so that players will be able to unleash other attacks more quickly following a Martial Arts or Wizardry Spell attack.
Reduced the amount of Spirit consumed upon using Wizardry Spells without having reached the appropriate Morale Rank.
Made changes so that upon successfully performing a deflect counterattack, players are granted a buff that increases Spirit gain for a certain time.
Shortened the recovery sequence after deflect counterattacks.
Reduced the time it takes to ready the bow, crossbow, and throwing knives.
Shortened the recovery sequence after using the bow, crossbow, and throwing knives.
Increased movement speed when readying the bow, repeating crossbow, throwing knives, and projectiles.
Reduced the interval between rounds shot with the crossbow.
Made changes so that enemies in Spirit Disruption will not react to attacks with a hitstun motion.
Extended the duration of Spirit Disruption for enemies.
Made changes so that interact motions do not occur when acquiring items other than treasure chests.
Increased the amount of damage dealt when attacking enemies with Morale Ranks 5+ higher than the player.
Increased the drop rate of equipment with higher rarity levels upon defeating enemies with Morale Ranks 21+ higher than the player.
Changed the button assignment for closing tutorials with videos.
Made changes so that notifications will always be sent for key items, regardless of the player’s Item Obtained Notification settings.
Made changes so that the controller will now vibrate when upgrading equipment in the Blacksmith menu.
Made adjustments to the sort order of item lists in the Blacksmith and Inventory menus.
Made changes so that all items received via Deliveries will be locked by default.
Made changes to allow players to close out of the screen displaying response options during conversations with NPCs by pressing Cancel.
Made changes so that, when Baishe drops the Hidden Tome, the notification appears just after Baishe has been defeated instead of after the battlefield has been cleared.
Made changes to the talismans summoned by the General of Heaven’s Illusion during combat so that it takes longer for the talismans to be activated, and also decreased the durability of the talismans.
Made adjustments to the AI, lock-on camera, and other action elements for the Demonized Dian Wei.
Made it possible to embed special effects that are of the same type as those locked into each piece of equipment.
Made changes so that equipment upgrade levels will not affect the effectiveness of warriors’ set bonuses.
Further increased HP bonuses when Fire Virtue, Earth Virtue, Metal Virtue, or Water Virtue are upgraded in Level Up.
Further increased the Ranged Weapon Attack Power bonus when Water Virtue is upgraded in Level Up.
Decreased the duration of Poison.
Added a new effect to Chill that increases the amount of damage received.
Increased the amount of Morale Points obtained upon defeating some bosses.
Special Effects
Made upward adjustments to the following special effects:
HP
Stealth
Damage Dealt
Spirit Damage
Melee Attack Damage
Melee Attack Spirit Damage
Spirit Attack Damage
Spirit Attack Spirit Damage
Martial Arts Damage
Martial Arts Spirit Damage
Damage Dealt in Perfect Condition
Spirit Damage Dealt in Perfect Condition
Damage Dealt in Desperate Condition
Spirit Damage Dealt in Desperate Condition
Element-Imbued Weapon Damage
Element-Imbued Weapon Spirit Damage
Damage to Enemies with Negative Effects
Spirit Damage to Enemies with Negative Effects
Damage to Enemies with Shock
Spirit Damage to Enemies with Shock
Damage to Enemies with Burns
Spirit Damage to Enemies with Burns
Damage to Enemies with Heaviness
Spirit Damage to Enemies with Heaviness
Damage to Enemies with Poison
Spirit Damage to Enemies with Poison
Damage to Enemies with Chill
Spirit Damage to Enemies with Chill
Straight Sabre Damage
Straight Sabre Spirit Damage
Sword Damage
Sword Spirit Damage
Curved Sabre Damage
Curved Sabre Spirit Damage
Glaive Damage
Glaive Spirit Damage
Halberd Damage
Halberd Spirit Damage
Staff Damage
Staff Spirit Damage
Hammer Damage
Hammer Spirit Damage
Poleaxe Damage
Poleaxe Spirit Damage
Spear Damage
Spear Spirit Damage
Slashing Spear Damage
Slashing Spear Spirit Damage
Dual Swords Damage
Dual Swords Spirit Damage
Dual Sabres Damage
Dual Sabres Spirit Damage
Dual Halberds Damage
Dual Halberds Spirit Damage
Cestus Damage
Cestus Spirit Damage
Fatal Strike Damage
Ranged Attack Damage
Ranged Spirit Damage
Ranged Attack Headshot Damage
Weak Spot Ranged Spirit Damage
Shooting Weapon Damage
Shooting Weapon Spirit Damage
Bow Damage
Bow Spirit Damage
Crossbow Damage
Crossbow Spirit Damage
Repeating Crossbow Damage
Repeating Crossbow Spirit Damage
Damage Received While Attacking
Spirit Damage Received While Attacking
Damage Taken in Perfect Condition
Wizardry Spell Damage
Enemy Negative Effect Duration
Negative Effect Duration
Spirit Gain
Spirit Consumption
Deflect Spirit Consumption
Martial Arts Spirit Consumption
Wizardry Spell Spirit Consumption
Wood Phase Spell Spirit Consumption
Fire Phase Spell Spirit Consumption
Earth Phase Spell Spirit Consumption
Metal Phase Spell Spirit Consumption
Water Phase Spell Spirit Consumption
Guard Spirit Consumption
Restore HP
Divine Beast Resonation Duration
Decreased the effectiveness of the Premium Special Effect “Spirit Defense (Guarding).”
Changed the method of selecting an item from the drop table for Drop Priority (Equipped Weapons) and Drop Priority
(Equipped Armor), so that it is more likely to produce a desired outcome.
Warrior Set Bonuses
Aspiration of Restoring the Han Empire
Increased the effectiveness of “HP.”
Increased the effectiveness of “HP Recovery upon Deflection.”
Increased the effectiveness of “Spirit Damage Taken in Perfect Condition.”
Strengthened the effects of “Damage Dealt in Perfect Condition.”
With Sky High Righteousness
Increased the effectiveness of “Spirit Gain from Deflecting.”
Increased the effectiveness of “Martial Arts Spirit Consumption.”
Strengthened the effects of “Glaive Damage.”
Rival of the Masses
Increased the effectiveness of “Martial Arts Spirit Consumption.”
Increased the effectiveness of “Spirit Gain.”
Changed “Damage Received While Attacking” into “‘Power Drop’ on Enemy upon Martial Arts.”
Changed “Martial Arts Damage” into “Slashing Spear Damage.”
Dauntless Warrior
Increased the effectiveness of “Deflect Spirit Consumption.”
Changed “Morale Rank Points Gain” into “Elemental Damage Reduction.”
Strengthened the effects of “Spear Damage.”
Hero beyond the Age
Increased the effectiveness of “Morale Rank Points Gain.”
Strengthened the effects of “Sword Spirit Damage.”
Unscrupulous Hero’s Right Hand
Increased the effectiveness of “Status Effect Resistance.”
Changed “Spirit Damage Received While Attacking” into “Spirit Damage Received.”
Changed “Spirit Consumption” into “Spirit Gain.”
Strengthened the effects of “Poleaxe Damage.”
Thunderous Raider
Increased the effectiveness of “Ammo Retrieval upon Ranged Attack.”
Changed “‘Slow’ to Enemy upon Ranged Attack” into “‘Haste’ upon Ranged Attack.”
Strengthened the effects of “Shooting Weapon Damage.”
The Great Talent of a King’s Advisor
Increased the effectiveness of “Genuine Qi Obtention.”
Increased the effectiveness of “Restore HP.”
Increased the effectiveness of “Positive Effect Duration.”
Changed “‘Regeneration’ upon Fatal Strike” into “‘Spirit Fervor’ upon HP Recovery.”
Strengthened the effects of “Element-Imbued Weapon Damage.”
Strategist of Genius
Increased the effectiveness of “Enemy Status Effect Accumulation.”
Increased the effectiveness of “Enemy Negative Effect Duration.”
Strengthened the effects of “Damage to Enemies with Negative Effects.”
Tiger of Jiangdong
Changed “Spirit Sustainability” into “Spirit Consumption.”
Increased the effectiveness of “Spirit Gain from Deflecting.”
Changed “Spirit Attack Damage” into “Spirit Attack Spirit Damage.”
Ferocious Young Conqueror
Increased the effectiveness of “Spirit Gain from Normal Attacks.”
Changed “Damage Received While Attacking” into “Spirit Attack (Guarding).”
Strengthened the effects of “Dual Halberds Damage.”
Inheritor of the Tiger
Changed “Martial Arts Spirit Consumption” into “Spirit Consumption.”
Changed “Melee Attack Damage” into “Sword Damage.”
Wisdom and Courage
Strengthened the effects of “Fatal Strike Damage.”
Strengthened the effects of “Dual Sabres Spirit Damage.”
Sun’s Elder Veteran
Increased the effectiveness of “Spirit Sustainability.”
Increased the effectiveness of “Martial Arts Spirit Consumption.”
Strengthened the effects of “Martial Arts Spirit Damage.”
Unflinching Bravery
Increased the effectiveness of “Damage Received.”
Increased the effectiveness of “Guard Spirit Consumption.”
Changed “Spirit Damage Dealt in Perfect Condition” into “Damage Bonus (Heavy Equip Load).”
Renegade of the Heaven’s Will
Increased the effectiveness of “HP.”
Switched “‘Power Drop’ upon Fatal Strike on Enemy” with “HP Restoration from Melee Attack Damage.”
Increased the effectiveness of “HP Restoration from Melee Attack Damage.”
Strengthened the effects of “Spirit Damage to Enemies with Negative Effects.”
Lu Bu, the Mightiest among Men
Increased the effectiveness of “HP.”
Switched “Halberd Spirit Damage” to Set Bonus III.
Increased “Halberd Spirit Damage.”
Changed Set Bonus IV to “‘Slow’ to Enemy upon Ranged Attack.”
Strengthened the effects of “Martial Arts Damage.”
A Second Coming of Zhaohu
Increased the effectiveness of “Martial Arts Spirit Consumption.”
Strengthened the effects of “Curved Sabre Damage.”
Brutal Ursine Warrior
Increased the effectiveness of “Spirit Gain from Deflecting.”
Increased the effectiveness of “Spirit Damage Received.”
Strengthened the effects of “Martial Arts Damage.”
The Dominator of Hebei
Switched “Drop Rate” to Set Bonus I.
Increased the effectiveness of “Morale Rank Points Gain.”
Changed Set Bonus III to “Damage Received.”
Strengthened the effects of “Melee Attack Damage.”
Pride of the Indomitable Champion
Increased the effectiveness of “Damage Received.”
Increased the effectiveness of “Guard Spirit Consumption.”
Changed “Spirit Damage Received While Attacking” into “‘Power Drop’ on Enemy upon Deflecting a Critical Blow.”
Strengthened the effects of “Hammer Spirit Damage.”
Yuan’s Head Senior General
Increased the effectiveness of “Spirit Gain from Normal Attacks.”
Increased the effectiveness of “Deflect Spirit Consumption.”
Strengthened the effects of “Curved Sabre Damage.”
The Yellow Heaven Must Rise
Increased the effectiveness of “Spirit Gain from Normal Attacks.”
Changed “Spirit Damage Received While Attacking” into “‘Slow’ on Enemy upon Martial Arts.”
Strengthened the effects of “Melee Attack Spirit Damage.”
The Way of Tianzhu
Increased the effectiveness of “HP.”
Increased the effectiveness of “Wizardry Spell Spirit Consumption.”
Strengthened the effects of “Staff Spirit Damage.”
Instigator of Evil
Changed “Spirit Gain from Deflecting” into “Spirit Gain.”
Strengthened the effects of “Elemental Damage.”
Changed “‘Damage Amplification’ on Enemy upon Wizardry Spell” into “‘Spirit Vulnerability’ on Enemy upon Wizardry Spell.”
Strengthened the effects of “Wizardry Spell Damage.”
Elai the Warrior of Old
Increased the effectiveness of “Spirit Attack (Guarding).”
Strengthened the effects of “Spirit Attack Damage.”
Increased the effectiveness of “Spirit Gain.”
Guileless Tiger
Increased the effectiveness of “Damage Received While Attacking.”
Increased the effectiveness of “Martial Arts Spirit Consumption.”
Strengthened the effects of “Hammer Damage.”
Flawless Strategist
Strengthened the effects of “Fatal Strike Damage.”
Increased the effectiveness of “Enemy Status Effect Accumulation.”
Strengthened the effects of “Spirit Damage to Enemies with Negative Effects.”
Grace Effects
Grace of Taihao the Azure Emperor
Increased the effectiveness of “Restore HP.”
Increased the effectiveness of “Wood Phase Spell Spirit Consumption.”
Changed “‘Damage Amplification’ upon Fatal Strike on Enemy” into “‘Power Gain’ upon Wizardry Spell.”
Strengthened the effects of “Damage Dealt in Perfect Condition.”
Increased the amount of HP damage dealt and the reduction of HP damage received under “Subtlety of Wood Phase,” and decreased the amount of Spirit gained.
Grace of Shennong the Red Emperor
Increased the effectiveness of “Spirit Gain from Normal Attacks.”
Increased the effectiveness of “Fire Phase Spell Spirit Consumption.”
Increased the effectiveness of “Martial Arts Spirit Consumption.”
Changed “‘Berserker’s Might’ upon Deflection” into “‘Damage Reduction’ upon Martial Arts.”
Strengthened the effects when there are 1-2 stacks of “Subtlety of Fire Phase” and weakened the effects when there are 4-5 stacks.
Grace of Xuanyuan the Yellow Emperor
Increased the effectiveness of “Damage Received.”
Increased the effectiveness of “Earth Phase Spell Spirit Consumption.”
Increased the effectiveness of “HP Recovery upon Deflection.”
Changed “Damage Taken in Perfect Condition” into “‘Power Gain’ upon Deflecting a Critical Blow.”
Strengthened the effects of “Subtlety of Earth Phase.”
Grace of Shaohao the White Emperor
Increased the effectiveness of “Enemy Status Effect Accumulation.”
Increased the effectiveness of “Metal Phase Spell Spirit Consumption.”
Changed “‘Slow’ on Enemy upon Martial Arts” into “‘Slow’ on Enemy upon Deflecting a Critical Blow.”
Strengthened the effects of “Damage to Enemies with Negative Effects.”
Decreased the reduction of HP damage dealt and the increase of damage received under “Subtlety of Metal Phase.”
Grace of Zhuanxu the Black Emperor
Changed “Deflect Spirit Consumption” into “Spirit Gain from Deflecting.”
Increased the effectiveness of “Water Phase Spell Spirit Consumption.”
Strengthened the effects of “Fatal Strike Damage.”
Increased the duration of the effects of “Subtlety of Water Phase.”
Grace of the Supreme Heavenly Emperor
Switched “Divine Beast Gauge Gain” to Set Bonus I.
Increased the effectiveness of “Divine Beast Gauge Gain.”
Increased the effectiveness of “Status Effect Resistance.”
Changed Set Bonus III to “Divine Beast Resonation Duration.”
Changed “Spirit Attack Damage” into “Element-Imbued Weapon Damage.”
Lessened the activation requirements for “Skyward Majesty.”
Decreased the effectiveness of “Skyward Majesty.”
Grace of Yuanshi Tianzun the Pure One
Increased the effectiveness of “Spirit Gain from Normal Attacks.”
Changed “Damage Received While Attacking” into “‘Power Gain’ upon Martial Arts.”
Increased the effectiveness of “Positive Effect Duration.”
Changed “Element-Imbued Weapon Damage” into “Wizardry Spell Damage.”
Strengthened the effects of the “Principle of Yuanshi.”
Grace of Lingbao Tianzun the Pure One
Increased the effectiveness of “Enemy Negative Effect Duration.”
Strengthened the effects of the “Principle of Lingbao” when there is 1 negative effect on the enemy, and weakened the effects when there are 2-3 negative effects on the enemy.
Grace of Daode Tianzun the Pure One
Increased the effectiveness of “Deflect Spirit Consumption.”
Increased the effectiveness of “Spirit Gain from Deflecting.”
Changed “‘Damage Amplification’ on Enemy upon Deflecting Counterattack” into “‘Power Gain’ upon Deflection.”
Strengthened the effects when there are 1-4 stacks of “Principle of Daode,” and increased the amount of HP damage and decreased the amount of Spirit gained when there are 5 stacks.
Grace of Fuxi
Increased the effectiveness of “Morale Rank Points Gain.”
Changed “Melee Attack Spirit Damage” into “‘Power Drop’ on Enemy upon Martial Arts.”
Changed “‘Spirit Vulnerability’ on Enemy upon Martial Arts” into “Melee Attack Damage.”
Changed “Spirit Sustainability” into “‘Power Gain’ upon Fatal Strike.”
Made changes to the effects of “Fuxi Devised Eight Trigrams” so that “Diminish Damage Taken” and “Increase Melee Attack Spirit Damage” will be active at all times, and so that either of the two special effects will be further increased depending on Morale Rank.
Strengthened the effects of “Fuxi Devised Eight Trigrams.”
Grace of Nuwa
Increased the effectiveness of “HP.”
Increased the effectiveness of “Status Effect Resistance.”
Increased the effectiveness of “HP Recovery upon Deflection.”
Decreased the effectiveness of HP recovery under “Nuwa Mended the Heavens,” and increased the amount of HP damage dealt when at full HP.
Improved action synchronization during multiplayer sessions.
Major Bug Fixes
Fixed a bug in which the effects intended for successful deflect counterattacks were applied upon unsuccessful deflect counterattacks when performed with cestuses.
Fixed a bug that shortened the duration of Spirit Disruption for enemies whose Spirit had been depleted while they were in midair.
Fixed a bug that stopped some enemies from entering Spirit Disruption when their Spirit was depleted by Divine Beast attacks.
Fixed a bug that stopped some warriors from entering Spirit Disruption when their Spirit was depleted by attacks in which they were launched into the air.
Fixed a bug that sometimes stopped Baishe from entering Spirit Disruption if the demon’s Spirit was depleted to the lower limits just as its hardened parts were destroyed.
Fixed a bug that immediately ended the Spirit Disruption of Suanyu if the demon fell from something just after its Spirit was depleted.
Fixed a bug that sometimes caused the Demonized Liu Bei to freeze during his death animation when he was downed from mid-air.
Fixed a bug that prevented Fatal Strikes (against unaware enemies) from reaching the enemy if performed a slight distance away from them.
Fixed a bug that caused repeating crossbows to be excluded from the items randomly dropped by enemies.
Fixed a bug that allowed players to push enemies out of bounds during combat in the sub battlefield “Tactical Exercises.”
Fixed a bug occurring during online sessions in the sub battlefield “An Everlasting Regret,” in which enemies would not appear on screen for guest players under certain conditions.
Fixed a bug occurring in the main battlefield “Village of Calamity” in “Path of the Rising Dragon” and beyond, in which the rarity level of the equipment dropped by some enemies did not change in accordance with the difficulty level.
Fixed a bug in which the rewards for the first completion of the sub battlefield “The Scarlet Crystal” in “Path of the Soaring Dragon” were the same as the rewards for the same mission in “Path of the Rising Dragon.”
Fixed a bug in which starting a boss battle while certain summoned Divine Beasts were present caused them to remain in the area without disappearing as they should.
Fixed a bug that temporarily disabled controls if players had called upon a Divine Beast just before accessing the tutorial for Summon Divine Beast in Basic Training.
Fixed a bug in which the amount of HP damage and elemental damage dealt by enemies with Morale Ranks 21+ higher than the player did not scale correctly.
Fixed a bug that prevented transparency rendering for some models from functioning properly when Photograph mode was launched under certain conditions.
Fixed a bug that prevented players from obtaining the trophy/achievement “Staunching Heresy” if they had defeated enemies in a certain order.
Fixed a bug in which defeating players during online Invade sessions did not count as progress toward obtaining the trophy/achievement “Eye for an Eye.”
Fixed a bug that allowed players to go outside the bounds of the current stage from certain locations in some stages.
Fixed a bug that caused characters to become stuck (in the ground or surrounding objects) in certain locations in some stages, making it impossible for players to progress.
Fixed a bug in which Japanese ruby characters were not displayed for certain bosses.
Fixed a bug occurring in certain language versions of the game, in which Divine Beast Resonation was said to affect only the player, rather than all allies.
Fixed a bug that prevented the subtitles for NPC companions from appearing on the screen for Co-op guests under certain conditions.
Fixed a bug that sometimes removed players’ equipped throwing weapons if they used Embedment to replace jewels on or extract jewels from equipment in the storehouse.
Fixed a bug that increased the player’s amount of Genuine Qi if they died when the effectiveness of “Genuine Qi Loss upon Death” was over 100%.
Fixed a bug preventing the Divine Beast Gauge from becoming full if players set their Divine Beast while in the Training Ground.
Fixed a bug that sometimes caused incorrect battlefield information to be displayed in the list of search results for Co-op sessions.
Fixed a bug in which the BGM would fail to play when players continued a Co-op session and selected a battlefield.
Fixed a bug in which the wrong negative effect icons were sometimes displayed when players inflicted elemental damage on enemies in the sub battlefield “Beyond the Heavens.”
Fixed a bug that made it impossible to progress from the loading screen when Co-op was disbanded and guest players returned to their original battlefield under certain conditions.
Fixed a bug in which the wrong set bonus information was displayed when players checked the details of set bonuses while the special effect Set Bonus Requirement Mitigation was active.
Fixed inconsistent behavior that occurred when cycling between information panels displayed on the right side of the Inventory menu.
Fixed a bug that sometimes displayed the shooting tutorial when players opened the Battle Flag menu in Basic Training.
Fixed a visual bug in which the numbers in battle set names were missing a digit just after they were automatically registered in the Battle Set menu.
Fixed a bug making the game prone to crashing in certain environments.
Fixed a bug preventing companions’ levels from rising above 151.
Fixed a bug that granted Grace effects to items obtained via Deliveries.
Fixed a bug that sometimes disabled the controls after the host player interacted with a Battle Flag during Invade sessions.
Fixed a bug in which vengeance targets’ Morale Ranks would remain at a higher level if players used the item Mystic Crane upon defeating them.
Fixed other minor bugs.
PlayStation®5/PlayStation®4 Versions
Additional Features
Made changes so that blocked players will no longer be displayed in the search results when matching across different platforms.
Major Bug Fixes
Fixed a bug in which unlocked videos sometimes disappeared from THEATER if players had downloaded save data via Manage Cross Save.
Steam®/Microsoft Store Versions
Additional Features
Changed XeSS from version 1.1.0 to 1.2.0.
Major Bug Fixes
Fixed a bug that sometimes caused the game to crash when DLSS settings were changed.
Fixed a bug occurring when the control method was set to Keyboard Only with Mouse Enabled, in which setting “Shift + Your Key Input” as the Key Config control for Interact caused only “Sh” to be displayed for the Interact icon.
Microsoft Store Version
Major Bug Fixes
Fixed a bug that sometimes caused the game to crash when gameplay was ended during online sessions.
While the official patch notes haven’t been released just yet, here are some of the confirmed new items incoming to buyers of DLC 2, as well as the new base game free additions.
Wo Long: Fallen Dynasty DLC 2 “Conqueror of Jiangdong” New Content:
New weapon category: Long Sword
New generals: Gan Ning, Taishi Ci
New Divine Beast
New enemies and demons
New endgame content “The Thousand-Mile Journey” – Players choose a route for the battlefield they wish to challenge and head out on a long journey. There are also rewards that can only be obtained in the “The Thousand-Mile Journey”.
Free Update:
New Wizardry Spell
Lies of P collaboration
Major balance adjustments & feature expansions
Once the official patch notes are out, we’ll update the article.
NEOWIZ has released Lies of P update 1.02 (PS5 version 1.002), and this is brings various balance changes to the game. Tagged by the studio as patch 1.2.0.0, you can read the full and official Lies of P September 27 patch notes below.
Lies of P Update 1.02 Patch Notes | Lies of P Update 1.002 Patch Notes | Lies of P Update 1.2.0.0 Patch Notes:
Balance Changes
Field Monster Balance Changes
– Decreased the HP of certain field monsters
– Increased the chance of breaking some monsters’ stance and the frequency of stagger
– Increased the staggerable window time
Decrease the HP of all 3 types of Dimensional Butterflies
Adjusted the rewards for some monsters
– Increased the drop rate of Moonstone type items
– Decreased the drop rate of Star Fragments
– Increased the drop rate of Ergo items
– Increased the Ergo rewards of certain monsters that appear after Lorenzini Arcade”
Boss Monster Balance Changes
– Decreased the HP of ‘Fallen Archbishop Andreus’
– Decreased the HP of ‘King of Puppets’ in the first phase
– Decreased the HP of ‘Simon Manus, Arm of God’
– Decreased the damage of ‘Simon Manus, Awakened God’
– Increased the chance to break the stance of ‘Simon Manus, Awakened God'”
Increased the Specter’s HP and damage
System Changes Related to the Character Progression Reset
– Added the feature to reset the character’s level, P-Organ, and Legion Arms at the ‘Gold Coin Tree’
– Characters created after this patch will now receive 8 Gold Coin Fruits instead of 5 for their first harvest
– Adjusted the required amount of gold coins to reset the character’s level, P-Organ, and Legion Arms
Additional Changes
– Players will now be able to carry more weight for each point spent on Capacity
– Decreased the weight of Amulets that could be purchased with Boss Ergo
– Players will now be able to land attacks better when they use fable arts that consume three or more slots. (includes Fable Arts that stack)
– Successfully performing the Fable Art ‘Guard Parry’ will now break the monster’s stance
New Features
Now supports the DUALSHOCK®4 & DualSense™ controllers on Windows OS devices
Bug Fixes
– Fixed a bug with the Legion Arm ‘Pandemonium II – Acid Charge’ rarely not working properly.
– Fixed a bug that the Legion Arm ‘Pandemonium’ consumed only Legion guage while using Grindstones
– Fixed a bug that Geppetto’s face to flicker in the cutscene after defeating the ‘Nameless Puppet’ with Graphic Quality Presets – Low
– Fixed a typo of Carlo Collodi in the End Credits. (We sincerely apologize to Mr. Collodi and that was not a lie!)
Spartan-117 is reporting for duty by providing his armor, gravity hammer, and other items as part of a new bundle in Rainbow Six Siege. In comes the Master Chief himself, masquerading as an Elite Skin for Sledge. It’s available now, and the package comes with an entire list of items any Halo fan would be looking forward to.
This new collaboration ultimately brings together the worlds of Rainbow Six Siege and Halo into one. Master Chief, also known as John-117, is landing in close-quarters combat thanks to a fresh bundle. Known simply as the Spartan-117 Elite Bundle, players can visit the Rainbow Six Siege shop now to check out what the Chief has to offer.
There are 10 items that are being included in the Spartan-117 Bundle. The Spartan-117 Bundle is currently priced at 2670 R6 Credits, and it comes with the following items:
Cortana Weapon Charm
Master Chef Sledge Elite Skin Helmet
Master Chef Sledge Elite Skin Outfit
Master Chief Elite Operator Card Background
Master Chief Elite Operator Portrait
Master Chief Elite Victory Celebration
Weapon Skin For The P226 MK 25
Weapon Skin for Sledge’s Breaching Hammer
Weapon Skin for the L85A2
Weapon Skin for the M590A1
The arrival of Master Chief is complete with a crossover trailer, where the famous Spartan from the Halo franchise drops into action. Speaking of Rainbow Six Siege, a new patch has been released earlier today, which you can read about here.
Capcom has pushed out (Street Fighter 6) SF6 update 1.000.005 (PS4 version 1.05) this September 26 (Sept. 27 outside US) and this is to add AKI to the roster and more. Read on for what’s new in the SF6 new update patch notes.
SF6 Update 1.000.005 for Patch Notes | SF6 September 26 Patch Notes | SF6 Update 1.05 Patch Notes:
Update: The official patch notes alongside the balance adjustments have been revealed!
Goods Shop Items Added
– Playable character A.K.I.
– A.K.I. Outfit 2
– A.K.I. Colors 3 – 10
– Avatar gear: SFL-JP ’23 Badge Bundle, SFL-US ’23 Badge Bundle, SFL-EUROPE ’23 Badge Bundle
Please note, the badges in the above bundles are also available as individual items.
To play as A.K.I., you must have purchased the character from the Goods Shop, or have either the Year 1 Character Pass or the Year 1 Ultimate Pass.
You can also use a Rental Fighter ticket to try out the character for one hour.
Supported Languages
– Latin American Spanish added to supported languages
Added Functionality
– Added support for Share Screen functionality during online battles. (PS4/PS5)
Fighting Ground
– A.K.I.’s story added to Arcade Mode
– You can now toggle ‘Button Release Input’ on or off via Control Settings on the Character Select screen for Versus and other modes
– Ranked Match: A new rank, Legend, has been added for players that fall within the top 500 in the Master League rankings.
Please note that the rank will only be attainable from November 1, 2023, when Phase 2 begins.
– Custom Room: Custom Room Display Settings have been added
– Training Mode features have been expanded
• Shortcut Settings:
When setting a shortcut that uses the Function Button and another button, you can now register that other button on its own for use as another shortcut.
• Reversal Settings:
When a delay has been applied, Dummy Behavior settings from Dummy Settings will now be reflected during the delay period before the reversal activates.
• Frame Meter Display:
Display of invincibility frames added for A.K.I.
Please refer to ‘The Frame Meter and You’ in-game for info on the Frame Meter.
• Gauge Recovery Timing:
It is now possible to set P1 or P2’s gauge recovery to not kick in during recovery from a move on hit or block.
• Recording Settings:
(1) Only the Replay Playing mark will be displayed when a replay is started with the ‘Disable Only for Random Playback’ setting under ‘Replay Info Display’ applied.
(2) An ‘Always Repeat Playback’ option has been added to the Repeat Replay options. When turned on, recordings will automatically restart from the beginning even after using Restart Battle or changing other replay conditions.
Warning Regarding Replays
After updating, you won’t be able to play back replays from earlier versions.
CFN > Replay
Replays saved to your Replay List will remain saved, but cannot be played back.
Fighter Profile
History data from earlier versions will not be displayed.
Battle Hub
– A ‘History’ tab has been added to the Phrases and Stickers windows to access ones you’ve recently used in chat.
– The meaning of a sticker will now be shown when they are highlighted by the cursor.
– It is now possible to use stickers of some of the monsters from the Pockest mini-game found on the Buckler’s Boot Camp companion site.
Please note that you will be notified within Pockest when you have acquired a sticker.
– The number of Battle Hub servers available have been adjusted.
– More servers for hosting tournaments have been added.
World Tour
– A.K.I.’s Master Missions added
– Tian Hong Yuan (China) and Daytime SiRN Building Interior areas added
Bug Fixes
– Fixed an issue where it was possible to progress to Tier 21 and beyond of the Fighting Pass without purchasing Premium Rewards.
– Other miscellaneous bugs were also fixed.
Street Fighter 6 Update 1.05 Fighter Balance Pass Patch Notes:
All Fighters
Assisted Combos
The following tweaks have been made in order to improve Assist Combo controls.
Each Assisted Combo’s input reception timing has been adjusted due to some Assisted Combos accepting inputs too quickly, and others having very small input windows that made them difficult to perform.
Made an adjustment so that when special move cancels are allowed, Assisted Combos will also be allowed. This is due to Assisted Combo input reception being too short and thus not allowing for cancels during the active frames of an attack. Please note that due to this adjustment, if your Assisted Combo input is too late, then there are situations where you won’t be able to connect to the special move that you cancel into.
Fixed an issue where if you stopped an Assisted Combo midway through and then tried to perform another Assisted Combo of the same strength as soon as possible, the buffered input would not work.
Fixed an issue where if you stopped an Assisted Combo midway through and then tried to perform another Assisted Combo of a different strength, that Assisted Combo may not be performed properly.
Made an adjustment to prevent rapid cancel attacks from being performed when pressing the Light Attack button while the Assist button is being held. This adjustment was made as it was difficult to perform Light Assisted Combos from rapid cancel attacks.
Forward Dash/Back Dash
Fixed an issue where inputting forward three times would result in two forward dashes being performed.
Increased the buffer input window from 4 frames to 7 frames
Input recognition frames
In order to reduce unintentional Super Art activations, the input recognition frames* of certain Super Art commands have been shortened. Due to this adjustment, players must input their commands faster or the Super Art may not be performed. Adjusted Super Art Commands are as follows: 1. ↓↘→↓↘→ 2. ↓↙←↓↙← *Input recognition frames are the number of frames you must input the next command in order for the game to recognize you are performing a specific attack. ex. In the case of the ↓↘→↓↘→ command, there are 9 input recognition frames between the first Down input and the next Down-Forward input, meaning if 10 frames pass between those inputs, the first Down input will be reset and the Super Art will not be performed.
Gauge gain on Perfect Parry
When perfect parrying certain multi-hitting attacks, there were cases where the Drive Gauge consumption was more than the Drive Gauge gain, so adjustments have been made. Perfect parrying strike attacks will now give an increase of 10,000 (1 block) while perfect parrying Super Arts will give an increase of 20,000 (2 blocks). Considering the ease of parrying them, projectiles other than Super Arts will be kept in their current state. For a list of moves affected by this adjustment, please refer to each character’s section.
Attacks hitting an opponent behind the player
Fixed an issue where some attacks attacks could unintentionally hit an opponent behind the character. For a list of moves affected by this adjustment, please refer to each character’s section.
Drive Gauge gain during Burnout
Due to a value setting error, there were some attacks that when blocked during Burnout, only increased the Drive Gauge by half of what would be consumed when blocking it normally (the same as overhead or low attacks). This has been corrected with this update. For a list of moves affected by this adjustment, please refer to each character’s section.
Chip damage during Burnout
Due to a value setting error, outside of Super Art attacks, there were some attacks that when blocked during Burnout only chipped 1/4 of the original damage value. This has been corrected with this update. For a list of moves affected by this adjustment, please refer to each character’s section.
Drive Impact
Fixed an issue where stopping a Drive Impact with another Drive Impact after absorbing a hit via armor would result in the two Drive Impacts canceling each other out.
Drive Parry
Fixed an issue where performing a Drive Parry from a crouching position would result in a different Drive Gauge consumption timing compared to one done from a standing position.
Fixed an issue where performing a Drive Parry from a crouching position with certain characters and holding the parry would result in increased Drive Gauge consumption. This has been fixed to match what happens when performing a Drive Parry from a standing position. Characters Affected – Luke – Kimberly – Zangief – Dee Jay – Rashid – Guile – E. Honda
Perfect Parry
Fixed an issue where if an upward direction (up, up-left, or up-right) was input after perfect parrying a projectile, the character would perform a jump even if the upward directional input was released before the character exited their recovery state.
Jump attack landing recovery
Fixed an issue where after having your jumping attack perfect parried, the timing for when you’re next able to perform a standing attack was 1 frame later than intended. Please note that no changes were made to Perfect Parries for this issue.
RYU:
Crouching Heavy Punch
Fixed an issue where the animation would go back if the attack hit on the 2nd active frame.
Fuwa Triple Strike (Medium Punch, Light Kick, Heavy Kick)
The Drive Gauge decrease for the final hit on Punish Counter has been changed from 0 to 10,000.
The 2nd hit of this string was increasing the opponent’s Drive Gauge by 2,000 on Punish Counter, but this has been changed so it now decreases their Drive Gauge by 2,000 instead.
High Double Strike
The Drive Gauge decrease on Punish Counter has been changed from 0 to 10,000.
Shin Hashogeki (SA2)
Applies only when using Shin Hashogeki charged to Level 2 or 3 during a juggle combo There was a situation where the attack hitbox would not hit an opponent if the player was right under them, so the following adjustments have been made to alleviate the issue. – The pushbox has been expanded upwards from the time the button is released until the end of the attack’s active frames. – The attack’s hitbox has been expanded inwards.
Shared adjustment: Drive Gauge gain during Burnout
The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Jumping Medium Punch 2nd hit: From 1500 to 750 Collarbone Breaker (→+Medium Punch) 2nd hit: From 1250 to 625 Known Issue When only the 2nd hit of Collarbone Breaker lands the attack is considered a mid-level/overhead hit, but in this situation the 625 Drive Gauge increase for when the move is considered a high level hit is applied. This issue is scheduled to be resolved in the next update.
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Jumping Medium Punch – Collarbone Breaker (→+Medium Punch) – Solar Plexus Strike (→+Heavy Punch) – Axe Kick (←+Heavy Kick) – Overdrive Shoryuken (→↓↘+2 Punches) – Medium/Heavy/Overdrive Tatsumaki Senpu-kyaku (↓↙←+Kick) – Shinku Hadoken – Shin Shoryuken
Shared adjustment: Attacks hitting with an opponent behind you
Fixed an issue where the following attacks would hit an opponent behind Ryu. – Standing Light Kick – 2nd hit of Fuwa Triple Strike – Final hit of Shin Shoryuken
LUKE:
Overdrive No Chaser (↓↘→+2 Kicks, Punch)
The amount of Super Art gauge gained on block was not half of the amount gained on hit, so it has been adjusted from 500 to 600.
Shared adjustment: Chip damage during Burnout
The amount of chip damage done when an opponent blocks the following attack during Burnout has been adjusted. – Light Flash Knuckle (↓↙←+Light Punch) – Perfect version 2nd hit: From 75 to 50
Shared adjustment: Drive Gauge gain during Burnout
The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Light Flash Knuckle (↓↙←+Light Punch) Perfect version 2nd hit: From 0 to 500 Fatal Shot (↓↘→+2 Punches, 2 Punches) From 0 to 500
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Perfect and max charge versions of Light/Medium/Heavy Flash Knuckle (↓↙←+Punch) – Overdrive Rising Uppercut (→↓↘+2 Punches) – Vulcan Blast – Eraser
Drive Impact
Fixed an issue that would cause the opponent to not take damage during the hit scene of a Drive Impact in certain circumstances.
KIMBERLY:
Light Punch, Medium Punch
The amount of Super Art gauge gained on block was not half of the amount gained on hit, so it has been adjusted from 150 to 200.
Medium/Heavy/Overdrive Vagabond Edge (↓↘→+Punch)
The amount of Drive Gauge lost when an opponent blocked the 2nd hit of this attack had an older value, so it has been adjusted from 2000 to 4000.
【Bushin Beats (SA1) / Bushin Thunderous Beats (SA1) / Bushin Scramble (SA2) / Soaring Bushin Scramble (SA2) / Bushin Ninjastar Cypher (SA3/CA)
Fixed an issue where if certain attacks hit an opponent while they were in stun and had a full Drive Gauge, they would recover from Burnout upon getting hit. – Bushin Beats/Bushin Thunderous Beats – Bushin Scramble – Soaring Bushin Scramble – Bushin Ninjastar Cypher
Shared adjustment: Drive Gauge gain during Burnout
The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Neck Hunter (↓↘→+Kick, Heavy Kick) From 2000 to 4000 Overdrive Neck Hunter (↓↘→+2 Kicks, Heavy Kick) From 1250 x 2 to 2500 x 2 Shadow Slide (↓↘→+Kick, Medium Kick) From 2000 to 4000 Overdrive Shadow Slide (↓↘→+2 Kicks, Medium Kick) From 1250 x 2 to 2500 x 2
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. Normal/Overdrive Arc Step (↓↘→+Kick) Overdrive Torso Cleaver (↓↘→+2 Kicks, Light Kick) Overdrive Shadow Slide (↓↘→+2 Kicks, Medium Kick) Overdrive Neck Hunter(↓↘→+2 Kicks, Heavy Kick) Normal/Overdrive Aerial Bushin Senpukyaku (in mid-air, ↓↙←+Kick)
CHUN-LI:
Jumping Heavy Punch
Jumping Heavy Punch’s damage was 800 on grounded opponents and 500 on airborne opponents, but the damage on counter/Punish Counter on airborne opponents was set to the grounded damage of 960, so it has been adjusted to 600.
Lotus Punch (↓↙←+Punch, Heavy Punch)
The hurtbox on the head unintentionally shrank between frames 3 – 28, so it has been expanded
The 2nd hit was considered a high attack if the first attack whiffed, but it has been fixed to now be a mid-level/overhead attack. The 2nd hit is still a high attack if the 1st attack hits.
Overdrive Tensho Kicks (↓↓+2 Kicks)
Fixed an issue where Chun-Li would move a considerable distance upon landing if the players switched sides when the 2nd attack hit.
Kikosho (SA1)
Fixed an issue where hits except for the final one would not kill an airborne opponent.
Hoyoku-sen (SA2)
Fixed an issue where the Assist Combo would be interrupted if the next input was performed with specific timing, after performing Hoyoku-sen via Assist Combo.
Soten Ranka (SA3)
The Drive Gauge decrease when blocking the 2nd hit and later attacks was 0, so those values have been adjusted. Super Art 3 1st hit: From 7500 to 6500 2nd and 3rd hit: From 0 to 500 Critical Art 1st hit: From 10,000 to 9,000 2nd and 3rd hit: From 0 to 500
Shared adjustment: Chip damage during Burnout
The amount of chip damage done when an opponent blocks the following attack during Burnout has been adjusted. Medium Spinning Bird Kick (Charge ↓, ↑+Medium Kick) From 275 to 300
Shared adjustment: Drive Gauge gain during Burnout
The Drive Gauge increase gained by the opponent when they block the following attack during Burnout has been adjusted. Lotus Fist (↓↙←+Punch, Heavy Punch) 2nd hit: From 2500 to 1250 Known Issue The 2nd hit of Lotus Fist is considered a mid-level/overhead hit when the only that hit lands, but in this situation the Drive Gauge increase of 1250, for when the move is considered a high level hit, is applied. This issue is scheduled to be resolved in the next update.
Shared adjustment: Attacks hitting with an opponent behind you
Fixed an issue where the following attacks would hit an opponent behind Chun-Li. – Lightning Kicks (↓↘→+Kick) – Lightning Kick Barrage (↓↘→+2 Kicks, 2 Kicks) – Hazanshu (↓↙←+Kick) – Spinning Bird Kick (Charge ↓, ↑+Kick) – Soten Ranka
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Crouching Heavy Punch – Lotus Fist (↓↙←+Punch, Heavy Punch) – Lightning Kicks (↓↘→+Kick) – Lightning Kick Barrage (↓↘→+2 Kicks, 2 Kicks) – Aerial Lightning Kicks (in mid-air, ↓↘→+Kick) – Spinning Bird Kick (Charge ↓, ↑+Kick) – Drive Reversal – Kikosho – Aerial Kikosho – Hoyoku-sen – Soten Ranka
MANON:
Drive Impact
Fixed an issue where a Drive Impact clash would occur even if Manon’s Drive Impact was activated 1 frame later than the opponent’s.
Heavy/Overdrive Rond-point (↓↘→+Kick)
The 2nd hit of the Heavy version on Punish Counter had an incorrect damage value assigned to it, so it has been changed from 600 to 480.
Fixed an issue where it was possible to cancel the end of the Heavy or Overdrive version when it was blocked.
Overdrive Renverse (↓↘→+2 Punches)
Fixed an issue where the recovery difference was 1 frame slower after hit when Manon medal level was 3 or 4.
Arabesque (SA1)
Fixed an issue where certain moves and this move would miss each other when both active. This attack will now not pass through an opponent until it hits them.
Shared adjustment: Drive Gauge gain during Burnout
The Drive Gauge increase gained by the opponent when they block the following attack during Burnout has been adjusted. Arabesque From 1250 to 2500
Shared adjustment: Attacks hitting with an opponent behind you
Fixed an issue where the following attacks would hit an opponent behind Manon. – Standing Light Kick – Pas de Deux
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Light/Medium Dégagé (↓↙←+Kick) – Rond-point (↓↘→+Kick) – Étoile
KEN:
Drive Reversal
Fixed an issue where Ken’s invincibility would last longer than other characters on hit.
The amount of Super Art gauge gained by blocking the 1st and 2nd hit was not half of the amount gained on hit, so it has been adjusted from 300 to 200.
Overdrive Hadoken (↓↘→+2 Punches)
On Punish Counter, the opponent’s Drive Gauge decrease was handled differently from other projectiles, so the values have been adjusted. 1st hit: From 5000 to 2500 2nd hit: From 0 to 2500
Shared adjustment: Drive Gauge gain during Burnout
The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Thunder Kick (2 Kicks, Medium Kick) From 1250 to 2500 Normal/Overdrive Kazekama Shin Kick (↓↘→+Kick, Light Kick) From 1500 to 3000 Normal/Overdrive Gorai Axe Kick (↓↘→+Kick, Medium Kick) From 1250 to 2500
Shared adjustment: Chip damage during Burnout
The amount of chip damage done when an opponent blocks the following attack during Burnout has been adjusted. Light Dragonlash Kick (→↓↘+Light Kick) 250 > 237
Shared adjustment: Attacks hitting with an opponent behind you
Fixed an issue where the following attacks would hit an opponent behind Ken. – Forward Step Kick (2 Kicks, Heavy Kick) – Jinrai Kick (↓↘→+Kick) – Medium/Heavy Tatsumaki Senpu-kyaku (↓↙←+Kick) – Forward attack hitbox on the Quick Dash version of Tatsumaki Senpu-kyaku – Dragonlash Flame
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Medium/Heavy/Overdrive/Quick Dash Shoryuken (→↓↘+Punch) – Medium/Heavy/Overdrive/Quick Dash Tatsumaki Senpu-kyaku (↓↙←+Kick) – Shippu Jinrai-kyaku – Shinryu Reppa
ZANGIEF:
Smetana Dropkick (↘+Heavy Kick)
The amount of Drive Gauge lost when an opponent blocked this attack was unintentionally set at a low value, so it has been corrected from 3000 to 6000.
Borscht Dynamite (360+Kick while jumping)
This attack would come out unexpectedly when attempting to do a jumping attack, so the input recognition frames* have been changed from 20 to 12.
Fixed an issue where the amount of Super Art gauge gain on Punish Counter was 150 less than on normal hit.
*Input recognition frame is the the number of frames you must input the next command in order for the game to recognize you are performing a specific attack. ex. When performing a Hadoken (↓↘→+Punch), you must input Down then Down-Forward within a certain number of frames for the game to recognize the input. This is known as the Input recognition frame.
Overdrive Double Lariat (3 Punches)
Adjusted the amount of Super Art gauge gain on the 2nd hit and after from 300 to 250.
Aerial Russian Slam (SA1)
Fixed an issue where Drive Gauge loss would be 60 less on hit when using Modern Controls’ Special button to perform the move.
Fixed an issue where if this attack hits an opponent while they were in stun and had a full Drive Gauge, they would recover from Burnout upon getting hit.
Cyclone Lariat (SA2)
Made the following adjustments as the opponent would fly over Zangief during a mid-air hit, causing attacks after the 2nd hit to miss. – When the attack hitbox connects, the pushbox will expand upwards. – Attack hitboxes from the 2nd attack and later will have their range expanded upwards.
Fixed an issue where the attack’s effect would remain when interrupted by an opponent’s attack on startup.
Fixed the opponent’s reaction animation on the final hit.
Shared adjustment: Drive Gauge gain during Burnout
The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Crouching Medium Kick From 2500 to 5000 Smetana Dropkick (↘+Heavy Kick) From 1500 to 3000
Shared adjustment: Attacks hitting with an opponent behind you
Fixed an issue where the following attack would hit an opponent behind Zangief. – Standing Light Kick
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Normal/Overdrive Double Lariat (2 Punches) – Cyclone Lariat
JP:
Overdrive Embrace (↓↙←+2 Kicks)
Fixed an issue where JP would still be able to move around during the cutscene when a projectile with a long trade time pierces and hits him.
Heavy Stribog (↓↘→+Heavy Punch)
Fixed an issue where JP’s Drive Gauge increase gain would only be half when the first attack is blocked by the opponent while they are in Burnout.
Chornobog (SA1)
No Drive Gauge was gained when parrying the first attack, so it has been redistributed as follows. 1st attack: From 0 to 10,000 2nd attack: From 20,000 to 10,000 No changes were made for when only the 2nd attack is parried.
Lovushka (SA2)
Fixed an issue where the final attack would come out when JP is hit by an attack with a short knockback time immediately after performing this move.
Interdiction (SA3/CA)
Fixed an issue where if this attack hits an opponent while they were in stun and had a full Drive Gauge, they would recover from Burnout upon getting hit.
Shared adjustment: Attacks hitting with an opponent behind you
Fixed an issue where the following attacks would hit an opponent behind JP. – Standing Light Kick – Stribog (↓↘→+Punch)
Shared adjustment: Drive Gauge gain during Burnout
The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Medium/Heavy Torbalan (↓↘→+Kick) From 1250 to 2500 Lovushka (2nd – 4th hit) From 500 to 1000
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Bylina (→+Heavy Kick) – Chornobog – Lovushka
DHALSIM:
Standing Medium Kick
The amount of Super Art gauge gain on Punish Counter was higher than on a normal hit, so it’s been adjusted from 700 to 500 to match.
Jumping Medium Kick
The attack property for the tip of the attack has been corrected to be a mid-level/Overhead instead of a high attack.
Jumping Heavy Punch
Fixed an issue where the recovery frame difference does not change if an opponent blocks this attack while in Burnout.
Aerial Yoga Teleport (← or →+3 Punches or 3 Kicks while jumping)
Fixed an issue where Dhalsim would gain Super Art gauge upon activation.
Fixed an issue where after performing the Punch version, if Dhalsim does nothing while in mid-air, the landing timing would be 1 frame slower compared to the Kick version.
Heavy Yoga Flame (→↘↓↙←+Heavy Punch)
Fixed an issue where projectile clash would only occur twice.
Yoga Arch (↓↘→+Kick)
Fixed an issue where Initial Scaling and Combo Scaling would be applied when the opponent is only hit by the detonation from the projectile landing on the ground.
Overdrive Yoga Comet (→↘↓↙←+2 Punches while jumping)
Fixed an issue where Dhalsim couldn’t cancel into other mid-air special moves before landing if the player plinked* the two attack buttons by 1 frame when performing the attack. *Plinking: Quickly pressing two or more buttons exactly one frame apart
Yoga Sunburst (SA2)
Fixed an issue where the fireball could not be seen if only the final attack missed.
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Overdrive Yoga Blast (→↘↓↙←+2 Kicks) – Drive Reversal – Yoga Inferno – Yoga Sunburst
CAMMY:
Lifting Uppercut (←+Medium Punch)
Fixed an issue where, when an opponent’s wake-up overlaps with the latter half of the active frames of this attack, a crouching opponent is able to block certain parts of the attack that they normally should not be able to.
Fixed an issue where if these attacks hit an opponent while they were in stun and had a full Drive Gauge, they would recover from Burnout upon getting hit. – Killer Bee Spin – Aerial Killer Bee Spin – Delta Red Assault
Shared adjustment: Drive Gauge gain during Burnout
The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Delayed Ripper (→+Heavy Kick) From 4000 to 2000 Swing Combination (Heavy Punch, Heavy Kick) 2nd hit: From 4000 to 2000 Razor’s Edge Slicer (↓↘→+Punch, No input) Normal version: From1500 to 3000 Charged version: From 2500 to 5000 Overdrive version: From 2500 to 5000 Reverse Edge (↓↘→+Punch, ↓+Kick) Normal version: From 2000 to 4000 Charged version: From 3000 to 6000 Overdrive version: From 4000 to 8000
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Heavy/Overdrive/Charged Spiral Arrow (↓↘→+Kick) – Overdrive/Charged Razor’s Edge Slicer (↓↘→+Punch, No input) – Overdrive/Charged Reverse Edge (↓↘→+Punch,↓+Kick) – Spin Drive Smasher – Killer Bee Spin – Aerial Killer Bee Spin
DEE JAY:
Assisted Combo 1
Fixed an issue where the Quick Rolling Sobat would not be performed by pressing forward and the Special Move button from the first hit.
Assisted Combo 3
Fixed an issue where Maximum Strike would have additional scaling added to it if the 3rd attack’s input was late.
Overdrive Air Slasher (Charge ←, →+2 Punches)
Implemented a fix so only Overdrive Air Slasher is performed when holding back and using the Special Move button in Modern Controls. Previously, if a charge was ready, Overdrive Jus Cool or Overdrive Double Rolling Sobat could not be performed.
Speedy Maracas (↓↓+2 Punches)
In Street Fighter 6, when going from a Punish Counter state and transitioning to a move that can absorb attacks, the player is essentially in a Punish Counter state from the beginning. This is to prevent players from making mistakes during their combo selection, etc. when aiming for an opponent’s recovery period. By transitioning from Air Slasher to Speedy Maracas, Air Slasher’s Punish Counter state was being overwritten by a Counter state, so we have fixed this issue so the transition to Speedy Marcas will be in a Punish Counter state.
Fixed an issue so when Air Slasher hits on Counter/Punish Counter, is parried, or runs into Super Armor, you cannot transition into Speedy Maracas.
Marvelous Sunrise Festival (SA2) / Headliner Sunrise Festival (SA2)
Fixed an issue where the first frame of the normal attack could not be kara-canceled*. *Kara Cancel: Canceling the start up of a move into another move.
Drive Reversal
Updated the hurtbox to match the appearance of the attack from the end of its active frames to the end of the attack. Originally, the hurtbox was too small compared to the reach of the attack, making it extremely difficult to counter attack compared to other characters.
Shared adjustment: Drive Gauge gain during Burnout
The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Normal/Overdrive Funky Slicer (↓↙←+Kick, Light Kick) From 2000 to 4000 Normal/Overdrive Waning Moon (↓↙←+Kick, Medium Kick) From 2000 to 4000
Shared adjustment: Chip damage during Burnout
The amount of chip damage done when an opponent blocks the following attacks during Burnout has been adjusted. Machine Gun Uppercut (↓↙←+Punch) Light: From 200 to 37 Medium: From 200 to 25 Heavy: From 200 to 25 Overdrive: From 200 to 25 Quick Rolling Sobat (↓↘→+Medium Kick) From 200 to 250 Double Rolling Sobat (↓↘→+Heavy Kick) From 150 x 2 to 175 x 2 Medium/Heavy Jackknife Maximum (Charge ↓, ↑+Kick) From 125 to 150
Shared adjustment: Attacks hitting with an opponent behind you
Fixed an issue where the following attacks would hit an opponent behind Dee Jay. – Standing Light Kick – 1st hit of Machine Gun Uppercut (↓↙←+Punch) – 1st hit of Sunrise Festival – Weekend Pleasure
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Face Breaker (←+Heavy Kick) – Double Rolling Sobat (↓↘→+Heavy Kick) – Overdrive Rolling Sobat (↓↘→+2 Kicks) – Marvelous Sunrise Festival – Headliner Sunrise Festival
LILY:
Jumping
Fixed an issue where it was possible to perform special moves or Super Arts (except for 360 command throws) until the 5th frame of Lily’s jump.
Thunderbird (SA2) / Soaring Thunderbird (SA2)
Adjusted the Drive Gauge gain when parrying the Windclad version of Thunderbird and Soaring Thunderbird, as it was less than when parrying the normal version of those moves.
This attack would miss more than expected when incorporated into mid-air combos, so the hitbox of the attack has been expanded upwards only when hitting an opponent already reeling from damage, allowing for multiple hits to land easier.
Shared adjustment: Drive Gauge gain during Burnout
The Drive Gauge increase gained by the opponent when they block the following attack during Burnout has been adjusted. Great Spin (↓+Heavy Punch during a jump) From 2000 to 4000
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Crouching Heavy Punch – Crouching Heavy Kick – Overdrive/Windclad/Overdrive Windclad Tomahawk Buster (→↓↘+Punch) – Overdrive/Windclad/Overdrive Windclad Condor Dive (2 Punches during a jump) – Breezing Hawk – Thunderbird – Soaring Thunderbird
BLANKA:
Crouching Heavy Kick
Adjusted the Super Art gauge gain on block from 600 to 500.
Rock Crusher (→+Medium Punch)
Adjusted the Super Art gauge gain on block from 500 (250/250) to 250 (125/125).
Double Knee Bombs (→+Medium Kick)
Adjusted the Super Art gauge gain on block from 500 (250/250) to 250 (125/125).
Overdrive Aerial Rolling Attack (Charge ←, →+2 Punches during a jump)
Adjusted the Super Art gauge when blocking the first hit from 650 to 450.
Overdrive Backstep Rolling Attack (→↘↓↙←+2 Kicks)
Adjusted the opponent’s Drive Gauge gain when parrying the first attack from 5000 to 10000.
Adjusted the opponent’s Drive Gauge gain when parrying the 2nd and 3rd attacks from 2500 to 5000.
Shared adjustment: Attacks hitting with an opponent behind you
Fixed an issue where the following attacks would hit an opponent behind Blanka. – Standing Heavy Kick – Double Knee Bomber (→+Medium Kick) – 1st attack of Overdrive Backstep Rolling Attack (→↘↓↙←+2 Kicks) – SA2 boosted Light Rolling Attack (Charge ←, →+Light Punch) – Ground Shave Cannonball
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Rock Crusher (→+Medium Punch) – Double Knee Bomber (→+Medium Kick) – Overdrive Backstep Rolling Attack (→↘↓↙←+2 Kicks)
JURI:
Modern Controls
Fixed an issue where the rapid cancel version of crouching light attack would be performed when attempting to perform Assist Combo 1 from crouching light attack while Feng Shui Engine was active.
Assisted Combo 3
Fixed an issue where 2 blocks of Drive Gauge were used when transitioning into Overdrive Go Ohsatsu from Overdrive Ankensatsu via Assist Combo.
Shared adjustment: Attacks hitting with an opponent behind you
Fixed an issue where the following attack would hit an opponent behind. Feng Shui Engine’s initial forward charge
Senkai Kick (SA2 boosted) (→+Medium Kick)
When Senkai Kick connected as a chain combo while Feng Shui Engine was active, the Drive Gauge fluctuations would not be in accordance with the chain combo value, so they have been fixed to the following values. Drive Gauge gain on hit: From 500 to 375 Drive Gauge loss on block: From 1250 to 625 Drive Gauge loss on Punish Counter: From 2000 to 1250
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Standing Medium Kick – Renko Kicks (→+Heavy Punch) – Korenzan (←+Heavy Kick) – Normal/Overdrive Tensenrin (→↓↘+Punch) – Boosted/Overdrive Go Ohsatsu (→↓↘+Heavy Kick) – Sakkai Fuhazan
MARISA:
Modern Controls
Fixed an issue where you couldn’t cancel Gladius from a normal or unique attack using Forward+Special Move button.
Caelum Arc (↓+Heavy Punch during a vertical jump)
Fixed an issue where if you hit an opponent from behind, the recovery would be much longer. On hit: From 27 frames to 19 frames On block: From 23 frames to 15 frames
Fixed an issue where if you forced an opponent to block from behind, their orientation would be reversed if they were in Burnout.
Fixed an issue where you could cancel the landing recovery with another move.
Dimachaerus (↓↙←+Punch)
Fixed an issue where the Super Art gauge gain on block was not half of what it was on hit.
Javelin of Marisa (SA1, charged version)
Fixed an issue where damage would increase on counter or Punish Counter only during the 5th and 6th active frames of the attack.
Shared adjustment: Drive Gauge gain during Burnout
The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Crouching Heavy Kick From 1500 to 3000 Charged Crouching Heavy Kick From 4000 to 8000 Charged Jumping Heavy Punch From 3000 to 6000 Charged Jumping Heavy Kick From 3000 to 6000 Charged Caelum Arc (↓+Heavy Punch during a vertical jump) From 3000 to 6000 Novacula Swipe (→+Medium Punch, Heavy Punch) From 2500 to 5000
Shared adjustment: Attacks hitting with an opponent behind you
Fixed an issue where the following attacks would hit an opponent behind Marisa. – Gladius (↓↘→+P) – Phalanx (→↓↘+P) – Quadriga (↓↘→+K)
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following move has been adjusted.
Meteorite
GUILE:
Crouching Light Kick
Fixed an issue where the attack couldn’t be rapid canceled if it was absorbed by super armor.
Double Shot (↓+Medium Punch, ↓+Medium Punch)
Fixed an issue where the advantage on block was 5 frames more than blocking it normally if the opponent blocked this attack while in Burnout.
Overdrive Sonic Cross (↓↙←+2 Punches)
Adjusted the opponent’s Drive Gauge gain when parrying this attack from 5100 to 5000.
Sonic Hurricane (SA1)
Adjusted the opponent’s Drive Gauge gain when blocking this attack from 2520 to 2500.
Fixed an issue where the Heavy version’s projectile clash hitbox was significantly different from its visual appearance.
Crossfire Somersault (SA3/CA)
Fixed an issue where if this attack hits an opponent while they were in stun and had a full Drive Gauge, they would recover from Burnout upon getting hit.
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Overdrive Somersault Kick (Charge ↓, ↑+2 Kicks) – Sonic Hurricane
E.HONDA:
Standing Heavy Punch
Fixed an issue where the distance covered when using this move out of a Drive Rush with Sumo Spirit stocked was much greater than intended.
Crouching Heavy Punch
Fixed an issue where the distance covered when using this move out of a Drive Rush with Sumo Spirit stocked was much smaller than intended.
Shared adjustment: Drive Gauge gain during Burnout
The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Powerstomp (↘+Heavy Kick) From 2500 to 5000 Harai Kick (→+Heavy Kick) From 3000 to 6000 Toko Shizume (Medium Punch, ↘+Heavy Kick) From 2500 to 5000 Sumo Splash (Charge ↓, ↑+Kick) 2nd hit: From 4000 to 8000
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Overdrive Sumo Headbutt (Charge ←, →+2 Punches) – Teppo Triple Slap (↓↘→+Kick, Punch) – Taiho Cannon Lift (↓↘→+K,↓+Punch) – Hundred Hand Slap (↓↙←+P) – Ultimate Killer Headram – The Final Bout
JAMIE:
Forward/Backward walk
Fixed an issue where Jamie would not move on the 1st frame of a forward or backward movement if he was at drink level 4.
Tensei Kick (↓+2 Kicks)
Fixed an issue where if The Devil’s Song had been activated, Tensei Kick on its fastest input started up 1 frame slower.
Ransui Haze (→+Heavy Kick, ←+Heavy Kick, Punch)
Fixed an issue where after The Devil’s Song has run out and the player uses Ransui Haze to raise their drink level, the base attack level would not increase.
Shared adjustment: Attacks hitting with an opponent behind you
Fixed an issue where the following attacks would hit an opponent behind Jamie. – Standing Light Kick (rapid cancel version) – Breakin’ – Getsuga Saiho
Shared adjustment: Drive Gauge gain during Burnout
The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Crouching Medium Kick From 1000 to 2000
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Standing Heavy Punch – Crouching Heavy Kick – Ransui Haze (→+Heavy Kick, ←+Heavy Kick, Punch) – Freeflow Strikes (drink level 4) (↓↘→+Punch) – Bakkai (↓↘→+K) – Breakin’ – Getsuga Saiho
RASHID:
Forward Dash
Fixed the beginning animation as it was difficult to visually recognize the technique.
Fixed an issue where the technique’s overall frame data would change depending on the inputs during the technique.
Fixed an issue where after recovery frames end and Rashid is thrown, Rashid would not be able to perform a throw escape.
Desert Slider (Light Punch+Light Kick during a jump)
Drive Gauge gain on hit was too small, so it has been adjusted from 1600 to 2000.
Light Spinning Mixer (air current boosted) (↓↘→+Light Punch)
Drive Gauge gain on block was different from a normal hit, so it has been adjusted from 2000 to 900.
Medium Spinning Mixer (air current boosted) (↓↘→+Medium Punch)
Made the following adjustments as the damage on Punish Counter was 120%. 1st – 2nd hit: From 360 to 240 3rd – 10th hit: From 240 to 120
パMade the following adjustments as the Drive Gauge gain on Punish Counter differed from normal hit. 1st – 2nd hit: From 0 to 150 3rd – 10th hit: From 200 to 150 Final hit: From 200 to 500
Overdrive Spinning Mixer (air current boosted) (↓↘→+2 Punches)
Made the following adjustments as the damage on Punish Counter was 120%. 1st – 2nd hit: From 360 to 240 3rd – 10th hit: From 240 to 120
Adjusted the Super Art gauge gain after the 3rd hit on Punish Counter as it was more than a normal hit. The value was changed from 100 to 50.
Fixed an issue where Rashid’s Drive Gauge would increase when a hit after the 3rd hit landed as a Punish Counter.
Adjusted the Drive Gauge increase when parrying this move from 12,000 to 10,000.
Overdrive Eagle Spike (air current boosted) (↓↙←+2 Kicks)
Fixed an issue where if Ysaar is placed behind the opponent and Rashid performs Overdrive Eagle Spike, the Eagle Spike would not hit the opponent and go through them instead.
Overdrive Arabian Skyhigh (↓↙←+2 Kicks during a forward jump)
Fixed an issue where Rashid’s Drive Gauge would increase when this attack was blocked.
Tempest Moon (air current boosted) (→+Kick during Run)
Made the following adjustments to Drive Gauge increase on parry. 1st hit: From 10000 to 5000 2nd – 3rd hit: From 5000 to 2500
Drive Impact
Fixed an issue where under certain conditions, when the Drive Impact hit cutscene occurs, the opponent would not take any damage.
Super Art gauge gain on block
The amount of Super Art gauge gained on block for the following attacks was not half of the amount gained on hit, so they have been adjusted. Flapping Spin (→+Medium P) From 500 to 250 Spinning Mixer (air current boosted) (↓↘→+Punch) Light: From 550 to 400 Medium: From 350 to 225 (When the opponent blocks this standing) Heavy: From 50 to 55 Eagle Spike (↓↙←+Kick) Medium: From 500 to 550 Heavy: From 500 to 600 Overdrive: From 500 to 250 (Only when the opponent is in Burnout) Eagle Spike (air current boosted) (↓↙←+K) Medium/Heavy: From 500 to 600 Assault Nail (↓↙←+Punch, →Kick, Kick) From 250 to 150 Arabian Skyhigh (↓↙←+Kick during a forward jump) From 500 to 250 Light/Medium/Heavy Arabian Cyclone (↓↙←+Punch) From 600 to 300 Tempest Moon (→+Kick during Run) From 600 to 300
Shared adjustment: Chip damage during Burnout
The amount of chip damage done when an opponent blocks the following attacks during Burnout has been adjusted. Assault Nail (↓↙←+Punch, →Kick, Kick) From 200 to 150 Arabian Skyhigh (↓↙←+Kick during a forward jump) Light: From 200 to 150 Medium: From 225 to 175 Heavy: From 250 to 200 Overdrive Arabian Cyclone (↓↙←+2 Punches) From 200+25 to 100+100 Medium Whirlwind Shot (↓↘→+Medium Kick) 1st hit fully charged: From 150 to 100 Spinning Mixer (air current boosted) (↓↘→+Punch) Heavy: From 25 to 31 Overdrive 1st and 2nd hit: From 75 to 50 Overdrive 3rd hit and after: From 100 to 25
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Jumping Heavy Punch – Flapping Spin (→+Medium P) – Tempest Moon (→+Kick during Run) – Light/Medium/Overdrive Spinning Mixer (↓↘→+Punch) – Arabian Cyclone (↓↙←+Punch) – Ysaar
No patch notes are available at this moment, though that should change in a few hours (per the norm). Once that’s out, we’ll update the article with the proper changelog, so refresh this article from time to time.
In the meantime, go check out AKI’s moves list and more below.
Street Fighter 6 AKI Moves List:
Serpent Lash: From a distance, A.K.I. sends her nails flying forward like a chain, poisoning enemies she hits. When she strikes an opponent who is already poisoned, a Toxic Blossom will trigger an explosion and open enemies up to follow-up attacks.
Nightshade Pulse: A.K.I. sends a bubble forward that also poisons enemies it hits. She can strike the bubble with Nightshade Chaser to pop it in advance, increasing its area of effect.
Orchid Spring: A.K.I. places a puddle of poison in front of her which will affect opponents who step inside it.
Sinister Slide: Slither across the screen to avoid threats while stalking forward and perform follow-up moves like Venomous Fang, Heel Strike, or Entrapment.
Claws of Ya Zi: A.K.I.’s Level 3 Super Art pierces various pressure points on an opponent’s body and injects a poison that dangerously detonates from within.
Those who own the SF6 Year 1 Character Pass, Deluxe Edition or Ultimate Edition will automatically get access to the character, while others can buy it piecemeal in your respective platform’s digital storefront.
Capcom has taken the Street Fighter 6 servers down this September 26 (Sept. 27 for those outside the US), and this is for maintenance where players will be prompted to download the latest update released.
Street Fighter 6 Down for Maintenance Schedule:
Maintenance Period
Wednesday, September 27 12:00pm – 4:00pm JST
Tuesday, September 26 8:00pm – 12:00am PDT
Wednesday, September 27 3:00am – 7:00am UTC
Caution
– The maintenance period may change.
– All online content cannot be used as players cannot log in during the maintenance period.
– Regardless of their availability periods Challenges, Fighting Pass, Shop, etc. cannot be accessed during the maintenance.
Again, don’t forget, a new patch has been released during this time that adds AKI into the roster.
If anything changes regarding the maintenance period, we’ll update the article to let our readers know.
Capcom has released Street Fighter 6 update 1.05 (PS5 version 1.000.005) and this is to bring AKI into the roster alongside other improvements. Read on for what’s new in the SF6 new update patch notes for September 26.
Update: The official patch notes alongside the balance adjustments have been revealed!
Goods Shop Items Added
– Playable character A.K.I.
– A.K.I. Outfit 2
– A.K.I. Colors 3 – 10
– Avatar gear: SFL-JP ’23 Badge Bundle, SFL-US ’23 Badge Bundle, SFL-EUROPE ’23 Badge Bundle
Please note, the badges in the above bundles are also available as individual items.
To play as A.K.I., you must have purchased the character from the Goods Shop, or have either the Year 1 Character Pass or the Year 1 Ultimate Pass.
You can also use a Rental Fighter ticket to try out the character for one hour.
Supported Languages
– Latin American Spanish added to supported languages
Added Functionality
– Added support for Share Screen functionality during online battles. (PS4/PS5)
Fighting Ground
– A.K.I.’s story added to Arcade Mode
– You can now toggle ‘Button Release Input’ on or off via Control Settings on the Character Select screen for Versus and other modes
– Ranked Match: A new rank, Legend, has been added for players that fall within the top 500 in the Master League rankings.
Please note that the rank will only be attainable from November 1, 2023, when Phase 2 begins.
– Custom Room: Custom Room Display Settings have been added
– Training Mode features have been expanded
• Shortcut Settings:
When setting a shortcut that uses the Function Button and another button, you can now register that other button on its own for use as another shortcut.
• Reversal Settings:
When a delay has been applied, Dummy Behavior settings from Dummy Settings will now be reflected during the delay period before the reversal activates.
• Frame Meter Display:
Display of invincibility frames added for A.K.I.
Please refer to ‘The Frame Meter and You’ in-game for info on the Frame Meter.
• Gauge Recovery Timing:
It is now possible to set P1 or P2’s gauge recovery to not kick in during recovery from a move on hit or block.
• Recording Settings:
(1) Only the Replay Playing mark will be displayed when a replay is started with the ‘Disable Only for Random Playback’ setting under ‘Replay Info Display’ applied.
(2) An ‘Always Repeat Playback’ option has been added to the Repeat Replay options. When turned on, recordings will automatically restart from the beginning even after using Restart Battle or changing other replay conditions.
Warning Regarding Replays
After updating, you won’t be able to play back replays from earlier versions.
CFN > Replay
Replays saved to your Replay List will remain saved, but cannot be played back.
Fighter Profile
History data from earlier versions will not be displayed.
Battle Hub
– A ‘History’ tab has been added to the Phrases and Stickers windows to access ones you’ve recently used in chat.
– The meaning of a sticker will now be shown when they are highlighted by the cursor.
– It is now possible to use stickers of some of the monsters from the Pockest mini-game found on the Buckler’s Boot Camp companion site.
Please note that you will be notified within Pockest when you have acquired a sticker.
– The number of Battle Hub servers available have been adjusted.
– More servers for hosting tournaments have been added.
World Tour
– A.K.I.’s Master Missions added
– Tian Hong Yuan (China) and Daytime SiRN Building Interior areas added
Bug Fixes
– Fixed an issue where it was possible to progress to Tier 21 and beyond of the Fighting Pass without purchasing Premium Rewards.
– Other miscellaneous bugs were also fixed.
Street Fighter 6 Update 1.05 Fighter Balance Pass Patch Notes:
All Fighters
Assisted Combos
The following tweaks have been made in order to improve Assist Combo controls.
Each Assisted Combo’s input reception timing has been adjusted due to some Assisted Combos accepting inputs too quickly, and others having very small input windows that made them difficult to perform.
Made an adjustment so that when special move cancels are allowed, Assisted Combos will also be allowed. This is due to Assisted Combo input reception being too short and thus not allowing for cancels during the active frames of an attack. Please note that due to this adjustment, if your Assisted Combo input is too late, then there are situations where you won’t be able to connect to the special move that you cancel into.
Fixed an issue where if you stopped an Assisted Combo midway through and then tried to perform another Assisted Combo of the same strength as soon as possible, the buffered input would not work.
Fixed an issue where if you stopped an Assisted Combo midway through and then tried to perform another Assisted Combo of a different strength, that Assisted Combo may not be performed properly.
Made an adjustment to prevent rapid cancel attacks from being performed when pressing the Light Attack button while the Assist button is being held. This adjustment was made as it was difficult to perform Light Assisted Combos from rapid cancel attacks.
Forward Dash/Back Dash
Fixed an issue where inputting forward three times would result in two forward dashes being performed.
Increased the buffer input window from 4 frames to 7 frames
Input recognition frames
In order to reduce unintentional Super Art activations, the input recognition frames* of certain Super Art commands have been shortened. Due to this adjustment, players must input their commands faster or the Super Art may not be performed. Adjusted Super Art Commands are as follows: 1. ↓↘→↓↘→ 2. ↓↙←↓↙← *Input recognition frames are the number of frames you must input the next command in order for the game to recognize you are performing a specific attack. ex. In the case of the ↓↘→↓↘→ command, there are 9 input recognition frames between the first Down input and the next Down-Forward input, meaning if 10 frames pass between those inputs, the first Down input will be reset and the Super Art will not be performed.
Gauge gain on Perfect Parry
When perfect parrying certain multi-hitting attacks, there were cases where the Drive Gauge consumption was more than the Drive Gauge gain, so adjustments have been made. Perfect parrying strike attacks will now give an increase of 10,000 (1 block) while perfect parrying Super Arts will give an increase of 20,000 (2 blocks). Considering the ease of parrying them, projectiles other than Super Arts will be kept in their current state. For a list of moves affected by this adjustment, please refer to each character’s section.
Attacks hitting an opponent behind the player
Fixed an issue where some attacks attacks could unintentionally hit an opponent behind the character. For a list of moves affected by this adjustment, please refer to each character’s section.
Drive Gauge gain during Burnout
Due to a value setting error, there were some attacks that when blocked during Burnout, only increased the Drive Gauge by half of what would be consumed when blocking it normally (the same as overhead or low attacks). This has been corrected with this update. For a list of moves affected by this adjustment, please refer to each character’s section.
Chip damage during Burnout
Due to a value setting error, outside of Super Art attacks, there were some attacks that when blocked during Burnout only chipped 1/4 of the original damage value. This has been corrected with this update. For a list of moves affected by this adjustment, please refer to each character’s section.
Drive Impact
Fixed an issue where stopping a Drive Impact with another Drive Impact after absorbing a hit via armor would result in the two Drive Impacts canceling each other out.
Drive Parry
Fixed an issue where performing a Drive Parry from a crouching position would result in a different Drive Gauge consumption timing compared to one done from a standing position.
Fixed an issue where performing a Drive Parry from a crouching position with certain characters and holding the parry would result in increased Drive Gauge consumption. This has been fixed to match what happens when performing a Drive Parry from a standing position. Characters Affected – Luke – Kimberly – Zangief – Dee Jay – Rashid – Guile – E. Honda
Perfect Parry
Fixed an issue where if an upward direction (up, up-left, or up-right) was input after perfect parrying a projectile, the character would perform a jump even if the upward directional input was released before the character exited their recovery state.
Jump attack landing recovery
Fixed an issue where after having your jumping attack perfect parried, the timing for when you’re next able to perform a standing attack was 1 frame later than intended. Please note that no changes were made to Perfect Parries for this issue.
RYU:
Crouching Heavy Punch
Fixed an issue where the animation would go back if the attack hit on the 2nd active frame.
Fuwa Triple Strike (Medium Punch, Light Kick, Heavy Kick)
The Drive Gauge decrease for the final hit on Punish Counter has been changed from 0 to 10,000.
The 2nd hit of this string was increasing the opponent’s Drive Gauge by 2,000 on Punish Counter, but this has been changed so it now decreases their Drive Gauge by 2,000 instead.
High Double Strike
The Drive Gauge decrease on Punish Counter has been changed from 0 to 10,000.
Shin Hashogeki (SA2)
Applies only when using Shin Hashogeki charged to Level 2 or 3 during a juggle combo There was a situation where the attack hitbox would not hit an opponent if the player was right under them, so the following adjustments have been made to alleviate the issue. – The pushbox has been expanded upwards from the time the button is released until the end of the attack’s active frames. – The attack’s hitbox has been expanded inwards.
Shared adjustment: Drive Gauge gain during Burnout
The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Jumping Medium Punch 2nd hit: From 1500 to 750 Collarbone Breaker (→+Medium Punch) 2nd hit: From 1250 to 625 Known Issue When only the 2nd hit of Collarbone Breaker lands the attack is considered a mid-level/overhead hit, but in this situation the 625 Drive Gauge increase for when the move is considered a high level hit is applied. This issue is scheduled to be resolved in the next update.
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Jumping Medium Punch – Collarbone Breaker (→+Medium Punch) – Solar Plexus Strike (→+Heavy Punch) – Axe Kick (←+Heavy Kick) – Overdrive Shoryuken (→↓↘+2 Punches) – Medium/Heavy/Overdrive Tatsumaki Senpu-kyaku (↓↙←+Kick) – Shinku Hadoken – Shin Shoryuken
Shared adjustment: Attacks hitting with an opponent behind you
Fixed an issue where the following attacks would hit an opponent behind Ryu. – Standing Light Kick – 2nd hit of Fuwa Triple Strike – Final hit of Shin Shoryuken
LUKE:
Overdrive No Chaser (↓↘→+2 Kicks, Punch)
The amount of Super Art gauge gained on block was not half of the amount gained on hit, so it has been adjusted from 500 to 600.
Shared adjustment: Chip damage during Burnout
The amount of chip damage done when an opponent blocks the following attack during Burnout has been adjusted. – Light Flash Knuckle (↓↙←+Light Punch) – Perfect version 2nd hit: From 75 to 50
Shared adjustment: Drive Gauge gain during Burnout
The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Light Flash Knuckle (↓↙←+Light Punch) Perfect version 2nd hit: From 0 to 500 Fatal Shot (↓↘→+2 Punches, 2 Punches) From 0 to 500
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Perfect and max charge versions of Light/Medium/Heavy Flash Knuckle (↓↙←+Punch) – Overdrive Rising Uppercut (→↓↘+2 Punches) – Vulcan Blast – Eraser
Drive Impact
Fixed an issue that would cause the opponent to not take damage during the hit scene of a Drive Impact in certain circumstances.
KIMBERLY:
Light Punch, Medium Punch
The amount of Super Art gauge gained on block was not half of the amount gained on hit, so it has been adjusted from 150 to 200.
Medium/Heavy/Overdrive Vagabond Edge (↓↘→+Punch)
The amount of Drive Gauge lost when an opponent blocked the 2nd hit of this attack had an older value, so it has been adjusted from 2000 to 4000.
【Bushin Beats (SA1) / Bushin Thunderous Beats (SA1) / Bushin Scramble (SA2) / Soaring Bushin Scramble (SA2) / Bushin Ninjastar Cypher (SA3/CA)
Fixed an issue where if certain attacks hit an opponent while they were in stun and had a full Drive Gauge, they would recover from Burnout upon getting hit. – Bushin Beats/Bushin Thunderous Beats – Bushin Scramble – Soaring Bushin Scramble – Bushin Ninjastar Cypher
Shared adjustment: Drive Gauge gain during Burnout
The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Neck Hunter (↓↘→+Kick, Heavy Kick) From 2000 to 4000 Overdrive Neck Hunter (↓↘→+2 Kicks, Heavy Kick) From 1250 x 2 to 2500 x 2 Shadow Slide (↓↘→+Kick, Medium Kick) From 2000 to 4000 Overdrive Shadow Slide (↓↘→+2 Kicks, Medium Kick) From 1250 x 2 to 2500 x 2
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. Normal/Overdrive Arc Step (↓↘→+Kick) Overdrive Torso Cleaver (↓↘→+2 Kicks, Light Kick) Overdrive Shadow Slide (↓↘→+2 Kicks, Medium Kick) Overdrive Neck Hunter(↓↘→+2 Kicks, Heavy Kick) Normal/Overdrive Aerial Bushin Senpukyaku (in mid-air, ↓↙←+Kick)
CHUN-LI:
Jumping Heavy Punch
Jumping Heavy Punch’s damage was 800 on grounded opponents and 500 on airborne opponents, but the damage on counter/Punish Counter on airborne opponents was set to the grounded damage of 960, so it has been adjusted to 600.
Lotus Punch (↓↙←+Punch, Heavy Punch)
The hurtbox on the head unintentionally shrank between frames 3 – 28, so it has been expanded
The 2nd hit was considered a high attack if the first attack whiffed, but it has been fixed to now be a mid-level/overhead attack. The 2nd hit is still a high attack if the 1st attack hits.
Overdrive Tensho Kicks (↓↓+2 Kicks)
Fixed an issue where Chun-Li would move a considerable distance upon landing if the players switched sides when the 2nd attack hit.
Kikosho (SA1)
Fixed an issue where hits except for the final one would not kill an airborne opponent.
Hoyoku-sen (SA2)
Fixed an issue where the Assist Combo would be interrupted if the next input was performed with specific timing, after performing Hoyoku-sen via Assist Combo.
Soten Ranka (SA3)
The Drive Gauge decrease when blocking the 2nd hit and later attacks was 0, so those values have been adjusted. Super Art 3 1st hit: From 7500 to 6500 2nd and 3rd hit: From 0 to 500 Critical Art 1st hit: From 10,000 to 9,000 2nd and 3rd hit: From 0 to 500
Shared adjustment: Chip damage during Burnout
The amount of chip damage done when an opponent blocks the following attack during Burnout has been adjusted. Medium Spinning Bird Kick (Charge ↓, ↑+Medium Kick) From 275 to 300
Shared adjustment: Drive Gauge gain during Burnout
The Drive Gauge increase gained by the opponent when they block the following attack during Burnout has been adjusted. Lotus Fist (↓↙←+Punch, Heavy Punch) 2nd hit: From 2500 to 1250 Known Issue The 2nd hit of Lotus Fist is considered a mid-level/overhead hit when the only that hit lands, but in this situation the Drive Gauge increase of 1250, for when the move is considered a high level hit, is applied. This issue is scheduled to be resolved in the next update.
Shared adjustment: Attacks hitting with an opponent behind you
Fixed an issue where the following attacks would hit an opponent behind Chun-Li. – Lightning Kicks (↓↘→+Kick) – Lightning Kick Barrage (↓↘→+2 Kicks, 2 Kicks) – Hazanshu (↓↙←+Kick) – Spinning Bird Kick (Charge ↓, ↑+Kick) – Soten Ranka
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Crouching Heavy Punch – Lotus Fist (↓↙←+Punch, Heavy Punch) – Lightning Kicks (↓↘→+Kick) – Lightning Kick Barrage (↓↘→+2 Kicks, 2 Kicks) – Aerial Lightning Kicks (in mid-air, ↓↘→+Kick) – Spinning Bird Kick (Charge ↓, ↑+Kick) – Drive Reversal – Kikosho – Aerial Kikosho – Hoyoku-sen – Soten Ranka
MANON:
Drive Impact
Fixed an issue where a Drive Impact clash would occur even if Manon’s Drive Impact was activated 1 frame later than the opponent’s.
Heavy/Overdrive Rond-point (↓↘→+Kick)
The 2nd hit of the Heavy version on Punish Counter had an incorrect damage value assigned to it, so it has been changed from 600 to 480.
Fixed an issue where it was possible to cancel the end of the Heavy or Overdrive version when it was blocked.
Overdrive Renverse (↓↘→+2 Punches)
Fixed an issue where the recovery difference was 1 frame slower after hit when Manon medal level was 3 or 4.
Arabesque (SA1)
Fixed an issue where certain moves and this move would miss each other when both active. This attack will now not pass through an opponent until it hits them.
Shared adjustment: Drive Gauge gain during Burnout
The Drive Gauge increase gained by the opponent when they block the following attack during Burnout has been adjusted. Arabesque From 1250 to 2500
Shared adjustment: Attacks hitting with an opponent behind you
Fixed an issue where the following attacks would hit an opponent behind Manon. – Standing Light Kick – Pas de Deux
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Light/Medium Dégagé (↓↙←+Kick) – Rond-point (↓↘→+Kick) – Étoile
KEN:
Drive Reversal
Fixed an issue where Ken’s invincibility would last longer than other characters on hit.
The amount of Super Art gauge gained by blocking the 1st and 2nd hit was not half of the amount gained on hit, so it has been adjusted from 300 to 200.
Overdrive Hadoken (↓↘→+2 Punches)
On Punish Counter, the opponent’s Drive Gauge decrease was handled differently from other projectiles, so the values have been adjusted. 1st hit: From 5000 to 2500 2nd hit: From 0 to 2500
Shared adjustment: Drive Gauge gain during Burnout
The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Thunder Kick (2 Kicks, Medium Kick) From 1250 to 2500 Normal/Overdrive Kazekama Shin Kick (↓↘→+Kick, Light Kick) From 1500 to 3000 Normal/Overdrive Gorai Axe Kick (↓↘→+Kick, Medium Kick) From 1250 to 2500
Shared adjustment: Chip damage during Burnout
The amount of chip damage done when an opponent blocks the following attack during Burnout has been adjusted. Light Dragonlash Kick (→↓↘+Light Kick) 250 > 237
Shared adjustment: Attacks hitting with an opponent behind you
Fixed an issue where the following attacks would hit an opponent behind Ken. – Forward Step Kick (2 Kicks, Heavy Kick) – Jinrai Kick (↓↘→+Kick) – Medium/Heavy Tatsumaki Senpu-kyaku (↓↙←+Kick) – Forward attack hitbox on the Quick Dash version of Tatsumaki Senpu-kyaku – Dragonlash Flame
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Medium/Heavy/Overdrive/Quick Dash Shoryuken (→↓↘+Punch) – Medium/Heavy/Overdrive/Quick Dash Tatsumaki Senpu-kyaku (↓↙←+Kick) – Shippu Jinrai-kyaku – Shinryu Reppa
ZANGIEF:
Smetana Dropkick (↘+Heavy Kick)
The amount of Drive Gauge lost when an opponent blocked this attack was unintentionally set at a low value, so it has been corrected from 3000 to 6000.
Borscht Dynamite (360+Kick while jumping)
This attack would come out unexpectedly when attempting to do a jumping attack, so the input recognition frames* have been changed from 20 to 12.
Fixed an issue where the amount of Super Art gauge gain on Punish Counter was 150 less than on normal hit.
*Input recognition frame is the the number of frames you must input the next command in order for the game to recognize you are performing a specific attack. ex. When performing a Hadoken (↓↘→+Punch), you must input Down then Down-Forward within a certain number of frames for the game to recognize the input. This is known as the Input recognition frame.
Overdrive Double Lariat (3 Punches)
Adjusted the amount of Super Art gauge gain on the 2nd hit and after from 300 to 250.
Aerial Russian Slam (SA1)
Fixed an issue where Drive Gauge loss would be 60 less on hit when using Modern Controls’ Special button to perform the move.
Fixed an issue where if this attack hits an opponent while they were in stun and had a full Drive Gauge, they would recover from Burnout upon getting hit.
Cyclone Lariat (SA2)
Made the following adjustments as the opponent would fly over Zangief during a mid-air hit, causing attacks after the 2nd hit to miss. – When the attack hitbox connects, the pushbox will expand upwards. – Attack hitboxes from the 2nd attack and later will have their range expanded upwards.
Fixed an issue where the attack’s effect would remain when interrupted by an opponent’s attack on startup.
Fixed the opponent’s reaction animation on the final hit.
Shared adjustment: Drive Gauge gain during Burnout
The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Crouching Medium Kick From 2500 to 5000 Smetana Dropkick (↘+Heavy Kick) From 1500 to 3000
Shared adjustment: Attacks hitting with an opponent behind you
Fixed an issue where the following attack would hit an opponent behind Zangief. – Standing Light Kick
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Normal/Overdrive Double Lariat (2 Punches) – Cyclone Lariat
JP:
Overdrive Embrace (↓↙←+2 Kicks)
Fixed an issue where JP would still be able to move around during the cutscene when a projectile with a long trade time pierces and hits him.
Heavy Stribog (↓↘→+Heavy Punch)
Fixed an issue where JP’s Drive Gauge increase gain would only be half when the first attack is blocked by the opponent while they are in Burnout.
Chornobog (SA1)
No Drive Gauge was gained when parrying the first attack, so it has been redistributed as follows. 1st attack: From 0 to 10,000 2nd attack: From 20,000 to 10,000 No changes were made for when only the 2nd attack is parried.
Lovushka (SA2)
Fixed an issue where the final attack would come out when JP is hit by an attack with a short knockback time immediately after performing this move.
Interdiction (SA3/CA)
Fixed an issue where if this attack hits an opponent while they were in stun and had a full Drive Gauge, they would recover from Burnout upon getting hit.
Shared adjustment: Attacks hitting with an opponent behind you
Fixed an issue where the following attacks would hit an opponent behind JP. – Standing Light Kick – Stribog (↓↘→+Punch)
Shared adjustment: Drive Gauge gain during Burnout
The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Medium/Heavy Torbalan (↓↘→+Kick) From 1250 to 2500 Lovushka (2nd – 4th hit) From 500 to 1000
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Bylina (→+Heavy Kick) – Chornobog – Lovushka
DHALSIM:
Standing Medium Kick
The amount of Super Art gauge gain on Punish Counter was higher than on a normal hit, so it’s been adjusted from 700 to 500 to match.
Jumping Medium Kick
The attack property for the tip of the attack has been corrected to be a mid-level/Overhead instead of a high attack.
Jumping Heavy Punch
Fixed an issue where the recovery frame difference does not change if an opponent blocks this attack while in Burnout.
Aerial Yoga Teleport (← or →+3 Punches or 3 Kicks while jumping)
Fixed an issue where Dhalsim would gain Super Art gauge upon activation.
Fixed an issue where after performing the Punch version, if Dhalsim does nothing while in mid-air, the landing timing would be 1 frame slower compared to the Kick version.
Heavy Yoga Flame (→↘↓↙←+Heavy Punch)
Fixed an issue where projectile clash would only occur twice.
Yoga Arch (↓↘→+Kick)
Fixed an issue where Initial Scaling and Combo Scaling would be applied when the opponent is only hit by the detonation from the projectile landing on the ground.
Overdrive Yoga Comet (→↘↓↙←+2 Punches while jumping)
Fixed an issue where Dhalsim couldn’t cancel into other mid-air special moves before landing if the player plinked* the two attack buttons by 1 frame when performing the attack. *Plinking: Quickly pressing two or more buttons exactly one frame apart
Yoga Sunburst (SA2)
Fixed an issue where the fireball could not be seen if only the final attack missed.
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Overdrive Yoga Blast (→↘↓↙←+2 Kicks) – Drive Reversal – Yoga Inferno – Yoga Sunburst
CAMMY:
Lifting Uppercut (←+Medium Punch)
Fixed an issue where, when an opponent’s wake-up overlaps with the latter half of the active frames of this attack, a crouching opponent is able to block certain parts of the attack that they normally should not be able to.
Fixed an issue where if these attacks hit an opponent while they were in stun and had a full Drive Gauge, they would recover from Burnout upon getting hit. – Killer Bee Spin – Aerial Killer Bee Spin – Delta Red Assault
Shared adjustment: Drive Gauge gain during Burnout
The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Delayed Ripper (→+Heavy Kick) From 4000 to 2000 Swing Combination (Heavy Punch, Heavy Kick) 2nd hit: From 4000 to 2000 Razor’s Edge Slicer (↓↘→+Punch, No input) Normal version: From1500 to 3000 Charged version: From 2500 to 5000 Overdrive version: From 2500 to 5000 Reverse Edge (↓↘→+Punch, ↓+Kick) Normal version: From 2000 to 4000 Charged version: From 3000 to 6000 Overdrive version: From 4000 to 8000
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Heavy/Overdrive/Charged Spiral Arrow (↓↘→+Kick) – Overdrive/Charged Razor’s Edge Slicer (↓↘→+Punch, No input) – Overdrive/Charged Reverse Edge (↓↘→+Punch,↓+Kick) – Spin Drive Smasher – Killer Bee Spin – Aerial Killer Bee Spin
DEE JAY:
Assisted Combo 1
Fixed an issue where the Quick Rolling Sobat would not be performed by pressing forward and the Special Move button from the first hit.
Assisted Combo 3
Fixed an issue where Maximum Strike would have additional scaling added to it if the 3rd attack’s input was late.
Overdrive Air Slasher (Charge ←, →+2 Punches)
Implemented a fix so only Overdrive Air Slasher is performed when holding back and using the Special Move button in Modern Controls. Previously, if a charge was ready, Overdrive Jus Cool or Overdrive Double Rolling Sobat could not be performed.
Speedy Maracas (↓↓+2 Punches)
In Street Fighter 6, when going from a Punish Counter state and transitioning to a move that can absorb attacks, the player is essentially in a Punish Counter state from the beginning. This is to prevent players from making mistakes during their combo selection, etc. when aiming for an opponent’s recovery period. By transitioning from Air Slasher to Speedy Maracas, Air Slasher’s Punish Counter state was being overwritten by a Counter state, so we have fixed this issue so the transition to Speedy Marcas will be in a Punish Counter state.
Fixed an issue so when Air Slasher hits on Counter/Punish Counter, is parried, or runs into Super Armor, you cannot transition into Speedy Maracas.
Marvelous Sunrise Festival (SA2) / Headliner Sunrise Festival (SA2)
Fixed an issue where the first frame of the normal attack could not be kara-canceled*. *Kara Cancel: Canceling the start up of a move into another move.
Drive Reversal
Updated the hurtbox to match the appearance of the attack from the end of its active frames to the end of the attack. Originally, the hurtbox was too small compared to the reach of the attack, making it extremely difficult to counter attack compared to other characters.
Shared adjustment: Drive Gauge gain during Burnout
The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Normal/Overdrive Funky Slicer (↓↙←+Kick, Light Kick) From 2000 to 4000 Normal/Overdrive Waning Moon (↓↙←+Kick, Medium Kick) From 2000 to 4000
Shared adjustment: Chip damage during Burnout
The amount of chip damage done when an opponent blocks the following attacks during Burnout has been adjusted. Machine Gun Uppercut (↓↙←+Punch) Light: From 200 to 37 Medium: From 200 to 25 Heavy: From 200 to 25 Overdrive: From 200 to 25 Quick Rolling Sobat (↓↘→+Medium Kick) From 200 to 250 Double Rolling Sobat (↓↘→+Heavy Kick) From 150 x 2 to 175 x 2 Medium/Heavy Jackknife Maximum (Charge ↓, ↑+Kick) From 125 to 150
Shared adjustment: Attacks hitting with an opponent behind you
Fixed an issue where the following attacks would hit an opponent behind Dee Jay. – Standing Light Kick – 1st hit of Machine Gun Uppercut (↓↙←+Punch) – 1st hit of Sunrise Festival – Weekend Pleasure
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Face Breaker (←+Heavy Kick) – Double Rolling Sobat (↓↘→+Heavy Kick) – Overdrive Rolling Sobat (↓↘→+2 Kicks) – Marvelous Sunrise Festival – Headliner Sunrise Festival
LILY:
Jumping
Fixed an issue where it was possible to perform special moves or Super Arts (except for 360 command throws) until the 5th frame of Lily’s jump.
Thunderbird (SA2) / Soaring Thunderbird (SA2)
Adjusted the Drive Gauge gain when parrying the Windclad version of Thunderbird and Soaring Thunderbird, as it was less than when parrying the normal version of those moves.
This attack would miss more than expected when incorporated into mid-air combos, so the hitbox of the attack has been expanded upwards only when hitting an opponent already reeling from damage, allowing for multiple hits to land easier.
Shared adjustment: Drive Gauge gain during Burnout
The Drive Gauge increase gained by the opponent when they block the following attack during Burnout has been adjusted. Great Spin (↓+Heavy Punch during a jump) From 2000 to 4000
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Crouching Heavy Punch – Crouching Heavy Kick – Overdrive/Windclad/Overdrive Windclad Tomahawk Buster (→↓↘+Punch) – Overdrive/Windclad/Overdrive Windclad Condor Dive (2 Punches during a jump) – Breezing Hawk – Thunderbird – Soaring Thunderbird
BLANKA:
Crouching Heavy Kick
Adjusted the Super Art gauge gain on block from 600 to 500.
Rock Crusher (→+Medium Punch)
Adjusted the Super Art gauge gain on block from 500 (250/250) to 250 (125/125).
Double Knee Bombs (→+Medium Kick)
Adjusted the Super Art gauge gain on block from 500 (250/250) to 250 (125/125).
Overdrive Aerial Rolling Attack (Charge ←, →+2 Punches during a jump)
Adjusted the Super Art gauge when blocking the first hit from 650 to 450.
Overdrive Backstep Rolling Attack (→↘↓↙←+2 Kicks)
Adjusted the opponent’s Drive Gauge gain when parrying the first attack from 5000 to 10000.
Adjusted the opponent’s Drive Gauge gain when parrying the 2nd and 3rd attacks from 2500 to 5000.
Shared adjustment: Attacks hitting with an opponent behind you
Fixed an issue where the following attacks would hit an opponent behind Blanka. – Standing Heavy Kick – Double Knee Bomber (→+Medium Kick) – 1st attack of Overdrive Backstep Rolling Attack (→↘↓↙←+2 Kicks) – SA2 boosted Light Rolling Attack (Charge ←, →+Light Punch) – Ground Shave Cannonball
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Rock Crusher (→+Medium Punch) – Double Knee Bomber (→+Medium Kick) – Overdrive Backstep Rolling Attack (→↘↓↙←+2 Kicks)
JURI:
Modern Controls
Fixed an issue where the rapid cancel version of crouching light attack would be performed when attempting to perform Assist Combo 1 from crouching light attack while Feng Shui Engine was active.
Assisted Combo 3
Fixed an issue where 2 blocks of Drive Gauge were used when transitioning into Overdrive Go Ohsatsu from Overdrive Ankensatsu via Assist Combo.
Shared adjustment: Attacks hitting with an opponent behind you
Fixed an issue where the following attack would hit an opponent behind. Feng Shui Engine’s initial forward charge
Senkai Kick (SA2 boosted) (→+Medium Kick)
When Senkai Kick connected as a chain combo while Feng Shui Engine was active, the Drive Gauge fluctuations would not be in accordance with the chain combo value, so they have been fixed to the following values. Drive Gauge gain on hit: From 500 to 375 Drive Gauge loss on block: From 1250 to 625 Drive Gauge loss on Punish Counter: From 2000 to 1250
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Standing Medium Kick – Renko Kicks (→+Heavy Punch) – Korenzan (←+Heavy Kick) – Normal/Overdrive Tensenrin (→↓↘+Punch) – Boosted/Overdrive Go Ohsatsu (→↓↘+Heavy Kick) – Sakkai Fuhazan
MARISA:
Modern Controls
Fixed an issue where you couldn’t cancel Gladius from a normal or unique attack using Forward+Special Move button.
Caelum Arc (↓+Heavy Punch during a vertical jump)
Fixed an issue where if you hit an opponent from behind, the recovery would be much longer. On hit: From 27 frames to 19 frames On block: From 23 frames to 15 frames
Fixed an issue where if you forced an opponent to block from behind, their orientation would be reversed if they were in Burnout.
Fixed an issue where you could cancel the landing recovery with another move.
Dimachaerus (↓↙←+Punch)
Fixed an issue where the Super Art gauge gain on block was not half of what it was on hit.
Javelin of Marisa (SA1, charged version)
Fixed an issue where damage would increase on counter or Punish Counter only during the 5th and 6th active frames of the attack.
Shared adjustment: Drive Gauge gain during Burnout
The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Crouching Heavy Kick From 1500 to 3000 Charged Crouching Heavy Kick From 4000 to 8000 Charged Jumping Heavy Punch From 3000 to 6000 Charged Jumping Heavy Kick From 3000 to 6000 Charged Caelum Arc (↓+Heavy Punch during a vertical jump) From 3000 to 6000 Novacula Swipe (→+Medium Punch, Heavy Punch) From 2500 to 5000
Shared adjustment: Attacks hitting with an opponent behind you
Fixed an issue where the following attacks would hit an opponent behind Marisa. – Gladius (↓↘→+P) – Phalanx (→↓↘+P) – Quadriga (↓↘→+K)
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following move has been adjusted.
Meteorite
GUILE:
Crouching Light Kick
Fixed an issue where the attack couldn’t be rapid canceled if it was absorbed by super armor.
Double Shot (↓+Medium Punch, ↓+Medium Punch)
Fixed an issue where the advantage on block was 5 frames more than blocking it normally if the opponent blocked this attack while in Burnout.
Overdrive Sonic Cross (↓↙←+2 Punches)
Adjusted the opponent’s Drive Gauge gain when parrying this attack from 5100 to 5000.
Sonic Hurricane (SA1)
Adjusted the opponent’s Drive Gauge gain when blocking this attack from 2520 to 2500.
Fixed an issue where the Heavy version’s projectile clash hitbox was significantly different from its visual appearance.
Crossfire Somersault (SA3/CA)
Fixed an issue where if this attack hits an opponent while they were in stun and had a full Drive Gauge, they would recover from Burnout upon getting hit.
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Overdrive Somersault Kick (Charge ↓, ↑+2 Kicks) – Sonic Hurricane
E.HONDA:
Standing Heavy Punch
Fixed an issue where the distance covered when using this move out of a Drive Rush with Sumo Spirit stocked was much greater than intended.
Crouching Heavy Punch
Fixed an issue where the distance covered when using this move out of a Drive Rush with Sumo Spirit stocked was much smaller than intended.
Shared adjustment: Drive Gauge gain during Burnout
The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Powerstomp (↘+Heavy Kick) From 2500 to 5000 Harai Kick (→+Heavy Kick) From 3000 to 6000 Toko Shizume (Medium Punch, ↘+Heavy Kick) From 2500 to 5000 Sumo Splash (Charge ↓, ↑+Kick) 2nd hit: From 4000 to 8000
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Overdrive Sumo Headbutt (Charge ←, →+2 Punches) – Teppo Triple Slap (↓↘→+Kick, Punch) – Taiho Cannon Lift (↓↘→+K,↓+Punch) – Hundred Hand Slap (↓↙←+P) – Ultimate Killer Headram – The Final Bout
JAMIE:
Forward/Backward walk
Fixed an issue where Jamie would not move on the 1st frame of a forward or backward movement if he was at drink level 4.
Tensei Kick (↓+2 Kicks)
Fixed an issue where if The Devil’s Song had been activated, Tensei Kick on its fastest input started up 1 frame slower.
Ransui Haze (→+Heavy Kick, ←+Heavy Kick, Punch)
Fixed an issue where after The Devil’s Song has run out and the player uses Ransui Haze to raise their drink level, the base attack level would not increase.
Shared adjustment: Attacks hitting with an opponent behind you
Fixed an issue where the following attacks would hit an opponent behind Jamie. – Standing Light Kick (rapid cancel version) – Breakin’ – Getsuga Saiho
Shared adjustment: Drive Gauge gain during Burnout
The Drive Gauge increase gained by the opponent when they block the following attacks during Burnout has been adjusted. Crouching Medium Kick From 1000 to 2000
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Standing Heavy Punch – Crouching Heavy Kick – Ransui Haze (→+Heavy Kick, ←+Heavy Kick, Punch) – Freeflow Strikes (drink level 4) (↓↘→+Punch) – Bakkai (↓↘→+K) – Breakin’ – Getsuga Saiho
RASHID:
Forward Dash
Fixed the beginning animation as it was difficult to visually recognize the technique.
Fixed an issue where the technique’s overall frame data would change depending on the inputs during the technique.
Fixed an issue where after recovery frames end and Rashid is thrown, Rashid would not be able to perform a throw escape.
Desert Slider (Light Punch+Light Kick during a jump)
Drive Gauge gain on hit was too small, so it has been adjusted from 1600 to 2000.
Light Spinning Mixer (air current boosted) (↓↘→+Light Punch)
Drive Gauge gain on block was different from a normal hit, so it has been adjusted from 2000 to 900.
Medium Spinning Mixer (air current boosted) (↓↘→+Medium Punch)
Made the following adjustments as the damage on Punish Counter was 120%. 1st – 2nd hit: From 360 to 240 3rd – 10th hit: From 240 to 120
パMade the following adjustments as the Drive Gauge gain on Punish Counter differed from normal hit. 1st – 2nd hit: From 0 to 150 3rd – 10th hit: From 200 to 150 Final hit: From 200 to 500
Overdrive Spinning Mixer (air current boosted) (↓↘→+2 Punches)
Made the following adjustments as the damage on Punish Counter was 120%. 1st – 2nd hit: From 360 to 240 3rd – 10th hit: From 240 to 120
Adjusted the Super Art gauge gain after the 3rd hit on Punish Counter as it was more than a normal hit. The value was changed from 100 to 50.
Fixed an issue where Rashid’s Drive Gauge would increase when a hit after the 3rd hit landed as a Punish Counter.
Adjusted the Drive Gauge increase when parrying this move from 12,000 to 10,000.
Overdrive Eagle Spike (air current boosted) (↓↙←+2 Kicks)
Fixed an issue where if Ysaar is placed behind the opponent and Rashid performs Overdrive Eagle Spike, the Eagle Spike would not hit the opponent and go through them instead.
Overdrive Arabian Skyhigh (↓↙←+2 Kicks during a forward jump)
Fixed an issue where Rashid’s Drive Gauge would increase when this attack was blocked.
Tempest Moon (air current boosted) (→+Kick during Run)
Made the following adjustments to Drive Gauge increase on parry. 1st hit: From 10000 to 5000 2nd – 3rd hit: From 5000 to 2500
Drive Impact
Fixed an issue where under certain conditions, when the Drive Impact hit cutscene occurs, the opponent would not take any damage.
Super Art gauge gain on block
The amount of Super Art gauge gained on block for the following attacks was not half of the amount gained on hit, so they have been adjusted. Flapping Spin (→+Medium P) From 500 to 250 Spinning Mixer (air current boosted) (↓↘→+Punch) Light: From 550 to 400 Medium: From 350 to 225 (When the opponent blocks this standing) Heavy: From 50 to 55 Eagle Spike (↓↙←+Kick) Medium: From 500 to 550 Heavy: From 500 to 600 Overdrive: From 500 to 250 (Only when the opponent is in Burnout) Eagle Spike (air current boosted) (↓↙←+K) Medium/Heavy: From 500 to 600 Assault Nail (↓↙←+Punch, →Kick, Kick) From 250 to 150 Arabian Skyhigh (↓↙←+Kick during a forward jump) From 500 to 250 Light/Medium/Heavy Arabian Cyclone (↓↙←+Punch) From 600 to 300 Tempest Moon (→+Kick during Run) From 600 to 300
Shared adjustment: Chip damage during Burnout
The amount of chip damage done when an opponent blocks the following attacks during Burnout has been adjusted. Assault Nail (↓↙←+Punch, →Kick, Kick) From 200 to 150 Arabian Skyhigh (↓↙←+Kick during a forward jump) Light: From 200 to 150 Medium: From 225 to 175 Heavy: From 250 to 200 Overdrive Arabian Cyclone (↓↙←+2 Punches) From 200+25 to 100+100 Medium Whirlwind Shot (↓↘→+Medium Kick) 1st hit fully charged: From 150 to 100 Spinning Mixer (air current boosted) (↓↘→+Punch) Heavy: From 25 to 31 Overdrive 1st and 2nd hit: From 75 to 50 Overdrive 3rd hit and after: From 100 to 25
Shared adjustment: Gauge gain on Perfect Parry
The Drive Gauge increase from a Perfect Parry of the following moves has been adjusted. – Jumping Heavy Punch – Flapping Spin (→+Medium P) – Tempest Moon (→+Kick during Run) – Light/Medium/Overdrive Spinning Mixer (↓↘→+Punch) – Arabian Cyclone (↓↙←+Punch) – Ysaar
No patch notes are available at this moment, though that should change in a few hours (per the norm). Once that’s out, we’ll update the article with the proper changelog, so refresh this article from time to time.
In the meantime, go check out AKI’s moves list and more below.
Street Fighter 6 AKI Moves List:
Serpent Lash: From a distance, A.K.I. sends her nails flying forward like a chain, poisoning enemies she hits. When she strikes an opponent who is already poisoned, a Toxic Blossom will trigger an explosion and open enemies up to follow-up attacks.
Nightshade Pulse: A.K.I. sends a bubble forward that also poisons enemies it hits. She can strike the bubble with Nightshade Chaser to pop it in advance, increasing its area of effect.
Orchid Spring: A.K.I. places a puddle of poison in front of her which will affect opponents who step inside it.
Sinister Slide: Slither across the screen to avoid threats while stalking forward and perform follow-up moves like Venomous Fang, Heel Strike, or Entrapment.
Claws of Ya Zi: A.K.I.’s Level 3 Super Art pierces various pressure points on an opponent’s body and injects a poison that dangerously detonates from within.
Those who own the SF6 Year 1 Character Pass, Deluxe Edition or Ultimate Edition will automatically get access to the character, while others can buy it piecemeal in your respective platform’s digital storefront.
Developer miHoYo has pushed out Genshin Impact update 4.11 and this is for patch version 4.1 “To the Stars Shining in the Depths.” Read on for everything new in the Genshin Impact update 4.1 patch notes.
I. New Areas – New Areas in Fontaine Now Available
◇ In Version 4.1, the following areas in Fontaine will become available: Liffey Region and Fontaine Research Institute of Kinetic Energy Engineering Region.
※ After the Version 4.1 update, as long as Travelers have completed Archon Quest Prologue: Act III “Song of the Dragon and Freedom,” a Teleport Waypoint will be automatically unlocked in the north of the Court of Fontaine Region (If you have already completed this Archon Quest, the Teleport Waypoint will be unlocked after the update). You’ll also receive the Primogem reward for this Teleport Waypoint when it unlocks automatically. If you’ve already unlocked this Waypoint, no new Waypoints will be unlocked.
New Daily Commissions will be added in Fontaine.
New Daily Commissions Unlock Criteria:Complete World Quest “Fontaine Research Institute Chronicles”
In addition, there will be new Fishing Points and “Radiant Spincrystals” in Fontaine.
II. New Characters “Ordainer of Inexorable Judgment” Neuvillette (Hydro) (5-Star)
???: Hydro
Weapon: Catalyst
The Chief Justice of Fontaine, known as the Iudex, is renowned for his unassailable impartiality.
Neuvillette’s Charged Attacks can be charged up. While charging, he can move and change facing, and also absorb any Sourcewater Droplets in a certain AoE. Every Droplet he absorbs will increase the charging speed and will heal Neuvillette. When the charging is complete, then a Charged Attack: Equitable Judgment will be unleashed, dealing continuous AoE Hydro DMG to all opponents in a straight-line area in front of him. If Neuvillette’s HP is above 50%, he will continuously lose HP while using this attack.
Elemental Skill “O Tears, I Shall Repay”
Summons a Raging Waterfall that will deal AoE Hydro DMG to opponents. After hitting an opponent, this skill will generate a certain number of Sourcewater Droplets.
Elemental Burst “O Tides, I Have Returned”
Unleashes waves that will deal AoE Hydro DMG to opponents and will generate a certain number of Sourcewater Droplets.
“Emissary of Solitary Iniquity” Wriothesley (Cryo) (5-Star)
Vision: Cryo
Weapon: Catalyst
Duke of the Fortress of Meropide, Lord Incognito of the murky depths.
Elemental Skill “Icefang Rush”
Allows Wriothesley to enter the Chilling Penalty state. This state increases Wriothesley’s interruption resistance. When his HP is above 50% and his Normal Attack hits opponents, it will consume Wriothesley’s HP to enhance this attack and increase its DMG.
Elemental Burst “Darkgold Wolfbite”
Activating his boxing gloves, Wriothesley uses Icicle Impact to cause multiple instances of AoE Cryo DMG in a frontal area.
III. New Equipment New Weapons (Examples based on Refinement Rank 1)
Tome of the Eternal Flow (5-Star Catalyst)
HP is increased by 16%. When current HP increases or decreases, Charged Attack DMG will be increased by 14% for 4s. Max 3 stacks. This effect can be triggered once every 0.3s. When the character has 3 stacks or a third stack’s duration refreshes, 8 Energy will be restored. This Energy restoration effect can be triggered once every 12s.
During the event wish “Epitome Invocation,” the event-exclusive 5-star weapon Tome of the Eternal Flow (Catalyst) will receive a huge drop-rate boost!
Cashflow Supervision (5-Star Catalyst)
ATK is increased by 16%. When current HP increases or decreases, Normal Attack DMG will be increased by 16% and Charged Attack DMG will be increased by 14% for 4s. Max 3 stacks. This effect can be triggered once every 0.3s. When the wielder has 3 stacks, ATK SPD will be increased by 8%.
During the event wish “Epitome Invocation,” the event-exclusive 5-star weapon Cashflow Supervision (Catalyst) will receive a huge drop-rate boost!
The Dockhand’s Assistant (4-Star Sword)
· When the wielder is healed or heals others, they will gain a Stoic’s Symbol that lasts 30s, up to a maximum of 3 Symbols. When using their Elemental Skill or Burst, all Symbols will be consumed and the Roused effect will be granted for 10s. For each Symbol consumed, gain 40 Elemental Mastery, and 2s after the effect occurs, 2 Energy per Symbol consumed will be restored for said character. The Roused effect can be triggered once every 15s, and Symbols can be gained even when the character is not on the field.
During the event wish “Epitome Invocation,” the event-exclusive 4-star weapon The Dockhand’s Assistant (Sword) will receive a huge drop-rate boost!
Portable Power Saw (4-Star Claymore)
· When the wielder is healed or heals others, they will gain a Stoic’s Symbol that lasts 30s, up to a maximum of 3 Symbols. When using their Elemental Skill or Burst, all Symbols will be consumed and the Roused effect will be granted for 10s. For each Symbol consumed, gain 40 Elemental Mastery, and 2s after the effect occurs, 2 Energy per Symbol consumed will be restored for said character. The Roused effect can be triggered once every 15s, and Symbols can be gained even when the character is not on the field.
During the event wish “Epitome Invocation,” the event-exclusive 4-star weapon Portable Power Saw (Claymore) will receive a huge drop-rate boost!
Prospector’s Drill (4-Star Polearm)
When the wielder is healed or heals others, they will gain a Unity’s Symbol that lasts 30s, up to a maximum of 3 Symbols. When using their Elemental Skill or Burst, all Symbols will be consumed and the Struggle effect will be granted for 10s. For each Symbol consumed, gain 3% ATK and 7% All Elemental DMG Bonus. The Struggle effect can be triggered once every 15s, and Symbols can be gained even when the character is not on the field.
During the event wish “Epitome Invocation,” the event-exclusive 4-star weapon Prospector’s Drill (Polearm) will receive a huge drop-rate boost!
Range Gauge (4-Star Bow)
When the wielder is healed or heals others, they will gain a Unity’s Symbol that lasts 30s, up to a maximum of 3 Symbols. When using their Elemental Skill or Burst, all Symbols will be consumed and the Struggle effect will be granted for 10s. For each Symbol consumed, gain 3% ATK and 7% All Elemental DMG Bonus. The Struggle effect can be triggered once every 15s, and Symbols can be gained even when the character is not on the field.
During the event wish “Epitome Invocation,” the event-exclusive 4-star weapon Range Gauge (Bow) will receive a huge drop-rate boost!
Ballad of the Boundless Blue (4-Star Catalyst)
Within 6s after Normal or Charged Attacks hit an opponent, Normal Attack DMG will be increased by 8% and Charged Attack DMG will be increased by 6%. Max 3 stacks. This effect can be triggered once every 0.3s.
Ballad of the Boundless Blue (Catalyst) and its refinement materials can be redeemed in the “Waterborne Poetry” event.
IV. New Main Story
1. New Archon Quests
Archon Quest Chapter IV: Act III “To the Stars Shining in the Depths”
Quest Unlock Criteria:
Reach Adventure Rank 40 or above
Complete Archon Quest Chapter IV: Act II “As Light Rain Falls Without Reason”
Archon Quest Chapter IV: Act IV “Cataclysm’s Quickening”
Quest Unlock Criteria:
Reach Adventure Rank 40 or above
Complete Archon Quest Chapter IV: Act III “To the Stars Shining in the Depths”
◇ After the Version 4.1 update, Archon Quest Chapter IV: Act III “To the Stars Shining in the Depths” and Chapter IV: Act IV “Cataclysm’s Quickening” will be permanently available.
2. New Story Quests
Neuvillette’s Story Quest – Diluvies Chapter: Act I “The Remains of the Past Day”
Permanently available after the Version 4.1 update
Quest Unlock Criteria:
• Reach Adventure Rank 40 or above
• Complete Archon Quest Chapter IV: Act IV “Cataclysm’s Quickening”
Wriothesley’s Story Quest – Cerberus Chapter: Act I “Reborn in the Land of Grievances”
Permanently available after 2023/10/17 18:00
Quest Unlock Criteria:
Reach Adventure Rank 40 or above
Complete Archon Quest Chapter IV: Act IV “Cataclysm’s Quickening”
3. New World Quests
New World Quests
New World Quests: “Unfinished Comedy” Quest Chain, “Fontaine Research Institute Chronicles” Quest Chain, “Villains,” “Both Brains and Brawn,” “Treacherous Light of the Depths,” “Road to the Singularity,” “Our Purpose Is in Another Canal,” “In Search of Lost Time,” “A Letter,” etc.
V. New System
New Daily Commissions System: Adventure Encounters
You can complete various encounters in your adventures to obtain Encounter Points, which can be used to collect commission rewards in place of completing Daily Commissions. You can obtain 4 commission rewards in this manner each day. Once you have obtained these 4 rewards by any means, completed your Daily Commissions or your Encounter items, you will not be able to obtain more rewards. At this time, you may go to Katheryne at the Adventurers’ Guild to obtain additional Daily Commission rewards.
Your Encounter items will not affect your Daily Commissions. You can still do those Daily Commissions after you have reached the limit of obtainable rewards and advance those quests.
Encounter Points are only valid on the day they are obtained. Whenever the Daily Commissions refresh, so too will your Encounter Points reset.
◇ Methods of Obtaining Encounter Points:
1. Complete Quests: this includes Archon Quests, Story Quests, World Quests or Invitation Quests. The Encounter Points you will gain will depend on the length and type of said Quest.
2. Collection: Collect lost Oculi, Crimson Agates, Lumenspar, and Plumes of Purifying Light to obtain Encounter Points.
3. Chests: Open chests during exploration to obtain Encounter Points.
4. Events: Take part in events and complete event objectives and obtain rewards to obtain corresponding Encounter Points.
Unlock Criteria (satisfy any one of the criteria below to unlock):
Reach Adventure Rank 35 or above
Complete Archon Quest Chapter II: Act III “Omnipresence Over Mortals”
VI. New Enemies
Millennial Pearl Seahorse
◇ A lonesome lord of seahorses that has gained the form of a fantastical beast and has surpassed almost all other Fontemer Aberrants.
The Xenomare Pearl beneath its head is a crystallization of Electro that will allow it to use more powerful elemental attacks and possess stronger defensive abilities. Other than using Elemental Reactions to destroy the Xenomare Pearl, you can also destroy the Resonant Coral Orbs it creates while guiding Fontemer Hoarthunder to deal effective DMG to said Pearl.
Located in the Liffey Region
Experimental Field Generator
◇ A large and out-of-control Fontaine Research Institute of Kinetic Energy Engineering device.
During combat, it will channel ousia energy to unleash a Gravity Reduction Field. Characters within this field can jump significantly higher. When the device is in this state, its Gravity Reduction Field will shut down if its core is annihilated by Pneuma attacks.
Located in the Fontaine Research Institute of Kinetic Energy Engineering Region
Frost Operatives and Wind Operatives
◇ Elite agents among the Fatui.
In combat, they will use the Hunt Down skill to attach a Life Bond to characters they hit. While Life Bond is active, the character will take continuous DMG, and Hunt Down will deal more DMG to them.
Deepwater Assault Mek
◇ Machines created from the union between Fontaine’s intricate device and special energy technologies.
Based on whether it’s imbued with ousia or pneuma energy, the machine will operate differently in battle. When either energy is annihilated upon being attacked by its opposite, an Overloaded state will be induced, causing the machine to lose energy and its combat capabilities.
VII. Other Update Details
New Recipes:
Hotel Debord, Fontaine: Boudin Noir aux Pommes, Tripes du Port, Consomme, Tomates Narbonnaises, and Cassoulet
Café Lucerne, Fontaine: Crepes Suzette
Wolsey (NPC): Trout Amandine, Barbeque Ribs, Coffee Bavarois, and Haggis
New Character Specialty Dishes:
Wriothesley’s specialty: Secret Sauce BBQ Ribs
Neuvillette’s specialty: “Consomme Purete”
New Achievement categories such as “Challenger: Series VIII,” “Fontaine: Dance of the Dew-White Springs (II),” and new Achievements added to the “Wonders of the World” category.
Adds some prompts for loading screens.
New Namecards:
“Neuvillette: Surge”: Reward for reaching Friendship Lv. 10 with Neuvillette
“Wriothesley: Detention”: Reward for reaching Friendship Lv. 10 with Wriothesley
“Travel Notes: Falling Star”: Reward obtained via the BP system
“Achievement: Perpetual”: Reward for completing all achievements under “Challenger: Series VIII”
“Fontaine: Redemption”: Reward for completing all achievements under “Fontaine: Dance of the Dew-White Springs (II)”
New Wildlife: Subdetection Unit
Adds Set 26 of “Paimon’s Paintings” chat emojis.
Adds the “Mute When Minimized” function to the PC platform, which can be enabled in Settings > Audio. When enabled, the game will be muted when the window is minimized. Audio will be restored when you reopen the game.
Fountain of Lucine: Increase in the Level Cap of Fountain of Lucine to Level 30.
“Genius Invokation TCG” Gameplay Update:
New Character Cards: Dehya, Wanderer, and Yaoyao, and their corresponding Talent cards.
New invitation duels and guest challenges added to the Player List.
New Action Cards: Moonpiercer, Crown of Watatsumi, Yayoi Nanatsuki, Gandharva Ville, Fresh Wind of Freedom, and Pankration!
The weekly Guest Challenge gameplay will be upgraded into the Sennight Gauntlet system:
1. The Sennight Gauntlet system will unlock at Player Level 2.
2. The rewards in the original “Guest Challenge” system will be issued in the “Sennight Gauntlet” system.
3. Win Guest Challenges, matchmade Co-Op duels, or Arena of Champions matches to earn Sennight Gauntlet rewards, including Player EXP and Lucky Coins. Rewards will further increase as your Player Level increases.
4. Player EXP and Lucky Coins earned from the Sennight Gauntlet are subject to the weekly limit, and the total rewards obtained through different game modes cannot exceed the limit.
5. The Sennight Gauntlet Rewards will refresh each Monday, and the weekly rewards for the Sennight Gauntlet will be determined based on your Player Level at that time:
Player Level 1-4: Up to 2,400 Lucky Coins and 800 Player EXP
Player Level 5-6: Up to 3,600 Lucky Coins and 800 Player EXP
Player Level 7-9: Up to 4,800 Lucky Coins and 800 Player EXP
Player Level 10: Up to 6,000 Lucky Coins.
The Forge Realm’s Temper is once again available. The theme of this edition is “The Forge Realm’s Temper: Clever Strategems”:
1. During The Forge Realm’s Temper: Clever Strategems, you can select the parameters for each stage. Parameters that may be set include: stage difficulty, enemy health, and the round limit for the match.
2. After you complete the stage battle, you will gain a score and the corresponding rewards based on the highest score you got in the stage.
Spiral Abyss
Floor 11 Ley Line Disorder changed to:
All party members receive a 60% Cryo DMG Bonus.
All party members receive a 60% Hydro DMG Bonus.
Updated the monster lineup on Floors 11 – 12 of the Spiral Abyss.
Starting from the first time that the Lunar Phase refreshes after updating to Version 4.1, the three Lunar Phases will be as follows:
Phase I:
Cleaving Moon
When the character’s HP increases or decreases, their Normal Attack and Charged Attack DMG will be increased by 16% for 6s. This effect can be triggered once every 0.5s. Max 3 stacks.
Phase II:
Converging Moon
After the character’s Charged Attack hits an opponent, the character will receive a 20% Elemental or Physical DMG Bonus, corresponding to the Elemental or Physical DMG type of the Charged Attack, for 5s. This effect can be triggered once every 0.5s. Max 3 stacks. Charged Attack DMG bonuses from different Elemental types or Physical DMG are counted independently.
Phase III:
Coalescing Moon
After the active character’s Normal or Charged Attack hits an opponent, that character’s Normal and Charged Attack CRIT Rate is increased by 6% for 5s. This effect can be triggered once every 0.1s. Max 5 stacks. Each stack’s duration is counted independently. This effect will be cleared if the character leaves the field.
〓Adjustments & Optimizations〓
Enemies
Reduces the DMG done by Annihilation Specialist Meks when hitting a character multiple times in a row with Ousia: Ceaseless Blade attacks.
Optimizes the patrol routes of certain enemies nearby the Domain of Blessing: Molten Iron Fortress in order to prevent an issue where characters would enter combat straight away after teleporting.
Optimizes the camera performance when the Aeonblight Drake descends from mid-air and lands on the ground.
System
Optimizes certain creation screens.
After crafting, forging, cooking, or creating furnishings, the selected formula will no longer be moved to the last line in the list.
When crafting, forging, cooking, or creating furnishings, the currently selected character will appear at the top of the list.
After creating furnishings, schematics for which you’ve run out of materials will not be refreshed immediately. The list will only be updated after you switch to another screen.
Optimizes the Adventure Rank Ascension experience:
Enhances the Adventure Rank Ascension prompt in the Paimon Menu. Travelers can open the “Adventure EXP and Adventure Rank” screen and redirect to the corresponding quest by tapping the prompt.
Adds a prompt for the Adventure Rank Ascension Quest in “Adventurer Handbook: Guide.”
Adjusts the lineup of opponents in the Adventure Rank Ascension Domain, and shortens the overall length of the Domain.
Reduces the Adventure Rank required to unlock “Adventurer Handbook: Embattle” from 20 to 16.
Adds enhancement quests for Prototype Rancour and Favonius Warbow in “Adventurer Handbook: Embattle.”
Optimizes the “Change Avatar” screen: Avatars for the characters and character outfits you’ve obtained will now be displayed separately in the avatar list. Travelers can choose which one they want to use (you’ll need to obtain both the outfit and the corresponding character in order to unlock outfit avatars). Account avatars will no longer change automatically when Travelers switch their characters’ outfits.
Optimizes the navigation location for Hilichurl Shooters in Adventurer Handbook: Enemies.
Increases the amount of certain Character and Weapon Enhancement Materials that can be exchanged each month in Stardust Exchange within the Paimon’s Bargains section of the Shop.
Audio
Due to unforeseen circumstances, in Korean, the voice of Lisa in content related to Version 4.1 will be temporarily provided by Shin Na-ri.
Changes certain words in the Japanese voice-overs for the Traveler on the Character Screen.
Optimizes the sound effect heard when the character is climbing certain materials.
Adds sound effects for certain areas and NPC dialogues in the Court of Fontaine.
Other
Optimizes certain anti-cheat mechanisms.
Adjusts the anti-piracy watermarks on terrain vegetation in earlier versions.
When speaking to the NPC Yayoi Nanatsuki, you can now start using the Crafting Bench right away by asking “May I use the Crafting Bench here?”
Genius Invokation TCG Balance Adjustment
Adjusts the skills of the Character Card “Tartaglia”: His Elemental Skill now also applies Riptide to the target character, and the Duration of the Riptide effect is now unlimited. Hydro DMG caused by Flash of Havoc has been adjusted to 5.
Adjusts the Elemental Dice cost and effect of the Talent Card “Abyssal Mayhem: Hydrospout” of the Character Card “Tartaglia”: The Elemental Dice cost has been adjusted to 3 Hydro Dice. In the End Phase, 1 Piercing DMG will now be dealt to active characters affected by Riptide.
Adjusts the Elemental Dice cost and Skill DMG of the Character Card “Kamisato Ayato”: The available Usages of the Takimeguri Kanka state applied by his Elemental Skill has been adjusted to 3. The Energy Cost required by his Elemental Burst has been adjusted to 2, and the Hydro DMG caused has been adjusted to 1.
Adjusts the effect of Cryo Cicins summoned by the Character Card “Cryo Cicin Mage”: After the Cryo Cicin Mage takes Elemental Reaction DMG, this card loses 1 Usage.
Adjusts the Elemental Dice cost for the Talent Card “Shaken, Not Purred” of the Character Card “Diona”: The Elemental Dice cost has been adjusted to 3 Cryo Dice.
Adjusts the Elemental Burst DMG of the Character Card “Xingqiu”: Hydro DMG caused has been adjusted to 2.
Adjusts the Elemental Dice cost for the Support Card “NRE”: The Elemental Dice cost has been adjusted to 1.
Adjusts the Elemental Dice cost for the Event Card “Teyvat Fried Egg”: The Elemental Dice cost has been adjusted to 2 Dice of the same element.
An additional effect has been added for the Support Card “Dunyarzad”: The first time the effect is triggered, draw 1 random Companion Support Card from your deck.
An additional effect has been added for the Support Card “Chef Mao”: The first time the effect is triggered, draw 1 random Food Event Card from your deck.
An additional effect has been added for the Event Cards “Master of Weaponry” and “Blessing of the Divine Relic’s Installation”: After changing Weapons or Artifacts, the number of times that the effect of the corresponding Weapon or Artifact can be triggered per turn will be reset.
Adjusts the effect of the Equipment Card “Emblem of Severed Fate”: This card’s effect can now only be triggered once per turn.
Adjusts the effect of the Event Card “Wind and Freedom” to the following: During this turn, after one of your characters uses a Skill: Switch your next character in to be the active character.
Adds the new Arcane Legend card “Fresh Wind of Freedom,” with the following effect: In this Round, when an opposing character is defeated during your Action, you can continue to act again when that Action ends.
Version Update Known Issue
In Version 4.1, there is currently an issue whereby there is a chance that characters will lose any abilities previously obtained from Xenochromatic Fontemer Aberrants after teleporting to an underwater Teleport Waypoint. This issue is scheduled to be fixed in Version 4.2.
Bug Fixes
Quests
Fixes an issue in the Archon Quest “Soloist’s Prologue” whereby the NPC Cowell would appear wrongly in a certain scene.
Fixes certain images that were displaying incorrectly in Noelle’s Hangout Memory “A Conundrum Called Love.”
Fixes an issue on iOS devices whereby certain audience NPC models were displaying abnormally in the Archon Quest “When All Return to the Waters.”
Enemies
Fixes an issue whereby there was a small chance that Armored Crabs and other enemies would turn back abnormally while pursuing the character in certain situations.
Fixes an issue whereby there was a small chance that the Cryo Hypostasis would be unable to enter its regenerative state.
Fixes an issue that would occur in Co-Op Mode whereby the Electro Hypostasis’s Lightning Burst skill would be abnormal in certain situations.
Fixes an issue whereby characters could not attack the Electro Hypostasis in certain situations.
Fixes an issue whereby Annihilation Specialist Meks could still inflict DMG on characters with the Ousia: Slashing Pirouette attack even after being frozen or petrified.
Fixes an issue whereby during the “Dirge of Coppelia” challenge, the AoE of some of Coppelius’ attacks was inconsistent with the attacks’ actual special effects.
Fixes an issue which would occur in certain situations where enemies would be affected by both Hydro and Pyro at the same time, but wouldn’t undergo an Elemental Reaction.
Fixes an issue whereby certain attacks of the Aeonblight Drake, Ruin Drake: Skywatch, and Suppression Specialist Mek would go through walls abnormally on Android and PS5 during Version 4.0.
Fixes an issue whereby there was a chance that Anemo Hilichurl Rogues would stay suspended in mid-air for extended periods of time after being knocked away in certain situations.
Fixes an issue which would occur when challenging the Local Legend: Hunter’s Rays where, after defeating one of the Hunter’s Rays, the other one couldn’t be defeated in certain situations.
Fixes an issue whereby the movements of some clockwork meka would be abnormal after they were defeated in certain situations.
Characters
Fixes an issue whereby the special effect would appear abnormally high up when holding Lynette’s Elemental Skill to enter a high-speed state on the surface of water.
Fixes an issue whereby Freminet’s diving helmet would not disappear as it should after the end of his Elemental Burst in certain situations.
Fixes an issue with Venti whereby, after hitting certain enemies with his Elemental Skill, the skill’s special effect would display diagonally.
Fixes an issue whereby the Wanderer would react abnormally after being hit by the Hydro Abyss Mage’s Mist Bubble skill in certain situations.
Fixes an issue with Lyney’s Elemental Burst icon and the fireworks ignited when the Grin-Malkin Cat generated by the Elemental Burst is canceled actively or its duration ends whereby the position of its eye teardrop is indicated wrongly.
Fixes an issue whereby Lyney would abnormally gain Prop Surplus stacks without consuming any of his own HP when unleashing a Charged Attack at Charge Level 2 in certain situations.
Fixes an issue on mobile devices where the brightness of certain special effects would be abnormal when Alhaitham unleashed his Elemental Burst.
Fixes an issue on PC and PlayStation whereby there was a chance that the screen would go blurry when holding the Elemental Skill button to enter Aiming Mode with Nahida.
Fixes an issue whereby pressing the Normal Attack or Elemental Skill buttons would not unleash the corresponding abilities properly when characters were moving underwater in certain situations.
Fixes an issue whereby the shape of characters’ bows would be abnormal when they were performing Aimed Shots in certain situations.
Fixes an issue whereby characters would fall slowly and experience other abnormal states in certain situations.
Fixes an issue whereby characters would start swimming abnormally while they were still on dry land in certain situations.
Fixes an issue whereby characters would walk instead of swim at the junction of air between water bodies in certain situations.
Audio
Fixes an issue which would occur underwater whereby, when destroying multiple Pufferfruit in a row, only the first one to be destroyed would make a sound.
Fixes an issue whereby opening or closing the party setup interface would cause the music to switch abnormally in certain situations.
Fixes an issue whereby the volume of the sound effects of certain items could not be controlled by adjusting SFX Volume in Settings.
Fixes an issue whereby the sound effects for certain buttons were missing when using a controller during Genius Invokation TCG duels.
Fixes an issue whereby the voice-overs of certain characters would be abnormally triggered when characters were moving underwater in certain situations.
Fixes an issue whereby certain monologue sound effects would not play during Archon Quests.
Genius Invokation TCG
Fixes an issue whereby when the Character Card “Fatui Cryo Cicin Mage” equipped the Talent Card “Cicin’s Cold Glare” and the Cryo Cicins reached their max usage count, if the player then used the Event Card “Quick Knit,” the effect of the Talent Card “Cicin’s Cold Glare” would not be applied properly.
Fixes an issue whereby there was a small chance that the HP of Character Cards would overlap abnormally when watching Genius Invokation TCG duels.
Fixes an issue in Genius Invokation TCG whereby if you had 0 Elemental Dice before the Action Phase began, you would still be able to abnormally play the Event Card “Covenant of Rock” due to the Omni Element generated by the Equipment Card “Gambler’s Earrings” after the Action Phase began. (Under normal conditions, “Covenant of Rock” should not have been playable as you had more than 0 Elemental Dice at this time.)
●System
Fixes an issue which would occur in certain situations whereby, when characters were moving underwater, the camera view would go through the character and cause their model to display abnormally.
Fixes an issue whereby the diving camera effect would show twice when characters went underwater in certain situations.
Fixes an issue whereby the camera would shake abnormally when the water level was rising in certain situations.
Fixes an issue in Co-Op Mode where, after using an underwater Teleport Waypoint, Xenochromatic creatures would appear as if their abilities had not yet been gained even after a teammate had already gained them.
Fixes an issue whereby jagged light would show up around the edges of Xiao’s character model on the Party Setup screen.
Fixes an issue whereby there was a small chance that the Crystalfly Trap wouldn’t appear after being used in certain situations.
Fixes an issue whereby Talents would wrongly show as having been leveled up to Lv. 11 in certain situations (but in fact they hadn’t).
Other
Fixes an issue whereby after entering Wolvendom, Apep’s Resort, or Bayt Al-Sukr, the corresponding area name would not display properly on the game screen in certain situations.
Fixes an issue whereby characters would arrive at the wrong location when teleporting in certain situations.
Fixes an issue whereby there was a small chance that the Antoine Roger Aircraft would automatically take off again after returning to its starting point.
Fixes an issue whereby, after a character ate an apple to restore HP, skill effects that were supposed to be triggered when the character was healed would not be triggered properly.
Fixes an issue whereby the Waverider’s attacks would not automatically lock onto Explosive Barrels in certain situations.
Fixes an issue whereby some enemies in the water and some characters in swimming mode were unable to take DMG from Electro-Charged Reactions in certain water bodies.
Fixes an issue whereby some gadgets would still produce leftover special effects after the character had gone underwater.
Fixes an issue whereby there was a small chance that effects such as Slowing Water from the first half of the challenge would remain into the second half when challenging the Spiral Abyss.
Fixes an issue whereby Dehya’s head would display abnormally when taking photos with her in certain situations.
Fixes an issue whereby the camera would feel like it was stuck when in Aiming Mode.
Fixes an issue whereby there was a chance that the game would get stuck when characters entered a body of water by climbing into it.
Fixes an issue whereby the timer in the Spiral Abyss would be abnormal under certain circumstances.
Fixes some text errors in certain languages and optimizes text. (Note: Related in-game functions have not changed. Travelers can view the changes in different languages by going to the Paimon Menu > Settings > Language and changing the Game Language.)
Text-related fixes and optimizations in English include:
Fixes some punctuation and spelling errors in the stories and skill descriptions on the profile pages of certain characters.
Optimizes an issue where the lines and voice-overs were inconsistent on the profile pages of certain characters.
Maxis has released The Sims 4 update 1.81, and while this is to prep the game for the Home Chef Hustle Stuff Pack, it also comes with various adjustments in tow. Read on for what’s new in The Sims 4 new update patch notes for September 26.
The Sims 4 Update 1.81 Patch Notes | The Sims 4 September 26 Patch Notes:
PC: 1.101.290.1030 / Mac: 1.101.290.1230
Console: Version 1.81.2
What’s New?
Today’s update has a variety of improvements across different features in the game.
The Recipe UI has received a well deserved update, bringing filtering to your fingertips. Now you can filter recipes by: “All, vegetarian, lactose free, meat, seafood, and sweets!”
Let them eat (cup)cakes!
Speaking of sweets… this update includes freeing the sweetest treat, cupcakes! Your Sims can now prepare delicious cupcakes by using an oven, in addition to the traditional method of using the Whipped Dream Cupcake Factory. Plus, Toddlers can now experience the joy of eating a delicious cupcake.
We’ve delved deep into cooking, recipes, and ingredients. Expect to see the quality of food that’s prepared better reflect your Sim’s skill level, current mood, and appliance quality. Additionally, recipes across the Cooking, Gourmet Cooking, and Baking skills have been updated to better utilize more of the expected ingredients of the food that’s being prepared. One example of these updates: Players who own both Cottage Living and Get To Work can use the sugar, flour, and egg ingredients from the former with the baking recipes from the latter.
The updates don’t stop there. We gave the Cool Kitchen Stuff Pack some love too! I scream, you scream, now Child Sims can scream for Ice Cream! Child Sims can now use the Sweet Tooth Ice Cream Machine.
One last update we’d like to tell you about relates to the Small Appliances in game. We’ve added the ability for many different small appliances to be dragged around within the game world while in Live Mode, as well as being able to place small appliances into your Sim’s inventory to take them with you on your travels. Find the full list of compatible appliances below:
The Wavescatter
The Food Annihilator
The Omniwaver
The Schmapple Micro
Luxe Drink Tray
Sugar Kane Popcorn Popper
Summer Drink Tray
Sweet Tooth Ice Cream Machine
Fountain of Mirth
The Gravy Fountain Mark IV Stand
Vintage Glamour Beverage Fountain
Blazin’ Ladles’ Over The Counter Oven
“No Space“ Electric Oven Space Saver
Bug Fixes
The Sims 4
Garden plants now should remain as plants instead of sometimes crumbling into piles of dirt. Be strong and live your best life, garden buds!
Visual effects for Sim Traits in Create a Sim have returned from an unplanned summer holiday.
Some text was updated to properly gush about Newborns.
Take a big whiff, we’re growing trash! Trash Fruit will now properly grow from any pile of trash outside, no matter its source.
It was getting a little lonely out there! Sims will once again receive calls and invitations from other Sims and NPCs.
City Living
We all were very hungry working on this update. But not so hungry that vegetarians would eat meat! Your Vegetarian Sims should no longer grab meals that upset their stomachs when using the “Get Leftovers“ interaction.
Gelatin Rainbow Cake isn’t Vegetarian?! We’ve updated a lot of recipes that weren’t properly flagged as Vegetarian-Safe – and some that shouldn’t have been flagged in the first place.
Seasons
Bees will no longer become Enraged or Irritated after applying Mite Treatment. They will BEE a little more grateful to their caretaker Sim!
Eco Lifestyle
Photographs taken following today’s patch will no longer turn black when stored in the Storage Box.
Cottage Living
Some vegetables weren’t being recognized as vegetables for recipe ingredients! We’ve fixed this; make as many vegetable based dishes as your heart desires!
Now your Sims can make more informed choices on if they want to suffer the consequences of eating dairy when they are Lactose Intolerant. We’ve done a large update to food for a more accurate Lactose Free experience.
High School Years
Set your boundaries! There should be fewer invitations to become BFF with other Sims.
Growing Together
Photographs taken following today’s patch will no longer turn black when stored in the Basic Keepsake Box and the Truly Ornate Keepsake Box.
Horse Ranch
Ranch Hands now stay hired until you dismiss them.
Riders going from using Horse Barrels or Horse Jumps to doing something on foot no longer sometimes linger on horseback.
Movie Hangout
When using the Sugar Kane Popcorn Popper, Sims will now have visibility into what Cooking skill level they must reach to be able to prepare the various popcorn recipes.
Once a new patch is out, we’ll be sure to let our readers know.