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Official Injustice 2 Patch Notes for our November Update Below!
NOVEMBER UPDATE
General Gameplay fixes
Stage Specific Fixes
Source: https://community.wbgames.com/t5/Official-Announcements/November-Update/m-p/1724712#M18
COMMUNITY COLLABORATED NOTES BELOW! HOW'D WE DO???
Sub-Zero & Starfire No important changes
Swamp Thing:
-3 and D,B,2 have armor in trait
-B,F,3 can be held to move further
-D,B,1 now safe on block
Joker:
-New B+2, overhead combo starter
-The old B+2 is now a special move (D,B,3) it is a semi invincible wakeup attack
-D,F,1 is now +5 on hit. Knocks back further
Cyborg:
-D,B,3 is a new special move, low swipe. It's a wakeup attack
-2,3 has increased range and active frames
-D+3 now safe on block
-D,B,2 MB now can come out on block and whiff
Poison Ivy:
-D,F,2 is a new special move. Fully invincible wakeup attack
Catwoman:
-Walk speed decreased
Batman:
-Increased charge time for bats, 9 → 12 seconds
-Decreased meter gain dramatically for batarangs (now builds about half)
-J+2 hitbox changed to be more horizontal (no more vortex??)
Red Hood:
-Gotham stars build less meter
-Mine, MB lunge, do less chip and build less meter
-Meter less lunge now more punishable on block
Deadshot:
-Wrist shot builds less meter, slower startup on wrist shot, slightly more recovery on whiff
-Projectiles build less meter
-Raw D,B,3 MB now clashable
Blue Beetle:
-Decreased damage scaling on a lot of moves
-Some hitbox fixes on attacks
Firestorm:
-Has D,B,2 to charge up trait
-Trait passively charges faster
-U+1 now has 5 frames startup
-Charging B+3 becomes more negative but goes further (still safe)
Captain Cold:
-Puddle lasts for 3 seconds (down from 5)
-Chip damage bubble lasts 1 second less
-Level 3 trait has significantly reduced damage scaling (also increased damage on normal moves)
Scarecrow:
-Trait chip damage does more damage per tick but happens less frequently (lower DPS)
-While in hitstun (like a combo) trait chip damage reduced by 1/3
-Faster teleport, now has projectile invulnerability on frame 6 (5 frames startup)
Source:
https://www.reddit.com/r/INJUSTICE/comments/7b8ngv/post_netherrealm_patch_noteshellboy_live_stream/
NOVEMBER UPDATE
General Gameplay fixes
- Patch is live on Xbox will arrive on PS4 early next week.
- General and Online stability improvements
- Added support for Xbox One X (including improved shadow quality, enhanced motion blur, better depth of field, overall higher quality post-processing, increased character detail, higher resolution, and HDR support)
- Improved rewards for completing Guild Multiverse Tiers
- Various Movelist corrections and improvements to AI logic
- Legendary Multiverse Portals are now available for Captain Cold, Cyborg, Dr. Fate, Firestorm, Green Arrow, Poison Ivy, and Robin
- Fixed some Credits / Mother Box / Multiverse exploits
- The Meta Challenge "Don't spend any meter during the match" is no longer affected by an opponent’s meter draining attacks
- Multiverse Sidekicks now have a 3 ⅔ second cooldown (was 7 seconds)
- Fixed many instances of the indicator incorrectly displaying "Counter" instead of "Punish"
- Fixed a bug which was causing Down + Medium attacks to not be invulnerable to High Attacks during some of their recovery frames when continuing to hold Down
- Background Bounce Environmental Interactions are now more consistent for all character regardless of facing and stance
- Fixed an issue with Alternate Controls that allowed some special moves to be executed with shortcuts during pre-jump frames while Input Shortcuts option was turned off
- Acrobat & Gadget Character’s Bomb Environmental Interactions now Jump/Plant the bombs 6 frames faster, have 14 fewer startup frames, hit mid (was unblockable), and the Jumps travel a shorter distance
- New Nth Metal shaders are available for some characters.
Stage Specific Fixes
- Arkham Asylum - Bench Throw Environmental Interaction now hits mid (was unblockable), and does 15 base damage (up from 10)
- Atlantis - Big Globe Throw & Globe Cluster Throw Environmental Interaction now hit overhead (was unblockable), and do 15 base damage (up from 10)
- Atlantis - Aquarium Bomb Environmental Interaction now hits mid (was unblockable), and does 15 base damage (up from 10)
- Brainiac’s Ship - Drone Throw Environmental Interaction now hits overhead (was unblockable), and does 15 base damage (up from 10)
- Fortress of Solitude - Ice Wall Punch Environmental Interaction now hits overhead (was unblockable), and does 15 base damage (up from 10)
- Gorilla City - Dinosaur Skull Throw Environmental Interaction & Kudu Slam Environmental Interaction now hit overhead (was unblockable), and do 15 base damage (up from 10)
- Gotham City - Anubis Statue Slam Environmental Interaction now hits overhead (was unblockable), and does 15 base damage (up from 10)
- Joker’s Playground - Fortune Teller throw Environmental Interaction now hits overhead (was unblockable), and does 15 base damage (up from 10)
- Joker’s Playground - Barrel Throw & Barrel Roll Environmental Interactions now hit mid (was unblockable), and do 15 base damage (up from 10)
- Kahndaq - Gargoyle Throw Environmental Interaction now hits mid (was unblockable), and does 15 base damage (from 10%)
- Kahndaq - Tablet Slam Environmental Interaction now hits overhead (was unblockable), and does 15 base damage (from 10%)
- Kahndaq - Pyramid Punch Environmental Interaction starts up 4 frames slower, had its hit region adjusted and can no longer hit opponents in the air
- Metropolis - Hitting opponent with the Diving Helmet Environmental Interaction causes a different reaction
- Metropolis - Fixed visual issue with some super moves showing floating kegs during their cinematics
- Red Sun Prison - Hanging Core Swing Environmental Interaction hit reaction has been changed, is now mid (was unblockable), and recovers faster
- Aquaman - Fixed an issue where Aquaman’s trident could disappear if From The Deep Gear Ability was interrupted
- Bane - Fixed a bug causing Legendary Straight Damage Augment to use the default cooldown timer instead of its own (1 second at level 1, 2 seconds at level 2, and 3 seconds at level 3)
- Batman - Greatly reduced meter build when executing Batarang Toss & Up Batarang Toss
- Batman - Release Bat, Bat Spin, and Bat Spawn Gear Ability no longer build meter on use
- Batman - Fixed lingering visual effect on 122 if practice mode reset is performed at a specific time
- Batman - Straight Kick (Jump + Medium) has it’s hit region slightly adjusted and has 5 less hit advantage
- Batman - The hit advantage on Straight Grapple on an airborne opponent now more closely matches the hit advantage of hitting a grounded opponent
- Batman - The cooldown on Mechanical Bats has been increased to 12 secs (up from 9 secs)
- Black Canary - Low Parry and High Parry are now available in Practice Mode Reversal and Wakeup options
- Black Manta - Victim region near the head slightly adjusted
- Black Manta - The 2nd hit of Speared And Seared (Super move) will no longer sometimes cross up the opponent if the first hit is blocked while standing in the corner
- Blue Beetle - Adjusted hit regions on several normal attacks
- Blue Beetle - Slightly reduced combo damage scaling on Seeking Reach (Towards + Medium, Hard) & Flying Scarab
- Blue Beetle - Reduced combo damage scaling on Blade Stab Meter Burn & Blade Barrage Meter Burn
- Blue Beetle - Shield Slam has 17 less recovery frames on miss & Mandible Strike has 6 less recovery frames on miss
- Blue Beetle - Blue Beetle's wings no longer sometimes appear during moves while the Alien Cloak Gear Ability is active
- Blue Beetle - Fixed view being obstructed when performing Mandible Strike Meter Burn in the left corner of Arkham Asylum Cell Blocks
- Blue Beetle - Fixed a bug causing Legendary Character Power meter to sometimes stop recharging after an Arena Transition occurs
- Captain Cold - Big Freeze Meter Burn duration reduced to 3 seconds (down from 5)
- Captain Cold - Fixed a bug causing Glacier Grenade’s 14 recovery animation frames to be skipped
- Captain Cold - Glacier Grenade duration reduced to 5 ⅓ seconds (down from 6 ⅔)
- Captain Cold - Greatly reduced combo damage scaling on Cryogenic Blast
- Captain Cold - Fixed bug which could cause Darkseid's Punishment (Medium, Light) combo to sometimes destroy the Glacier Grenade’s collision
- Catwoman - Slightly reduced forward walk speed
- Catwoman - Low Evade is now much easier to execute with Input Shortcuts off
- Catwoman - Fixed a bug that prevented Cat Dash from being able to be parried
- Catwoman - The airborne 2nd and 3rd hit of Rising Claw can no longer be parried
- Cheetah - Legendary Claws of Death now appears in Practice Mode reversal/wakeup options
- Cyborg - Added new Cybernetic Sweep special move (Down, Away + Hard Attack)
- Cyborg - Cyber Attack (Medium, Hard) now attacks with the weaponized big arm, has its hit region adjusted, has 2 more active frames, 1 less recovery frame on miss, and 1 more recovery frame on hit / block
- Cyborg - Power Fist has 10 more block stun frames, 10 more block recovery frames, and can now be Meter Burned on block / miss
- Cyborg - Power Fist Meter Burn now has increased pushback on block, 15 more block stun frames, 15 more block recovery frames, and recovers 5 frames faster on miss
- Cyborg - Increased base damage of Techno Tackle and Techno Tackle Meter Burn by 2
- Darkseid - Fixed a bug which could cause the Character Power Demon Blast to be pre-maturely destroyed when used on the right side of Slaughter Swamp
- Deadshot - Reduced the meter gain when executing all Wrist Shot and Rifle special moves
- Deadshot - Increased combo damage scaling on Assassin Knee
- Deadshot - Wrist Cannon now has 14 startup frames (up from 11), 10 more recovery frames on block / miss, 6 less recovery frames on hit, and 6 less hit advantage
- Deadshot - Deadly Assault Meter Burn can now be clashed.
- Dr Fate - Can no longer Meter Burn Displacer Orb while Backdashing, during hit stun / block stun, knocked down, or performing a block escape
- Dr Fate - Sharidum's Lock Meter Burn is no longer immune to throws
- Firestorm - Added new Heat Flux special move (Down, Away, Medium) which will gain Character Power meter while being charged
- Firestorm - Atom Bomb gear ability input is now Down, Back, Hard and It now replaces Atomic Burst
- Firestorm - Reduced the hit advantage of Molten Trap Meter Burn by 24 frames
- Firestorm - Character Power fully charged time is now 12 secs (down from 12.5)
- Firestorm - Eternal Flame now has 37 recovery frames (down from 58)
- Firestorm - Heat Wave (Away + Hard) has 5 less hit recovery and can now be directed forward for increased range while adding 5 more recovery frames on block / miss
- Firestorm - Vapor Jab (Jump + Light) now has 5 startup frames (down from 9)
- Firestorm - Double Burst (Jump + Medium) had its hit region adjusted
- Flash - Flip stance no longer slightly moves Flash forward or back and no longer causes visual issues when used repeatedly
- Flash - Visual effects for Speed Zone Character Power no longer conflicts with "Unrivaled Speed" Epic Gear bonus when Quick Cooldown is active in practice mode
- Flash - Fixed visual effects for Super move lingering on miss in certain circumstances
- Flash - Fists of Fury’s follow up attacks have had their hit regions adjusted to hit more consistently
- Gorilla Grodd - Straight Paw (Down + Light) has had its hit region adjusted
- Green Lantern - Armor on Mechanized Assault (Super move) increased to 30 frames (up from 20)
- Joker - Added new Death Spin special move (Down, Back + Hard)
- Joker - Added new Stab-Aroo normal attack (Away + Medium)
- Joker - The input for Chattering Teeth and Surprise Box Gear Ability is now Down, Down + Hard
- Joker - Adjusted hit regions on several normal attacks
- Joker - Crowbar Slam (Away + Hard) now recovers 5 frames faster on hit
- Joker - BANG! has increased pushback on hit with +5 hit advantage (up from 0)
- Joker - Side Order of Pie Gear Ability now has 20 frames of recovery on miss after the armor wears off and recovers 40 frames faster on block
- Poison Ivy - Added New Chompy and Bitey Bash special move (Down, Towards + Medium)
- Raiden - Victim region near the head adjusted slightly
- Raiden - Fixed lingering FX from Power Bolt Gear Ability in certain situations
- Raiden - Fixed Raiden's victory cinematic blue dragon sometimes appearing one frame too early
- Raiden - Character Power startup is now 1 frame faster, recovers 3 frames faster, has 1 sec longer duration, and the cooldown is 1 sec shorter
- Raiden - Raiden's throw now does additional damage if Character Power is active
- Raiden - Raiden's Lightning Trap Meter Burn Gear Ability no longer builds meter on block
- Raiden - Fixed issue with the camera sometimes quickly moving when the Thunder Cloud (Light, Light, Medium, Away + Hard) combo is done in some corners
- Red Hood - Victim region near the head adjusted slightly
- Red Hood - Lethal Lunge Meter Burn base damage reduced by 1
- Red Hood - Lethal Lunge has 5 more recovery frames on block and 5 less block stun frames
- Red Hood - Lethal Lunge Meter Burn has its hit region adjusted, has 5 less recovery frames, 5 less block stun frames with reduced pushback, and 2 less hit advantage
- Red Hood - Ground Mine base damage reduced by 2
- Red Hood - Air Akimbo Blaze & Air Akimbo Blaze Meter Burn can now be clashed
- Scarecrow - Character power base damage is increased to 1.5 (up from 1 per hit, with damage ticking every 90 frames (up from 60)
- Scarecrow - Character power does reduced damage (2/3) while scarecrow is in hit stun
- Scarecrow - Panic-Port startup is now 14 frames (down from 21), has 27 recovery frames (down from 29) and becomes projectile invulnerable after 6 frames
- Scarecrow - Fixed Panic-Port smoke visual effects sometimes being misaligned if performed immediately following a jump
- Scarecrow - Panic-Port can now be special canceled into Death Bed (Super move) after he teleports
- Scarecrow - Ground Shaker (Hard) now has 15 startup frames (down from 17) and 1 less active frame
- Scarecrow - Fixed issue with the view becoming obstructed during a forward throw in the corner of some Arenas
- Scarecrow - Legendary Traumatize Meter Burn attack is now unblockable
- Scarecrow - Fully holding Toxin Breath while Black Adam hits Scarecrow with his Character Power no longer sometimes causes Scarecrow to become unresponsive in some instances
- Sub-Zero - Max base stat attributes changed to Health - 1150, Defense - 1450, Strength - 1600, Ability - 1650 (from Health - 1050, Defense - 1500, Strength - 1700, Ability - 1600)
- Supergirl - Legendary Kryptonian Laser cancels no longer auto correct her facing
- Supergirl - Fixed a bug where Air Straight Laser could sometimes auto correct her facing as it completed
- Supergirl - Fully holding Frost Breath while Black Adam hits Supergirl with his character power no longer sometimes causes Supergirl to become unresponsive in some instances
- Starfire - Max base stat attributes changed to Health - 1100, Defense - 1450, Strength - 1600, Ability - 1700 (from Health - 1050, Defense - 1500, Strength - 1700, Ability - 1600)
- Swamp Thing - Refoliation & Trunk Punch (Hard) now have armor when executed while Swamp Thing is standing in Abigail's Garden Character Power
- Swamp Thing - Refoliation startup is now 16 frames (down from 17), active frames increased to 8 frames (up from 4), 7 less miss recovery frames, 3 less hit / block recovery frames
- Swamp Thing - Refoliation Meter Burn startup is now 5 frames (down from 12) and has 1 more hit recovery frame
- Swamp Thing - Log Kick startup is now 20 frames (down from 22) and has 10 less miss / block recovery frames
- Swamp Thing - Bayou Bash can now be held to increased its range, when then results in longer recovery on block /miss depending on held time up to an additional 7 frames
- Wonder Woman - Fixed Lasso Grab and Lasso Grab Meter Burn visual placement on Starfire
- Wonder Woman - Adjusted input buffer window for doing a jump attack from Hermes' Blessing (Air) Dash
- Wonder Woman - Fixed Wonder Woman sometimes being hit by Poison Ivy's Up Rooted (Down + Medium) or Quick Bloom (Away + Hard) after successfully parrying them
Source: https://community.wbgames.com/t5/Official-Announcements/November-Update/m-p/1724712#M18
COMMUNITY COLLABORATED NOTES BELOW! HOW'D WE DO???
Sub-Zero & Starfire No important changes
Swamp Thing:
-3 and D,B,2 have armor in trait
-B,F,3 can be held to move further
-D,B,1 now safe on block
Joker:
-New B+2, overhead combo starter
-The old B+2 is now a special move (D,B,3) it is a semi invincible wakeup attack
-D,F,1 is now +5 on hit. Knocks back further
Cyborg:
-D,B,3 is a new special move, low swipe. It's a wakeup attack
-2,3 has increased range and active frames
-D+3 now safe on block
-D,B,2 MB now can come out on block and whiff
Poison Ivy:
-D,F,2 is a new special move. Fully invincible wakeup attack
Catwoman:
-Walk speed decreased
Batman:
-Increased charge time for bats, 9 → 12 seconds
-Decreased meter gain dramatically for batarangs (now builds about half)
-J+2 hitbox changed to be more horizontal (no more vortex??)
Red Hood:
-Gotham stars build less meter
-Mine, MB lunge, do less chip and build less meter
-Meter less lunge now more punishable on block
Deadshot:
-Wrist shot builds less meter, slower startup on wrist shot, slightly more recovery on whiff
-Projectiles build less meter
-Raw D,B,3 MB now clashable
Blue Beetle:
-Decreased damage scaling on a lot of moves
-Some hitbox fixes on attacks
Firestorm:
-Has D,B,2 to charge up trait
-Trait passively charges faster
-U+1 now has 5 frames startup
-Charging B+3 becomes more negative but goes further (still safe)
Captain Cold:
-Puddle lasts for 3 seconds (down from 5)
-Chip damage bubble lasts 1 second less
-Level 3 trait has significantly reduced damage scaling (also increased damage on normal moves)
Scarecrow:
-Trait chip damage does more damage per tick but happens less frequently (lower DPS)
-While in hitstun (like a combo) trait chip damage reduced by 1/3
-Faster teleport, now has projectile invulnerability on frame 6 (5 frames startup)
Source:
https://www.reddit.com/r/INJUSTICE/comments/7b8ngv/post_netherrealm_patch_noteshellboy_live_stream/
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