Jump to content
- Werbung nur für Gäste -

IGNORIERT

Patches


Recommended Posts

Injustice Patch v1.01 Release Notes

  • leider gibt es zum Patch v1.01 kaum Informationen, da es sich hier um einen Day One Patch handelt.
  • einige Quellen sagen, daß Killer Frost Day One generfed wurde
  • einige Quellen sagen, daß Deathstroke ebenfalls Day One generfed wurde
  • man kann davon ausgehen, daß mit demPatch v1.01 kaum etwas für das Balancing getan wurde, da noch nicht viel bekannt war
  • ebenso liegt die Annahme nahe, daß es kaum General Fixes oder Code Fixes gegeben hat

Injustice Patch v1.02 Release Notes

Code fixes

  • Added Lobo Gameplay Functionality.
  • Strengthened the stability of online connections between different connections, resulting in less de-synchronizations.
  • Added the ability to initiate a transition attack when the defender is at an elevated position.
  • Removed the ability for two gadget characters to both place bombs at the same time on some Interactive Objects.

Balance tweaks

  • Increased overall combo damage scaling after a knockdown from Interactive Objects.
  • Increased overall combo damage scaling on planted sticky bombs (Down + Interact button) pop-up combos.
  • You can no longer initiate a clash on Killer Frost’s Ice Spike outside of a combo.
  • The hitsphere on Doomsday’s jumping splash was adjusted to be slightly smaller and more in line with the original intention.
  • Players land slightly further apart after Arkham/Joker Asylum and Insurgency transitions to make it easier to avoid the ability to use an Interactive Object immediately after landing.

Injustice Patch v1.03 Release Notes

General Fixes

  • A player no longer receives a loss when an opponent quits an online match.
  • Fixed an issue where online Hero Cards were not visible if a user had > 30 friends.
  • Various Online fixes to enhance stability.
  • A player can now perform a 2in1 combo into background bounces and interactables using Light+Medium buttons on arcade sticks.
    • This makes the game fully playable on 5 button arcade sticks.

    [*]A player can no longer block or escape a throw in the middle of performing a stance switch.

    [*]The Fortress of Solitude (Upper Level-Left) Space Ship damage was normalized for all characters.

    [*]Fixed an issue that affected some characters when performing a combo on weapon-wielding defenders that were holding grenades in the Batcave.

    [*]Fixed various issues where Interactive Objects could obscure the players’ view after being used.

    [*]Fixed a rare issue where players could sometimes interact with invisible Interactive Objects.

Character Balance Improvements

Aquaman

  • Water of Life Character Power now lasts 2 seconds (down from 2.5) and has an 8 second cool down (increased from 7 seconds)
  • Increased the ability to punish a Trident Scoop (Down, Back, 1) from Aquaman when the defender blocks.
  • Normalized the amount of damage Aquaman inflicts on an opponent while they are blocking his Trident Rush (Down, Forward + 1)

Ares

  • Increased viability of Ares’ Teleport when used as a wake up attack.
  • Opponent’s can now perform a tech roll after being knocked down by Ares’ Invading Force (Back+2, 3) combo.

Bane

  • Normalized Bane’s backwards throw damage.
  • Slightly increased speed of Bane’s forward dash.
  • Reduced the cooldown on Level 2 Venom Boost to 4.5 seconds (down from 6)
  • Reduced the cooldown on Level 3 Venom Boost to 6 seconds (down from 9)

Catwoman

  • Catwoman’s Calico Cut (Forward + 1) attack now hits the opponent Overhead and will hit all opponent hitboxes while they are crouching.

Cyborg

  • Cyborg’s In-Air Projectiles are now a HIGH block instead of a MID.

Deathstroke

  • Deathstroke now stuns the defender for less time when the defender blocks his gunshots.
  • Deathstroke now deals slightly less damage when the defender blocks his gunshots.
  • Deathstroke now lands slightly slower after performing in-air gunshots.

Doomsday

  • Doomsday’s Hunter (1,1,2) combo no longer inflicts full damage while the opponent is blocking.

Green Arrow

  • Reduced the amount of block advantage on Green Arrow’s Light It Up (Back+2, 3) combo

Grundy

  • A player can now activate a Clash (as a defender) during the 2nd and 3rd hit of Solomon Grundy’s Chain Grabs.

Harley Quinn

  • Harley’s Irresistible combo (1 + Away, 2) no longer inflicts full damage while the opponent is blocking.
  • Harley’s Hi Puddin combo(2, Down+3) now has less advantage while the opponent is blocking.

Joker

  • Increased Joker’s Wild Character Power HA! duration to 9 seconds (from 6 seconds).
  • Increased Joker’s Wild Character Power Parry Damage to 11%
  • Slightly reduced the start-up frames for Laughing Gas (Down, Forward + 1) and Rolling Laughing Gas (Down, Forward + 2) to allow it to combo consistently on all opponents.

Lobo

  • Reduced Lobo’s recovery time while loading his Nuclear Shells Character Power to 49 frames (down from 57).
  • Removed the ability for an opponent to initiate a Clash while being hit by Lobo’s Meter Burn Pump Shots (Down, Forward + 1).
  • Removed the ability for an opponent to initiate a Clash while being hit by Lobo’s Pump Shots (Down, Forward + 1) while his shotgun is loaded with Nuclear Shells.
  • Increased the amount of damage an opponent will receive when blocking Lobo’s Pump Shots (Down, Forward + 1) while his shotgun is loaded with Nuclear Shells.

Raven

  • Raven’s Raven Slash (Down+3) attack now has normalized damage.
  • Increased viability of Raven’s Teleport when used as a wake up attack.

Shazam

  • Increased viability of Shazam’s Teleport when used as a wake up attack.
  • Shazam’s Herculean Might (Down, Back, Forward + 1) on miss is now -17 (down from -27)
  • Shazam’s Achilles’ Clutch (Down, Back + 1) on miss is now -21 (down from -35)
  • Shazam’s Solomon’s Judgment Character Power now activates faster
  • Normalized reaction time for Shazam after escaping an opponent’s throw attempt.

Sinestro

  • Normalized Sinestro’s Backwards Throw Damage
  • Arachnid Sting (Down, Forward 2) is now has a block advantage of -12 (down from -36) and is a Mid attack (changed from High).
  • Beware Your Fears Character Power activation time decreased to 1.66 seconds (down from 2 seconds).

Superman

  • Normalized the amount of damage scaling on Superman’s combos.
  • Normalized Superman’s damage scaling while using his Steel Rush (Forward+2, Down+1) combo.

Wonder Woman

  • Wonder Woman’s Knee Chop (Down+1) attack now inflicts normalized damage during hit and while an opponent is blocking.

Injustice Patch v1.04 Release Notes

General Fixes

  • Added Scorpion Gameplay Functionality. (NOTE: Scorpion character available now to Season Pass holders; Available 6/11 for purchase)
  • Fixed issues where the game camera was obscured during Batgirl’s Supermove when the opponent was in a corner
  • Human players can now correctly perform a wakeup on the first available frame
  • General Online Stability Improvements
  • Adjusted Frame Data for Block Advantage on Multiple Hit Moves
  • Additional Miscellaneous Frame Data Fixes

Character Balance Improvements

The Flash

  • With the “release check” option set to “on” in the controller configuration screen, we resolved an issue where The Flash would automatically perform the Sonic Pound special move when he was in the Running Man stance.
  • The Flash can now enhance his Lightning Charge special move with a Meter Burn option if the opponent blocks.

Hawkgirl

  • Hawkgirl’s Mace Charge attack had its block advantage reduced to -4. The Mace Charge Meter Burn is now an overhead attack and hits crouching opponents more consistently.

Killer Frost

  • Reduced the hit advantage on Killer Frost’s daggers when being performed at point blank range to +4 (from +9)

Deathstroke

  • Deathstroke’s Sword Jump now correctly works as a wakeup attack.

Injustice Patch v1.05 Release Notes

General Gameplay Fixes

  • Additional frame data corrections.
  • Slightly reduced opponent tracking on Metropolis’ Hover Drones when thrown by a power character.
  • Normalized the splash hitbox Metropolis’ Hover Drones when thrown by a power character.
  • Normalized the splash hitbox of the Arkham/Joker Asylum Chandelier when thrown by a power character.
  • The input buffer window when using an Interactive Object inside of a combo with Medium + Hard Attack has been adjusted to prevent some unintentional attacks from happening.
  • Universal improvement to everyone’s Down+Medium attack
  • Made it harder to combo off the headslam on the Ship Interactive Object in the upper level of the Fortress Of Solitude.

Aquaman

  • The Marine Marvel (Forward+1, 3) combo now has a block advantage of 0.

Bane

  • The Raging Charge (Back+Forwad+X) can no longer be parried

Batgirl

  • You now need a bar of Meter to perform the MB version of Bab’s Bola (Back+Forward+1)

Batman

  • Batman can now 2in1 cancel from his Intimidation (1, 2) combo when Release Check is set to Off.

Black Adam

  • The Boot Stomp now has 4 additional recovery frames when blocked by the opponent.
  • Slightly increased Black Adam’s combo damage scaling.

Catwoman

  • The Tomcat (1, Forward+2) Combo had it’s block advantage adjusted to +3 (from+8).

The Flash

  • The speed of The Flash’s Forward Dash has been increased.
  • Placing The Flash in his Running Man Stance (Down+Down+2) now also sets him to a “ducking” Position.

Green Arrow

  • There is now slightly less cancel advantage when the Queen’s Gambit (Forward+2, Down+1, 3) and Light It Up (Away+2, 3) combo is blocked.

Harley Quinn

  • The Bag-O-Tricks (Character Power) now recovers faster.
  • There is now slightly less damage scaling on attacks performed after Harley’s Mallet Bomb supermove.
  • The Spinning Pistols (Down+2) attack now inflicts the correct damage amount and had it’s hitbox slightly improved.

Joker

  • The level 2 HaHaHa (Character Power) buff now lasts 18 seconds and the level 3 HaHaHa buff now lasts 27 seconds.
  • The Joker’s Wild (Character Power) parry is active for 4 more additional frames.

Killer Frost

  • Slightly increased Killer Frost’s damage scaling on combos
  • Freezing Cold (character power) now has 10 additional frames of recovery.

Lex

  • You now need a bar of Meter to perform the MB version of the Gravity Mine (Down + Down + 3)
  • The Geyser Uppercut (Down+2) now inflicts correct damage to the opponent.

Nightwing

  • Staff Stance Down+Light is now +3 on block (down from +6).

Scorpion

  • Shroud of Flames (Character Power)no longer starts it’s cooldown if it gets interrupted before it is activated.
  • Flip Kick (Down + Forward + 2) is now -10 on block (up from -1).
  • Teleport Punch (Down + Back + 3) now has more recovery time when blocked.
  • Slightly adjusted the Teleport Punch (Down+Back+3) speed
  • The Teleport Punch is now a High attack and has slightly more recovery when it misses.
  • Increased Welcome to the Netherrealm (Supermove) damage to 37 (from33.75)
  • Slightly adjusted his Jumping Light and Jumping Hard hit-boxes.
  • The Meter Burn Teleport Punch (Down + Back + 3) on block is now -8 and slightly pushes back farther.

Sinestro

  • The Arachnid Sting (Down+Forward+Y) now has 5 additional recovery frames on when it successfully hits.

Solomon Grundy

  • There is now a slightly bigger hitbox on the Walking Corpse (Back+Forward+3).

Superman

  • Kyrptonian Crush (Supermove) now does 4% less damage.
  • Super Breath (Down+Back+2) now has 0 advantage when the opponent blocks.

Link zu diesem Kommentar
Auf anderen Seiten teilen

- Werbung nur für Gäste -

Archiviert

Dieses Thema ist jetzt archiviert und für weitere Antworten gesperrt.
Wende dich an einen Admin, wenn du in diesem Thema etwas posten möchtest.

×
×
  • Neu erstellen...