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Fortnite Zero Build Officially Announced and Is a New Permanent Mode; Play the Game Without Building

Epic Games is turning things up a notch with the official release of Fortnite Zero Build, a fast-paced iteration of their highly popular battle royale. Unlike regular Fortnite, this iteration has no building whatsoever, forcing players to focus more on their gunplay and traversal skills. Check out the full rundown on this new breed of Fortnite below.

First up is the official trailer for Fortnite Zero Build:

Zero Build is a pure test of weapon, item, and traversal ability. Zero Build can be found in the Discover page as Solo, Duos, Trios, and Squads playlists. (Access the Discover page by clicking on the “CHANGE” button above “PLAY!” in the Lobby.)

Without building, all players have the recharging Overshield as your first line of defense in Zero Build. Zip up Ascenders to access Blimps or use Mantling to get the high-ground over your opponents. Don’t forget to Sprint between cover on your way to a Victory Royale!

If you ever wanted to play Fortnite but don’t want to sit through other players camping in their haphazardly built structures, then this mode might be up your alley! It will be interesting to see how popular this mode will be across the playerbase, and if it will successfully capture the audience that wants to play battle royales that focus more on shooting rather than building.

Fortnite Zero Build is now available to play across all platforms.

In case you missed it, check out the latest patch notes for Fortnite here, released for stability fixes and an additional KBM fix for Xbox consoles.

Source: Epic Games

MP1st Staff

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Apex Legends Update 1.000.006 Brings PS5 Version Live; Here’s How to Upgrade

Respawn Entertainment has released the Apex Legends update 1.000.006 patch today, and this one is for enhancements to the PS5 version of the game and so much more! Check out the full Apex Legends March 29 update patch notes below.

Apex Legends Update 1.000.006 Patch Notes | Apex Legends March 29 Update Patch Notes:

Warriors Collection Event

  • Control is Back – The limited-time 9v9 mode Control is returning for two weeks, this time with the addition of Caustic Treatment on Kings Canyon.

  • The Caustic Treatment – Caustic Treatment has been converted into a three-point battleground for control over Kings Canyon. The battleground now comes equipped with additional cover, ziplines, skydive launchers, a hover tank and more to allow for increased balance and improved flow.

  • New Arenas Map: Drop-Off – The new map towers high above the Malta skyline at the fully-automated Hammond Manufacturing Tower. Codenamed Drop-Off, Arenas fighters covertly commandeer the place at night for fierce matches under the smoggy skies.

  • Event Items – The event introduces a new set of 24 themed, limited-time cosmetics, including skins such as the “Synthetic Huntress” Ash Skin, “Riding Dirty” Octane Skin, “Jewel Olympus” Horizon Skin, “Combat Survivalist” Lifeline and more.

  • Reward Tracker – Each week of the event has its own rewards track. Players can earn points and refresh their challenges everyday. The Warriors Collection Event will also feature a stretch challenge that rewards four unique badges if players complete them during the event.

NEXT-GEN UPDATES

This patch is also bringing some sweet updates for Playstation 5 and Xbox Series X|S owners. On March 29, we will be launching the native next-gen versions of Apex Legends. You will be able to play your favorite game in native 4K (PS5 & Xbox Series X) along with the game being outputted in glorious HDR. Additionally, we are planning support for more next-gen features in future updates.

Improvements over back-compat versions:

  • 4K output
          PS5 & Xbox Series X
  • Full 60hz gameplay
          PS5 & Xbox Series X|S
  • HDR
          PS5 & Xbox Series X|S
  • Higher resolution shadow maps
          PS5 & Xbox Series X
  • Greater LOD distances
          PS5 & Xbox Series X

Coming in future updates:

  • 120hz gameplay
          PS5 & Xbox Series X|S
  • Adaptive triggers
          PS5
  • Haptics
          PS5
  • Visual Improvements
          PS5 & Xbox Series X|S
  • Audio Improvements
          PS5 & Xbox Series X|S

CONTROL MODE UPDATES:

  • Fixed issue where players would not be able to see or select spawn points on the Spawn Menu after dying while stimmed as Octane.
  • Removed the Turbo Charger from Purple Tier weapons – Players have to get their Ratings up to Gold Tier in order to get it.
  • Several crash fixes to help with mode stability.
  • Fixed a UI bug where Mythic ammo icon appears on non-crate weapons when auto-reloaded.
  • Fix for ammo disappearing from Rampart’s mobile Sheila when firing.

G7 SCOUT

  • Double Tap burst fire delay reduced from 0.475 to 0.375.
  • Double Tap recoil improvements.
  • Ammo reserves increased from 120 to 140.

HOP-UPS SPAWN RATE ADJUSTMENTS

  • Increased spawn rate for Hammerpoint Rounds and Kinetic Feeder.
  • Reduced spawn rate for Deadeye’s Tempo, Shatter Caps, and Boosted Loader.

BUG FIXES:

  • Fixed frame jitter that could appear while spectating a match.
  • Fixed issue where Precision Choke was disabled by default on Golden TripleTake.
  • Fixed issue where players could leave at the start of a match without being penalized.
  • Fixed hack where players were able to duel-wield weapons.
  • Fixed bug where players would not receive assist credit when damaging Gibraltar’s arm shield.
  • Fix for bug when Crypto’s animation would glitch after using a finisher while in death protection.
  • Fixed bug where players were unable to perform Ash’s skydive emote.
  • Fixed bug where the Leaver Penalty warning would always show two minutes regardless of how many times you’ve disconnected.
  • Fixed bug where damaging MRVN would count towards upgrading your Evo Shield.
  • Fix for cases where Crypto can throw out multiple drones.
  • Fix for cases where Pathfinder is able to grapple enemies indefinitely.
  • Fix for cases where players are able to reset Wraith’s Tactical cooldown by ending her phasing while entering an Ash’s Portal.
  • Fix for visual inconsistencies in Bloodhound’s Cyber Hunt skin.
  • Arenas: Fix for a bug where music could cut off at the start of a match in Habitat 4.
  • Arenas: Fix for visual bug where Legend abilities would stay onscreen during a match.
  • Various fixes to charging systems in weapons to work more consistently and by design.
  • Fix for cases where players could remove bullet spread when using ziplines.
  • Fix for visual inconsistencies in reactive weapons after activating.
  • Fix for cases where Wattson’s Ultimate’s shield regen would work through some windows in Command Center.
  • Tropics Map: Fix for cases where players can be launched by Gravity Cannon while below it.
  • Added tracker for “Battle Royale Wins”.

How to upgrade Apex Legends for PS5:

For PS5 Owners who already have Apex Legends installed:

  1. Navigate to the Game Hub for Apex Legends on the PS5 dashboard.
  2. Press the “Options” button next to “Play Game” (represented by “…” inside the Game Hub).
  3. Press “Select Version” and choose the PS5 version to download the updated next-gen version.
  4. Once the download is complete, navigate to the Game Library to delete the PS4 version.

For PS5 Owners who do not currently have Apex Legends installed:

  1. Navigate to the “Your Collection” tab of the Game Library on the PS5 dashboard.
  2. Find Apex Legends in your list of games and select it.
  3. When prompted, choose the PS5 version to download the updated next-gen version.

How to upgrade Apex Legends for Xbox Series X|S:

For Xbox Series X/S Owners:

Apex Legends uses Smart Delivery on Xbox consoles. The best version of the game is automatically delivered to your console, regardless of generation – no extra steps are required from you.

That’s it for the patch. If there are any more additions or changes, we’ll be sure to let our readers know.

Source: EA

MP1st Staff

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Report: PlayStation Plus April 2022 Games Leaked, Here Are the Titles (Update)

Besides the big news that is the announcement for PlayStation Plus Premium and Extra, it appears that the PlayStation Plus games for April 2022 have leaked online, as is usually the case with the service. If true, the lineup is extremely decent as well, and members will do well to not miss it. Check out the rumored PS Plus games for April 2022 below.

Reported by a user on the French site Dealabs, it appears that the three PS Plus games headed to the platform next month are:

  • Hood: Outlaws & Legends (PS4 | PS5)
  • Slay the Spire (PS4)
  • Spongebob Squarepants: Battle For Bikini Bottom – Rehydrated (PS4)

You’ll remember that Dealabs also leaked the March 2022 PS Plus lineup, so it stands to reason that their reports are quite accurate.

The user who posted the leak also had this to say (translated via Google Translate):

Good morning all,

We’ve had a lot of rumors around the next PS Plus games (such as those quoting MLB The Show 22 or the brand new Lego Star Wars Skywalker Saga), as well as on the famous ‘Spartacus’ project and its release date. launch. Even if I noticed that a lot of things have changed on the Sony side this month of March, all I can say is that we will have a selection of games offered with the PS Plus (those presented in this deal), but also for the PS Now which will therefore always remain in force for this month of April.

Just as is with everything unconfirmed and rumored, take everything with a grain of salt until officially confirmed. That said, Nibel have brought up the rumor over on Twitter, which may lend some credence to its viability.

Update: Sony has now confirmed the lineup of games, as you can check out below. According to Sony, all the games will be available on April 5.

Hood: Outlaws & Legends | PS4 & PS5

Hood: In this intense online multiplayer2 title, rival gangs compete in daring heists to hit the wealthy where it hurts. One of the different game modes is State Heist: a full coop PvE mode where teams control spawn points to recuperate as much gold as possible. In Gold Rush PvPvE mode however, two teams of four players battle it out in an attempt to execute the perfect heist, stealing and extracting treasure while fighting each other and the AI Guards. Equipped with unique skills and mystical abilities, each character moves in stealth to steal treasures unseen. It’s up to you to recruit your band of outlaws, master formidable fortresses and outplay your rivals.

SpongeBob SquarePants: Battle for Bikini Bottom – Rehydrated | PS4

The classic platformer returns, faithfully remade in spongetastic splendor! Play as SpongeBob, Patrick and Sandy and use their unique sets of skills to thwart Plankton’s evil plan to rule Bikini Bottom with his army of wacky robots. Meet countless characters from the beloved series and enjoy horde mode for up to two players, online2 and offline.

Slay the Spire | PS4

Embark on a journey up the ever-changing Spire, in this fantasy deckbuilder adventure that fuses together card games and roguelikes. Craft a unique deck from hundreds of cards to efficiently dispatch foes and reach the top. Discover powerful relics to enhance your deck’s powers to help you overcome different enemies and bosses.

Check out the full post over on the PlayStation Blog.

Source: Dealabs

MP1st Staff

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PlayStation Plus Premium, Extra Announced, Here’s What Each Tier Brings

Following the report from Bloomberg a couple of days ago, Sony has finally officially announced the PlayStation Plus Premium and Extra rebrand, with this new iteration coming in at three different tiers in an effort to compte with Microsoft’s Xbox Game Pass. The rebrand will launch with 700+ games at the highest paid tier, and you can check out the three different tiers and their offerings below.

Via the official post on the PlayStation Blog, here are the three different tiers for the new rebrand of PlayStation Plus, including essential, Extra, and Premium:

PlayStation Plus Essential

  • Benefits:
    • Provides the same benefits that PlayStation Plus members are getting today, such as:
      • Two monthly downloadable games
      • Exclusive discounts
      • Cloud storage for saved games
      • Online multiplayer access
    • There are no changes for existing PlayStation Plus members in this tier.
  • Price* for PlayStation Plus Essential remains the same as the current price for PlayStation Plus.
    • United States
      • $9.99 monthly / $24.99 quarterly / $59.99 yearly
    • Europe
      • €8.99 monthly / €24.99 quarterly / €59.99 yearly
    • United Kingdom
      • £6.99 monthly / £19.99 quarterly / £49.99 yearly
    • Japan
      • ¥850 monthly / ¥2,150 quarterly / ¥5,143 yearly

PlayStation Plus Extra

  • Benefits:
    • Provides all the benefits from the Essential tier
    • Adds a catalog of up to 400* of the most enjoyable PS4 and PS5 games – including blockbuster hits from our PlayStation Studios catalog and third-party partners. Games in the Extra tier are downloadable for play.
  • Price*:
    • United States
      • $14.99 monthly / $39.99 quarterly / $99.99 yearly
    • Europe
      • €13.99 monthly / €39.99 quarterly / €99.99 yearly
    • United Kingdom
      • £10.99 monthly / £31.99 quarterly / £83.99 yearly
    • Japan
      • ¥1,300 monthly / ¥3,600 quarterly / ¥8,600 yearly

PlayStation Plus Premium** 

  • Benefits:
    • Provides all the benefits from Essential and Extra tiers
    • Adds up to 340* additional games, including:
      • PS3 games available via cloud streaming
      • A catalog of beloved classic games available in both streaming and download options from the original PlayStation, PS2 and PSP generations
    • Offers cloud streaming access for original PlayStation, PS2, PSP and PS4 games offered in the Extra and Premium tiers in markets** where PlayStation Now is currently available. Customers can stream games using PS4 and PS5 consoles, and PC.***
    • Time-limited game trials will also be offered in this tier, so customers can try select games before they buy.
  • Price*:
    • United States
      • $17.99 monthly / $49.99 quarterly / $119.99 yearly
    • Europe
      • €16.99 monthly / €49.99 quarterly / €119.99 yearly
    • United Kingdom
      • £13.49 monthly / £39.99 quarterly / £99.99 yearly
    • Japan
      • ¥1,550 – monthly / ¥4,300 – quarterly / ¥10,250 yearly
  • PlayStation Plus Deluxe (Select Markets) For markets without cloud streaming, PlayStation Plus Deluxe will be offered at a lower price compared to Premium, and includes a catalog of beloved classic games from the original PlayStation, PS2 and PSP generations to download and play, along with time-limited game trials. Benefits from Essential and Extra tiers are also included. Local pricing will vary by market.

There you have it. Sony also appeared to have taken into account certain markets that do not have access to cloud streaming, and with that in mind they created the special tier for Deluxe. As for launch titles that will be coming with this new service, here are a couple of them:

  • Death Stranding
  • God of War
  • Marvel’s Spider-Man
  • Marvel’s Spider-Man: Miles Morales
  • Mortal Kombat 11
  • Returnal

If you don’t have access to these games already, getting Extra or Premium will be a very solid deal indeed. However, it’s still worth waiting to see the full list of games that will be included in this new PlayStation Plus, so stay tuned here at MP1st for more information once it comes out.

Source: PlayStation Blog

MP1st Staff

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The Elder Scrolls Online Update 2.29 Released This March 29 (Update)

Bethesda has released The Elder Scrolls Online update 2.29 patch today, and this one is for various changes and fixes across platforms! Check out the full The Elder Scrolls Online March 29 update patch notes below.

The Elder Scrolls Online Update 2.29 Patch Notes | The Elder Scrolls Online March 29 Update Patch Notes:

Bethesda released the list of known issues that will come with this latest update:

Hi everyone,

Below, you’ll find a list of issues that we expect to be present when Update 33 launches on consoles tomorrow, March 29, based on issues that occurred during PC launch a couple weeks ago. Please note this list is not comprehensive and only covers issues that are of a higher impact.

  • The first time you log in after downloading the update, it will likely take longer than expected to get into the game due to backend account updates relating to Account Wide Achievements. Once this completes, all future load times should return to normal.
  • Your map will occasionally display completed POIs (including World Bosses, Dolmens and Delves) as incomplete. This will be fixed in the first incremental patch.
  • Occasionally, you may briefly get changed to first person view while in third person view. We are working on a fix for this for a future incremental patch.
  • There may be rare instances where you could get booted from the game with Error 326 and unable to log back into that character. If you run into this issue, please submit a ticket at account.elderscrollsonline.com.

For visibility, the following issues that occurred during PC launch will not be present during tomorrow’s console launch of Update 33:

  • Exceptionally long load screens when jumping between different zones or activities.
  • Issues with the Activity Finder queue.
  • Crashing immediately upon starting the game or before reaching character select.
  • Game settings suddenly reverting.

We’ll be sure to update this post once the full patch notes for consoles are out. Update: Bethesda has released the full patch notes for this latest update:

tkq6jo1662m6.jpg
Welcome to The Elder Scrolls Online v2.29 (PS4) / v1.11 (PS5) and the beginning of the Legacy of the Bretons year-long adventure! This first DLC features two challenging new PvE dungeons, Coral Aerie and Shipwright’s Regret, where you’re tasked with investigating the remnants of the once-proud All Flags Navy and assaulting a costal hideout of the mysterious Ascendant Order. Completing these dungeons also gives you the opportunity to obtain a number of new item sets, collectibles, achievements, and more.
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Ascending Tide DLC

Two New Dungeons

  • Coral Aerie: On an oft overlooked little islet among the Summerset Isles, big trouble is brewing. Help the cagey Captain Kaleen lead a daring rescue of one of her former crew from the dissidents of the Ascendant Order and recover what they stole.
  • Shipwright’s Regret: Join Captain Za’ji’s quest to perfect the Perfect Pounce using the secrets of the finest shipbuilders in Tamriel—provided they can still be found in the rolling fog, thick overgrowth, and haunted remnants of the Shipwright’s Regret.
  • Coral Aerie and Shipwright’s Regret are 4-player dungeons which can be reached via Summerset and Rivenspire respectively.
    • Coral Aerie’s entrance is in northern Summerset, north of the Veyond Wyte Wayshrine.
    • Shipwright’s Regret’s entrance is located in eastern Rivenspire, east of Fell’s Run.
  • Both dungeons include a Normal version in addition to a challenging Veteran version. Each dungeon also features challenging Hard Modes for each of their three boss encounters.
  • There are unique item sets including two new Undaunted Monster Mask sets, only available within the Dungeons.
  • Achievement awards are available for completing the dungeons, including:
    • Body and Face Markings
    • Two unique mementos
    • Several Titles
    • Housing items

New Item Sets

  • Coral Aerie
    • Maligalig’s Maelstrom – Light
      • 2 – Adds 1096 Maximum Magicka
      • 3 – Adds 4% Healing Done
      • 4 – Adds 129 Weapon and Spell Damage
      • 5 – When you overheal yourself or a group member with a Direct Heal, you apply Maligalig’s Maelstrom to the target for 6 seconds, dealing 33% of the overhealing amount, up to a maximum of 3300, as Shock Damage once every 1 second to enemies within 7 meters. This effect can occur once every 10 seconds.
    • Gryphon’s Reprisal – Medium
      • 2 – Adds 657 Critical Chance
      • 3 – Adds 1487 Offensive Penetration
      • 4 – Adds 657 Critical Chance
      • 5 – When you deal Critical Damage, you or an ally can activate Gryphon’s Reprisal on the enemy within the next 8 seconds, causing a small gryphon to fly by and deal Bleed Damage over 10 seconds to enemies within 5 meters. This effect can occur once every 20 seconds and scales off the higher of the synergy activator’s Weapon or Spell Damage.
    • Glacial Guardian – Heavy
      • 2 – Adds 1487 Armor
      • 3 – Adds 1096 Maximum Stamina
      • 4 – Adds 129 Health Recovery
      • 5 – When you Block, tether to the enemy if they are within 8 meters of you for 8 seconds. While tethered, you deal Frost Damage every second to enemies touching the tether and cause them to have a 200% increased Status Effect Chance. The tether breaks if the target moves more than 12 meters away. This effect can occur once every 12 seconds and the damage scales off your Max Health.
    • Kargaeda – Monster Mask
      • 1 – Adds 731 Maximum Magicka
      • 1 – Adds 731 Maximum Stamina
      • 2 – On dealing damage with a Heavy Attack, create a 6 meter whirlwind that slowly moves forward for 8 seconds, growing by 3 meters every 3 seconds. Enemies within the whirlwind take Shock Damage and Physical Damage every second. Allies within the whirlwind reduce their Magicka and Stamina costs by 10%. This effect can occur once every 20 seconds and the damage scales off the higher of your Weapon and Spell Damage.
  • Shipwright’s Regret
    • Storm-Cursed’s Revenge – Light
      • 2 – Adds 1096 Maximum Magicka
      • 3 – Adds 129 Weapon and Spell Damage
      • 4 – Adds 1487 Offensive Penetration
      • 5 – When you deal Shock Damage, you have a 15% chance to deal Shock Damage to the enemy and up to two other enemies within 5 meters. This effect scales off the higher of your Weapon or Spell Damage.
    • Spriggan’s Vigor – Medium
      • 2 – Adds 657 Critical Chance
      • 3 – Adds 1096 Maximum Stamina
      • 4 – Adds 129 Weapon and Spell Damage
      • 5 – When you deal Critical Damage, restore 100 Stamina and gain a stack of Wild Growth for 5 seconds, increasing your Max Stamina by 222.  This effect can stack up to 10 times and can occur once every 0.5 seconds.
    • Turning Tide – Heavy
      • 2 – Adds 1206 Maximum Health
      • 3 – Adds 1096 Maximum Stamina
      • 4 – Adds 1206 Maximum Health
      • 5 – When you Block, you gain Flowing Water for 10 seconds, causing your next Bash attack to deal Magic Damage to up to 6 enemies in a 5 by 10 meter line, and apply Major Vulnerability for 10 seconds, increasing their damage taken by 10%. This effect can occur once every 15 seconds and scales off your Max Health.
    • Nazaray – Monster Mask
      • 1 – Adds 1206 Maximum Health
      • 2 – When you use an Ultimate ability, the closest 6 enemies within 12 meters have all Major Debuffs, and Minor Debuffs applied to them extended by 1 second per 20 Ultimate spent. This effect can occur once every 30 seconds per target.

New Collectibles & Dyes

  • Mementos
    • The Guardian’s Frozen Shard Memento can be obtained by completing the Coral Aerie dungeon on Veteran difficulty.
    • The Maormer Ocean Pearl Memento can be obtained by completing the Seafaring Sleuth achievement, which requires certain activities in both Coral Aerie and Shipwright’s Regret.
  • Markings
    • The Abyssal Embrace Face Markings can be obtained by stepping foot in either of the Coral Aerie or Shipwright’s Regret dungeons.
    • The Abyssal Embrace Body Markings can be obtained by completing Shipwright’s Regret on Veteran difficulty.
  • Dyes
    • The Drowned Cobalt dye can be obtained by completing both Shipwright’s Regret and Coral Aerie on Veteran difficulty.

New Achievements and Titles  
This update introduces over 40 new achievements and 6 new titles!

  • The “Gryphon Handler” title can be obtained by completing the Superior Pedigree achievement, which requires beating Coral Aerie on Hard Mode.
  • The “Tide Turner” title can be obtained by completing the Shove Off achievement, which requires completing Shipwright’s Regret on Hard Mode.
  • The “Coral Caretaker” title can be obtained by completing the Land, Air, and Sea Supremacy achievement, which requires beating Coral Aerie within 25 minutes, on Hard Mode, without a group member death.
  • The “Privateer” title can be obtained by completing the Zero Regrets achievement, which requires beating Shipwright’s Regret within 25 minutes, on Hard Mode, without a group member death.
  • The “Aerie Ascender” title can be obtained by completing the Tentacless Triumph achievement, which requires completing Coral Aerie on Hard Mode without the benefits of any covenants.
  • The “Shipwright” title can be obtained by completing the Sans Spirit Support achievement, which requires completing Shipwright’s Regret on Hard Mode without gaining the benefits of pacifying tormented spirits.

New Furnishings
New Bust and Trophy furnishings have been added to commemorate victory in Coral Aerie and Shipwright’s Regret. In addition, completing these dungeons on any difficulty unlocks purchase of two new achievement furnishings from Undaunted Quartermasters – a gryphon nest and eerie hanging lantern, respectively.

Base Game

Account Wide Achievements
Beginning with this update, most of your Achievements will be tracked on an account-wide level! This means that an Achievement you earn on one character will be shown as complete on all of your characters.

  • You’ll be able to purchase items and Antiquity Leads that require Achievement completion, so long as at least one character has completed that Achievement.
  • Titles are now account-wide, meaning any titles you’ve earned on one character, you’ll be able to use on all characters.
  • You will need to log in on each of your characters to register their Achievements and Titles (and if you delete a character before logging in as them, their achievement data will be lost!)
  • Note that, while Achievements may be account-wide, some things that are commonly tracked via Achievements are still tracked on an individual character basis. That includes:
    • Museum quest achievements
    • Enchanting Rune knowledge Achievements (and the knowledge of Runes in general)
    • Motif Crafting knowledge
    • Lorebooks read, including in Eidetic Memory and Shalidor’s Library
    • Skyshards obtained by a character
    • Public Dungeon Group Event achievements
    • Dragonguard Sanctum daily achievements

Motif Crafting Knowledge and Achievement Links 
To aid you in tracking which Motifs your current character knows, we’ve added links from Motif Achievements to their Lorebook entries so you can jump from the Achievement (which is now account-wide) to the Lorebooks (which are still tracked on a character-by-character basis).

Undaunted Progression Changes 
As part of Account-Wide Achievements, we’ve rebalanced how the Undaunted skill line advances. You’ll now obtain Undaunted reputation when completing the quests found in instanced dungeons, and we’ve increased the amount of reputation you gain for completing Undaunted dailies. We have also removed Undaunted guild progression from Undaunted achievements.

The current full values are illustrated in the table below:

90sg8a8segsc.jpg

PlayStation Trophy Update
Beginning with this update, those who play both on PS4 and PS5 will see their PlayStation Trophies properly sync up. Simply log into your characters that have completed the appropriate in-game Achievements to obtain the matching Trophies.

New PvP Item Sets

  • Rewards for the Worthy
    • Rallying Cry (Light)
      • 2 – Adds 657 Critical Chance
      • 3 – Adds 1096 Maximum Magicka
      • 4 – Adds 657 Critical Chance
      • 5 – While Battle Spirit is active, critically healing yourself or an ally causes you and up to 11 other group members within 12 meters to gain 300 Weapon and Spell Damage, and 1650 Critical Resistance for 20 seconds. Each group member affected reduces the Weapon and Spell Damage by 15 and the Critical Resistance by 83. This effect can occur once every 15 seconds.
    • Hew and Sunder (Medium)
      • 2 – Adds 1096 Maximum Stamina
      • 3 – Adds 1096 Maximum Stamina
      • 4 – Adds 129 Weapon and Spell Damage
      • 5 – When you deal damage with a Heavy Attack, gain 1236 Offensive Penetration for each enemy within 8 meters of your target for 10 seconds. This effect can occur once every 7 seconds.
    • Enervating Aura (Heavy)
      • 2 – Adds 4% Healing Taken
      • 3 – Adds 1206 Maximum Health
      • 4 – Adds 1487 Armor
      • 5 – When you deal Direct Damage, you have a 10% chance to create an area under the target that detonates after 1 second, applying Enervating Aura for 10 seconds to enemies within 5 meters. Enervating Aura lowers the Health Recovery, Magicka Recovery, and Stamina Recovery of enemy Players by 129 per player hit. This effect can occur once every 15 seconds.
  • Imperial City
    • Nunatak
      • 1 – Adds 1487 Armor
      • 2 – On dealing Frost Damage, create a 6 meter area under the target for 6 seconds, dealing Frost Damage to enemies every 1 second and applying a stacking 25% snare for 4 seconds. On gaining 4 stacks, the enemy is immobilized and gains Major Brittle for 4 seconds, causing the target to take 20% increased Critical Damage. This effect can occur once every 15 seconds and scales off the higher of your Weapon or Spell Damage.
    • Lady Malydga
      • 1 – Adds 1487 Offensive Penetration
      • 2 – When you deal direct damage to a target within 12 meters, create a 5meter area that after 1 second, quickly moves forward and then returns, dealing Shock Damage to enemies and applying Minor Enervation for 5 seconds, causing the target to deal 10% less Critical Damage. This effect can occur once every 15 seconds and scales off the higher of your Weapon or Spell Damage.
    • Baron Thirsk
      • 1 – Adds 129 Stamina Recovery
      • 1 – Adds 129 Magicka Recovery
      • 2 – On dealing area Direct Damage, mark a target for 6 seconds. Every 2 seconds after, an Explosive Scamp is spawned nearby and detonates after 1 second, dealing Magic Damage to up to 6 enemies within 4 meters and applying Minor Timidity for 10 seconds, draining 1 Ultimate every 1.5 seconds. Each Explosive Scamp spawned deals 100% increased damage. This effect can occur once every 25 seconds and scales off the higher of your Weapon or Spell Damage.

New Outfit Styles
The Dragonguard Berserker Armor outfit style is now available for purchase on associated Tel Var Merchants when you are at least Alliance Rank 20. This unique armor visual gives those dedicated to PvP a new look that is solely acquired through PvP activity. To retain the prestige of this appearance, the items attained for building this outfit cannot be traded.

Item Set Collection Update
With this Update, when you unlock any individual piece of a Perfected Item Set, you will now also automatically unlock the same piece of its Non-Perfected counterpart.

New Furnishings
Update 33 introduces a variety of new furnishings, including updates to the Mastercraft Mediator and his assistant:

  • Rolis Hlaalu, the Mastercraft Mediator, has 7 new furnishing plans available for purchase:
    • Diagram: Deadlands Throne
    • Pattern: Deadlands Tapestry, Mehrunes Dagon
    • Blueprint: Alinor Easel, Carved
    • Praxis: Deadlands Puzzle Cube
    • Design: Blackwood Provisioning Station
    • Formula: Fargrave Water Globules, Static
    • Sketch: Fargrave Window, Grand Medallion
  • As usual, Rolis has also handed the prior set of furnishing plans over to his assistant, Faustina Curio. These can now be purchased at the reduced price of 100 writ vouchers:
    • Diagram: Deadlands Torture Rack
    • Pattern: Leyawiin Tapestry, Hunting Party
    • Blueprint: Leyawiin Divider, Carved Starfish
    • Praxis: Leyawiin Hearth, Carved Wood
    • Design: Leyawiin Bowl, Squid Special
    • Formula: Blackwood Cottage Painting, Unframed
    • Sketch: Leyawiin Lightpost, Ornate
  • Faustina has bundled up the previous set of furnishing plans into a new Markarth Furnishing Folio, which can be purchased for 700 writ vouchers and contains the following plans:
    • Diagram: Dwarven Minecart, Ornate
    • Pattern: Solitude Yarn Rack, Colorful
    • Blueprint: Solitude Well, Noble
    • Praxis: Solitude Hearth, Rounded Tall
    • Formula: Vampiric Cauldron, Distilled Coagulant
    • Design: Provisioning Station, Solitude Grill
    • Sketch: Dwarven Crystal Sconce, Mirror
  • Additionally, Faustina now sells new Blackwood Journeyman and Master Furnisher’s Documents, which each contain random Leyawiin recipes found in Western Skyrim, similar to prior Furnisher’s Documents.
  • A new set of 20 Fargrave Structural Furnishing Recipes can be found in Deadlands Reward Coffers, which can be obtained by completing World Boss or Delve Boss daily quests in Fargrave. These include a variety of walls and platforms, as well as a rope bridge, window, door with a matching doorframe, and more!
    • Please note this requires the Deadlands DLC or ESO+ to access.

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Companions

  • Increased the threshold for summoning Companions in some instanced gameplay spaces from 2 up to a maximum limit of 4 total player characters and Companions.
  • Companion quests can now be accepted from locations where the Companion cannot be summoned.
  • Fixed issue where Companions would respond to certain situations (like commenting on heavy sacks) less than intended.
  • Fixed an issue where Companions would sometimes fail to mount up after combat.

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General

  • Moved Nolus Cedus’s path so he doesn’t interfere with players trying to turn in their crafting dailies. You can keep stabbing him though. As is tradition.

Quests

  • The Face of Change: You will no longer be able to talk to [REDACTED] and be immediately jettisoned from conversation.
  • Zenithar’s Hollow: The door to the adytum will now display a proper error message if you aren’t on the quest and haven’t done it yet.

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Asylum Sanctorum Trial

  • Your character will no longer die inexplicably to environmental damage with no discernable source during the fight against Saint Olms.

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General

  • Fixed an issue which caused the Assembly General in the Halls of Fabrication Trial to not drop weapons when killed on Veteran difficulty.

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Achievements

  • Added punctuation to several Deadlands achievements.
  • Fixed an issue that would cause some achievements related to Havocrel Executioners to not fire correctly.

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Furnishings

  • Fixed an issue where two Furnishing items shared the name, “Book Stack, Levitating.” The new one released with the Deadlands DLC is now named “Fargrave Book Stack, Levitating.”
  • Adjusted the default orientation of the “Deadlands Window, Stormglass” so the light projection faces towards you by default. This change doesn’t impact any previous placements of this furnishing, but will make it a little more intuitive to place going forward.

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Quests

  • The Celestial Palanquin: Fixed an issue where Madam Whim’s pip would not appear during this quest.

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General

  • All Dragonguard zone story quests now have the proper zone story icon in your quest journal.

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Sunspire Trial

  • Nahviintaas
    • The Powerful Slam ability no longer moves the player character killed by the attack, and you are no longer able to move while recovering from the knockback.

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Dungeons

  • Black Drake Villa
    • The “Unsinged” and “Ardent Bibliophile” achievements will now always be awarded to groups that meet the criteria.
    • Eveli will now always appear when intended.

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General

  • Improved item set curation for Sentinel Aksalaz rewards in the Black Drake Villa dungeon.

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Antiquities

  • The tutorial window for using the Antiquarian’s Eye is now expanded slightly and requires you to acknowledge the window by closing it.
  • Fixed a typo in the Daedric Enchanting Apparatus’ lore entry text.
  • Fixed an issue where some Excavations could take an exceptionally long time to load in.

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Quests

  • The Ravenwatch Inquiry: The armoire is now easier to interact with when searching for clues.

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General

  • Llandras Gathram is no longer standing and walking around in front of the Vivec City turn-in boxes for crafting

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Dungeons

  • Gwendis will now always appear when intended in both dungeons.
  • Castle Thorn
    • The “Impervious Onslaught” and “Bane of Thorns” achievements will now always be awarded to groups that meet the criteria.

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General

  • Lighting within the Smuggler Caves in the Gold Coast should no longer drastically change.

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Dungeons

  • Red Petal Bastion
    • Lyranth and Weylin will now always appear when intended.
  • The Dread Cellar
    • The “Stay of Execution” and “Battlespire’s Best” achievements will now always be awarded to groups that meet the criteria.
    • Martus and Lucilla will now always appear when intended.

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General

  • Fixed an issue where the Motifs associated with Red Petal Bastion and Dread Cellar could drop twice in some circumstances.

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Dungeons

  • Depths of Malatar
    • If you exit the dungeon after using the Dictates of the Lady of the Night and defeating the Symphony of Blades, your character will no longer take increased damage until death.
  • Frostvault
    • Tharayya now speaks as intended, immediately after defeating The Stonekeeper.

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General

  • Player abilities that scale with your offensive stats, such as Weapon Damage and Max Stamina, will now dynamically scale with the highest of your offensive stats.
    • As a heads up, the following abilities have not received adjustments to their scaling:
      • Backlash and its morph’s final damage
      • Conjured Ward and morphs
      • Annulment and morphs
  • Player abilities that grant Major Savagery, Prophecy, Brutality, or Sorcery now grant both of their respective versions (such as Savagery and Prophecy) in efforts to reinforce the accessibility of hybrid stat gaining.
    • Note that player passives and consumables that grant the Minor versions of these have not been adjusted at this time, in order to preserve class unique power contribution for coordinated groups.
  • Fixed an issue where joining or leaving a group could re-summon an unsummoned pet.

Dragonknight

  • Ardent Flame
    • Fiery Breath
      • Engulfing Flames (morph): This morph’s bonus damage taken now scales with a mixture of your Weapon and Spell Damage, rather than Spell Damage and Max Magicka. The cap is reached when your combined Weapon and Spell Damage is over 9000!
    • Searing Strike
      • Burning Embers (morph):
        • This ability now heals for up to 100% of the damage done any time it deals damage, rather than up to 75% of the total damage done when the effect ends.
        • Fixed an issue where this morph’s heal could critically strike, despite being based off of damage that could already critically strike.
          • Draconic Power
            • Spiked Armor: The returned damage from this ability and its morphs’ now scales off a mixture of your Physical and Spell Resistance, rather than Spell Damage and Max Magicka, to help reinforce its identity of a tank ability.
              • Volatile Armor (morph): The Area of Effect damage from this ability now scales off your Physical and Spell Resistance as well, rather than Spell Damage and Max Magicka.
        • Necromancer
          • Bone Tyrant
            • Bone Goliath
              • Pummeling Goliath (morph): Fixed an issue where this Ultimate’s Bash override did not receive the cost and cooldown adjustments that the core mechanic Bash got. It can now also proc enchantments or poisons.
          • Grave Lord
            • Shocking Siphon
              • Mystic Siphon (morph): Fixed an issue where this morph’s Magicka restore was lower than the tooltip stated.
            • Skeletal Mage
              • Skeletal Archer (morph): Fixed an issue where this morph’s damage was not increasing per attack as stated.
          • Living Death
            • Restoring Tether (morph):
              • Fixed an issue where this ability and its morphs’ ally healing were considered single target instead of Area of Effect in some cases.
              • The heal from all of these abilities and their tooltips will now properly be tracked as Area of Effect.

          Nightblade

          • Assassination
            • Assassin’s Blade
              • Killer’s Blade (morph): Fixed an issue where this ability could fail to be recognized as a class or execute ability in some rare cases.
            • Grim Focus: Fixed an issue where the override for this ability and the morph, Assassin Will, was 30 meters instead of the standard 28.
            • Teleport Strike: Fixed an issue where this ability and its morphs’ tooltips stated it had an instant cast time, rather than its true 400ms cast time had since time immemorial.
          • Shadow
            • Path of Darkness: Made some back-end improvements to this ability and its morphs to improve performance.
              • Refreshing Path (morph): This ability now heals 1 less time over its duration as a result of the back-end adjustments mentioned above, but its total healing has been increased to ensure no changes in overall power have been made.
          • Siphoning
            • Strife: Increased the damage of this ability and the Funnel Health morph by 5.6%.

          Sorcerer

          • Dark Magic
            • Crystal Shard
              • Crystal Weapon (morph): This ability will now replace Imbue Weapon or its morphs after casting, to help reduce the amount of burst potential it can offer with singular moments.
            • Daedric Mines: Fixed an issue where this ability and its morphs’ scaling coefficients did not match the expected ration of 1 Weapon or Spell Damage to 10.5 Magicka or Stamina. This will result in it scaling less effectively with Weapon or Spell Damage but more effectively with Max Magicka or Stamina.
            • Encase
              • Shattering Prison (morph): Fixed an issue where this ability’s damage was not considered an Area of Effect in many cases.
          • Daedric Summoning
            • Bound Armor
              • Bound Armaments (morph): Fixed an issue where this ability was not being considered Direct Damage in some cases.
          • Storm Calling
            • Lightning Form: This ability and its morphs now last 20 seconds at base, up from 15, to properly match the standard duration of Armor buff abilities.
              • Boundless Storm (morph):
                • This morph now ranks up to 30 seconds at rank up, up from 23.
                • This morph no longer ranks up in 1.1% damage done per rank.
              • Hurricane (morph):
                • The Area of Effect from this morph now grows at 8 and 15 seconds, rather than 6 and 11.
                • Reduced the damage bonus per tick to 8%, down from 10%. The total damage bonus will reach 160% at max stacks, up from 150%, resulting in slightly more damage.

          Templar

          • Aedric Spear
            • Burning Light: This passive now only deals Magic Damage, rather than Magic or Physical Damage, but continues to scale off your highest stats.
            • Focused Charge
              • Explosive Charge (morph): Fixed an issue where the damage from this ability could not be dodged, similar to Stampede or Brutal Pounce.
            • Puncturing Strikes
              • Biting Jabs (morph): This morph now grants Major Brutality and Sorcery for 10 seconds after casting, rather than Major Savagery for 8, as Sun Fire already grants Major Savagery and Prophecy now.
            • Spear Shards:
              • Increased the range of this ability and its morphs to 28 meters, up from 25 meters.
              • Reduced the radius of these abilities to 6 meters, down from 8 meters, to match their visual effects and proper power budget.
            • Sun Shield
              • Radiant Ward (morph): Increased the shield scaling per enemy hit to 20% at rank 4, up from 9%.
          • Dawn’s Wrath
            • Eclipse
              • Living Dark (morph): Reduced the snare potency of this morph to 40%, down from 60%
              • Unstable Core (morph): Fixed an issue where this ability had a 100ms cooldown per effect, rather than the listed 1 second, which created situations where it was dealing significantly more damage than intended.
            • Nova: Fixed an issue where this Ultimate and its morphs would fail to apply its ground effects if cast more than 20 meters away from yourself.
          • Restoring Light
            • Sacred Ground: Fixed an issue where this passive was not working with Ritual of Retribution.

          Warden

          • Animal Companions
            • Scorch
              • Deep Fissure (morph): Increased the duration of Major Breach granted from this morph to 10 seconds, up from 6 seconds.
            • Swarm
              • Growing Swarm (morph):
                • This morph now limits the number of active targets you can have it on to 1.
                • Increased the damage of the Area of Effect portion of the ability by 50% to make up for the new limit.
          • Green Balance
            • Fungal Growth: Increased the healing of this ability and its morphs by 12.5% to meet the Area of Effect burst heal standards. Its cost remains the same since is covers significantly less area than the others.
            • Healing Seed:
              • Made some back-end improvements to this ability and its morphs to improve performance.
              • Fixed an issue where the synergy granted from this ability and its morphs, Harvest, was not playing visual or sound effects.
                • Corrupting Pollen (morph): This ability now prioritizes lowest health enemies with Major Defile. Ragweed season is coming.
            • Lotus Flower:
              • Reduced the cost of this ability and its morphs to 1350, down from 2970.
              • The base ability now grants Major Prophecy and Savagery while active.
                • Green Lotus (morph): This morph now increases the number of targets healed to 2, up from 1. It also increases the healing of the Light Attack portion to 1500, up from 1320, and the Heavy Attack portion to 4500, up from 3960, at rank 4.
                • Lotus Blossom (morph): This morph now increases the duration of the effects to 60 seconds at rank 4, up from 20.
            • Nature’s Grasp: Reduced the healing from this ability and the Nature’s Embrace morph by 10%.
              • Bursting Vines (morph): Reduced the healing from this morph by 25% to ensure it is not stronger than other burst heal abilities, such as Rushed Ceremony.
          • Winter’s Embrace
            • Crystallized Shield
              • Shimmering Shield (morph): Fixed an issue where Major Heroism would not refresh from this ability after activating once.
            • Ice Armor
              • Ice Fortress (morph): Increased the duration of this morph to 25 seconds, up from 24, for slightly easier alignment of ability timers.

          Weapon

          • Two Handed
            • Cleave
              • Carve (morph):
                • This morph no longer increases in damage per stack, but instead increases in duration per stack. Each cast increases the maximum duration by 10 seconds, with a maximum duration of 30 seconds when at 3 stacks.
                • Increased the base damage per tick by approximately 66%. This will result in less overall DPS from the ability when at 3 stacks, but with significantly easier management of the effect.

                 

          • Critical Charge
            • Critical Rush (morph):
              • This ability now ranks up in cost reduction instead of 1.1% damage done per rank.
              • Reduced the base cost to 3510, down from 3780.
            • Stampede (morph):
              • Reduced the initial hit of this ability by 20%.
              • Increased the base cost to 4590, up from 3780.
              • Increased the duration of the residual area to 15 seconds, up from 10 seconds.
              • Increased the damage per tick of the Damage over Time by approximately 3%.

              Developer Comment:

              Spoiler
            • Momentum: This ability and its morphs now also grant Major Sorcery for their duration.
              • Forward Momentum (morph):
                • Increased the final cost of this ability to 3240, up from 2700.
                • Increased the duration of Major and Minor buffs provided from this ability to 40 seconds, up from 20.
            • Reverse Slice: Increased the cost of this ability and its morphs to 2430, up from 2160.
              • Executioner (morph): This morph no longer ranks up in 1.1% damage done per rank and instead reduces the cost per rank.
              • Reverse Slash (morph): This morph’s splash damage now ranks up to 100% of the original hit, up from 78% at rank 4.
          • One Hand and Shield
            • Deadly Bash: This passive now increases damage of your Bash Attacks by 250/500, down from 750/1500, but also reduces the cost of Bash by 25/50%, up from 20/40%.
            • Power Bash: The damage from this ability and its morphs’ are now considered Bash damage and interrupts casting targets. This means the damage will increase with bonuses to Bash, as well as triggering events that require you to deal Bash damage. It will not, however, inherit cost reduction bonuses to Bash.
              • Power Slam (morph): The bonus from this ability, Resentment, no longer stacks up to 10 times. It now simply increases the damage of your next Power Slam by 33%.
                  • Shield Charge
                    • Shielded Assault (morph): Increased the shield granted from this morph to 25% of your Max Health, up from 15%.
                    • Invasion (morph): Reduced the base cost of this morph to 3510, down from 3780.
                • Dual Wield
                  • Flying Dagger: This ability and its morphs now also grant Major Sorcery.
                    • Flying Blade (morph):
                      • The base version of this skill now also grants Major Brutality and Sorcery after casting, rather than only after using the teleport version.
                      • Increased the damage of the teleport version by 50% to better reward its use.
                • Bow
                  • Arrow Spray
                    • Bombard (morph):
                      • This morph no longer also snares targets.
                      • This morph now reduces its cost as the ability ranks up, rather than increasing the duration of the negative effects on it. The immobilize remains to be 4 seconds as it was at rank 4.
                  • Poison Arrow
                    • Venom Arrow (morph): This morph now grants Major Brutality and Sorcery for 10 seconds after casting.
                • Restoration Staff
                  • Blessing of Protection:
                    • This ability and its morphs now follow the Area of Effect burst heal standards, and as such, have increased the cost to 4860, up from 3510.
                    • Increased the healing done from Blessing of Protection and Combat Prayer by approximately 36% and the duration of their effects to 10 seconds, up from 8.
                      • Blessing of Restoration (morph):
                        • Increased the healing done from this morph by 12.5%.
                        • Increased the duration of the buffs provided to 20 seconds, up from 16.
                  • Steadfast Ward
                    • Ward Ally (morph): This morph now reduces in cost as the ability ranks up, rather than increasing in shield size by 1.1% per rank.
              • World
                • Soul Magic
                  • Soul Trap: This ability and its morphs now only deal Magic Damage, but its damage will still scale dynamically.
                • Vampire
                  • Blood Frenzy:
                    • This ability and its morphs now grant a stack of up to 30 Weapon and Spell Damage rather than 600 upfront, up to a maximum of 10 stacks.
                    • Decreased the tick frequency to 2 seconds, down from 1 (haha inverse math!) so the ability drains Health slower.
                    • The health cost now increases by 250 Health per stack, rather than 20% of the cost of the skill with no cap.
                    • Reduced the initial cost to 700, down from 1980.
                      • Simmering Frenzy (morph): This morph now increases the Weapon and Spell Damage granted to a maximum of 40 per stack, rather than adding 66 Weapon and Spell Damage each second the ability is toggled on with no cap.
                      • Sated Frenzy (morph): This morph now also reduces the ramping cost of the ability to 200 per stack, down from 250.
                      • Vampiric Drain: Increased the damage done from this ability and its morphs by 50% per tick.
                    • Werewolf
                      • Piercing Howl
                        • Howl of Agony (morph): Fixed an issue where this ability’s bonus damage to the target facing you could fail to work in many situations.
                      • Pounce: Fixed an issue where this ability and its morphs’ override abilities, Carnage, could be dodged and blocked despite being Damage over Time.
                  • Guild
                    • Psijic Order
                      • Imbue Weapon: This ability and its morphs now all cost 2700, rather than 2715 for their Stamina versions and 3122 for its Magicka morph.
                        • Assault
                          • Magicka Detonation
                            • Proximity Detonation (morph): Fixed an issue where this morph was not properly scaling with your Max Stamina if it was higher than your Max Magicka.Alliance War

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General

  • Fixed an issue where the Aurbical Symbols marking would create visual artifacts in combination with certain armors or outfits.
  • Fixed an issue where Death Born body markings would create visual artifacts in combination with certain costumes and adornments.
  • Removed the ability to apply dyes to channels that aren’t actually present on the Black Drake Clanwrap Outfit.

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General

  • Fixed an issue where sound effects would sometimes not play when trudging through mud.

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General

  • Bankers no longer refuse to interact with criminals.
  • The Master Writ vendor will no longer be visible on the map if your character does not meet the requirements.
  • Fixed an issue where Ebonsteel, Second Legion, Opal, and Banner Bearer staves and shields pages could not be searched for on Guild Stores.
  • Fixed an issue where Battering Rams could be sold to vendors for zero gold. Now, they cannot be sold to vendors at all, matching the behavior of other Siege Weapons.

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General

  • Fixed an issue where you would sometimes see the wrong model when previewing items in the Crown Store.

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General

  • Fixed multiple dungeon and trial boss encounters where the bosses would not properly attack Companions.

Dungeons

  • Blackheart Haven
    • Hollowheart
      • Frost Trident’s animation now corresponds better to the cast time of the ability.
      • Frost Trident’s damage will now be applied more consistently to player characters affected by it and will also now be affected by player mitigation.
      • Adjusted Ice Bolt to target player characters more easily and be easier for you to react to.
      • Increased the damage of Ice Bolt.
  • Spindleclutch I
    • General
      • The Power Bash ability now has the correct icon.
      • The bleed and snare effects from the Throw Dagger ability now have correct names to more easily identify them.

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General

  • Jumping to someone on your friends list no longer unlocks the destination Wayshrine before the teleportation finishes.
  • Fixed a typo in the Fargrave Guardian Motif’s tooltip text.
  • Fixed an issue where Tallatta the Lustrous, of Malabal Tor fame, would sometimes not drop loot correctly.

Achievements

  • Fixed an issue that would cause the following achievements to appear out of order:
    • Always Travel Separately and Iron Wheel Infiltration
    • Loot Sanitizer and Illustrious Launderer
    • Undaunted Skill Master and Truly Undaunted

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Furnishings

  • Fixed a widespread issue that could cause certain light-emitting furnishings to stop emitting light unexpectedly.
  • Sealed a small visual gap between the top shelf of the “Orcish Shelves, Storage” furnishing and its supporting beams.
  • Collectible furnishings like the Aeonstone Formation furnishing will now correctly remember their current state after exiting and re-entering your home.
  • Fixed an issue where certain furnishings would sometimes appear previewed with different camera angles in the placement and retrieval tabs of the housing editor.
  • The “Deadlands Lighting Rod, Etched” achievement furnishing is now solid on the bottom, instead of only appearing solid.

Homes

  • Corrected a small visual issue with one of interior ceiling corners in Ossa Accentium.
  • Removed a small strip of floating geometry on the left side of the Ossa Accentium first floor interior stairs.
  • Fixed an issue that caused some window frames in Ossa Accentium to flicker slightly.
  • Removed a small piece of errant geometry in the door frame to the small side chamber in Ossa Accentium’s second floor.
  • When toggling off the Aeonstone Formation collectible furnishing while in Potentate’s Retreat, the crystals in the central pool now turn off immediately instead of taking an extra moment to react.
  • Corrected a small visual issue where certain stone archways in Agony’s Ascent would have dark grey lines running horizontally across them.

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  • Made numerous optimizations to the different loading steps required to get you from selecting/launching the game to being in-game, resulting in the whole process being much faster.
  • Fixed a rare crash that could randomly occur when vanity pets failed to calculate the path to their owner.
  • Fixed a crash that could occur when a large number of effect particles are present on screen.
  • Fixed a rare crash that could occur while sneaking.
  • Fixed a very rare crash that could occur when you jumped away from a zone at the same moment another player started consuming food.
  • Fixed a crash that could occur when retrieving items from system mail.
  • Fixed a crash that would occur if you received a PSN session invite at the exact same moment of jumping away from a zone/area.
  • Optimized GPU usage to achieve improved framerates and a smoother gameplay experience on the PS4 Pro and PS5 systems. This was accomplished by implementing Delta Color Compression to improve GPU bandwidth.
  • Fixed an issue on PS5 where you could end up in the wrong session when accepting an invitation from a leader who left their group since sending the invitation.
  • Fixed an issue with the animation system that could cause a crash if the same animation was triggered multiple time very quickly.

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General

  • Fixed many more NPCs, harvest nodes, critters, books, and so on that were clipping, floating, sunken into the terrain, eaten by bears, or otherwise placed oddly. There was even a cat inside of a wall. That’s not where they go…
  • Fixed some interaction cameras with NPCs and objects that were pointed at strange angles or not at the target.
  • Fixed several point-of-interest icons across the game that looked strangely low resolution; particularly mines, Ayleid ruins, and cemeteries.
  • Fixed the interaction timing of a bunch of doors in the base game that teleported you before fully fading to black.
  • Fixed more typos, bad punctuation, and grammatical errors across the game.

Endeavors

  • Fixed an issue where the Endeavor to slay Barbaric Foes listed ogres as an acceptable target. In fact, slaying ogres progresses Endeavors to kill Giants. Going forward, Endeavors to slay Giants will mention that defeating ogres (and minotaurs) also count towards their progress.

Auridon

  • Celus Arandos’ house door now has an appropriate error message when you try to use it and it cannot be used.
  • The First Patient: Fixed the quest assists during this quest so they always bring you to the quest targets properly.

Cyrodiil

  • Lipsand Tarn: Gaston Ashham is no longer able to be killed by the Blade of Woe, as befits his delve boss status.

Deshaan

  • Fixed a crash that could occur during a quest in The Mournhold Underground.

Dragonhold Prologue

  • The Dragonguard’s Legacy: Kasura should once again be visible on the relevant steps after accepting the quest from the Crown Store.

Eastmarch

  • Fort Amol: Fixed an issue where the Barracks Balcony Door was difficult to interact with.

Grahtwood

  • Fixed an issue where running under a root near Elden Root would cause your Companion to despawn.
  • The Blacksap’s Hold: Fixed numerous issues with the start of this quest. Forinor now only spawns in the center of Cormount rather than at every entrance as well, and there should only be one portal with proper map breadcrumbing. He will, as always, spawn at Elden Root if you have completed the quest “The Heart of the Matter” as well.

Isle of Balfiera (new Tutorial)

  • Assistants can no longer be summoned in the Isle of Balfiera tutorial.

Reaper’s March

  • Grimmer Still: Fixed an issue where the Dark Fire Barrier was tough to interact with.

Rivenspire

  • Frightened Folk: Fixed an issue where there was no pin on your map on the step to Rescue the Hostages.

Shadowfen

  • The Thin Ones: Fixed an issue where Shaman Chirah’s lines might be silent.

Stormhaven

  • Fixed an issue with a strangely possessed vase in Stormhaven that was usable, but did nothing upon activation. It has since been fully banished from the material realm and is no longer usable.

The Rift

  • A Business Proposition: You will no longer be directed out of the balcony door when needing to leave the inn.

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General

  • Fixed an issue where the item set collections UI wouldn’t reflect an unlock if more than one was unlocked in the same action.
  • Added an error message for when you try to travel using a Wayshrine as a ghost.
  • Fixed an issue where items on the Impresario wouldn’t appear completely in the purchased state when they were purchased.
  • New inventory items will now be still marked as new even after a loading screen.
  • Your unread mail count now correctly decrements when unread mail expires.
  • Added a Controls menu to the Gamepad UI settings where you can rebind various settings with a controller.
  • Fixed an issue where the following collections of books in Eidetic Memory did not have icons when viewed in Gamepad mode:
    • Anequina Archives
    • Books of Blackwood
    • Dispatches from the Deadlands
    • Pellitine Postings
    • Solitude Soliloquies
    • Systres Tomes and Scrolls
    • The Impresario’s Catalogue
    • The Reach Reader
    • Western Skyrim Register
  • Fixed an issue where the Gamepad screenshot mode could not be fully used with a keyboard input.
  • Fixed a UI error that would appear when searching for items within non-existent sub-categories.
  • Fixed an issue where some statues had a visual ghosting effect when moving the camera past them.

Combat

  • Fixed an issue where the New Moon Acolyte item set incorrectly showed an increased core ability cost in the Advanced Stats UI.
  • Fixed several issues with Ability Timers not working correctly with some abilities.
  • Fixed an issue where returning to the Skill Advisor after purchasing a skill wouldn’t scroll to the new skill.

Help & Tutorials

  • Fixed an issue where clicking a Help link that was shared from the Help menu by another player would not display the appropriate Help tutorial.
  • Updated the pop-up Deconstruction Tutorials, to put spaces before keybinds.
  • Updated the tutorial shown when accessing the emote menu for the first time using a controller.
  • Corrected some incorrect keybindings referenced in help and tutorial messages.

Initial Interaction Screen (IIS)

  • Updated the timing of the initial gem glow to sync with the audio.
  • Adjusted the screen scaling to stretch to the display’s aspect ratio.

Quests

  • Fixed an issue where the Zone Guide wouldn’t show progress in the Imperial City questline if you changed your alliance partway through.

Source: The Elder Scrolls forums

MP1st Staff

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FIFA 22 Update 1.21 Patch Notes; Rolls Out for Title Update 8 This March 29

EA has rolled out the FIFA 22 update 1.21 patch, which is for the soccer sim’s Title Update 8. This title update includes gameplay-related changes to the Drag to Drag skill, a host of bug fixes, and more. Read on for the FIFA 22 Title Update 8 patch notes below.

FIFA 22 Update 1.21 Patch Notes | FIFA 22 Title Update 8 Patch Notes:

Gameplay

Made the following change:

  • The Drag To Drag Skill Move can be interrupted earlier in the animation after being performed with the right analog input.

Addressed the following issues:

  • When the attacking player was performing a cross, Auto Switching did not occur as expected for the defending team if their controlled player was Containing.
  • When a goal was scored in the last moment of a match, it wasn’t being counted towards the result in some rare instances.
  • When playing Co-Op, the initial kick off pass animation was taking slightly longer than intended.
  • In some rare situations, the goalkeeper rushed towards the ball carrier without being requested to do so.

VOLTA FOOTBALL

Addressed the following issues:

  • VOLTA ARCADE could display as being unavailable even when it was available.
    In some cases, a red ball could have been used on a red surface, making it difficult to view the ball.

Pro Clubs

Addressed the following issue:

  • Club and Virtual Pro information could disappear from the UI after sending Drop-In invites. This was a visual issue only.

General, Audio, and Visual

Made the following changes:

  • Updated some kits and stadia.
  • Added and updated a total of 51 new star heads.
    These will only be available following a server update. Please follow @EAFIFADIRECT for updates on when this will be live in-game.

Source: FIFA forums

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Alex Co

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

Home > News

FIFA 22 Update 1.000.010 Released for TU8 This March 29

EA has kicked out the FIFA 22 update 1.000.010 patch for both last-gen and next-gen platforms! This is for Title Update 8 (TU8), and includes a number of gameplay-related bug fixes, alongside other technical fixes as well. Read on for the full FIFA 22 March patch notes.

FIFA 22 Update 1.000.010 Patch Notes | FIFA 22 March 29 Patch Notes:

Gameplay

Made the following change:

  • The Drag To Drag Skill Move can be interrupted earlier in the animation after being performed with the right analog input.

Addressed the following issues:

  • When the attacking player was performing a cross, Auto Switching did not occur as expected for the defending team if their controlled player was Containing.
  • When a goal was scored in the last moment of a match, it wasn’t being counted towards the result in some rare instances.
  • When playing Co-Op, the initial kick off pass animation was taking slightly longer than intended.
  • In some rare situations, the goalkeeper rushed towards the ball carrier without being requested to do so.

VOLTA FOOTBALL

Addressed the following issues:

  • VOLTA ARCADE could display as being unavailable even when it was available.
    In some cases, a red ball could have been used on a red surface, making it difficult to view the ball.

Pro Clubs

Addressed the following issue:

  • Club and Virtual Pro information could disappear from the UI after sending Drop-In invites. This was a visual issue only.

General, Audio, and Visual

Made the following changes:

  • Updated some kits and stadia.
  • Added and updated a total of 51 new star heads.
    These will only be available following a server update. Please follow @EAFIFADIRECT for updates on when this will be live in-game.

For the latest in FIFA 22 patches, bookmark our FIFA 22 game hub.

Source: FIFA forums

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Alex Co

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

Home > News

Street Fighter 5 Update 3.11 Patch Notes; Definitive Update Out This March 29

Capcom has released Street Fighter 5 update 3.11, which is called the Definitive Update by the developers! This is considered the game’s final major patch, and has a ton of fighter balance changes, and there are added costumes as well. Read up on the Street Fighter 5 March 29 patch notes below.

Street Fighter 5 Update 3.11 Patch Notes | Street Fighter 5 Definitive Update Patch Notes | Street Fighter 5 March 29 Patch Notes:

Size: 37GB (PS4), 30GB (Steam)

General:

Combo Counts

• Combo Count Start Value
1. The numerical value used to indicate when an air combo starts from a particular move.
2. The smaller a move’s combo start value is, the easier it is for that move to begin an air combo, and vice-versa.

• Combo Count Gain
1. A numerical value that increases when a move is incorporated into an air combo.
2. The smaller a move’s combo start gain is, the easier it is for that move to begin an air combo, and vice-versa.

• Combo-Count Limit
1. A numerical value used to determine up to which point a move can land in an air combo.
2. The larger the combo-count limit a move has, the easier that move can be incorporated into a combo.

• Normal Backward/Forward Throw Priority
1. Currently fixing an issue that occurs during normal throws where inputting a direction opposite to the direction you wish to throw an opponent
2. 1F before the button input causes you to not throw the opponent in the intended direction.

• Adjustment of Mid-Air Combo Difficulty in the Corner
1. When using forward-moving follow-up attacks against opponents knocked back in mid-air at the edge of the screen, there were some cases where attacks would pass through the opponent and miss.
2. Since this made the difficulty of air combos performed at the edge of the screen unintentionally high, some moves were adjusted so that they don’t pass through opponents when performed as part of air combos at the edge of the screen.
3. For more on relevant moves, please refer to each character’s command list.

• Game Behavior When Absorbing an Opponent’s Guard-Break Technique with a Move
1. Fixed an issue where the guard break scaling value was added to the damage incurred when attacked while absorbing an opponent’s guard break technique with a move.

Abigail:

Abigail has numerous moves with excellent reach and damage, entirely overshadowing some of his other attacks.

Abi Scissor now has a faster start-up to make it easier to utilize its long reach. Abi Scissor was much riskier than fellow low attack Crouching MK due to its longer start-up. Now, not only can Abigail use it as a whiff punish, but Standing MP’s frame advantage has increased, enabling combos after a counter hit. This change served to increase its usage and further differentiate it from Crouching MK, which is heavily used for positioning.

C’mon Spare Tire can now be canceled into from Abigail Punch and Hybrid Charge. In addition to increased activation points, Standing MP and heavy attacks now have different trajectories, so try incorporating them into new combos!

Furthermore, Standing MP now has increased pushback on block, and increased advantage on hit. Though Abigail now has less ability to break through opponent guards from above with successive strikes, Abi Blaster can more easily link when Standing MP hits Standing opponents. When against opponents with a lower crouch, Crouching HP can now be comboed into from crouched counter hits. Though slightly difficult, executing it correctly will promptly punish opponents.

• Standing MP
1. Changed frame advantage on hit from +7F to +8F.
2. Increased pushback on block.
3. Changed attack trajectory for C’mon Spare Tire.

• Standing MK Changed frame advantage on hit from +2F to +5F.

• Standing HK The trajectory of C’mon Spare Tire now changes depending on where your feet land on the ground after start-up.

• [Normal/V-Trigger I] Crouching HP The trajectory of C’mon Spare Tire now changes depending on which direction you swing your arms upwards before start-up.

• Crouching HK The trajectory of C’mon Spare Tire now changes depending on the location of your body before start-up.

• Abi Scissor
1. Shortened start-up from 13F to 10F.
2. Entire move shortened from 44F to 41F.

• Abigail Punch (including EX Version) Will no longer pass through the opponent during mid-air hitstun in the corner.

• Abigail Punch (Repeat Button) Can now be canceled with C’mon Spare Tire.

• [V-Trigger II] Hybrid Charge Can now be canceled with C’mon Spare Tire on hit or block

Akira:

Akira’s main moves go unchanged, but the majority of her adjustments pertain to moves concerning her V-Trigger II, Haten no Kamae.

Akira’s V-Trigger I, Otoko no Senaka, already proved to be a powerful V-Trigger capable of crafting powerful links and combos, which is why we decided to adjust Haten no Kamae to boost benefits worth using.

Haten no Kamae can be canceled into from any EX Special Move, regardless of whether it’s an activation or special move.

V-Skills can be used in a variety of ways, such as from derivative moves or stances.

Derivative moves like Ha no Sogeki and Ten no Ranbu now have improved performances, such as new antiairs and crushes.

M. Urarimon’s adjustments consist of fixing an issue where it was particularly difficult to combo from certain character’s particular moves.

• Standing MP Decreased pushback on block.

• Crouching MP Decreased pushback on block.

• Crouching HK
1. Changed recovery from 23F to 22F.
2. Changed frame advantage on block from -14F to -13F.

• [Normal/V-Skill I] EX Kiko Kai
1. Can now be canceled with Haten no Kamae on hit or block.
2. Will no longer pass through the opponent during mid-air hitstun in the corner.

• Urarimon (including EX Version) Will no longer pass through the opponent during mid-air hitstun in the corner.

• M. Urarimon Reduced pushback on hit for crouching hits.

• EX Urarimon Can now be canceled with Haten no Kamae on hit or block with the 1st attack.

• Hotenshu (including EX Version) Will no longer pass through the opponent during mid-air hitstun in the corner.

• EX Senshubu Can now be canceled with Haten no Kamae on hit or block with the final attack.

• [V-Skill II] Tsutenda Will no longer pass through the opponent during mid-air hitstun in the corner.

• [V-Trigger II] Haten no Kamae
1. V-Timer cost for special moves decreased from 1,500F to 1,000F.
2. Can now be canceled with V-Skill II.
(One move’s worth of combo scaling will be applied when activated from Haten no Kamae (special move version).

• [V-Trigger II] Ha no Sogeki
1. Extended the command input window by 6F for P during the 1st and 2nd attacks, and P>P for the 3rd attack.
2. Changed frame advantage on block from -9F to -2F for the 3rd attack.
3. Reduced start-up for the 3rd attack from 21F to 17F.
4. Entire move shortened from 51F to 47F for the 3rd attack.
5. Final attack can now be canceled with V-Skill I.

• [V-Trigger II] Ha no Renbu Final attack can now be canceled with V-Skill I.

• [V-Trigger II] Ten no Renbu
1. Shortened start-up from 12F to 8F.
2. Reduced entire move from 59F to 55F on block/whiff.
3. Reduced knockback distance on hit.
4. Changed projectile-invincible timing from the 3rd frame to the 1st frame.
5. Is now mid-air invincible from motion start-up until the end of active frames.

Akuma:

Akuma’s adjustments mainly consist of changes to his V-Trigger II and V-Skill II, Shiretsu Hasshi and Kiai.

Shiretsu Hasshi and Kiai have undergone considerable improvements in previous updates, but they still weren’t worth choosing compared to V-Trigger I and V-Skill I, Dohatsu Shoten and Rakan. Since a few improvements weren’t enough to remedy the imbalance, we instead chose to make significant changes by starting from the ground up.

Shiretsu Hasshi, which allows for exclusive special moves that consumes Akuma’s V-Timer, now has light, medium, and heavy variations. Said attacks were designed to easily combo, vastly increasing the variety of combos available to Akuma.

If Akuma uses Kiai and doesn’t link into Sekia Goshoha, his next subsequent use of Sekia Goshoha will be powered up. This powered up version of Sekia Goshoha can then be activated at any time, setting the stage for a brand new variety of links and combos. And, just as with other V-Skill power ups, Akuma’s V-Skill icon now lights up to indicate the power up’s availability.

Furthermore, we’ve fixed an issue that would cause certain attacks to whiff. Therefore, if only M. Tatsumaki Zankukyaku’s third attack hits an opponent, it is now easier to combo into EX Goshoryuken.

• M. Sekia Goshoha
1. Increased the combo-count limit of the 1st attack.
2. Lowered combo-count gain and start value of the 1st attack.
3. Increased combo-count gain for the 2nd attack.

• H. Sekia Goshoha
1. Increased the combo-count limit on the 1st and 2nd attacks. 2. Lowered the combo-count gain and start value of the 1st and 2nd attacks.
3. Increased combo-count gain of the 3rd attack.

• [V-Skill II] Sekia Goshoha
1. Lowered combo-count start value of the 1st attack.
2. Reduced knockback time of the 2nd attack on hit.

• [Normal/V-Trigger II] EX Sekia Goshoha (including V-Skill II Version)
1. Increased the combo-count limit for the 1st, 2nd, and 3rd attacks.
2. Lowered the combo-count gain and start value for the 1st, 2nd, and 3rd attacks.
3. Increased combo-count gain of the 4th attack.

• [Normal/V-Trigger II] M. Tatsumaki Zankukyaku Reduced knockback time for the 3rd attack when the 1st attack misses.

• [Normal/V-Trigger II] H. Tatsumaki Zankukyaku Fixed an issue in which the active frames of the final attack would be shorter when it lands after the 2nd attack.

• [Normal/V-Trigger II] EX Tatsumaki Zankukyaku
1. Increased the combo-count limit.
2. Lowered combo-count gain of the 1st attack.
3. Increased combo-count gain of the 5th attack.
4. The hitbox after the attack lands has been extended upward.
5. Reduced knockback height on hit for attack 2 through 4.
6. Increased the draw-in distance when the tip of the 1st attack’s hitbox connects in the air.
7. When any of the hitboxes from the 1st to 4th attacks hit and the 5th misses, a 6th hitbox now appears on the character’s back.

• [Normal] EX Airborne Tatsumaki Zankukyaku
1. The hitbox after the attack lands has been extended.
2. Increased the duration of the 2nd and 4th attacks on hit from 2F to 3F.
3. The hitboxes of the 2nd and 4th attacks will now hit opponents in front as well.

• [Normal/V-Trigger II] EX Goshoryuken
1. Extended the hitbox forward for the 3rd attack.
2. Will no longer pass through the opponent during mid-air hitstun in the corner.

• Kiai (V-Skill II) Sekia Goshoha will now have different properties the next time it is activated if it is not linked into from Kiai.

• [V-Trigger II] Shiretsu Hasshi Made it possible to perform a V-Trigger special move with a single button press, with the special move used depending on the strength selected.

Alex:

Alex excels at racking up damage with mid- to long-range checks, but he was somewhat lacking in his ability to deal damage in other ways. We’ve made improvements to his offense, strike continuity, and anti-airs to allow him to deal damage in a greater variety of ways.

Close-range normal attacks can now connect to create dense combos. We’ve increased the returns on hit for EX Special Moves to make it easier for Alex to maintain the offensive.

Furthermore, we’ve improved the anti-airs of both heavy and EX versions of Air Knee Smash, and made it easier to use Air Stampede for surprise attacks or getting close to opponents. Alex now has a larger arsenal to check mid- to long-range opponents with, and these increased options have improved controls.

Alex’s V-System was particularly restrictive and difficult to fully utilize. As such, we’ve increased the variety of situations in which it can be used effectively.

V-Skill II, Overchain, no longer loses its effect when Alex is downed, and now affects Head Crush, allowing Alex to start to deal big returns by surprising an opponent with a throw.

When V-Trigger II, Rage Boost, is active, you can now choose which of the two V-Trigger attacks to cancel into. Choke Sleeper can hit both standing and crouching opponents, while Flying DDT can only hit Standing opponents, but boasts great reach and damage. Use the move most appropriate for the situation to deal damage efficiently.

• Standing LP
1. Changed frame advantage on hit from +4F to +5F.
2. Changed frame advantage on block from +2F to +3F.
3. Extended the hitbox forward.

• Standing MP Reduced pushback on hit and block

• Standing LK Extended the hitbox forward.

• Standing MK Reduced the pivoting leg’s hurtbox size backward between 2F before start-up and the end of active attack frames.

• Crouching HP
1. The 2nd attack now deals 60 damage instead of 30 when the 1st attack misses.
2. The 2nd attack now deals 100 stun damage instead of 75 when the 1st attack misses.
3. Increased the combo-count limit of the 1st attack.
4. Lowered combo-count start value for the 2nd attack

• [Normal/V-Skill II] Flash Chop Extended the hitbox forward.

• [Normal/V-Skill II] EX Flash Chop
1. Can now be V-Trigger-canceled.
2. Increased the knockback time on a grounded hit.

• [Normal/V-Skill II] H. Slash Elbow Increased combo-count start value.

• Power Drop Extended the grab range forward.

• EX Power Drop
1. Extended the grab range forward.
2. Reduced recovery time on hit by 8F.

• [Normal/V-Skill II] L./M. Air Knee Smash Increased the combo-count limit.

• [Normal/V-Skill II] H. Air Knee Smash
1. Added mid-air invincibility from frame 7 to the end of active frames.
2. Extended the hitbox downward.

• [Normal/V-Skill II] EX Air Knee Smash
1. Changed airborne attack-invincible timing from 1F before attack startup to the start of the move.
2. Fixed an issue in which the KO animation did not play properly when achieving a KO under certain conditions.

• [Normal/V-Skill II] Air Stampede
1. Changed frame advantage on block from -5F to -2F.
2. Decreased pushback on block.
3. Increased stun on whiff by 10F.
4. Now projectile-invincible during the motion while in the air.

• Head Crush (including EX Version) Now affected by V-Skill II. (Unlike other special moves, VSII’s effect ends on whiff.)

• Big Boot (V-Reversal) Fixed an issue where the effects of V-Skill I and counter hits caused conditions to change. (V-Skill I no longer loses its effect on hit.)

• Overchain (V-Skill II) The effect no longer ends when downed.

• [V-Trigger I] Sledgehammer
1. Increased the combo-count limit.
2. Can now be canceled with all special moves and CA when successful.

• [V-Trigger II] Flying DDT
1. Changed cancel activation start-up from 15F to 12F.
2. Can now be canceled into from all versions of Flash Chop.

• [V-Trigger II] Choke Sleeper
1. Changed input command from HP+HK to ↓+HP+HK.
2. Extended the grab range forward.
3. Can now be canceled into from normal attacks, Lariat, and L. and EX versions of Slash Elbow.

• Heavy Hammer (CA) Extended the hitbox of the 1st attack upward.

Balrog:

Our adjustments to Balrog chiefly consisted of weakening moves that check opponents too easily, and increasing his standard number of combo moves.

Balrog’s Dash Straight could be activated without charging when enhanced by FFB, which made it difficult for opponents to block upon seeing its start, and simply was too powerful when keeping opponents in check. Linking from the powered-up Dash Straight to L. Dash Straight, and then activating FFB was difficult for a number of characters to handle. As Balrog was able to loop this sequence of attacks, we made adjustments to prevent this from being repeated.

FFB has adjusted frame length and hurtboxes, and now a higher number of characters can counterattack after it has been activated following “Powered-Up Dash Straight > L. Dash Straight.” You can use FFB relatively safely when following up an attack with EX Dash Straight, or if you refrain from attacking after performing a powered-up Dash Straight, so it is important to consider your opponent and also the status of the gauge when looking to use it.

Additionally, the powered-up Dash Straight can only be activated without charging when used as a cancel, which has eliminated its capability as a surprise attack.

In order to offset the reductions in FFB’s looping ability and keeping opponents in check, we have made adjustments that make it easier to safely use FFB in a variety of situations.

Since his Standing MP, which forces opponents to stand up, is now easier to use as part of a combo, it is easier to create links that include Screw Smash.

As part of the increase in combo moves, H. Screw Smash can now be followed up with L. Dash Grand Blow, making it easier to remain on the offensive without using the Critical Gauge.

Furthermore, Turn Punch was too easy to use as a projectile countermeasure, and since it took away the advantages of the V-Skill I KKB, projectile invincibility was reduced to level 2, which has a quick charge time and is easy to activate.

• Standing MP
1. Changed frame advantage on hit from +2F to +4F.
2. Reduced pushback on hit.

• [V-Skill II] Dash Straight Changed frame advantage on block from +2F to -2F.

• Dash Grand Blow (including EX Version) Will no longer pass through the opponent during mid-air hitstun in the corner.

• H. Screw Smash
1. Sped up Dash Grand Blow cancel timing on hit (excluding the EX version) by 6F.
2. Shortened the input window for normal cancels after hit by 7F.

• Turn Punch (Level 1/Level 2) Changed projectile-invincible timing from the 3rd frame to the 10th frame.

• FFB (V-Skill II)
1. Lengthened the entire move from 50F to 55F.
2. Extended the hurtbox forward.
3. Unless canceling into it, Dash Straight now requires a charge.

• [V-Trigger I] EX Bursting Buffalo Extended the collision box upward.

Birdie:

Birdie specializes in using his excellent reach during mid- to long-range battles. However, his Standing HP, which is his normal attack with the longest reach, could easily be detected by his opponent, making it difficult to take advantage of its superior reach. This meant that in many situations, the fight took place at a somewhat closer distance, which led to the repetitive use of light and medium attacks.

Therefore, we have enabled button holds for his Standing HP. This delay of the attack start-up can throw off the timing of opponents seeking a whiff, so you can avoid being closed in on by an opponent. Furthermore, it can be used in response to crush counters and can also knock down opponents even as a normal hit, thereby granting even better returns than a regular Standing HP.

The Crouching MP is now easier to use at close range. Even if it is blocked, you will avoid strike-based counterattacks, so its long duration is a powerful option against opponents that are getting up after being knocked down, or by linking it to a Standing LK, regardless of whether the attack hits or is blocked. This increases the pressure exerted by strikes at close range, thereby making it easier to move in for a throw.

• Standing HP Changes properties when the HP button is held.

• Crouching MP Changed frame advantage on block from -5F to -2F.

• Jumping HP Changed the attack’s mid-air hit effect from mid-air recovery to slam down.

• Bull Charge
1. Extended the hitbox forward.
2. Changed active attack frames from 4F to 6F.
3. Changed recovery from 18F to 16F.

• EX Bull Revenger Reduced recovery time on hit by 3F.

Blanka:

Blanka’s overall adjustments consist of revised recovery for normal attacks alongside heavier close-combat links and combos.

Other adjustments concern easier use of special moves in mid-air combos, and strengthening Blanka’s V-Trigger I attack.

Recovery for light attacks has been adjusted to allow for combos such as Crouching LP > Standing HP x2, and Standing LK > Crouching MP.

Standing MK, the starting move for a target combo, now has more opportunities to combo, letting Blanka dish out more frequent damage.

Electric Thunder’s combo count has been adjusted to allow Electric Thunder to combo from EX Rolling Attack.

With easier wake-ups and swifter combos for light attacks, Blanka’s offense is simpler to maintain.

We’ve additionally made adjustments to V-Trigger I, Jungle Dynamo’s V-Timer length, V-Timer consumption, and attack.

Enhanced Electric Thunder creates prime chances for offense with its forward dash, and even grants an advantage on block.

Ground Shave Rolling can now function as an anti-air and is easier to incorporate into combos, increasing both its usability and versatility.

With its advantages on hit and ability to combo from powered-up Rolling Attack, Ground Shave Rolling is a versatile option for Blanka’s arsenal.

• Standing LP
1. Shortened start-up from 5F to 4F.
2. Changed frame advantage on hit from +5F to +4F.
3. Changed frame advantage on block from +2F to +1F.
4. Changed recovery from 8F to 9F.

• Standing HP Extended the hitbox forward.

• Standing LK
1. Changed frame advantage on hit from +4F to +5F.
2. Increased pushback on hit and block.

• Standing MK
1. Shortened start-up from 7F to 6F.
2. Entire move shortened from 30F to 29F.

• Crouching MP
1. Shortened start-up from 6F to 5F.
2. Entire move shortened from 27F to 26F

• Crouching LK
1. Changed frame advantage on hit from +4F to +3F.
2. Can now be combo canceled with Standing LK/Crouching LP/Crouching LK.

• Crouching MK Changed frame advantage on hit from +5F to +4F.

• Amazon River Run Increased the combo-count limit.

• [Normal] Electric Thunder Increased the combo-count limit.

• [V-Trigger I] Electric Thunder
1. Changed frame advantage on block from -2F to +2F.
2. V-Timer cost increased from 600F to 1000F.

• [V-Trigger I] Rolling Attack V-Timer cost increased from 600F to 750F.

• L. Vertical Rolling Reduced bounce-back height and increased falling speed on hit.

• [V-Trigger I] Vertical Rolling
1. Increased damage from 120 to 150.
2. Increased stun damage from 180 to 200.
3. V-Timer cost increased from 600F to 750F.
4. If the attack before the final one lands, the subsequent hitbox will be extended.

• [V-Trigger I] Back Step Rolling V-Timer cost increased from 600F to 750F.

• [V-Trigger I] Jungle Dynamo Increased V-Timer from 2,000F to 3,000F.

• [V-Trigger I] Ground Shave Rolling
1. Is now mid-air invincible from motion start-up until the end of active frames for the 1st attack.
2. The hitbox of the 1st attack will now hit opponents behind Blanka.
3. Added a hitbox that will only hit opponents in hitstun behind Blanka when holding the button.
4. V-Timer cost increased from 600F to 750F.
5. Increased the knockback distance of the 1st attack on hit.
6. Changed the size of the collision box between frame 25 and after the attack action from Standing size to Crouching size.

Cammy:

Cammy specializes in a style that keeps her opponents in check at mid-range and then follows up with her Spiral Arrow to charge in and engage them at close range. It is therefore difficult for opponents to take risks against her combination of reach and lack of openings, and she also has offensive moves such as Cannon Strike, which give her an effective ground game, meaning that many characters have trouble approaching her. Even when on the defensive, she has multiple methods of escaping from the edge of the screen, making it difficult for characters to find an opening against her at any point during the battle.

In response, we have increased her risk of whiffing on the Standing HP and Crouching MK that serve as the starting point of her attack, so it is somewhat more difficult for her to engage in close-range combat. Additionally, adjustments have been made to some of her defensive aspects, such as lowering her health and stun values, in order to better balance her overall strength.

Also, in regards to H. Spiral Arrow, which possessed the ability to inflict damage with combos and also push up the screen, we have reduced the hitbox on the first attack, and made it more difficult to land two hits when at a distance. Since the damage dealt will drop significantly if only one hit is landed, it is important to consider the situation and act accordingly, such as using the medium version to inflict additional damage on opponents after keeping them in check. The damage inflicted when two hits land is greater than before, so skillfully using the move will boost your attack strength when approaching opponents.

In addition to expanding her link options through a reduction to the recovery of the V-Trigger II Delta Step, the 2nd half of the move is now special cancelable. With this adjustment, you can aim for combos featuring long-reaching control techniques designed to keep the opponent at bay following a V-Trigger, such as “Standing MK (or Crouching HP) > Delta Step > Cannon Spike.”

• Health Reduced from 925 to 900.
• Stun Threshold Reduced from 925 to 900.

• Standing HP
1. Changed recovery from 20F to 24F on whiff.
2. Extended the recovery hurtbox on whiff.

• Standing MK
1. Changed frame advantage on block from -2F to -4F.
2. Sped up V-Trigger II cancel timing by 7F.

• Crouching MK
1. Changed recovery from 14F to 18F on whiff.
2. Extended the recovery hurtbox forward on whiff.
3. Sped up V-Trigger II cancel timing by 2F.

H. Spiral Arrow
1. Reduced backward the hitbox of the first attack.
2. Increased damage from 100 (50×2) to 120 (70+50).
3. Increased stun damage from 120 (50+70) to 150 (80+70).

• Axel Spin Knuckle (V-Skill I) Changed frame advantage on block from +2F to +4F.

• [V-Trigger II] Delta Step
1. Reduced recovery by 2F.
2. The 2nd half of the motion can be special-move-canceled.

Chun-Li:

Chun-li’s pokes, V-Skills, and V-Triggers have been adjusted.

Her powerful moves and have been tweaked and often overshadowed moves have been made easier to use. As such, Chun-li’s should now have more potential for variety.

Expanded Standing HP’s recovery time on whiff, and extended the hurtbox during recovery. This had the longest reach of any of Chun-li’s moves, and could be used to launch one-sided attacks on certain opponents.

Standing HP was capable of high combo damage when used with V-Triggers or CA, and could be used repeatedly, and with lower risk, against certain characters.

Whiffs have now become more disadvantageous to prevent overreliance on a poke/takedown style. To compensate, other mid-range pokes are now easier to use.

Crouching HP in particular has been adjusted significantly, now granting an advantage if blocked. If the first attack is blocked, opponents can interrupt with a quick start-up move, but if the second attack alone lands when used at mid-range, opponents will find themselves in trouble. Take advantage of its forward movement by adding it to your offensive arsenal.

V-Skill I, Rankyaku, can be easily comboed into from medium attacks; however, if V-Skill II, Hazanshu, was used, it yielded significantly less damage. As such, we’ve reduced Rankyaku’s follow-up damage, slightly reducing its returns. Conversely, we’ve increased the viability of Hazanshu by making it easier to follow-up with, and by making it possible to combo into from Crush Counter “Hakkei.”

• [Normal/V-Trigger 1] Standing HP
1. Changed the recovery from 18F (16F0 to 21F (19F) on whiff.
2. Extended the foot hurtbox forward during recovery.

• [Normal] Crouching HP
1. Changed frame advantage on block from -5F to +1F.
2. Reduced recovery by 8F when the 1st hit is blocked.
3. Increased teh start-up for the 2nd attack from 19F to 25F.
4. Entire move increased from 37F to 43F.
5. The box that triggers the opponent’s block on the 2nd attack no longer disappears when the 1st attack hits or is blocked.

• [V-Trigger 1] Crouching HP
1. Changed frame advantage on hit from +2F to +3F.
2. Changed frame advantage on block from -2F to +1F.
3. Reduced recovery by 10F when the 3rd attack is blocked.
4. Increased start-up for the 4th attack from 19F to 25F.
5. Entire move increased from 34F to 40F.
6. The box that triggers the opponent’s block on the 2nd attack no longer disappears when the 1st attack hits or is blocked.

• [V-Trigger I] Tsuitotsuken Changed frame advantage on hit from +4F to +5F
• [Normal/V-Trigger I] Hakkei Increased knockback time on a crush counter.
• [Normal/V-Trigger I] Yokusenkyaku Reduced the foot hurtbox from frame 15 until landing.
• [Normal/V-Trigger I] Yosokyaku Reduced damage for the 1st through 3rd attacks from 40/50/60 (50/60/70) to 30/40/50 (40/50/60).
• [Normal/V-Trigger I] H. Hyakuretsukyaku Will no longer pass through the opponent during mid-air hitstun in the corner.
• [Normal/V-Trigger I] EX Spinning Bird Kick The hitbox after the attack lands has been extended upward.
• [Normal/V-Trigger I] Souseikyaku (V-Skill I) Reduced damage from 100 (110) to 80 (90).

• [Normal/V-Trigger I] Hazanshu (V-Skill II)
1. Lowered combo count gain.
2. Reduced pushback on hit.

[V-Trigger I] Hazanshu (V-Skill II) Changed frame advantage on block from -4F to -2F.
[V-Trigger I] Renkiko Increased V-Timer from 800F to 1,000F.

Cody:

Cody’s adjustments mainly consist of changes to the performance of moves while V-Trigger is active, and the implementation of a new move, Garbage Chute.

When V-Triggers were active, players had to use different anti-airs than usual due to the properties of V-Triggers.

V-Trigger I and II ended up being more difficult to use than Cody’s normal controls, making the V-Triggers not worth the effort to use them.

The new move, Garbage Chute, is a special move that throws a pipe at opponents, and can only be used after V-Trigger II, Dirty Coach, runs out of V-Timer.

This change helps reduce the stress of having to hit opponents with a strong punch after V-Timer runs out to return to normal controls.

We’ve adjusted CA Criminal Punisher to fix an issue where, while active, if opponents moved forward and met Cody with an attack, it would push Cody and cause his CA to miss.

• [Normal] Standing MP Extended the cancel window of each type of cancelation by 2F.

• Standing HK Reduced pushback on hit during a crush counter.

• [V-Trigger I/II] Crouching HP Changed mid-air hit effect from mid-air recovery to knockdown.

• Hammer Kick Changed V-Trigger cancel timing from 1st attack to 2nd.

• Air Raid Kick Now combos when jumping MK lands in the air.

• [V-Trigger I] Snipe Shot/Anti-air Snipe Shot Lowered combo count gain.

• [V-Trigger I] Anti-Air Snipe Shot Moved the hitbox inward from the 3rd frame onward.

Dan:

To keep combos from Dan’s V-Skill II, Saikyo-Style Otokoboe from being too powerful, his normal attacks were set to be a bit weak.

However, we have now fixed this, as there were noted discrepancies in power between him and other characters.

These adjustments boost Dan’s V-Skill II, and also increase the parts that don’t depend on V-Skill II.

V-Skill I, Saikyo-Style Burairuten no Kamae is now a more viable option to utilize.

V-Trigger I, Haoh Gadoken now takes better advantage of Dan’s single-bar V-Gauge.

Until now, Dan had long disadvantages on whiff, and few opportunities to use his advantages on guard making it hard to find openings to use his V-Trigger.

However, now that it can be activated with ease, players won’t have to worry over wasted or hoarded V-Gauge.

If incorporated into a combo, its combo counter is now fixed on hit, allowing for easy follow-ups without being affected by the previous combo.

Through reduced from multiple hits to three hits, the move now has anti-projectile properties until the third hit.

This anti-projectile property promises to come in handy in mid-range battles.

• [Normal/V-Skill II] Standing MP Changed frame advantage on hit from +6F to +7F.

• [Normal/V-Skill II] Standing HP Can now be CA canceled.

• [Normal/V-Skill II] Standing LK Extended the hitbox forward.

• [Normal/V-Skill II] Standing HK
1. Shortened start-up from 13F to 12F.
2. Changed frame advantage on block from -4F to -2F.
3. Entire move shortened from 37F to 36F.
(Changed recovery time on whiff from 47F to 45F.)

• [Normal/V-Skill II] Crouching MP Reduced pushback on hit.

• [Normal/V-Skill II] Crouching HP
1. Shortened start-up from 8F to 7F.
2. Entire move shortened from 33F to 32F.

• [Normal/V-Skill II] Crouching MK Extended the hitbox forward.

• [V-Skill II] Crouching HK Fixed an issue where the hurtbox during recovery differed from the normal version.

• Saikyo Jawbreaker Decreased pushback on block.

• Koryuken (including EX Version) / Goh Koryuken Increased the command priority so it is higher than Danretsuken.

• EX Koryuken Extended the hitbox forward.

• Saikyo-Style Burairuten no Kamae I (V-Skill I)
1. Reduced knockback distance on mid-air hit.
2. Changed active attack frames from 5F to 7F.
3. Changed recovery from 18F to 16F.

• Saikyo-Style Burairuten no Kamae III (V-Skill I)
1. Added a mix-up box.
2. Extended the hitbox backward.
3. Increased character’s falling speed and knockback time on a mid-air hit when canceled into from a jumping MP.

• [V-Trigger I] Haoh Gadoken (Uncharged Version)
1. Shortened start-up from 13F to 8F.
2. Changed active attack frames from 50F to 100F.
3. Entire move shortened from 82F to 29F.
4. Changed frame advantage on block from +3F to +7F.
5. Increased pushback on block.
6. Changed the number of hits from 6 to 1. (This move can parry up to three of your opponent’s projectiles.)
7. Changed hitstop from 12 to 15.
8. Changed blockstop from 8 to 12.
9. Increased the combo-count limit.
10. The combo count is now a constant number after the move hits.

• [V-Trigger I] Haoh Gadoken (Charged Version) Projectiles will no longer vanish when parried.

• [V-Trigger II] Goh Koryuken The V-Trigger II version of Hisshou Buraiken will be performed even with no V-Timer left when CA-canceling.

• [V-Trigger II] Haten Gadoken The V-Trigger II version of Hisshou Buraiken will be performed even with no V-Timer left when CA-canceling.

• [V-Trigger II] Hisshou Buraiken (CA) Increased damage from 340 to 360 when V-Trigger II is active.

Dhalsim:

Dhalsim’s adjustments consist of changes to his normal attacks used in long-distance battles, and measures that discourage using stale control moves to push opponents back.
Additionally, we’ve increased the advantages of Standing HP to make this higher frame move more appealing as a control option.

Yoga Gale, even when blocked, so easily maintained Dhalsim’s advantage that opponents struggled against it.
Now, the move creates distance when blocked.
Though Yoga Gale maintains its status as a powerful close-range offensive move, repeating it for additional hits in now poses a higher challenge.

Close-range combat was supposed to be Dhalsim’s weakness, but Mid-Air Yoga Teleport gave him a strong reversal.
Characters who could dart in quickly were often forced out of their range before they could even begin their attacks.
To rectify this, opponents can now counter after Mid-Air Yoga Teleport, which makes evading riskier and reduces its defensive capabilities.

To improve jump attack options following V-Skill II, Yoga Float, EX Yoga Flame can now be canceled into from V-Skills and start a combo.

• Standing MK
1. Slowed down on whiff until the foot returns, and the hurtbox now remains on whiff. (No change made to overall frame data.)
2. Decreased pushback on block.

• Standing HP
1. Increased pushback on block.
2. Can now land as a crush counter.

• Standing HK Extended the hurtbox between frames 13 and 14 forward.

• [V-Skill I] Jumping LP/LK/MK Increased the combo-count limit.

• EX Yoga Flame
1. Extended the hitbox of the first attack forward.
2. Can now be canceled with a V-Skill on hit.

• Yoga Gale
1. Reduced stun damage from 200 to 150.
2. Increased pushback on block.
3. Extended the collision box downward when activated at a low height.
4. The box that triggers the opponent’s block no longer disappears before the hitbox is generated.
5. Matched hitbox properties to those of EX Yoga Gale. Note: Change 5 above has the following effects:
– Pushback on block in the corner;
– Hitstop when projectile-canceled
(Will not hit jump attack-invincible hurtboxes.)

• Mid-air Yoga Teleport Now enters a special counterable state between the move’s beginning and landing.

• Yoga Float (V-Skill I) Now allows for all follow-up inputs from 5F before floating start-up. (No change made to follow-up start-up timing.)

Ed:

Ed has excellent moves such as Psycho Flicker, which is great for keeping opponents in check, and a swift forward dash that can be linked to throws and other offensive moves. However, since these moves do not deal very much damage on their own, it was difficult to win a match without taking any damage. Therefore, we have added some new moves and also increased the vulnerability of an opponent after a throw, thereby keeping Ed’s strengths while creating opportunities to deal additional damage.

The new EX Psycho Knuckle is a follow-up move to Psycho Knuckle, which is great at controlling the surrounding area and also in combos due to its ability to land a punch. It is a convenient move when you wish to send your opponent flying and take control of the screen, or as a move to stun or then take down your opponent. It also can be canceled into a V-Trigger II, so it is possible to aggressively attack from above the opponent’s guard.

If there was even a slight delay in releasing the button after inputting the command for the release version of Psycho Snatcher – Ground/Air, the start-up was delayed. Therefore, we have adjusted the timing for transitioning to the attack action so that it is easier to quickly launch an attack.

As a result of this adjustment, the release version of Psycho Snatcher – Air is now easier to use as an antiair technique or as part of an air combo. Performing a wakeup after getting hit is an excellent move, so having more opportunities to perform it gives you more chances to inflict damage on your opponent.

• Psycho Blow/Cheat & Smash (Front/Back Throw) Extended the grab range.

• Standing LK Decreased pushback on block.

• Psycho Upper (including EX Version) Will no longer pass through the opponent during mid-air hitstun in the corner.

• Psycho Flicker Will no longer pass through the opponent during mid-air hitstun in the corner.

• [New Move] EX Psycho Knuckle Added a new special move performed with “PP” after Psycho Flicker.

• Psycho Snatcher – Ground (V-Skill I Uncharged Version)
1. Shortened start-up from 21F to 20F.
2. Increased pushback on block.
3. Reduced timing needed to hold the button for the charged version, making it easier to perform the charged version as fast as possible.

• Psycho Snatcher – Ground (V-Skill I Charged Version) Increased draw-in distance on block

• Psycho Snatcher – Air (V-Skill I Charged Version)
1. Extended the hand hitbox immediately after start-up.
2. Reduced timing needed to hold the button for the charged version, making it easier to perform the charged version as fast as possible.

• Psycho Swing (V-Skill II) Will no longer pass through the opponent during mid-air hitstun in the corner.

• [V-Trigger II] Ultra Snatcher – Air
1. Extended the 1st frame’s hitbox downward.
2. Fixed an issue in which odd behavior would occur if the attack landed low in the corner

E. Honda:

Although E. Honda’s V-Skill I Neko Damashi was useful against the opponent’s projectiles, its use was limited, and was considered unappealing when compared to the more versatile Sumo Spirit.

Therefore, Neko Damashi was changed so that it could be canceled into from normal attacks, thereby enabling a link of Normal Attack > Neko Damashi > Special Move.

This creates all-new possibilities compared to selecting Sumo Spirit.

It pairs well with special moves such as Hundred Hand Slap and Sumo Headbutt, giving additional power to E. Honda’s already-strong ground game that forces opponents into the corners.

Although the damage of V-Trigger II Iwato Biraki has been reduced, it can be added to combos with moves such as L. Hundred Hand Slap and EX Sumo Smash, allowing for increased damage when including followup attacks.

• Chikara-Ashi Decreased pushback on block.

• Neko Damashi (V-Skill I)
1. Can now be canceled into from special-cancelable normal attacks.
2. Changed start-up when canceled into from a normal attack from 12F to 16F.
(No change made to frame advantage on hit or block.)

• Hirate Can now be special canceled.

• L. Sumo Smash Added a hitbox that will only hit opponents in hitstun when on the ground from 2F before start-up of the first hit.

• [Normal/V-Skill II] EX Hundred Hand Slap Will no longer pass through the opponent during mid-air hitstun in the corner.

• [V-Trigger II] Iwato Biraki
1. Decreased damage from 180 to 140.
2. Reduced stun damage from 200 to 150.
3. Recovery after the attack lands can be canceled with any special move.

Falke:

Falke only possessed a limited selection of EX Special Moves, so she who couldn’t easily use the Critical Gauge to create advantageous situations and drive opponents back.

That is why it is now possible to use the Critical Gauge to perform successive attacks, enabling you to deal damage while still keeping opponents at a distance.

We have also made adjustments so that it is easier to use her somewhat tricky V-Trigger, and when combined with an enhanced ability to keep opponents in check and added firepower, her overall strength has been given a boost.

With Psycho Kugel, Psycho Kanonen, and Psycho Feder, the EX version can now be activated as a follow-up attack by pressing two of the punch buttons simultaneously following the move.

You can now take down opponents while still dealing damage by activating EX Psycho Kugel from a combo or poke, or by using EX Psycho Kanonen and EX Psycho Feder when matching an opponent’s projectile with your first move.

Previously only usable with CA, Falke’s Critical Gauge can now be used in additional situations such as combos and counters, thereby greatly expanding her options during battle.

Psycho Angriff, which is a move that can be used when Falke’s V-Trigger II is active, now requires a considerable delay before activation after Katapult or Psycho Schneide lands a hit.

There was too much time to land attacks when used as part of a combo or anti-air attack, and although the powered-up state following activation is appealing, it was hard to determine when to best use Psycho Angriff.

• Crouching LP Can now be rapid canceled.

• Crouching MK Extended the V-Trigger and CA cancel window by 2F.

• Psycho Schneide Extended the Psycho Angriff cancel window on hit only.

• Katapult Extended the Psycho Angriff cancel window.

• [New Move] Psycho Kugel Added a new special move performed with an additional PP during Psycho Kugel or Psycho Kanonen.

• [New Move] EX Psycho Kanonen Added a new special move performed with an additional ↓+ PP during Psycho Kugel or Psycho Kanonen.

• [New Move] Psycho Feder Added a new special move performed with an additional PP during Psycho Feder.

• Psycho Impulse (V-Reversal) Fixed an issue where hit stun was longer when the first attack was a counter hit.

• [V-Trigger I] Psycho Schrot/Psycho Panzer Can now be canceled into from V-Trigger-cancelable normal attacks and Zweitrit.

• [V-Trigger II] Psycho Angriff
1. Extended the hitbox forward on activation.
2. Increased distance traveled forward when canceled into.

F.A.N.G:

F.A.N.G lacked the ability to counterattack when faced with +4F attacks at close to mid-range. Crouching LP > L. Sotoja was supposed to help regain control of the situation, but +4F attacks on block often support crush counters, making them quite advantageous.
With F.A.N.G unable to counterattack and down such opponents, he was prone to being overwhelmed by characters using attacks with high priority and damage.
To rectify this, we’ve bolstered F.A.N.G’s defense by improving his counterattacks and increasing the returns of reading opponents accurately, making it easier to switch between offense and defense.

Crouching LP now has improved recovery time on hit, can hit repeatedly, and can also connect into knockdown moves L. Ryobenda and EX Sotoja.
These adjustments serve to compensate F.A.N.G’s lack of counterattacks with an improved ability for switching to offense and dealing damage.

In addition, V-Skill II, Sodokubu, is now easier to use.
Reduced recovery on whiff makes it less risky, and improved its effect on hit to allow for easier wakeups.
Furthermore, it can now cancel into V-Trigger, increasing its merits and granting higher payoffs for accurate opponent reads.

Now, once Crouching HK’s or Nirenko’s first attack hits in mid-air, their second attacks will also hit.

• Standing MP The 2nd attack can now be V-Trigger or CA-canceled.

• Standing HP Increased knockback time on a mid-air crush counter.

• Crouching LP Changed frame advantage on hit from +3F to 4F.

• Crouching HK
1. Changed the 1st attack’s mid-air hit effect from low down to knockdown.
2. The 2nd attack’s hitbox now is now extended when the 1st attack hits or is blocked.
3. Reduced knockback distance for the 1st attack on mid-air hit.
4. Lowered combo-count gain of the 1st attack.
5. Lowered combo-count start value when the 1st attack lands in the air as a crush counter

• Nirenko
1. Changed the 1st attack’s mid-air hit effect from mid-air recovery to knockdown.
2. The hitbox of the 2nd attack has been extended upward after the 1st attack lands.
3. Increased the combo-count limit for the 2nd attack.

• [Normal/V-Trigger II] EX Nishikyu Increased knockback time on a mid-air hit.

• [Normal] EX Nishikyu Can now be canceled with V-Trigger I.

• [V-Trigger II] Nishikyu (including EX Version) Extended the hitbox of the explosion upward.

• [Normal] L. Sotoja Changed frame advantage on hit from ±0F to +5F.

• [Normal] EX Sotoja/EX Ryobenda Can now be canceled with V-Trigger I on hit or block.

• Nikyoushu Changed recovery time on landing from 9F to 4F.

• [Normal/V-Trigger I] Sodokubu (V-Skill II)
1. Changed entire motion from 66F to 56F when it is unsuccessful.
2. Reduced knockback distance on hit.
3. Increased knockback time on hit.

• [Normal] Sodokubu (V-Skill II) Attack can now be V-Trigger-canceled when successful.

G:

While most of G’s basic abilities remain unchanged, some adjustments were made, mainly related to his V-Trigger II Dangerous President.

Dangerous President uses two stocks of the V-Trigger Gauge and was supposed to be easier to select after the introduction of the V-Shift, but it was still overshadowed by the V-Trigger I Maximum President, so we’ve made some improvements to the move.

In addition to aligning the cancelable moves with those of V-Trigger I Maximum President, we have also improved the performance of the V-Trigger II throw G Rage.

Along with upgrades such as reducing the rate at which the V-Timer is consumed and also extending the advantage on hit, each follow-up attack such as G Charge can now be canceled into, so that you can select the best action after a hit for a variety of different situations.

• Standing LP Reduced pushback on hit.

• [Normal/V-Trigger I] Any G Smash Over/G Smash Under (including EX Version) Will no longer pass through the opponent during mid-air hitstun in the corner.

• EX G Smash Over/EX G Smash Under Can now be canceled with Dangerous President.

• EX G Spin Kick
1. Lowered combo-count gain of the final attack.
2. Can now be canceled with G Explosion when the final attack hits.

• [V-Trigger II] G Rage
1. Reduced recovery by 6F after G Rage hits.
2. Can now be canceled with Message to the People/G Charge/G Protection after G Rage hits.
3. V-Timer cost decreased from 1,200F to 1,000F.
4. V-Timer cost decreased from 300F to 0F on hit.

Gill:

We have increased the power level of Gill’s unique Anti-Type system.

It is now easier to trigger the Anti-Type system due to additional opportunities to put your opponent into an Anti-Type state, giving you even more chances to deal increased damage while it is active.

As a new method of afflicting opponents with elemental properties, holding down the buttons for a Standing HP or Cryo Drop Elbow can alter their performance, and the appropriate state will be applied to your opponent on hit.

Even if the held version of his Standing HP is blocked, Gill will have the advantage and can cancel into a special move, and if his Cryo Drop Elbow is blocked, he can perform an overhead attack that cannot be countered.

In addition to incorporating them into your general playstyle, these moves are powerful finishers for combos, since you can attack opponents affected with an elemental property as they are getting up from a knockdown.

The V-Skill I Meteor Strike and Hail Sting are also easy to use as moves that can inflict elemental properties on opponents.

It now explodes on impact, making it harder to avoid, and it is also possible to inflict an elemental property on opponents even if they block the attack.

Also, if the elemental property opposite that of the attack has already been inflicted, the Anti-Type status will be activated even if the attack is blocked.

The Anti-Type system in this situation increases the fill amount of the Critical Gauge and offers an extended advantage, helping to give you the edge in battle.

In addition, even the normal versions of Meteor Strike/Hail Sting and Pyrokinesis/Cryokinesis can be performed simultaneously on screen, making it easier to gain the advantage while also maintaining distance from your opponent.

We’ve made adjustments to the V-Trigger II Delay Freeze Lance so that it reliably inflicts an ice elemental property now since it wasn’t always guaranteed to do so when you and your opponent attacked at the same time.

• Standing HP Changes properties when the HP button is held.

• Standing MK
1. Changed frame advantage on block from -4F to -2F.
2. Reduced the foot hurtbox.

• Standing HK Changed hit effect from spinning knockback to grounded stun when a grounded hit or anti-type hit occurs.

• Cryo Drop Elbow Changes properties when the HP button is held.

• Pyro Quarrel Kick Changed hit effect from knockdown to grounded stun when a grounded hit or anti-type hit occurs.

• Penalty Break Can now be CA canceled.

• [Normal] Pyro/Cryokinesis Can now be performed even when Meteor Strike or Hail Sting are still on the screen.

• EX M. Pyro/Cryokinesis
1. Changed grounded hit effect from stun to knockdown.
2. Extended the hitbox from frame 2 onward of the 2nd attack downward when the 1st attack hits.

• [Normal/V-Trigger] Pyro/Cryo Cyber Lariat Will no longer pass through the opponent during mid-air hitstun in the corner.

• [Normal/V-Trigger] Meteor Strike/Hail Sting (V-Skill I)
1. Increased advantage on hit and block.
2. Increased knockback time on a mid-air hit.
3. An explosion now occurs with the hitbox when the projectile connects.
4. Can now be canceled into from any EX move with elemental properties.
5. Increased the combo-count limit.
6. Now gives elemental status on block.
7. Now creates special blockstun to ensure elemental status is given even on block.

• [Normal] Meteor Strike/Hail Sting (V-Skill I) Can now be performed even when Pyro/Cryokinesis is still on the screen.

• [V-Trigger II] Delay Freeze Lance
1. Increased the number of hits from 1 to 2.
2. Reduced instances in which the opponent would receive the ice status when the attack was canceled out.

Guile:

In addition to Guile’s traditional technique of using his normal attacks and Sonic Boom to dominate the ground game and knock opponents back, the addition of his V-Shift grants him solid defense. For a character with few projectile countermeasures, Guile handled them a bit too well.
However, one of the most enjoyable aspects of Guile is his ability to take on opponent attacks, and simply weakening his strong moves would spoil the fun.
Therefore, we’ve made a few special adjustments to Guile’s jumps and Sonic Boom to give the opponent more ways to counter, and left Guile’s movement game untouched.

Sonic Boom, a key component of ground battles with impressive projectiles, now grants the opponent more Critical Gauge gain.
Even if opponents simply move slowly and block, their Critical Gauge will increase, enabling them to sooner utilize EX or CA moves, switching up the movement game.

Guile’s jumps now have longer air time and reduced trajectory.
This adjustment permits Guilt to use forward jumps as surprise attacks after powerful ground moves. Furthermore, this adjustment improves forward jumps used for changing positions when cornered at the edge of the screen.
Though these adjustments are quite compatible with Guile’s gameplay, players will still need to be more careful with their positioning.

V-Trigger II, Knife Edge, now runs the risk of taking damage if Guile missteps while moving.

While Knife Edge is active, Somersault Kick can be canceled into from kick-based normal attacks, excluding Crouching HK.
Furthermore, since players don’t need to hold down while canceling, Guile can then use Standing HK―a useful poke―or combo from Crouching MK after moving forward.
V-Trigger I, Solid Puncher, now allows for stronger offensive maneuvering when selected.

V-Skill II, Dive Sonic, has been adjusted to fix an issue where Somersault Kick would whiff if activated from a target combo when at a distance.
Turning the follow-up into EX Somersault Kick allows the hit to connect, even if used from a distance.

In order to even out the playing field for opponents, Sonic Hurricane has been adjusted on block due to characters varying in their abilities to counterattack when blocking from a distance.

• All Jumps Changed air time from 38F to 40F.

• Standing MP Decreased pushback on block.

• Crouching MK Reduced pushback on hit.

• Reverse Spin Kick
1. Changed recovery from 18F to 23F on whiff.
2. Extended the recovery hurtbox forward on whiff.

• Guile High Kick Can now be canceled with Sonic Break on hit or block.

• Bullet Revolver Can now be canceled with Sonic Break on hit or block.

• Swing Out Can now be canceled with Sonic Break on hit or block.

• Thrust Combination Can now be canceled with Sonic Break or Somersault Kick (V-Trigger II) on hit or block.

• [Normal/V-Trigger I] Sonic Boom
1. Changed opponent’s meter gain on hit from 18 to 24.
2. Changed opponent’s meter gain on block from 9 to 12.

• [Normal/V-Trigger II] H. Somersault Kick Extended the hitbox for active frames 4 and 5 forward.

• [V-Trigger II] Somersault Kick (excluding EX Version) Reduced knockback distance when the projectile lands in mid-air.

• Reverse Back Knuckle (VReversal) Fixed an issue where counter hits caused conditions to change.

• Dive Sonic (V-Skill II) Can now be canceled with any Somersault Kick 1F before recovery ends, when activated from a target combo.

• [V-Trigger I] Sonic Break
1. V-Timer cost for the 1st attack increased from 350F to 500F. (Sonic Boom cancels from the 2nd strike, thus remaining unchanged.)
2. Changed frame advantage on block from +1F to -2F.
3. Increased combo-count limit and lowered combo-count gain and start value.

• [V-Trigger II] Knife Edge
1. Can now be activated without charging only when canceled into from Somersault Kick.
2. While active, Somersault Kick can now be canceled into from kickbased normal attacks, excluding Crouching HK.

• Sonic Hurricane (CA)
1. Changed damage distribution from 320 ((40×5)+120) to 320 ((20×5)+220).
2. Changed frame advantage on block from -41F to -31F.
3. Shortened the entire move from 105F to 95F on block or whiff.
4. Now pulls the opponent in when the final attack is blocked.

Ibuki:

Ibuki’s V-Triggers, full of variety, were not compatible with V-Shift when comboing, greatly affecting her overall strength.
To remedy this, we’ve improved Normal Attacks and target combos, and have added a new move, EX Kasumigake, to increase Ibuki’s overall strength and reduce her reliance on V-Triggers.
Furthermore, both V-Triggers and Ibuki’s V-Skill II, Makibishi, have been improved to better oppose opponent V-Shifts.

Numerous target combos now have more usability.
Gogasha can now aim for more air combos due to adjustments to its effect on hit. We’ve also increased the points where Kunai Hoju can be activated safely.
Both varieties of Tobikura and Aoji can now land consecutive hits when activated from normal jumps, making them useful anti-airs.

Ibuki’s new move, EX Kasumigake, has a similar trajectory to H. Kasumigake, and also has a similar hitbox on the upward portion of the move.
This hitbox can’t hit crouching opponents, but its quick start-up can help Ibuki to then use low combos such as “Crouching LK > Crouching LP.” Crouching HP, which forces opponents to stand, allows Ibuki to start dishing out heavy damage.

Makibishi now bounces once from Ibuki’s attack after being placed down, then settles slightly forward. While floating, Ibuki’s hitbox vanishes, granting her a viable countermeasure against opponent V-Shifts.

• Standing MP Decreased pushback on block.

• Standing HK Changed frame advantage on hit from +3F to 4F.

• Crouching LP Changed frame advantage on hit from +3F to 4F.

• Crouching MP The input window for canceling with a target combo now lasts 2F longer.

• Crouching HP
1. Changed frame advantage on block from -3F to -5F.
2. Shortened start-up from 9F to 7F.
3. Changed recovery from 16F to 18F.
4. Extended the hitbox forward.

• Sazan Can now be canceled with Rokushaku Horokudama on hit/block.

• Gogasha Changed the 3rd attack hit effect from mid-air recovery to knockdown.

• Nobusuma Changed recovery time on landing from 9F to 4F.

• Tobikura Now combos when jumping LP lands in the air.

• Aoji Now combos when jumping HP lands in the air.

• [New Move] EX Kasumigake Added a new move activated with ↓\→+KK.

• Makibishi (V-Skill II) Makibishi now bounces once after landing from Ibuki’s attack.

• [V-Trigger I] Rokushaku Horokudama (all versions)
1. Shortened start-up of the special move version from 25F to 22F.
2. Shortened the entirety of the special move version from 42F to 39F.

• [V-Trigger II] Fuma Shuriken (Haku) Changed frame advantage on block from -4F to +2F.

Juri:

In addition to adjusting the performance of normal attacks used in Juri’s links and combos, we’ve increased her advantage after a special move in a combo. Juri’s baseline strength has increased, and she also has more opportunities to stock her unique Fuharenkyaku.

L. Tensenrin―which can combo from light attacks, can keep opponents in check, and proves useful when out of Fuharenkyaku stock―now has reduced spacing after hit. After a throw or normal attack, Juri can now utilize the frame advantage to kick an opponent into the air with Fuharenkyaku, making it easier to continue her offensive after a successful hit.

EX Ryodansatsu now has reduced knockback distance to allow Juri to follow up with her Fuharenkyaku launcher kick. Juri can also combo from Standing HP, which creates opportunities for high-damage combos without dependence on Fuharenkyaku stock.

In addition, we’ve heavily adjusted V-Trigger II, Feng Shui Engine beta, to increase its usability.

Midair opponents hit by Feng Shui Engine beta now experience grounded hitstun. Now that Juri can use special moves to hit midair opponents and continue into long ground combos, her ability to absorb her opponent’s Critical Gauge will have more opportunities to shine.

When V-Trigger II was canceled into, opponents could activate V-Reversal after the darkening effect, causing Juri to lose her power up. This threat made timing her V-Trigger particularly difficult. Therefore, once active, the attack can no longer be V-Reversaled.

As there isn’t time for opponents to use V-Reversals after projectile attacks L. Fuharenkyaku and V-Skill II’s Fuha Enzan, Juri can use her powerful V-Trigger II to put pressure on her opponent’s guard open, even from above.

• [Normal/V-Trigger I] Standing MP
1. Changed frame advantage on hit from +5F to +6F.
2. Changed frame advantage on block from +2F to +3F.

• [Normal/V-Trigger I] Standing HP
1. Increased hit stun time by 2F.
2. Increased recovery on hit from 17F to 19F. (No change made to frame advantage.)

• [Normal/V-Trigger I] Crouching MP (including V-Trigger I Cancel Version) Extended the cancel window by 2F

• [Normal/V-Trigger I] Crouching Hard Kick
: 1. Shortened start-up from 8F to 7F.
2. Entire move shortened from 32F to 31F.

• L. Tensenrin Reduced pushback on hit.

• EX Ryodansatsu Reduced knockback distance on hit.

• Kasatsushu (V-Skill I Level 2) Reduced knockback distance on hit.

• Fuha Enzan (V-Skill II Attack) Can now be V-Trigger-canceled.

• [V-Trigger II] Feng Shui Engine Beta
1. Changed mid-air hit effect from knockdown to grounded stun.
2. Can now be activated during Fuha Enzan (V-Skill II).
3. Can no longer be V-Reversaled on block.

• Sakkai Fuhazan (CA)
1. Changed damage distribution from 330 ((60×4)+90) to 330 ((30×4)+210).
2. Now projectile-invincible between 9F and 28F. 3. Increased projectile speed.

Kage:

Kage was designed for explosive close-combat, but his short reach made it difficult for him to deal damage to opponents even slightly away from him.

To rectify this, we’ve adjusted the performance of normal moves used in combos.

As long as Kage is somewhat close, he can unleash his characteristic powerful attacks.

We’ve also improved his mid to long-range game out of consideration for his low vitality.

Kage’s improved checks allow him more choices for dealing damage and decrease battle difficulty.

Special moves in particular have been adjusted for this purpose, with each strength version of Hadoken having undergone alterations.

The stronger the version, the slower the start-up. But conversely, the stronger the version, the longer the reach.

These changes allow Kage to adjust his checks and handle opponents at various distances accordingly.

Additionally, Airborne Hadoken now explodes after traveling a set distance.

This explosion easily hits grounded opponents, helps deter jumps, and can keep opponents from moving forward.

Furthermore, Ryusokyaku has a slightly reduced hurtbox before start-up, making it easier to stomp on opponents aiming for Kage’s feet.

We’ve also touched up V-Trigger II. Having a 3-bar V-Gauge can be a hassle for Kage, but we’ve made adjustments to make the payoff worth the effort.

Activating V-Trigger II enhances H. Hadoken and H. Ryusokyaku, making a big impact on Kage’s movement.

Misogi can now combo from EX Ryusokyaku, regardless of passivity.

Furthermore, the minimum guaranteed damage is 30% of the base damage.

This ensures that Kage will inflict high damage, regardless of combo scaling.

The CA Metsu Shoryuken can hit high opponents, and if it doesn’t trigger a cutscene, Kage can follow-up when opponents hit the ground.

Using successive attacks to hit high allows Akuma to perform combos that further continue his offensive.

• Standing MP
1. Changed frame advantage on block from -1F to +1F.
2. Changed recovery from 12F to 15F.
(No change made to frame advantage on hit.)

• Standing HP Changed frame advantage on hit from -3F to +1F.

• Standing LK Extended the hitbox forward.

• Standing MK
1. Shortened start-up from 9F to 8F.
2. Entire move shortened from 28F to 27F.
3. Extended the hitbox forward.
4. Reduced the leg kick hurtbox backward during active frames.

• Standing HK Changed V-Gauge gain from 120 to 150 on a crush counter.

• Crouching MK
1. Shortened start-up from 7F to 6F.
2. Entire move shortened from 23F to 22F.

• Kikokuduki
1. Shortened start-up from 9F to 8F.
2. Entire move shortened from 32F to 31F.
3. Can now be CA-canceled.
4. Sped up timing at which the torso hurtbox during recovery vanishes by 1F.

• Kikokuretsuzan Increased knockback time on hit.

• Hadoken Added a difference in performance based on button strength.

• L. Hadoken
1. Shortened start-up from 13F to 10F.
2. Entire move shortened from 40F to 37F.

• M. Hadoken
1. Increased distance traveled forward.
2. Expanded the hurtbox backward from the time you move forward to the time you come down.

• [Normal/V-Trigger II] H. Hadoken
1. Increased start-up from 13F to 16F.
2. Entire move lengthened from 40F to 43F.
3. Increased distance traveled forward.
4. Expanded the hurtbox backward from the time you move forward to the time you come down.

• [V-Trigger II] H. Hadoken The Hadoken know travels a set distance.

• EX Hadoken Changed the opponent’s grounded hitstun time from 3F to 5F on hit.

• Airborne Hadoken An explosion now occurs with the hitbox when the projectile vanishes.

• L. Shoryuken
1. Increased damage from 80 to 100.
2. Extended the hitbox forward from the 4th frame onward.

• H. Shoryuken
1. Increased damage from 120 (60+20+40) to 140 (80+20+40).
2. Changed active attack frames of the 1st attack from 2F to 3F.
3. Changed active attack frames of the 2nd attack from 2F to 1F.
4. Changed strike- and projectile-invincible timing from frame 4 to frame 3.
5. Can now be CA-canceled when the 2nd attack hits or is blocked.
6. Extended timing at which the move can be canceled with V-Trigger II Ashura Senku by 1F.

• Ryusokyaku Reduced the foot hurtbox before start-up.

• [V-Trigger II] H. Ryusokyaku
1. Changed frame advantage on hit from +5F to +6F.
2. Changed frame advantage on block from +3F to +4F.

• Kurekijin (including EX Version) Will no longer pass through the opponent during mid-air hitstun in the corner.

• Kurekijin Fixed an issue in which Shoryuken would be performed if a CA was inputted 10F to 6F before recovery ends. (No change made to CA start-up timing.)

• L. Kurekijin Mid-air knockback now matches that of a grounded hit.

• M. Kurekijin
1. Shortened start-up from 17F to 14F.
2. Entire move shortened from 44F to 41F.

• EX Kurekijin Extended the hitbox upward.

• [V-Trigger II] Misogi
1. Added a guaranteed 30% to minimal damage.
2. Sped up start-up when activated from Ryusokyaku (including EX version).

• Metsu Shoryuken (CA)
1. Changed the damage for the non-lock version from 280 to 140.
2. Landing recovery after the non-lock version hits can be canceled with any special move.
3. The combo count is now a constant number after the non-lock version hits.

Karin:

Much of Karin’s appeal comes from her swift movements that bring her in close to her opponents, and her versatile pokes that lead to high damage.

However, certain characters had trouble dealing with her moves and close combat. so adjustments have been made to alleviate these issues.

Moves that can knock down opponents or combo now have a higher risk of whiffing, so require more careful usage.

Conversely, it is now also easier to combo at the edge of the screen, allowing Karin to aim for solid combos after an offensive strike.

Previously, certain attacks would go through opponents while at the edge of the screen, which, depending on where they landed, made starting combos difficult.

It is now easier to combo with high-damage attacks such as EX Tenko and Orochi, giving players reliable new ways to inflict damage.

The Seppo command no longer works as a comeback after using Crouching HP as an anti-air or follow-up.

• Standing MP Extended the foot hurtbox between frames 5 and 12 forward.

• Standing HK Extended the recovery hurtbox forward on whiff.

• Crouching HP Input is no longer reversed based on the opponent’s positioning.

• Crouching MK
1. Changed recovery from 14F to 18F on whiff.
2. Slowed down on whiff until the foot returns, and the hurtbox now remains on whiff.

• EX Tenko Will no longer pass through the opponent during mid-air hitstun in the corner.

• Orochi Will no longer pass through the opponent during mid-air hitstun in the corner.

• EX Mujinkyaku
1. Can now be canceled with Guren Ken on hit only.
2. Will no longer pass through the opponent during mid-air hitstun in the corner.

• Myo-Oken (V-Skill I, Charge/No-Charge Version) Expanded the hurtbox during recovery.

• Fudo Sosho (V-Skill II, uncharged ver.)
1. Changed frame advantage on hit from +3F to +4F.
2. Increased knockback time on counter hit.

• [V-Trigger I] Guren Ken/Guren Hosho/Guren Chochu/Guren Kusabi Will no longer pass through the opponent during mid-air hitstun in the corner.

• [V-Trigger II] Yasha Gaeshi Chi If the attack lands on an opponent behind you, you will now face the opponent.

• Kanzuki-Ryu Hadorokushiki Hasha No Kata (CA) Will no longer pass through the opponent during mid-air hitstun in the corner.

Ken:

Ken is a standard character, but still has plenty of individuality in his playstyle, so we didn’t think it was necessary to make sweeping changes to his basic abilities. However, we decided that there were some shortcomings with his V-Trigger, so we focused most of the adjustments on it.

The V-Trigger Heat Rush has increased the V-Timer length, so the V-Timer can now be used to cancel a Hadoken with a V-Skill. The problem with this V-Trigger was that it often tended to go unused when failing to press the offensive against the opponent, so these changes have been made to address that. This change can be utilized to now return attacks designed to keep you at bay even when in the middle of the screen, so you can forcefully close the distance with opponents. This will allow for a different style of approach, and also give another option for dealing damage against opponents.

Follow-up attacks were difficult to select when the V-Trigger II Shinryuken was incorporated into a combo, so that has been adjusted. Although there are no significant changes to the move’s strength, it is now easier to perform follow-up attacks since the move isn’t affected by the content of a previous combo.

Elsewhere, adjustments to moves such as H. Shoryuken and Guren Enjinkyaku have been made to reduce combo difficulty.

• Crouching MK Changed frame advantage on block from -4F to -2F.
• [V-Trigger I] Hadoken (including EX version) Can now be canceled with a V-Skill since the V-Timer is used on hit or block.
• [Normal] H. Shoryuken Increased hitstop for the 2nd attack.
• [Normal/V-Trigger I] EX Shoryuken Extended full invincibility from the 3rd attack to the end of active frames.
• [V-Trigger I] EX Tatsumaki Senpukyaku Lowered combo-count gain of the 1st attack.
• [Normal/V-Trigger I] Quick Step (V-Skill I charge version) Will no longer pass through the opponent during mid-air hitstun in the corner.
• [V-Trigger I] Quick Step (V-Skill I charge version) Increased the combo-count limit.
• [V-Trigger I] Heat Rush Increased V-Timer from 1,200F to 1,500F.

• [V-Trigger II] Shinryuken
1. The combo count is now a constant number after the move hits.
2. Now allows for Tatsumaki Senpukyaku input before landing (on hit only). (No change made to Tatsumaki Senpukyaku start-up timing.)

• Guren Enjinkyaku (CA)
1. Changed active attack frames from 2F to 4F.
2. Changed recovery from 44F to 42F.
3. Changed full invincibility from between frames 1 and 6 to between frames 1 and 8.

Kolin:

Kolin’s powerful normal moves are compatible with her EX Parabellum, granting her strong ground game with few risks. With her ability to cut off approaches, control opponents, and counterattack, Kolin can deal damage from a variety of positions. Armed with her anti-airs, Kolin could easily handle opponents who chose to forgo mid-range battles for jump attacks.

Characters who lacked projectile special moves that could attack beyond their reach struggled to outmaneuver and damage Kolin. Accordingly, we’ve adjusted the judgements and parameters of various moves, and have rebalanced the risk/reward of moving.

If Standing HP is not canceled out of after hitting an opponent, it now results in a shortened advantage. This change means that the once powerful Standing HP Crush Counter > V-Trigger II Forward Step > Snow Grain, will no longer be able to combo. Players must now use different combos instead. Though these changes reduce some of Snow Grain’s uses, the inertia-filled Crouching MP has a longer input period, giving players more time to confirm their attack’s hit and continue it with a derivative move. Even when blocked, Crouching MP can still maintain Kolin’s offensive by continuing with a damaging derivative attack, bolstering her offensive options.

The extensive forward and overhead range of ground-to-air Crouching HP has been reduced and its stopping capabilities have been balanced. Instead, try using the air vs air Frost Touch (High) against jump-ins, or use an anti-air from a distance.

We’ve also made adjustments to the routes and damage of combos. Though we have slightly reduced the parameters of EX Silver Edge and EX Parabellum, we have greatly increased the combo-able parts of other attacks. With these changes, Kolin can damage opponents and create combos from different points of her attacks.

H. Parabellum can now combo from Standing MK thanks to its faster start-up. It can now be used when selecting V-Skill II, Glacier Through, to prepare a wakeup combo, or to connect to CA Frost Tower for a knockdown.

V-Trigger I, Diamond Dust, can now be canceled with any special move, except Vanity Step while Kolin is still in mid-step. As Hailstorm and Blizzard Heel both now boast higher combo-count limits, Kolin can then use one of their lengthy combos after Diamond Dust hits.

It is now easier to link Reverse Javelin to air combos at the edge of the screen. Additionally, Frost Tower can now land attacks after the combo.

• [Norma/V-Trigger II] Standing MP Added a foot hurtbox between frames 3 and 13.

• [Normal/V-Trigger II] Standing HP
1. Increased recovery on hit from 19F to 22F.
2. Changed frame advantage on hit from +5F to +2F.
3. Changed frame advantage on a crush counter from +18F to +15F

• [Normal/V-Trigger II] Crouching HP Extended the body hurtbox between frames 4 and 18 backward.

• [Normal] Crouching HP Reduced the hitbox inward.

• [Normal/V-Trigger] Crouching MP (All Sliding Versions) The input window for canceling with a target combo now lasts 2F longer

• [V-Trigger II] All Jumping Punches Fixed an issue in which the non-V-Trigger II versions would be performed instead if performed after Icicle Stamp.

• [Normal/V-Trigger] Blizzard Heel (All Sliding Versions)
1. Changed the 1st attack’s mid-air hit effect from mid-air recovery to knockdown.
2. Changed the 2nd attack’s mid-air hit effect from mid-air recovery to slam down.
3. Increased the combo-count limit on the 1st and 2nd attacks.

• White Spear Now combos when jumping LK lands in the air.

• H. Parabellum Reduced start-up from 18F to 17F.

• EX Parabellum
1. Reduced damage from 100 to 80.
2. Reduced stun damage from 150 to 120.
3. Reduced pushback on hit and block for attacks 1 through 4.
4. Extended the hitbox forward for attacks 2 through 4.

• EX H. Vanity Step Changed strike- and projectile-invincible timing from frame 1 to frame 7.

• EX Silver Edge
1. Reduced damage from 160 to 140.
2. Reduced stun damage from 200 to 150.

• Hailstorm (including EX Version) Increased the 1st attack’s combo-count start value and limit when canceled into during the V-Trigger I-exclusive dash.

• Glacier Through/White Pressure (V-Skill II) Increased damage from 100 to 120.

• [V-Trigger I] Diamond Dust Can now be canceled with any special move except Vanity Step during the exclusive dash.

• [V-Trigger II] Reverse Javelin
1. Extended the hitbox upward.
2. Extended the CA-cancel window by 20F.
3. Extended the collision box between frames 1 and 6 upward.

• Frost Tower (CA) When canceling Reverse Javelin, the collision box now extends upward only when the opponent is in hitstun.

Laura:

Laura’s adjustments mainly consist of enhancing moves used for linking, and significant changes to her V-Trigger II, Shock Stance.

While V-Trigger II is active, the valuable command throw, Shock Choke, can now be activated at any time, improving the V-Trigger’s offensive capability.
Furthermore, it is now possible to use normal and unique attacks with projectile invincibility after Matsuda Sway.
Counterattacks can now be used after avoiding attacks outside Shock Choke’s derivative’s range, or opponent projectiles from a relatively long distance.
These changes increase the variety of responses to opponent attacks and bolster Laura’s defensive capabilities.

V-Skill I, Linear Movement, can now bypass a mid-air opponent if activated after an anti-air or follow-up. The derivative version of Volty Line can then be used to turn Laura to face her opponent and launch an offensive.
Now Laura has linking potential, she can also break her opponent’s guards more easily.

Thunder Clap and Linear Movement’s commands no longer work as a comeback after using Standing MP as an anti-air or follow-up.

• Standing MP Input is no longer reversed based on the opponent’s positioning.

• [Normal/V-Trigger I] EX L. Thunder Clap Changed active attack frames from 40F (80F) to 60F (100F).

• [Normal/V-Trigger I] Linear Movement – Avante (Attack)/Linear Movement – Finta (Attack) If the attack lands on an opponent behind you when following up, you will now face the opponent.

• [V-Trigger II] Matsuda Sway
1. V-Timer cost changed from 0F to 200F.
2. The dodge motion can now be canceled with a normal or unique attack. (Cancelled versions of normal and unique attacks will be projectile invincible until the active attack-times end.) (Canceling into normal and unique attacks consumes 1,000F V-Timer.)

• [V-Trigger II] Shock Choke (Follow-up Version) Added throw invincibility to opponent’s hurtbox after the hit animation.

• [New Move][V-Trigger II] Shock Choke Added a new Shock Choke (activated with ↓+HP+HK during Shock Stance) without the need of Matsuda Sway. (Single shot versions of the attack are projectile and jump attackinvincible, consume 1,000F V-Timer on activation, and consume the entire V-Timer on hit.)

Lucia:

We’ve boosted Lucia’s close-range links and combos for more use of her element, close-range battles.

With Lucia now being even more formidable in her element, she has increased ability to put pressure on her opponents.

Furthermore, Lucia has an increased number of ways to rush opponents from mid-range, and has increased ease of rushing opponents due to adjustments to her pokes on hit.

Standing HK promises big returns on crush counter, and has a smaller hurtbox on start-up to prevent opponents from interfering with set up.

Once the attack occurs, Lucia’s foot hurtbox expands, focusing on opponents aiming for Lucia’s feet to trigger a crush counter.

We’ve also adjusted the light and medium versions of Fire Spinner on hit.

The medium version in particular pushes opponents back and knocks them down, while also allowing Lucia to rush in from afar on hit.

In addition, Lucia can activate different attacks from Rough Chase, depending on V-Skill selection―each aiding her maneuverability differently.

We’ve included V-Triggers in the framework to allow combinations of V-Skill and V-Trigger to synergize, and to create more distinctive aspects to decide between when choosing a V-System.

V-Triggers now have more activation points and returns when V-Skill I is selected.

V-Skill II greatly increases the damage of links and combos created from Nubbing Needle.

Learn the differences between combinations and give them a shot!

• Standing HK
1. Reduced backward the leg hurtbox 1 to 2 frames before attack start-up.
2. Extended forward the leg hurtbox after start-up.

• Crouching LP Changed frame advantage on hit from +3F to 4F.

• Crouching LK Reduced pushback on hit and block.

• Street-Style Set Can now be CA canceled.

• [Normal] Cyclone Spinner The 2nd attack can now be canceled V-Trigger I.

• [Normal] EX Cyclone Spinner The 2nd attack can now be canceled with V-Trigger II Tactical Weapon.

• [Normal/V-Trigger I] Nubbing Needle (including EX Version) Changed active attack frames from 5F to 7F.

• [Normal] Nubbing Needle
1. Decreased pushback on block.
2. Increased knockback time on a mid-air hit.
3. Reduced knockback distance on mid-air hit.
4. Decreased combo-count limit.

• [V-Trigger I] EX Nubbing Needle Changed the final attack’s hit effect from knockdown to bounce stun.

• Rough Chase Can now be canceled with V-Trigger I.

• EX Rough Chase Can now be canceled with V-Trigger II or Tactical Weapon.

• L. Fire Spinner Changed frame advantage on hit from ±0F to +2F.

• M. Fire Spinner Changed grounded hit effect from stun to knockdown.

• [Normal/V-Trigger I] EX/V Fire Spinner
1. Reduced start-up from 17F to 13F.
2. The hitbox of the 2nd attack has been extended upward after the 1st attack lands.
3. Knockdown caused from only the 1st attack hitting is now similar to that when the 2nd attack hits.

• [Normal] Hurricane Spinner Changed recovery time on landing from 15F to 13F.

• [V-Trigger I] Hurricane Spinner Extended the hitbox of the first attack forward.

• [Normal/V-Trigger I] TapKick (V-Skill I)
1. The move continues to the final attack even on block.
2. Changed frame advantage on block from -8F to -4F.
3. Increased blockstop for the 3rd attack.
4. Increased blockstun for the 3rd attack.
5. The 2nd attack’s hitbox now is now extended when the 1st attack is blocked.
6. Can now be canceled with V-Trigger or CA when the final attack hits or is blocked.

• [V-Trigger II] Tactical Weapon Extended the hitbox forward.

Luke:

Luke is stocked with well-performing offensive and defensive moves, while his high combo damage and special move combos in particular made his offense formidable.

When compared to characters with lesser stats, the difference between the two is obvious.

The invincible EX Rising Rocket and other moves exemplify the degree of Luke’s tight defenses.

Luke’s vitality and stun values, which were a bit above average before, are now reduced.

In addition, moves that over-controlled opponent movement are adjusted downward.

Crouching MK, with its longer reach and greater returns, now has increased risk of whiff.

Sand Blaster, known to be difficult to handle due to its high-speed projectiles, has decreased damage and pushback.

Instead of weakening the moves that functioned as deterrents at mid to long-range, we have adjusted them to have better payoff at close-range.

We have also adjusted Luke’s unique V-Timer in this same standard.

Luke’s V-Triggers I and II both consume V-Timer over time, and conversely recover it with each successive hit.

Additionally, we’ve reduced the advantages of V-Trigger I, Fully Armed, due to the considerable advantage it had in long-range maneuvers.

Conversely, we’ve increased the merits of V-Trigger II, Vanguard, due to it increasing attack power on approach.

EX Impaler has a new hitbox that hits mid-air opponents at the beginning of the attack. It can also now combo into held L. Flash Knuckle, which touts numerous opportunities to land hits.

Using the medium strength attack activates a surprise attack, which can also be used for combo parts.

Furthermore, we have adjusted the forward-jump motion, as it was hard to differentiate from vertical jumps at certain times.

• Health Reduced from 1025 to 1000.

• Stun Threshold Reduced from 1050 to 1000.

• Forward Jump Changed the motion.

• Punisher/Scrapper (Front/Back Throw)
1. Added a hitstop to attacks during the move’s animation.
2. Added camera animation to attacks during the move’s animation.

• Standing LK Changed frame advantage on hit from +1F to +2F.

• Crouching MP Reduced hitback.

• Crouching MK Expanded the hurtbox during recovery.

• Sand Blaster
1. Decreased damage from 60 to 50.
2. Decreased chip damage on block from 10 to 8.
3. Decreased pushback on block.

• EX Sand Blaster Increased knockback time on a mid-air hit during the 1st attack.

• EX Impaler
1. Added a hitbox that hits opponents in mid-air from frame 5 to frame 6.
2. Increased damage from 120 to 140 (20+120).
3. The hitbox of the 2nd attack has been extended upward after the 1st attack lands.
4. The hitbox of the 2nd attack will now hit opponents behind Luke after the 1st attack lands.
5. Reduced knockback time of the 2nd attack on hit.
6. Reduced knockback distance of the 2nd attack on hit.

• Suppressor (V-Skill II)
1. Increased stun by 4F when a throw is successful.
2. Changed frame advantage when a throw is successful from +2F to +4F.
3. Changed recovery when a throw is successful from 14F to 16F.

• [V-Trigger I/II] Fully Armed/Vanguard
1. Reduced the time needed for V-Timer recovery from 2 minutes to 1 minute.
2. Doubled the V-Timer recovery amount earned with a successful hit or block.

• [V-Trigger II] Thermobaric Thrash Extended the hitbox for the 4th attack and fixed an issue where the final attack would whiff.

• [V-Trigger II] Flash Knuckle (including V-Skill I Version) Can now be canceled with EX Flash Knuckle since the V-Timer is used on hit or block.

• [V-Trigger II] EX Flash Knuckle Can now be canceled with Flash Knuckle since the V-Timer is used on the 2nd hit.

• Annihilator (CA) Extended the collision box upward when canceled from Rising Rocket and fixed an issue where the attack would pass by opponents.

M. Bison:

Adjusted the midair knockback of M. Bison’s L. Double Knee Press, and slightly increased the disadvantage of not using EX Double Knee Press during center screen mid-air combos. These changes prevent utilizing damage and positioning together to perform gaugeless combos. Therefore, players will now need to decide whether to use Critical Gauge to continue the offensive after a combo, or use powerful EX Special Moves.

V-Skill II, Hell’s Warp, can now follow Shadow Axe to create a new target combo, Shadow Pressure. Compared to the anti-projectile, anti-air, and other powerful defensive capabilities of V-Skill I, Psycho Reflect, V-Skill II was a much less valuable option. To rectify this, Hell’s Warp can now be used in offensive maneuvers to knock down opponents without having to charge attacks.

V-Triggers I and II have both undergone adjustments. While V-Trigger I, Psycho Power, is active, Special Moves can now cancel into Special Moves in addition to EX Special Moves. Although it uses more V-Timer than EX Special Moves, not consuming the Critical Gauge allows for new options, such as adding CA into successive moves.

We’ve increased the V-Timer of V-Trigger II, Psycho Nightmare, to better accommodate M. Bison’s movement speed and V-Trigger attacks.

However, enemy movement was restricted for too long after Psycho Crusher―M Bison’s standout rush attack―and when cancelled V-Trigger attacks were utilized as shields. As such, we’ve adjusted the V-Timer length and V-Timer consumption rate of V-Trigger attacks accordingly.

• [New Move] Shadow Pressure Added a new target combo performed with “Shadow Axe > V-Skill II”.
• [Normal] L. Double Knee Press Increased the knockback distance on the 2nd hit when in mid-air.
• [Normal/V-Trigger I] EX Double Knee Press M. Bison is now totally invincible until the end of the movement when the 1st and 2nd attacks hit a grounded opponent.
• [Normal] EX Double Knee Press Reduced pushback on hit for the 1st attack.

• [Normal/V-Trigger I] EX Psycho Inferno
1. Increased the knockback distance when a hit lands on the hitbox at the opponent’s back.
2. Input is no longer reversed based on the opponent’s positioning during the motion.

• [V-Trigger I] EX Psycho Inferno Lowered combo-count gain of the final attack on the hitbox at the opponent’s back.
• [V-Trigger I] Head Press Landing recovery on block/whiff can now be canceled with a V-Trigger Special Move or V-Trigger EX Special Move.
• [Normal/V-Trigger I] EX Head Press M. Bison is now totally invincible until the end of the movement when the 1st attack hits a grounded opponent.
• [V-Trigger I] EX Head Press Can no longer be canceled with a V-Trigger EX Special Move on hit.
• [V-Trigger I] Psycho Power V-Trigger Special Moves can now be canceled with another V-Trigger Special Move. (V-Trigger EX Special Moves cannot be canceled with a V-Trigger Special Move.)
• [V-Trigger II] Psycho Nightmare Decreased V-Timer from 4,000F to 3,000F.

• [V-Trigger II] Psycho Charge
1. V-Timer cost decreased from 1,000F to 750F.
2. V-Timer cost decreased from 1,000F to 750F on hit.

[V-Trigger II] Psycho Crusher V-Timer cost decreased from 2,000F to 1,500F.

Menat:

Menat uses a crystal ball during the battle, making her fighting style completely different to other characters.

In order to further enhance this unique characteristic, we added a new EX Soul Spark move, and made other adjustments to expand the possible link options.

The biggest feature of EX Soul Spark is that the crystal ball remains in place even after the attack.

Although the start-up is slower than the normal version, it features a large hitbox and the ability to pulls foes close when guarding, so it is possible to force opponents outside of the crystal ball to guard, allowing you to continue the offensive.

Use these characteristics to your advantage and try to think of various methods of utilizing them.

Although it is now more fun to link these new moves with the character’s actions, we believe that these additional variations in link possibilities due to the crystal ball’s placement will make it more difficult for opponents to approach Menat than before.

Therefore, we have reworked the ground and anti-air normal attacks that she can use, making it slightly harder to deal with approaching opponents.

The hurtbox immediately after performing an empty-handed Crouching HP was considerably smaller than when holding the crystal ball, so it was easy to perform a counter even if the response to a jump was late. In response, we have changed the size of the hurtbox so that it is the same as when holding the crystal ball.

Luring in an opponent too much would often result in moves being cancelled, but since there is no change to the anti-air capabilities of the follow-up attack, it is still a reliable anti-air strategy if used quickly enough.

Not only negative changes were made to the anti-air measures: the jumping MP used in air vs. air attacks can now be used to down an opponent after a successful hit in mid-air.

Although it is difficult to perform a follow-up attack based on the trajectory of Menat’s jump, there is now a much longer advantage after the jump is countered, making it easier for Menat to create advantageous situations through actions such as using her crystal ball.

• Standing MK
1. Added a foot hurtbox 1 frame before start-up.
2. Extended the hurtbox during recovery.

• Crouching HP (Normal) Extended the hurtbox during the 1st frame of start-up upward.

• Jumping MP (Normal/Crystal Ball) Changed mid-air hit effect from mid-air recovery to knockdown.

• [New Move] EX Soul Spark Added a new move performed with ↓\→ + KK when the crystal ball is active.

Nash:

Although we don’t believe that Nash was made too powerful with the last update’s changes to Jumping Sobat, it was extremely difficult for some characters to deal with it, so we have made some adjustments to increase the risk of performing the move. Although it is still a powerful technique, it is now necessary to utilize proper timing since the hitbox extends to the end of the movement.

Meanwhile, we have given new advantages to other techniques meant to be used at mid-range, thereby preventing players from relying too much on a single move. Although it possesses excellent reach and start-up, Knee Bazooka led to close-quarters attacks after landing a hit. A new target combo with Gust Front was added in order to generate increased returns. He can now attempt to take opponents down, making it easier to perform combos after punishing a whiff or when landing a Crouching HP.

Sonic Boom can now be performed during the EX version’s 2nd attack, even from the normal version. As a result, Sonic Boom can now be activated after offsetting the opponent’s projectiles, giving you a chance to inflict damage. If you are able to activate each of the V-Triggers, you can deal even more damage, making it an effective tool for keeping opponents in check. Additionally, it is now possible to perform the move in a variety of ways, such as after Sonic Boom has been blocked, or by incorporating it into combos against a cornered opponent.

Also, as a means of adding depth to mid-range battles, a Rainfall initially triggered from a neutral jump is now a unique attack that can be performed during the neutral jump. Not only does this change maintain the air vs. air returns of Rainfall, but it also makes it possible to perform a powerful diagonal jumping HK in a downward direction, thereby expanding the range of options provided during a neutral jump.

The EX Sonic Scythe special move that can be powered up by the V-Skill II Silent Sharpness wasn’t powered up as much as other strength levels of Sonic Scythe, so all kick-based normal attacks can now be canceled into from a powered-up EX Sonic Scythe. Since a combo can now be formed from the long reach of a Crouching MK, it gives Nash an even more powerful mid-range game. In addition to this, inputting a forward motion during the move now causes Nash to move forward, so he can choose to take advantage of the opponent getting up from a knockdown, or back up and fight from a distance—whichever is better for the current situation following the move.

• Air Jack (Air Throw)
1. Reduced the distance Nash travels backward on hit.
2. Increased the knockback distance on hit.

• Standing HP Increased knockback time on a mid-air crush counter.
• Diagonal Jumping HK Can now be performed from a neutral jump.
• Rainfall (Former Neutral Jumping HK) Changed input command from (HK during neutral jump) to (Up+HK during neutral jump).
• Jumping Sobat Extended the recovery hurtbox forward.
• [New Move] Gust Front Added a new target combo performed with “Knee Bazooka > HP”.
• Sonic Boom Can now be used from EX Sonic Boom (2nd attack) with an additional PP.

• [Normal] H. Sonic Scythe
1. Anti-air invincibility from the start of the movement to 1F before startup has been added to the head.
2. Now allows for CA canceling 4F before end of recovery (on hit only).
3. Input is no longer reversed based on the opponent’s positioning during the motion.

• [V-Skill II] H. Sonic Scythe Changed airborne attack-invincible timing from attack start-up to the start of the move.
• [Normal/V-Skill II] EX Sonic Scythe Will no longer pass through the opponent during mid-air hitstun in the corner.

• [V-Skill II] EX Sonic Scythe
1. Can now be canceled into from kick-based normal attacks.
2. Increased knockback time on hit.
3. Pressing the forward directional button now moves the character forward until the end of active attack frames.

• M. Tragedy Assault Will no longer pass through the opponent during mid-air hitstun in the corner.
• EX Moonsault Slash The hitbox after the attack lands has been extended.
• [V-Trigger II] Justice Shell Will no longer pass through the opponent during mid-air hitstun in the corner.

Necalli:

Necalli significantly lacked moves with long reach, making mid- to long-range bouts tough. V-Skill I, Culminated Power, was meant to compensate for Necalli’s short reach, but the first attack was easier to avoid than expected, and the risk of not landing the hit outweighed the potential reward.

Crouching MK served as a cancelable low attack to keep opponents at bay, but Necalli had few Special Moves that could continue to hit from there. Even successful combos would leave the player at a disadvantage, resulting in Necalli having few opportunities to inflict heavy damage. Activating a V-Trigger somewhat resolved the problems, but Necalli had few strengths and struggled to win in the environment of game at the time. With these issues in mind, we’ve increased the usability of his pokes and improved his long-range game. Additionally, Special Moves have been adjusted to allow for significantly better combos, and to more easily maintain the offensive after landing a hit.

The Disc’s Guidance now has a faster start up when opponents are close. The light version can now land light attacks at close range, as well as mid attacks at a slight distance for consecutive hits, making it a much more viable Special Move to combo with. Additionally, opponents waking up are easier to attack, greatly boosting the return for a successful hit. Valiant Rebellion and CA cancel Raging Light can now be V-Trigger Canceled. Necalli’s V-Gauge and Critical Gauge can now more easily be converted into damage, increasing the amount of heavy damage he can dish out in one go.

• [Normal] Standing MP
1. Changed frame advantage on hit from +5F to +6F.
2. Delayed special-move cancel timing by 1F.

• Standing HK Changed frame advantage on a crush counter from +19F to +21F.
• [Normal/V-Trigger] Crouching LP Increased damage from 20 (30) to 30 (40).
• Crouching MK Changed frame advantage on hit from ±0F to +1F.
• [Normal/V-Trigger] Opening Dagger (charge version during V-Trigger) Extended the hitbox forward.

• [Normal/V-Trigger] The Disc’s Guidance (including EX version)
1. Reduced knockback distance on hit.
2. Will no longer pass through the opponent during mid-air hitstun in the corner.

• [Normal/V-Trigger] The Disc’s Guidance Sped up start-up when activated at close range.
• [V-Trigger] L. The Disc’s Guidance Increased combo-count start value of the 2nd attack.

• [V-Trigger] H. The Disc’s Guidance
1. Increased the combo-count limit of the 1st attack.
2. Lowered combo-count gain of the 1st attack.
3. Increased knockback time on hit for the 2nd attack.

• [Normal] Valiant Rebellion Can now be V-Trigger-canceled.
• [Normal/V-Trigger] Raging Light Can now be CA canceled.

• [V-Trigger] L. Raging Light
1. Changed damage distribution from 120 (30+90) to 120 (100+20).
2. The 2nd attack now deals 100 damage when the 1st attack misses.

• [Normal] M. Raging Light Changed damage distribution from 110 (30+80) to 110 (80+30).
• [V-Trigger] M. Raging Light Changed damage distribution from 130 ((30×2)+70) to 130 (100+(15×2)).
• [Normal/V-Trigger] H. Raging Light Increased the combo-count limit of the 1st attack.

• [Normal] H. Raging Light
1. Changed damage distribution from 120 ((30×2)+60) to 120 (60+(30×2)).
2. The final attack now deals 60 damage when the 1st attack misses.

• [V-Trigger] H. Raging Light
1. Changed damage distribution from 140 ((30×3)+50) to 140 ((50×2)+(20×2)).
2. Lowered the combo count gain of the 2nd attack.
3. The final attack now deals 50 damage when the 1st attack misses.

• [Normal/V-Trigger] EX Raging Light Lowered combo-count gain of all attacks but the final one.
• [V-Trigger] EX Raging Light The hitbox after the attack lands has been extended upward.
• [V-Trigger I] Clouded Mirror (uncharged ver.) Changed frame advantage on block from -2F to +2F.

• [Normal] Culminated Power (V-Skill I)
1. Shortened start-up from 25F to 22F.
2. Entire move shortened from 56F to 53F.
(No changes made to Sacrificial Altar.)

• [V-Trigger] Culminated Power (V-Skill I) Changed recovery from 34F to 31F.
(No change made after hit/block.) (No changes made to Sacrificial Altar.)

• Ceremony of Honor/Soul Offering (CA) Start-up reduced from 7F to 2F when canceled into from Raging Light

Oro:

Oro boasts many unique attacks, such as Double Jump, but the focus on conveying his unconventional personality resulted in his abundance of quirky moves, which some characters struggled to handle.

Furthermore, Oro’s small frame made it difficult to land an attack on opponents.

The limited number of moves and situations that could result in combos further increased Oro’s difficulty.

To rectify this, we have improved the strengths and purposes of each move, and have made it easier to use normal attacks and special moves.

We’ve also expanded his jumping LK’s mix-up hitbox. In addition to increasing the of use of maneuvers, we have also made it easier for Oro to stomp down opponents with Double Jump and carry out surprise attacks.

Tobi Hiza, which grants an advantage after the last half of the attack, was a difficult move to utilize, partially due to Oro’s slow back and forth movements.

We’ve adjusted its recovery time on block for easier usage, making it easier for Oro to attack from midrange.

On the combo front, EX Tsuranekeashi, vital for high-damage combos, now has more points to aim for, resulting in more firepower on hit than before.

Standing LP, boasting Oro’s fastest start-up, can create a combo through Standing LK, while the long reach of the low attack, Crouching MK, can connect to normal moves on hit to deal heavy damage, even if canceled late.

Oni Yanma is now CA cancelable.

Use it as an anti-air, or wipe out an opponent’s vitality in one shot by combining it with mid-air combos!

Furthermore, the rarely utilized EX Jinchu Nobori now has reduced openings on low guards, and serves as a potential option to use against opponent throws.

• Standing LP Changed frame advantage on hit from +4F to +5F.

• Standing HP (Uncharged Version) Extended the hitbox forward.

• Standing HP (Charged Version)
1. Changed frame advantage on block from +2F to +4F.
2. Reduced pushback on hit.
3. Extended the hitbox for active frames 2 to 4 forward.

• Standing HK
1. Extended the hitbox forward.
2. Reduced the foot hurtbox size 1F to 2F before the hitbox appears.
3. Removed the hurtbox applied to the kicking foot 1F to 2F before the hitbox appears.

• Crouching MK Changed frame advantage on hit from ±0F to +2F.

• Crouching HK Extended the hitbox forward.

• Jumping LK Extended the mix-up hitbox backward.

• Tobi Hiza Changed frame advantage on block from -6F to -4F.

• EX Nichirin Sho Can now be V-Trigger-canceled.

• Nioh Riki (including EX Version)
1. Changed frame advantage on block from -42F to -17F.
2. Changed recovery from 60F to 35F.

• Nioh Riki
1. Shortened start-up from 7F to 5F.
2. Increased distance traveled forward before attack start-up.

• EX Nioh Riki
1. Extended the hitbox forward.
2. Reduced recovery time on hit by 4F.

• Tsuranekeashi
1. Increased damage from 60/80/100 to 70/100/120.
2. Extended the hitbox forward.
3. Can now be canceled with V-Trigger II on hit or block.

• M. Tsuranekeashi The attack now pulls the opponent in on hit/block during the 2nd hit when on the ground.

• EX Tsuranekeashi Extended the hitbox forward for the 3rd attack.

• Jinchu Watari (including EX Version) Extended the hitbox forward for the 2nd attack onward.

• EX Jinchu Nobori
1. Changed recovery on block from 16F to 20F.
2. Changed recovery time on landing from 9F to 4F.
3. Changed minimum frame advantage on block in mid-air from -11F to -2F.

• Oni Yanma Can now be CA canceled.

• L./M. Oni Yanma Extended mid-air invincibility by 2F.

• H. Oni Yanma Reduced knockback height on hit for the first hit.

• Onibi (V-Skill I) Can now be canceled into from special-cancelable normal attacks and unique attacks.

• [V-Trigger II] Manrikitan Increased V-Timer from 2,000F to 3,000F.

• [V-Trigger II] Kishinriki V-Timer cost increased from 1,000F to 1,500F.

• [V-Trigger II] Kishin Kuchu Jigoku Guruma V-Timer cost increased from 1,000F to 1,500F.

• Daishin Senriki (CA) Start-up reduced from 7F to 4F when canceled into from Oni Yanma.

Poison:

Poison’s specialty long-range combat is further carried by her defense-boosting V-Shift.

This allowed Poison to avoid damage and regain control if rushed by opponents, and gave her additional time to start her offense from a distance.

As a result, characters who could dart in quickly were unable to use their forte against Poison.

To rectify, we’ve increased the risks of Poison’s whiffs and her long-reach moves when blocked at close range.

We’ve also made it harder for Poison to keep rushing opponents at bay.

Crouching head punch lacked risk, even when blocked from relatively close up.

Attacks blocked from a distance that pokes such as Standing MK and Avant Line can reach run the risk of being counterattacked.

These adjustments require more careful consideration of distance when poking opponents.

V-Skill I, Perfume Swing had fewer merits of use compared to V-Skill II, Cartwheel.

Therefore, Perfume Swing can now quickly shift to a jump attack on hit or block.

It can also activate from EX Heart Raid or Poison Cocktail, making it possible to create larger varieties of links and combos.

• Crouching HP
1. Extended the recovery hurtbox forward.
2. Decreased pushback on block.

• [V-Skill I] Jumping HP/Jumping HK Decreased V-Gauge gain from 50 to 40.

• Heart Raid After the hitbox is generated, the hurtbox applied to the front of the body now remains until recovery ends.

• EX Heart Raid Can now be canceled with V-Skill I on hit or block.

• EX M. Heart Raid Increased hit stun time for the 1st attack by 2F.

• L. Love Me Tender Increased the combo-count limit.

• Perfume Swing (V-Skill I)
1. Sped up the timing so that jumping attacks can be performed on hit or block.
2. Decreased V-Gauge gain from 50 to 40.

• [V-Trigger I] Fire Squall Can now be canceled with V-Skill I.

Rashid:

Rashid’s flashy, unconstrained movements allow him to taunt and dance circles around his opponents, but at the cost of having lower defense. However, his defense was still rather high, and his strong links ultimately reduced his apparent weaknesses. To rectify this, we’ve added increased risk to his links and reduced his invincible moves. Choose your attacks wisely, as it’s now harder to follow up after opponents counter, which could result in a swift defeat.

Conversely, M. Whirlwind Shot, which had previously been difficult to utilize, now yields increased returns. V-Trigger I, Ysaar, which had been overshadowed by V-Shift, now has an increased number of hits.

Since M. Whirlwind Shot was less effective than other strength variations, it now has the ability to knock down opponents, making it an offensive starting point. On counter hit, Crouching HP combos into moves, and has low disadvantage when blocked. As such, it can now be used as if it were a low-cost EX move. Please note that V-Trigger II has not been adjusted, as being knocked down while it is active weakens Rashid.

Due to Ysaar’s increased number of hits, a tornado will now appear on screen regardless of whether the attack hits, is blocked, or activates at close range. It’s now easier to create links by riding the winds, making Rashid’s battle style even more distinctive.

• [Normal] L. Whirlwind Shot Decreased pushback on block up until active frame 2F.

• [Normal] M. Whirlwind Shot
1. Hit effect on grounded stun changed to knockdown when the 2nd attack hits on the ground.
2. Increased knockback time for the 2nd attack on a mid-air hit.

• [Normal] L. Spinning Mixer Decreased pushback for the 3rd attack on block.

• [Normal] M. Spinning Mixer Now allows for EX Spinning Mixer canceling 4F before end of recovery (on hit only).

• [Normal] H. Spinning Mixer No longer affected by hitboxes with added properties.

• [Normal] EX Spinning Mixer
1. Lengthened start-up from 8F to 12F.
2. Changed full invincibility from between frames 1 and 12 to between frames 1 and 16. (No change made to the special properties version.)

• L./EX Eagle Spike (Dash Version) Fixed an issue in which Rashid would travel a considerable distance and pass through opponents after performing the move. (In accordance with this change, the distance moved backward after activation has been reduced.)

• Nail Assault (V-Skill I) Now allows for EX Spinning Mixer canceling 4F before end of recovery (on hit only).

• [Normal] Wing Stroke (VSkill II, Grounded Version) Sped up link timing to all versions of Wing Stroke by 3F.

• [V-Trigger I] Ysaar
1. Increased number of hits from 3 to 4.
2. Changed frame advantage on block from +32F to +39F.

• [V-Trigger II] Haboob
1. Changed frame advantage on block from -2F to -6F.
2. Increased projectile speed after active frame 4F.
3. Moved the hitbox with added properties inward from frame 4 onward.

• Altair (CA) Changed full invincibility from between frames 1 and 17 to between frames 1 and 10.

R. Mika:

R. Mika’s strengths lie in her ability to rush in with either throws or strikes at close range, but the addition of V-Shift greatly affected her playstyle.

Even when at her favored range, it was often difficult for her to win the match due to the increased number of ways to deal with her attacks.

Therefore, in order to create additional offensive opportunities, we have added new options for her to close the distance against opponents from mid-range.

Among these options, the Crouching MK has been reworked and can now be canceled with a special move.

With the ability to take opponents down, it is now much easier to instantly close the distance to them.

Considering that the returns on hit have improved, we have also made adjustments to areas such as the hurtbox and the attack duration.

Previously, when activating Passion Rope Throw from behind an opponent, Mika’s back dash caused opponents to bounce back toward her, even when performed in the middle of the screen.

This is a technique that could no longer be done following a prior adjustment, but it’s an interesting move that matches Mika’s character background, so it has been restored in order to expand her available combo options.

Because the surrounding factors have changed since then, we don’t feel that keeping the same performance of the move will cause any significant problems, but considering it could lead to fewer available options, we are limiting it to back throws only.

It’s a good choice when you want to inflict significant damage while in the middle of the screen, or want to focus on maintaining the offensive.

• Standing LK Can now be special canceled.

• Standing HP Extended the hitbox forward.

• Crouching LP Increased damage from 20 to 30.

• Crouching MK
1. Can now be special-canceled.
2. Changed active attack frames from 4F to 3F.
3. Changed recovery from 14F to 15F.
4. Extended the hurtbox during the move.

• Passion Rope Throw (Backward) When the attack hits mid-screen, the opponent will now reach the corner and bounce back.

• Shooting Star Combo Increased the knockback distance on hit.

• M. Shooting Peach
1. Moved the hitbox between active frames 8F and 10F downward.
2. Changed frame advantage on block from -10F to -8F.

• H. Shooting Peach Changed frame advantage on block from -12F to -10F.

• EX Shooting Peach
1. The hitbox of the 2nd attack has been extended upward after the 1st attack lands.
2. The collision box has been extended upward when the 1st attack hits.

• Heated Mic Performance (VSkill I)
1. Shortened start-up from 75F to 60F.
2. Entire move shortened from 90F to 75F.
(No change has been made to Lady Mika-canceled version.)

• Pumped Up! (V-Skill II) Increased damage from 90 to 100.

• [V-Trigger II] Steel Chair/Fightin’ Dirty (Special move version) Changed combo scaling from 20% to 0% when canceled into. (No change has been made when activated from a V-Trigger.)

• [V-Trigger II] Steel Chair Increased damage from 60 to 90.

Rose:

Rose’s outreach is her distinction, but her offense is understated. When compared to other characters, her overall strength was found to be somewhat lacking.

Therefore, in addition to improvements to her mid to long-range control options, Rose’s overall strength has increased, granting more opportunities for her to deal more damage at once.

In order to enhance Rose’s unique V-System, she now has increased opportunities to use it, and more advantages after activation.

Rose’s V-Skills, which had particularly long recovery that made them difficult to use, can now cancel from Soul Piede.

Soul Piede’s combo count has been adjusted, allowing Rose to combo into it from EX Soul Bind, allowing her to use combos for damage and craft advantages using her V-Skills.

Rose’s V-Trigger II, Soul Illusion, struggled to deal damage against blocking opponents.

Her normal throws, which are used to open up opponents, would get in the way if still in motion when her V-Timer ran out.

Therefore, Rose’s V-Timer will now no longer decrease while a normal throw is in motion.

To help prevent opponents from running out the V-Timer, clone attacks can now hit downed opponents.

• Standing HP Changed frame advantage on block from -6F to -4F.

• Standing LK Extended the hitbox forward.

• Standing MK Can now be special canceled.

• Crouching HP Changed frame advantage on hit from -5F to -3F.

• Crouching HK
1. Shortened start-up from 10F to 9F.
2. Entire move shortened from 37F to 36F.
3. Extended the hitbox forward.

• Soul Presa Changed frame advantage on block from -6F to -4F.

• Soul Piede
1. Can now be canceled with V-Skill.
2. Increased the combo-count limit.

• Soul Pilastro Increased knockback time on a crush counter

• [Normal] Soul Spark Increased pushback on block.

• [Normal/V-Trigger II] EX Soul Spark
1. Shortened start-up from 14F to 12F.
2. Entire move shortened from 46F to 44F.

• [Normal] EX Soul Spark (Airborne)
1. Sped up the start of Rose’s descent timing.
2. Increased Rose’s descent speed.
3. Changed minimum frame advantage on hit in mid-air from -3F to +4F.
4. Changed minimum frame advantage on block in mid-air from -8F to -2F.

• L./M. Soul Spiral
1. Reduced knockback distance on hit.
2. Increased knockback time on hit.

• H. Soul Spiral
1. Shortened start-up from 21F to 19F when canceling from a Crouching MP.
2. Reduced recovery on hit from 23F to 18F.
3. Increased knockback time on hit.
4. Increased the knockback distance on hit when in mid-air.

• Soul Bind (including EX Version) Increased the command priority so it is higher than Soul Punish.

• EX Soul Bind Recovery following the lock version can now be special-move-canceled.

• [Normal] EX Soul Punish Can now be V-Trigger-canceled.

• Soul Fortune (V-Skill I – Purple and Green)
1. Increased knockback time on a mid-air hit.
2. Increased the combo-count limit.

• Soul Fortune (V-Skill I – White) Now recovers 15 health through recoverable damage when activated, and 1 health for every 4F the move is held.

• Soul Fortune (V-Skill I – Red) The effect no longer ends when taking damage.

• [V-Trigger II] Soul Illusion
1. Added the ability to hit opponents that are downed by the clone’s attacks.
2. The V-Timer is no longer used during a normal throw animation.

Ryu:

It was difficult to utilize Ryu effectively at mid- to long-range when facing opponents who had superior reach or possessed effective projectile countermeasures.

In response, we have boosted attack power and strike continuity for the mid-range options that he specializes in, enabling him to take better advantage of his strengths against opponents where it was previously hard to do so.

Firstly, for his main Hadoken attack, we have added increased damage and also boosted the speed of the heavy version, making it more difficult for opponents to deal with.

In addition, the crush counter for the Standing HP, as well as the effect of a successful hit with the Thrust Strike V-Skill have been improved, making them more effective countermeasures against opponents with a longer reach.

Also, Ryu can now perform follow up attacks when unleashing an early anti-air L. Shoryuken, and it is alsoeasier to initiate full contact when using an air vs. air EX Airborne Tatsumaki Senpukyaku, giving him some high reward options for dealing with mid-air opponents while trying to keep them in check.

• [Normal/V-Trigger 1] Standing HP Increased knockback time on a crush counter.
• [Normal/V-Trigger 1] Crouching MP Reduced pushback on hit.
• [Normal]Solar Plexus Strike Changed V-Trigger cancel timing from 1st attack to 2nd.
• [Normal/V-Trigger 1]Jodan Sanrengeki Reduced knockback time when the final attack lands in the air.

• [Normal/V-Trigger 1]Jodan Sanrengeki (Standing MP > Crouching HP)
1. Grounded stun hit effect changed to knockdown.
2. Can now be special canceled.

• [Normal] Hadoken
1. Increased damage from 60 to 70.
2. Increased chup damage on block from 10 to 12.

• [Normal] H. Hadoken Increased projectile speed.
• [Normal] EX Hadoken Extended the hitbox upward.

• [Normal/V-Trigger 1]L. Shoryken
1. Lowered combo-count start value when the attack lands in the air to 3F or later into the attack’s duration.
2. Increased knockback time when the attack lands in the air to 3F or later in the the attack’s duration.
3. Recovery time on landing can now be canceled with any Hadoken (on hit only).

• EX Tatsumaki Senpukyaku
1. The hitbox after the attack lands in mid-air has been extended upward.
2. Reduced the knockback of the 2nd through the 4th attacks when teh 1st to 3rd attacks land in the air.
3. Increased the draw-in distance when the tip of the 1st attacks lands in the air.
4. When any of the hitboxes from the 1st to 4th attacks hit and the 5th misses, a 6th hitbox now appears on Ryu’s back.
5. Incresaed knockback time when the 5th attack lands in the air.

• EX Airborne Tatsumaki Senpukyaku
1. The hitbox after the attack lands has been extended.
2. Increased the duration of the 2nd and 4th attacks on hit from 2F to 3F.
3. The hitboxes of the 2nd and 4th attacks will now hit opponents in front as well.

• L. Jodan Sokutou Geri Increased distance traveled forward before attack start-up.

• [Normal/V-Trigger] Thrust Strike (V-Skill 2)
1. The hit effect of the 2nd attack has been changed from knockdown to wall bounce when the attack connects.
2. Increased the stun when the attack connects by 2F.
3. Increased the stun time for the 1st attack when the attack connects.

• [V-Trigger 1] Thrust Strike (V-Skill 2) Since the increase in the V-Gauge from an unsuccessful move just before the V-Timer ended was unintentionally high, the amount of increase for the V-Gauge was changed from 75 to 60 in order to match the value of the normal version.

• [V-Trigger 2]V-Trigger 2 Isshin (Strike)
1. Can now be CA-canceled.
2. The hitbox has been extended upward when the attack is performed after an EX Hadoken.
3. Extended the hitbox of the attack from 1F to 2F upward when canceled into from Shoryuken.

• [Normal/V-Trigger 1] Shinku Hadoken/Denjin Hadoken (Critical Art)
1. Now projectile-invincible between 4F and 23F.
2. Decreased the start-up from 3F to 2F when canceled into from Shoryuken.
3. Extended the hitbox of the attack from 1F to 2F upward when canceled into from Shoryuken.

• Shinku Hadoken (Critical Art) Changed damage distribution from 320 ((40×5) + 120) to 320 ((20 x5) + 220).

• [V-Trigger 1] Denjin Hadoken (V-Trigger 1 Critical Art)
1. Changed damage distribution from 350 ((40×6) + 110) to 350 ((20 x6) + 230).
2. V-Timer cost decreased from 3,000F to 0F.

Sagat:

Sagat’s movement is largely unchanged, but his combos have undergone considerable improvements.

Tiger Shot and Grand Tiger Shot now have increased opportunities to deal damage outside of opponent checks, increasing Sagat’s offensive arsenal.

Standing HK’s first attack is now cancelable, while Standing MP can now combo after counter hits, prime for getting the upper hand on opponents.

It also makes opponents stand on hit, making it appealing to use to start a combo after EX Tiger Shot.

From here, H. Tiger Knee Crush, derived from Step High Kick, or a V-Skill-enhanced special move can then be used as powerful follow-ups.

As V-Trigger I, Tiger Cannon can now be activated from EX Tiger Shot/EX Grand Tiger Shot, Sagat’s V-Timer can be used in ways beyond just keeping opponents in check, such as using it to combo from light attacks, or to confirm attack hits.

The last half of V-Trigger II, Tiger Rush’s movement can now be special move-canceled on hit, making it possible to follow-up without using Tiger Spike.

L. Tiger Uppercut’s adjustments consist of fixing an issue where the attack would pass by opponents while turning around.

• Standing HK
1. Changed damage distribution from 90 (20+70) to 90 (40+50).
2. Changed stun damage distribution from 150 (30+120) to 150 (100+50).
3. Extended the hitbox of the first attack forward.
4. The 1st attack can now be special-canceled.

• Crouching MP Extended the hitbox forward.

• Crouching MK Reduced pushback on hit.

• [Normal/V-Skill I] L. Tiger Uppercut
1. Reduced forward movement up until the 3rd frame.
2. Increased forward movement during the 4th frame.
(No changes have been made to the canceled versions of Step Low Kick or Step High Kick.)

• [Normal/V-Skill I] H. Tiger Uppercut Extended the hitbox for active frames 1 and 2 forward.

• [V-Skill II] M. Tiger Knee Crush Reduced knockback distance on hit.

• [Normal/V-Skill II] H. Tiger Knee Crush Increased the combo-count limit when activated from Step Low Kick or Step High Kick.

• [V-Trigger I] Tiger Cannon
1. Can now be activated from EX Tiger Shot/EX Grand Tiger Shot.
2. Increased the combo-count limit.

• [V-Trigger II] Tiger Rush The 2nd half of the motion can be special-move-canceled on hit only.

Sakura:

The main changes for Sakura are improvements related to her V-Trigger.

There are now more opportunities for takedowns when using a V-Trigger against your opponent.

For both V-Trigger I and V-Trigger II, the recovery of V-Trigger canceling has been reduced by 2F, increasing the variety of combos that can be performed following activation.

Sakura didn’t have a particularly good frame advantage for V-Trigger cancels with her normal attacks, placing too much importance on EX Hadoken and EX Shunpukyaku cancelations.

Therefore, these adjustments will offer additional benefits for cancelations from normal attacks, such as activating combos after performing her fastest move, the Crouching LP.

We made it easier to activate a V-Trigger while preserving the Critical Gauge, enabling the tactical use of high-damage combos after activation.

The powered-up version of the M. Airborne Shunpukyaku will now also be activated while the V-Trigger II Sakura Senpu is active.

Since it can land consecutive hits from a jumping MP, and follow-up attacks such as Shouoken are also possible, you can now inflict heavy damage during air vs. air attacks.

• Standing HP Extended the hitbox forward.

• Chin Buster Kick Can now be special canceled.

• [V-Trigger I] Hadoken The V-Trigger I version of Sakura Rain will be performed even with no VTimer left when CA-canceling.

• [V-Trigger I] Tengyo Hadoken The V-Trigger I version of Sakura Rain will be performed even with no VTimer left when CA-canceling.

• [Normal/V-Trigger II] Shouoken (including EX Version) Will no longer pass through the opponent during mid-air hitstun in the corner.

• EX Shunpukyaku Changed V-Trigger cancel timing from after frame 33 to after from 23.

• [V-Trigger II] Airborne Shunpukyaku The powered-up version will be performed when V-Trigger II is active.

• Haru Kaze (V-Skill I) Will no longer pass through the opponent during mid-air hitstun in the corner when canceling V-Trigger II Haru Kaze.

• [V-Trigger I/II] Haru Arashi/Sakura Senpu Reduced entire move recovery by 2F when V-Trigger canceling.

Seth:

Seth’s basic moves are left relatively unchanged, but his long-reach Crouching HP now has longer start-up.

EX Cruel Disaster can now more easily connect from Crouching MK, bolstering Seth’s mid-range checks.

There are more opportunities than ever before to maneuver about and deal damage. Take advantage of Seth’s powerful attacks!

In addition, V-Triggers have been adjusted to have increased breadth of links and combos, have different effects when canceled into, and have increased activation points.

Due to L. Hecatoncheires’ reduced hitback, V-Trigger I, Tanden Ignition allows for easy follow-ups when canceled.

Seth has increased light attack combo damage, allowing him to check hits and deal damage as if he were poking opponents from the forefront.

Some attacks of characters usable after V-Skill I, Tanden Install hits are now more similar to their latest game states.

• Crouching HP
1. Reduced start-up from 12F to 10F.
2. Entire move shortened from 41F to 39F.

• L. Hecatoncheires Reduced pushback on hit.

• EX Cruel Disaster
1. Reduced start-up from 15F to 14F.
2. Reduced entire move from 50F to 49F on block/whiff.
3. Changed the projectile invincibility duration from “4F to 12F” to “4F to 11F”.

• EX Hecatoncheires Can now be canceled with Tanden Maneuver (including additional input) and Tanden Explode.

• Hadoken (V-Skill I)
1. Increased damage from 60 to 70.
2. Increased chip damage on block from 10 to 12.
3. Increased pushback on block.
4. Reduced backward the arm hurtbox before attack start-up.

• Shoryuken (V-Skill I)
1. Extended the hitbox forward.
2. Reduced knockback distance for the 3rd attack.
3. Increased knockback time on hit for the 3rd attack.
4. Can now be special-canceled starting 7 frames after landing recovery (on hit only).

• The Disc’s Guidance (V-Skill I) Sped up start-up when activated at close range.

• Shooting Peach (V-Skill I) Changed frame advantage on block from -12F to -10F.

• Lv1/2 Thunder Clap (V-Skill I) Changed entire move recovery from 47F to 45F

• Lv1 Thunder Clap (V-Skill I)
1. Changed active attack frames from 40F to 45F.
2. Changed frame advantage on hit from ±0F to +2F

• Lv2 Thunder Clap (V-Skill I)
1. Shortened start-up from 41F to 36F.
2. Changed frame advantage on hit from +9F to +11F.
3. Changed frame advantage on block from ±0F to +2F.

• Air Stampede (V-Skill I)
1. Changed frame advantage on block from -5F to -2F.
2. Decreased pushback on block.
3. Increased stun on whiff by 10F.
4. Now projectile-invincible during the motion while in the air.

• Sonic Boom (V-Skill I)
1. Changed frame advantage on block from +2F to ±0F.
2. Changed opponent’s meter gain on hit or block from 18/9 to 24/12.

• Rolling Attack (V-Skill I) Increased damage from 100 to 120.

• Psycho Kugel (V-Skill I) Extended the hitbox forward.

• Moonsault Knee Drop (V-Skill I) Added mid-air invincibility from frame 5 to frame 12.

Urien:

Urien’s combination of power and reach keeps his opponents in check with the use of normal attacks and Metallic Sphere, giving him an advantage over numerous characters at mid range. Even if your opponent tries to approach you, or drives you into a corner, Urien’s superior ability to make a comeback made him a very difficult character to take down.

The move that most contributes to Urien’s comeback ability is his V-Trigger I Aegis Reflector, but since the explosive power of this V-Trigger is a key part of Urien’s appeal, we decided not to adjust it very much this time. Instead, we reduced his basic defense ability so that it is noticeable when he takes a hit

In addition to removing his total invincibility while performing an EX Dangerous Headbutt, we have adjusted its reach and combo count, and it can now be used to follow up on a combo. We have also increased the speed with which the held version of H. Metallic Sphere can be completed, making it easier to incorporate into air combos. Although the Crouching HP that served as the starter for heavy damage combos has had its damage reduced, skillfully combining these elements will enable you to deal just as much damage as before, if not more so.

In regards to the activation of Aegis Reflector (Back), it was too good at keeping opponents in check, so we have slowed the start-up by 2F. If you use it after canceling an attack, you can link to it just like before since the special move version hasn’t been changed.

• Standing MP Extended the foot hurtbox during frames 3 and 15 of the motion.

• Standing LK
1. Reduced the foot hurtbox upward during active frames.
2. Extended the foot hurtbox upward during recovery.

• Standing HK Increased damage on mid-air hit from 80 to 90.

• Crouching MK Sped up Tyrant Blaze cancel timing by 2F.

• Crouching HP Changed damage from 90 (50+40) to 80 (50+30).

• [Normal/V-Trigger II] Metallic Sphere (including EX Version)
1. Extended the arm hurtbox after the projectile appears.
2. The hurtbox returns to Standing state after recovery ends.

• [Normal] H. Metallic Sphere (Uncharged Version)
1. Charged version can now be activated with a partial button hold.
2. Changed charged version timing from 32F to 28F.

• [Normal] H. Metallic Sphere (Charged Version)
1. Changed damage from 100 (45+55) to 90 (45+45)
2. Changed start-up from 42F to 29F.

• [V-Skill I] Dangerous Headbutt Increased the combo-count limit.

• [V-Skill I] H. Dangerous Headbutt Increased knockback time on a mid-air hit

• [V-Skill I] M. Dangerous Headbutt Fixed an issue in which the hurtbox disappeared when the armor stops the opponent’s attack before transitioning to a mid-air state.

• [Normal/V-Skill I] EX Dangerous Headbutt
1. Added a hurtbox between frames 1 and 16.
2. Added a throw hurtbox between frames 5 and 16.
3. Removed the counterable box after the hitbox is generated.
4. Increased damage from 80 to 100.
5. Increased stun damage from 80 to 100.
6. Changed frame advantage on block from -17F to -10F.
7. Decreased landing recovery time on block from 21F to 14F.
8. Decreased landing recovery time on whiff from 31F to 16F.
9. Increased landing recovery time on hit from 16F to 17F.
10. Increased the combo-count limit on the 1st and 2nd attacks.
11. Reduced the combo-count start value and gain of the 1st attack.
12. Increased combo-count gain for the 2nd attack.
13. Increased the knockback distance on hit for the 2nd attack. 14. Will no longer pass through the opponent during mid-air hitstun in the corner.
15. Removed 1.2x damage hitbox from the entire action.

• [Normal] EX Dangerous Headbutt Increased distance traveled forward.

• [V-Skill I] EX Dangerous Headbutt Added armor to the hurtbox between frames 3 and 15.

• [Normal/V-Skill I] Violence Knee Drop Increased the knockback time on a grounded hit.

• [V-Trigger I] Aegis Reflector (Back) (Activation) Lengthened start-up from 5F to 7F.

• [V-Trigger II] Tyrant Blaze Will no longer pass through the opponent during mid-air hitstun in the corner.

Vega:

Vega has some of the best ground game, which was balanced out with him being at increased risk of taking high damage.

However, as the level of power in the game has risen over time, he has been adjusted to be less vulnerable.

Standing MK has undergone the most significant adjustment, and is now cancelable.

Clawed Vega could often only use a single hit to punish attacks with significant hitboxes, but now landing a hit with the new Standing MK can lead to big rewards.

Barehanded Standing HP now has reduced knockback for improved combos.

In addition, Vega now has the ability to remove his mask, which actively increases his offensive power.

However, being maskless also lowers Vega’s defense, so unmask with caution.

The airborne and anti-air variations of V-Trigger I, Bloody Kiss, have been adjusted to increase usability.

The mid-air Bloody Kiss – Azul’s height limit has been lowered, and can now be activated from a neutral jump.

These adjustments make Azul easier to use and offer more opportunity to hit an opponent.

The anti-air, Bloody Kiss – Rojo, now allows for follow-ups after hitting an opponent in a high position, keeping in line with the other Bloody Kiss variations.

The requirements for knocking opponents out of a jump remain unchanged, but the increased potential will make opponents think twice about jumping.

• [New Move] Face Reveal Added a new move activated with ↓+PPPKKK.

• Standing HP (bare-handed) Reduced pushback on hit.

• Standing MK Can now be special canceled.

• H. Crimson Terror Extended the hitbox of the first attack forward.

• EX Crimson Terror Can now be canceled with V-Skill I on hit.

• [V-Trigger I] Bloody Kiss – Rojo (claw/bare-handed)
1. Moved the hitbox inward from the 3rd frame onward.
2. Decreased damage from 180 to 140.
3. Reduced stun damage from 200 to 150.
4. Extended the collision box upward until the start-up of the 2nd attack when the 1st hits or is blocked.
5. Increased knockback time on hit for the 3rd attack.
6. Lowered combo-count start value and gain.

• [V-Trigger I] Bloody Kiss – Azul (claw/bare-handed)
1. Reduced height limit.
2. Can now be performed from a neutral jump.

Zangief:

Zangief possesses many powerful throws, but it was difficult to choose between a throw or strike when at close range due to the opponent’s V-Shift, so it was hard for him to take proper advantage of such opportunities.
In response, we have strengthened his mid-range control and air vs. air techniques, and reworked the returns of landing a strike versus using a throw when at a short distance.
Along with more opportunities to deal damage on approach, it also gives him multiple choices for utilizing attacks with explosive power.

It is now easier to follow up with “Standing LK > Double Lariat” after the forced crouch following a Head Butt, leading to even greater returns when overcoming an opponent’s move.
Furthermore, V-Triggers are now cancelable, creating opportunities to create V-Trigger combos near a battle’s end.

Crouching HP, which was often overshadowed by the easy-to-use anti-air Double Lariat, now knocks back opponents on hit, and can then combo into Crouching HK.
Though its start-up may be slow, its anti-air allows Zangief to deal impressive damage. Furthermore, we have fixed an issue where canceling Double Lariat into V-Trigger I, Cyclone Lariat, would cause its strike to whiff.
From here, Zangief can follow-up with Standing HP (holdable) or Crouching HK, making an opportunity for him to deal heavy damage to jumping opponents averse to close-range throws.

Normal Borscht Dynamite now has the same strike hitbox as the EX version, keeping Zangief from having to rely on the EX version when his Standing HK is crush countered at close range.
It serves to deal damage when opponents back dash and V-Shift, and the saved Critical Gauge can instead be used to dish out EX and CA moves to further pressure opponents.

• Standing HP (uncharged ver.) Increased stun time by 1F when a crush counter occurs on active frame 2 or later.

• Standing HP (charged version) Increased the combo-count limit.

• Crouching HP
1. Now knocks the opponent down on a grounded or mid-air hit.
2. Changed frame advantage on block from -4F to -6F.
3. Decreased pushback on block.
4. Will no longer hit opponents behind you.
5. Increased combo-count start value and gain.

• Crouching HK Increased the combo-count limit.

• Head Butt
1. Changed grounded hit effect from stun to a forced crouch.
2. Can now be V-Trigger-canceled.

• Flying Headbutt Increased the combo-count limit.

• [Normal] Borscht Dynamite Changed the hitbox type from throw to strike.

• [V-Trigger II] Borscht Dynamite Reduced Zangief’s recovery after hit by 6F.

• [V-Trigger II] EX Borscht Dynamite Increased the combo-count limit when canceled into from Flying Headbutt.

• [V-Trigger I] Cyclone Lariat Sped up the 2nd attack’s start-up by 2F, and made all attacks easier to land when included in a mid-air combo.

Zeku:

In order to further refine Zeku’s ability to switch between forms, the second half of the motion for Shukumyo can now be special-move-canceled.

As a result of this adjustment, it is possible to create new combos and links that combine both his young and old forms.

One additional move’s worth of scaling will be applied to special moves canceled into from Shukumyo so that the combo doesn’t inflict too much damage.

However, the possibilities offered by these expanded movements should make Zeku even more fun to use.

We have also made some improvements to both styles.

It is now easier to link to a special move from the superior start-up and reach of a Standing LP when in old form, and the ability to perform combos and parries has been enhanced.

There are now more opportunities for combos and dealing increased damage with anti-air, low, and light attacks when in young form, making it even easier to utilize his high attack power.

• [Old] Standing LP Changed frame advantage on hit from +4F to +5F.

• [Old] Standing MK Changed frame advantage on block from +2F to +3F.

• [Old] Crouching HK
1. Shortened start-up from 10F to 9F.
2. Entire move shortened from 36F to 35F.

• [Old] Shukumyo
1. Will now transform on the 10th frame of the entire move.
2. Can now be special-move-canceled between frames 16 and 21 of the entire move.
(One move’s worth of combo scaling will be applied to the special move canceled into during the above range.)
(When activating Shukumyo from Bushin Gram – Ban, special cancelable timing is now only possible on frame 21.)

• [Old] Fukuro (V-Skill I)
1. Shortened start-up from 14F to 10F.
2. Extended the hitbox forward.
3. Reduced the arm hurtbox downward during active frames.
4. Will now hit opponents behind Zeku.

• [Old] Batsuzan Gaisei (CA) Added a hitbox between active frames 3 and 5 only when the opponent is in hitstun, making the attack easier to combo into from Bushin Gram – Ban.

• [Young] Crouching MK The input window for canceling V-Triggers and V-Trigger attacks now lasts 2F longer.

• [Young] Jumping MP Can now be canceled with Bushin Sandoku Otoshi.

• [Young] [New Move] Kaeshi Hayabusa Added a new target combo performed with “Jumping MP > Jumping HP”.

• [Young] Shukumyo
1. Will now transform on the 10th frame of the entire move.
2. Can now be special-move-canceled between frames 16 and 21 of the entire move.
(One move’s worth of combo scaling will be applied to the special move canceled into during the above range.)

• [Young] Bushin Gokusanken – Shu Can now be V-Trigger- or CA-canceled.

Given Street Fighter 6 has officially been announced, don’t expct any major updates for SF5 after this one. Once we know more details regarding future patches, we’ll let our readers know.
Source: Capcom (thanks, Eventhubs for formatting)
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Alex Co

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

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Warzone Perks Updated This March 28: Includes Scavenger, Resotck, EOD & More

It looks like Raven Software snuck in quite a number of Call of Duty: Warzone perks update in the latest patch for the game that was unlisted in the patch notes. For one reason or another, the devs have now revealed the Warzone perks that got updated, and it’s quite a lot and with significant changes too!

Warzone Perks Updated This March 28:

Here’s the full announcment and changelog for the perk changes per the devs.

Perk Adjustments

We see this chapter of Warzone as an ever-evolving and layered gameplay space where we want both counterplay and interplay between systems to be viable. We want to provide Players with a variety of tools to create even more interesting stories or “big-brain” plays that take advantage of systems in ways that we as developers never thought possible.

Perks are going to make for a significant part of the push towards this objective. The changes observed today represent a glimpse of what is to come in Season Three.

Below are the outlined adjustments:

  • Scavenger
    • The pouch will now have a cyan outline for those with Scavenger equipped.
    • Increased dissipation time from 20 seconds to 60 seconds.
    • The pouch now gives +1 Armor Plate on top of previous items.
    • Text update.

Scavenger was originally built for a multiplayer encounter where your eliminations are typically easy to reach and foot traffic aligns with elimination zones. In a Battle Royale setting, Players have a lot more space to cover and a lot more time passes in between encounters. With this change we aim to assist in identifying where your spoils of war are located while also providing more time to acquire them. The update to the items may seem small but a more aggressive Player may see better results in staying stocked up on gear.

  • Restock
    • Recharge time reduced from 50 seconds to 25 seconds.
    • Stim is now on a 60 second timer to reduce spam and gas abuse.
    • Incorrect ingame text “50s” will be updated in a future update.

Restock saw an increase in time with the original launch of Battle Royale. As Warzone has evolved, it has become noticeable that its strength has diminished. We want there to be stronger choices in the Red category of Perks that heavily impact the playstyle around the respective Perk, and there is an opportunity with this revamp to create room for experimenting with various equipment that doesn’t get as much love.

  • E.O.D.
    • E.O.D. will reduce damage or cap the damage whichever is higher.
    • Raised cap on explosive damage from 80 to 200.
    • Raise damage reduction from 35% to 45%.
    • Text update.

With the adjustment to lethals dealing more damage in Season 1, we wanted to align E.O.D. with those changes so there is a viable counter in the Perk meta.

  • Quick Fix
    • Inserting an Armor Plate will now begin regenerating health.
    • Text update.

Quick Fix was already a decent meta contender but similar to the other perks it was primarily built for Multiplayer. This change makes its effect more potent in a Battle Royale setting and we hope will lead to some really fascinating plays.

  • Ghost
    • The “Ghost” stealth effect will now only apply if the Player is moving.
    • Players can observe this via the arrow representing their Operator in the minimap fading when “Ghost” is active.
    • A text update will be coming in the future to clarify these changes.

In a pre-Caldera world, Ghost has always been very beneficial. However, in Caldera it is obvious that it has become even stronger with the ability to seek visual cover in foliage across the map. With this change we aim to balance the Perk around being mobile or being stationary, to provide more counter play opportunities around the Ghost perk. We are thoroughly looking at the stealth and detection meta with the intent to create more value in the options available to acquire and combat it. 

  • We’ve also updated tooltip text for the following Perks:
    • Tune Up
    • Kill Chain
    • Pointman
    • Hardline

As to why this wasn’t revealed previously, we have no idea. It’s not like these are changes made just today or in a snap. Regardless, at least the devs have announced the changes publicly, and we didn’t have to find it from unofficial sources which leaves a lot of guesses in the mix.

Source: Raven Software

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Alex Co

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

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Modern Warfare & Warzone Ghost Perk Change Now Requires Players to Move to Be Hidden From UAV

Back in 2019, when the re-imagined Call of Duty: Modern Warfare was released, one of my pet peeves then was that the Ghost perk hid players from the UAV killstreak even if you weren’t moving — something that promoted camping, and made matches way more slower than they needed to be. This carried over to COD Warzone as well. Well, it seems this has changed based on testing, as the Modern Warfare & Warzone Ghost perk change is now live, and it now requires players to move.

Seemingly included in the COD Warzone patch released last week (though not mentioned in the patch notes), the Ghost perk now requires players to be moving to be hidden from UAVs — just like in Treyarch’s Black Ops series. This was confirmed by Call of Duty stats wizard TrueGameData:

Call of Duty outlet Modern Warzone also confirmed it as well, and even included a short video clip, too.

Unfortunately, it seems this is another one of the stealth changes Call of Duty developers sneak into their patches. Why? I have no idea. This was prevalent in Infinity Ward’s patches in Modern Warfare 2019, and it seems players should still expect it even from the studio handling Warzone, which is Raven Software.

If there are more stealth changes made that’s unearthed, we’ll let our readers know. Hopefully, newer patches willinclude all the changes made moving forward to avoid guessing games like this one.

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Alex Co

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

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Marvel’s Avengers Update 2.3 Release Date Locked for Tomorrow, Here’s a Patch Preview

After delaying it for a couple of days, Crystal Dynamics finally announced the Marvel’s Avengers update 2.3 release date, and it’s tomorrow, March 29! The long-awaited patch was supposed to come on March 24, but at the last moment the studio decided to push the update back for somee more polishing.

Update (3/29/22): The patch is out now, and the patch notes are a long read! Check them out here.

Here’s the official announcement below as per the Twitter post:

As for what will be in the update, here’s a brief rundown as per the patch preview:

Marvel’s Avengers Update 2.3

Drop Zones, Threat Sectors, and Hives

One of the first major changes you’ll notice when interacting with the War Table on March 24 is that missions no longer change every 15 minutes. Instead Drop Zones and Threat Sectors appear on the War Table at all times, and HIVES will appear once you have reached a power level comparable to the range of the region it is found in. Each region now has a minimum power level and a suggested max power level; moving on at the suggested max power level will take you on a tour from region to region as your strength increases:

  • Eastern Seaboard – power level 1-25
  • Pacific Northwest – power level 25-50
  • Utah Badlands – power level 50-75
  • Snowy Tundra – power level 75-100
  • Future Wastelands – power level 100-125
  • Wakanda – power level 100-140

Villain Sectors

Villain Sectors are now visible on the War Table without needing to grab the mission chain from Faction Mission Givers. Normal Villain Sectors Mission Chains rotate daily and are picked up per usual, while Elite Villain Sectors rotate weekly.

Vaults

Vaults are now always visible on the War Table; You no longer need to obtain coordinates to have Vaults appear. The related Daily Mission chain is acquired from the SHIELD terminal or mission giver. Elite Vaults rotate weekly.

HARM Rooms

Individual Hero HARM Rooms now have a minimum Power Level of 1. Versions of HARM Challenges I-V will become a part of the priority HARM rotation; they still exist as part of the HARM challenge mission chain but will no longer be visible once completed.

Other Changes

Flashback Missions that ended with a boss fight have been replaced with Wasteland and Wakanda Threat Sectors. No Flashback Mission should end with a Villain Sector boss fight now. Rise and Shine now requires players to complete a mission in Quickmatch. Heroic Mission Chains (previously known as Iconic Mission Chains) now only show on a per Hero basis.

New Missions

We’re also adding brand new missions to the War Table that you can hop into on March 24, including a new Vault and a Villain Sector.

  • This Hostile Earth– Threat Sector – Snowy Tundra
  • Desperate Times – Drop Zone – Future Wastelands
  • Cavorite Crash Site – Drop Zone – Future Wastelands
  • Blood from a Stone– Threat Sector – Future Wastelands
  • Wasteland Vault and Elite Wasteland Vault – Vault – Future Wastelands
  • Illusion of Truth and Unthinkable (Elite) – Taskmaster Villain Sector – Future Wastelands

Avengers Initiative Onboarding Rework

Nick Fury returns to the Helicarrier to guide newer players into the Avengers Initiative! You can speak to him at the War Table upon logging in to see what he’s been up to. In fact, he’ll replace JARVIS and Maria Hill’s narration in the beginning of the Avengers Initiative, during new tutorial videos, and in some missions. Although this is mainly for new players, existing players can go through this process with Nick Fury to catch up with him.

Quest/Mission Chain Onboarding Rework

Currently, there are a series of quests or mission chains that guide players to multiple mission types as a way of teaching new players how the Avengers Initiative works. Feedback has made it clear this can be confusing since there is minimal direction. The following changes will be made in Patch 2.3 to offer clarity and to properly explain the systems, missions, and how to begin your journey in the Avengers Initiative as you progress rather than one after another.

  • Reigning Supreme has been removed
  • Vault Onboarding has been removed
  • Hive Mind has been removed
  • The previous version of Cloning Around has been removed
  • Iconic Avengers unlocks when reaching power level 10
  • SHIELD Protocols unlocks when reaching power level 20
  • Beating the Odds unlocks when reaching power level 20
  • Inhuman Sanctuary unlocks when reaching power level 30
  • Last Avenger Standing unlocks when reaching power level 130
  • Mega Hive unlocks when reaching power level 130
  • Omega-Level Threat: Family Reunion unlocks when reaching power level 140
  • Discordant Sound Raid unlocks at power level 150
  • Elite Discordant Sound Raid unlocks at power level 160

There you have it. Remember to stay tuned here at MP1st for the complete patch notes once this new Marvel’s Avengers update 2.3 rolls around, which should be sometime tomorrow.

Source: Square Enix Avengers

MP1st Staff

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Original Wipeout PS1 Source Code Released Online

Game preservationists Forest of Illusion, with help from someone named March42, have announced that they have released the original Wipeout PS1 source code online alongside its Windows port! The game is well-known for being one of the original PlayStation’s launch titles, and it has spawned several sequels over the years, with some even garnering critical acclaim.

Here’s the official announcement from Forest of Illusion over on Twitter:

Today we have released the source code to Wipeout by Psygnosis, a futuristic racing game set in 2052! It includes the source to both the original PSX game as well as it’s Windows port. Please note that it is currently unknown if these sources are fully buildable.

Please note: This source code should not serve any purpose beyond educational and preservation purposes. It is not an “official” release, so you can stop asking about licenses. Thank you.

Forest of Illusion also provided a link towards the source files for Wipeout PS1, alongside an official description:

The following is the source code to Wipeout by Psygnosis, a futuristic racing game set in 2052, which ended up as a launch title for the PlayStation in Europe! It includes the source to both the original PSX game as well as it’s Windows port. Please note that it is currently unknown if these sources are fully buildable.

Having the source code to older titles is always a boon towards game preservation, as it allows the existing community to keep track of it before it gets ultimately lost to time. However, discovering the source files is just one step of many, as rebuilding a fully functional game out of it is even harder than securing the actual source code itself.

As is noted by the preservationists, the release of the source is nothing more than for preservation and/or educational purposes, and we here at MP1st do not condone any acts of piracy.

Source: Twitter

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Battlefield 1, Hardline, BF4 Servers Are Being Taken Offline by Cheaters; EA Silent on Issue

While Battlefield 2042 isn’t in a good spot right now, it seems even past Battlefield titles are are going through hardships as well, but this time, they’re due to cheaters. Battlefield 1, Battlefield Hardline, and even Battlefield 4 are all constantly being attacked by cheaters, who also ruin everyone’s enjoyment of these games by DDoS’ing (Distributed Denial of Service) them as well.

What makes this even more infuriating is, this has been happening for months now, and while it seems some cheaters do get banned, a ton go through the cracks and just run wild.

MadDog, who used to run servers for Battlefield Hardline back then, got fed up since one of the cheaters (this one dates back to 2020, even), just trolls people, and seems to relish ruining games for the heck of it.

This particular cheater is at rank 150 on Hardline currently, and as one might expect, his profile is hidden, so people can’t really check his stats. In addition to Hardline, MadDog and his clan (CeltS) also ran servers for BF3 and BF4, and experienced issues wherein a cheater logs into the serer, it then crashes. Moving datacenters and hiding IPs didn’t work, too. The clan got fed up, and just stopped hosting servers altogether since this issue was never resolved.

Aside from Hardline, Battlefield 1 is still experiencing DDoS attacks even to this day! Battlefield streamer LOLGotYerTags tweeted this very issue just this weekend:

Browsing the EA Answers help forums, multiple threads from as far back as last year have surfaced complaining about the hackers. We’ve included screenshots (some new, some old) of a few just to show how bad it has become:

 

People on Reddit have chimed in about this to0:

Hacker is now DDOS’ing Official Servers
by inbattlefield_one

DDOS Attacks On USA Official Servers
by inbattlefield_one

This one post from DeathkiLLA99 over on the EA Answers forums summarizes stuff neatly:

Today every single server is being DDoS’d.

It doesn’t matter if it’s official DICE servers or if it’s privately owned servers.

This guy joins as a spectator, spams the chat, then the server dies and everyone gets disconnected.

This piece of trash waits until the server is full capacity and more than halfway through a game and then pulls the plug again. Then when all the servers are dead and one starts filling up, it too dies.

First, it was the rampant cheating over the past few months steadily increasing. And EA DICE does nothing about it. They let them ruin our games in OFFICIAL servers. They let them run free with invisibility, aimbot, wallhacks. These pieces of trash even ADMIT to cheating in chat but EA DICE still doesn’t care

I always tell people how to report cheaters while in-game, and at this point I’ve stopped since it does nothing, absolutely nothing.

This could be avoided if you played a server with active admins that had BFBans attached to it, however, today I’ve seen that no longer does anything. This guy I’ve mentioned goes past it.

Unfortunately, outside of telling people to report the cheaters in-game, and investigating, it seems nothing concrete has happened. To further drive the point home: it’s been literally months, and cheaters and hackers are stll ruining the fun for everyone on the Battlefield 1, Hardline, BF4 PC servers. Mind, this isn’t that new when it comes to EA’s multiplayer games, as Respawn Entertainment’s Titanfall games were constantly attacked and taken down by hackers, too.

Hopefully, this gets resolved soon. We’ve reached out to EA as well, and will let our readers know if we hear anything back regarding this situation.

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Alex Co

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

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COD Vanguard Free Trial for 2 Weeks, Starting March 30 to April 13

You can play COD Vanguard free trial for the next two weeks, starting March 30 to April 13, and take part in a curated list of multiplayer matches against other players! The unusually long free weekend should give players who don’t own the game yet a chance to check it out for themselves in detail. If you’re interested in having a go for it yourself for the next two weeks, check out the details on the free two weeks for COD Vanguard below.

We’ve extended our Free Access period to two weeks, beginning March 30 and lasting through April 13, to get you a taste of the full-depth experience in Vanguard. Here’s what’s included:

Play New Season Two Maps: Casablanca, Gondola

During the Free Access period, players can jump right into the latest Multiplayer maps launched in Season Two: Casablanca and Gondola.

Casablanca: A shining jewel of Morocco, Casablanca is a medium-sized, three-lane-style map within a bustling marketplace. With several buildings to explore and climb upon, expect a variety of vertical engagements that invite both close- and long-range tactics.

Gondola: Don’t look down on this medium-sized, three-lane-style map. Take a trip on the Gondola to travel above a large gulch and fire watchtower, but hop off before it goes off the cliff! Operators can also take advantage of the long sightline this gondola route provides, or head through the power plant and caves for more close-quarters battle.

Capture and Secure Bases in the Alps

Drop in and compete in a new large-map objective mode set in the Alps featuring new vehicles and one major objective: capture all the bases to win.

Once a base is captured, Operators can choose to respawn at that base or at any other captured points on the map, in addition to spawning in on their fellow squad member. Bases automatically set up gates for the defending team within, allowing safe passage for allies and shutting itself when enemies are nearby.

Every friendly base contains several Buy Stations for additional armaments and abilities, including vehicles to help you traverse the map more quickly. Here, you can use Cash earned by capturing objectives or picking it up from enemy players to purchase weapons, equipment, Killstreaks, and Field Upgrades, or you can even use your Custom Loadouts.

Join in on the Chaos: Shipment, Das Haus, and More 

In addition to the latest maps and modes, Free Access players will also be able to jump into a diverse Multiplayer Playlist featuring Vanguard’s most popular maps, such as Shipment, a Call of Duty® classic, and Das Haus, another small map that favors plenty of action. For Free Access players who want to be in the heat of the action every second of the match, this is the Playlist for you. Vanguard also includes other maps popular with the community like Hotel Royale, Dome, and Radar, which can be played on modes like Domination, Control, Hardpoint.

All of this said, it’s important to note that only the multiplayer component of COD Vanguard will be free; as such, you probably won’t be able to check out the single-player experience for yourself.

COD Vanguard’s free trial weekend starts on March 30 until April 13, and it will be available across all platforms.

Source: Call of Duty

MP1st Staff

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Dungeon Defenders 2 Update 2.14 Out for Patch Rollback This March 28

Trendy Entertainment has released the Dungeon Defenders 2 update 2.14 patch today, and this one is for a rollback on the recent patch that was rolled out for the PlayStation platform! Check out the full Dungeon Defenders 2 March 28 update patch notes below.

Dungeon Defenders 2 Update 2.14 Patch Notes | Dungeon Defenders 2 March 28 Update Patch Notes:

According to the developers over on Twitter:

The DD2 patch rollback is now live for PlayStation users. We are still waiting on Xbox certification, but it will likely be live later today.

We will update as we have more information.

Apologies again for any inconvenience.

The patch they are talking about involved in the rollback most likely pertains to this one, as per the official forums:

DEFENDERS,

We have made a few changes to address some of the instability you may have been experiencing recently.

This update is currently live for Steam users. Console players will receive the update after it passes certification.

Bug Fixes and Updates

  • Reverted change on towers and dummies to use a bigger integer as it was contributing to server instability
    • We’re still narrowing down the additional issue that’s causing problems
  • Fixed an issue where Beat the Heat Bundle sometimes pops up in master rewards
  • Fixed an issue where the Fenix egg still had the word ‘ship’ in it

That’s it for the patch. If there are any more updates made to this, we’ll be sure to let our readers know.

Source: Twitter

MP1st Staff

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One Piece Odyssey Officially Announced, Being Made by Pokemon Diamond & Pearl Devs

As the series celebrates its 25th year, Bandai Namco has officially announced One Piece Odyssey, a new game in the long-running manga series. The game is a turn-based RPG in the same vein and feel of Dragon Quest XI, and what’s more surprising is that it is being developed by ILCA, the Japanese support studio behind the Pokemon Diamond and Pearl remakes. Check out the trailer below, as well as more details on this new game set in the expansive One Piece universe.

ONE PIECE ODYSSEY transports the Straw Hats to a mysterious new island where they embark on quests and fight powerful enemies and massive bosses in exciting turn-based battles. In the game, players take on the role of nine of their favorite pirates, playing as Monkey D. Luffy, Roronoa Zoro, Nami, Franky, Sanji, Usopp, Nico Robin, TonyTony Chopper, and Brook. A new character revealed during the livestream, the cheerful and towering Adio, joins the Straw Hats in their latest adventure.

One Piece Odyssey is based on an original story by series creator Eiichiro Oda, and will feature some new characters as well. Last week, One Piece’s 1044th manga chapter was released, which speaks to just how long the series has been going now as it celebrates 25 years in the industry.

One Piece Odyssey is set to release in 2022 on PlayStation 4, PlayStation 5, Xbox Series X|S, and PC.

MP1st Staff

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Warframe 9 Year Anniversary Rewards and Weekly Gifts Detailed

The Warframe 9 Year Anniversary celebration officially kicks off today, and Digital Extremes released the rundown of all the gifts and rewards players can get from the five weeks of festivities. Check out what you can get as weekly gifts below, as well as details on Garuda Prime as she makes her way back to Warframe Prime Access.

Here are the weekly gifts coming to the Warframe 9 Year Anniversary:

Week 1 Alert Delivered Monday, March 28 Dex Sybaris + Weapon Slot

Dex Nouchali Syandana

Weekend Credit Booster

Week 2 Alert Delivered Monday, April 4 Dex Furis + Weapon Slot

Excalibur Dex Skin

Weekend Affinity Booster

Week 3 Alert Delivered Monday, April 11 Dex Dakra + Weapon Slot

Dex Raksaka Armor

Weekend Credit Booster

Week 4 Alert Delivered Monday, April 18 Liset Dex Skin

Excalibur Dex Glyph

Weekend Affinity Booster

Week 5 Alert Delivered Monday, April 25 Rhino Dex Skin

Excalibur Dex Noggle

Weekend Credit and Affinity Booster

Warframe wouldn’t exist without its dedicated players and Digital Extremes is giving back to its fans with an ultimate ‘thank you’ in the form of weekly premium gifts. To start, all Warframe players will receive a free Wisp Dex Skin gifted via an in-game Inbox Message that players can find in their Orbiter today. A visual of the Wisp Dex Skin is featured in Warframe’s Anniversary key art designed by freelance artist Kevin Glint. Throughout the next five weeks, players will be treated to even more free premium content with weekly Alerts delivered to players providing access to Weapon Slots, Armor, Glyphs, and more. Weekend Credit and Affinity Boosters will also be available for players to maximize their return while playing Warframe.

As for Garuda Prime, here are the details for those looking to snag her in Prime Access:

The Bloodthirsty Queen of Gore, Garuda Prime, Debuts in Prime Access Today

Awash in crimson and signature shimmering gold, the powered-up Prime variant of Warframe Garuda, Garuda Prime, vanquishes her prey using coldblooded elegance. Players can tear through the battlefield with razor-sharp talons today by instantly unlocking or earning this bloodthirsty Prime Warframe, along with her Signature Weapons and Customizations, for a limited time only before she vanishes into the Warframe Prime Vault.

Garuda Prime Signature Prime Gear

Nagantaka Prime: A golden version of Garuda’s versatile crossbow, as fashioned by the Orokin’s finest weaponsmiths. Alt-fire to let loose a barrage of bolts. All bolts have a chance to cause Bleeding, and Headshots have a chance to increase Reload Speed. When wielded by Garuda or Garuda Prime the Nagantaka gains a slight Punch Through effect.

Corvas Prime: Flaunting ceremonial beauty, this arch-gun flak-cannon is even more devastating than its standard issue counterpart.

Garuda Prime Access Accessories Include:

  • Kukri Prime Armor
  • Sanguinax Prime Ephemera
  • 90-day Resource and Affinity Boosters
  • Garuda Prime Glyphs

In case you missed it, here are the latest complete patch notes on the last Warframe update, released for a small hotfix across platforms.

MP1st Staff

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“Knack” Trademark Filed by Sony in Japan

Sony has apparently filed a new Knack trademark in Japan, with the filing happening last March 17. For those who forgot about it, Knack is the name of the series of adventuregames, with the original one being one of the launch titles for the original PlayStation 4.

As spotted by Sal Romano of Gematsu, here’s a translation of the official filing of the “Knack” trademark over in Japan:

Release date 2022-03-28

Gazette Type Public Trademark Gazette

Application number 2022031033

Filing date 2022-03-17

Category 9 (machinery and equipment)

Products and services Electronic circuits that store programs for home video game consoles, magnetic disks, magnetic tapes, magnetic cards, optical discs, memory cards, other recording media, and electronic devices that store programs for portable LCD screen game consoles. Circuits, magnetic disks, magnetic tapes, magnetic cards, optical discs, memory cards, other recording media, downloadable or installable home video game console programs and additional data, Downloadable or installable portable LCD screen game console programs and additional data, recorded video discs, video tapes, CD-ROMs, DVD-ROMs, optical discs, downloadable video / images, records, downloadable audio / Music, electronic publications, standby images for mobile phones that can be downloaded, music for ringtones, audio for ringtones, music files that can be received and saved using the Internet, downloadable animated movies, animation projections Recorded media and video files containing film and animation

Applicant Sony Interactive Entertainment Inc.

It’s been five years since Knack 2 was released, which was the sequel to the original Knack back in 2013. While this trademark may just be Sony refiling their properties, it’s interesting to speculate if we will possibly get a new Knack game for the PS5.

In case you missed it, BAFTA recently awarded the PS5 DualSense controller as the winner in the  “Best Controller Ever Tournament,” as voted by fans. Check out the full article here.

Special thanks to Sal Romano of Gematsu for spotting this one!

Source: Chizai Watch

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Report: PS5 Dolby Vision Support Secretly Added by Sony to Bravia TVs; Here’s How to Activate It

You can now activate PS5 Dolby Vision support for your Bravia TVs, despite Sony releasing a firmware that locks ALLM on their televisions to always stay on Game mode. This allows you to experience higher frame rates with Dolby Vision, although it does need some set-up in advance to do.

The information comes from Nikos Papasugar, who posted a video on the Dolby Vision support for PS5 on Bravia TVs as well as on a separate Reddit thread:

Update: We have amended the post to say that it looks 120 fps but not actually 120.

As noted in the tutorial video, utilizing Dolby Vision in this way allows you to play supported games at a fidelity that’s akin to 120 frames-per-second (fps), a combination that’s not exactly officially supported by Sony after the firmware update. The method also reduces input lag for 30fps or 60fps titles, allowing those who play competitive multiplayer titles to be able to frag to their fullest. Unfortunately, according to Nikos’ post, this workaround only fully works on games with stable frame rates; at the time of writing, Elden Ring is suffering from dips from time to time, and you will most likely experience some input lag if you tried this method.

Dolby Vision, according to the official site, is described as:

From movies and gaming to streaming at home, Dolby Vision HDR technology revolutionizes your entertainment with breathtaking, realistic visuals across all of your devices. Step into the characters’ shoes with an ultravivid picture so close to reality, it make you forget you’re looking at a screen. Optimized for every scene and every screen, this advanced high-dynamic range technology gives you amazing color and contrast, in consistent quality, across all of your entertainment. Discover even more detail in both dark and bright scenes for a viewing experience without compromise, just as the creators intended.

In case you missed it, BAFTA recently awarded the PS5 DualSense controller as the winner in the  “Best Controller Ever Tournament,” as voted by fans. Check out the full article here.

Thanks, Nikos Papasugar !

MP1st Staff

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F1 2021 Update 1.17 Patch Notes; Races Out for Online Fixes & More This March 28

Codemasters has released the F1 2021 update 1.17 (PS5 version 1.017) patch for all platforms today, and this brings fixes to the online component of the racing game, as well as other bug fixes. Read on for the full F1 2021 March 28 patch notes.

F1 2021 Update 1.17 Patch Notes | F1 2021 1.017 Patch Notes | F1 2021 March 28 Patch Notes:

Online

  • Addressed an issue where if a player joined during the grace period of a qualifying session, they would be unable to start the race.
  • Fastest lap point is no longer removed after editing results in Leagues.
  • Grid penalties now correctly carry over from sessions in Leagues if they are completed at different times.

General

  • Red Bull White livery added as an option to use on the Player Car.
  • Improved AI Behaviour in sessions when they are on in-laps with faster cars approaching.
  • Addressed an issue where Victory VO may not play at the end of a race.
  • Addressed a calibration issue with the Fanatec CSL DD pedals.
  • Addressed an issue where the R&D completed or failed screen would show up blank.
  • General stability improvements.
  • Various minor fixes.

For the rest of our F1 2021 articles, check out the racing sim’s game hub.

Source: EA

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Alex Co

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