Injustice 2 Official February Update (Patch)

Discussion in 'Injustice 2' started by NothingPersonal, Feb 8, 2018.

By NothingPersonal on Feb 8, 2018 at 12:39 PM
  1. [​IMG]

    After a day filled with impatience from the community, NRS has finally posted the patch notes for the February Balance Changes. Give them a read, there's plenty here that wasn't covered in the Watchtower yesterday, bug fixes and minor character changes both.

    https://community.wbgames.com/t5/Official-Announcements/February-Update/td-p/1799198
    General Gameplay Adjustments

    • General stability and Online stability improvements
    • Move list corrections and improvements to AI logic
    • Fixed some Credits / Mother Box / Multiverse exploits involving deleting your save data
    • Manually deleting your main save data will now result in Multiverse progress being reset
    • Fixed some remaining instances of the indicator incorrectly displaying "Counter" instead of "Punish"
    • You can select available Premiere Skins in Tournament Mode
    • Setting the AI movement mode to Jump in Practice Mode will no longer sometimes cause then to do a Roll when knocked down
    • Fixed a bug which could cause some throw special camera angles to persist when interrupted
    • Fixed a bug causing several attacks with a tumble away reaction to sometimes be a hard knockdown against an airborne opponent but always allow a roll against a grounded opponent.
    • These will now always allow a roll
    • Brainiac - Towards + Medium, Light, Hard
    • Captain Cold - Medium, Light, Hard
    • Cyborg - Towards + Medium, Medium
    • Darkseid - Light, Light, Medium
    • Darkseid - Away + Light, Medium
    • Enchantress - Towards + Medium, Hard
    • Red Hood - Hard, Medium, Hard
    • Sub-Zero - Away + Medium, Hard, Hard
    • Supergirl - Away + Light, Medium, Hard
    • Dr Fate - Chaos Ankh Evade
    • Firestorm - Fusion Charge
    • These will now always be a hard knockdown
    • Aquaman - Light, Light, Medium, Hard
    • Brainiac - Light, Light, Hard
    • Cyborg - Towards + Medium, Medium
    • Firestorm - Light, Light, Hard
    • Cyborg - Sonic Arm
    • Gorilla Grodd - Psionic Push
    • Green Arrow - Stinger Meter Burn
    • Green Lantern - Battery Blast Meter Burn
    • Green Lantern - Air Battery Blast Meter Burn
    • Superman - Flying Punch Meter Burn
    Stage Specific Adjustments

    • Atlantis - Fixed an issue with the Fish Tank background interactions not always instantly disappearing on a practice reset
    • Metropolis - Anchor Swing Background Interaction is now a hard knockdown on both grounded and airborne opponents


    Character Specific Adjustments

    • Aquaman - Changed the reaction of Trident Scoop to flip the opponent to the opposite side
    • Aquaman - Changed the reaction of Trident Scoop Meter Burn to allow for a bigger range of follow up combos


    • Atom - Fixed a rare bug which could allow Atom to keep his Character Power move set in between rounds
    • Atom - Enchantress’ Pentacle Hex can no longer sometimes allow Atom to Air Dash without his Character Power being active
    • Atom - The visual effects from Shrink Character Power no longer sometimes linger when he loses a round to from passive damage


    • Bane - Shattering Cross (Towards + Light) has 2 less startup frames and now also knocks down grounded opponents
    • Bane – Mercenaries Elbow recovers 18 frames faster and causes 5 less frames of block stun


    • Black Adam - Activating Orbs of Seth Character Power now has 3 more frames of recovery outside of a combo
    • Black Adam - End Phase (Light, Light, Hard) recovers 10 frames faster on block and causes 10 less frames of block stun


    • Catwoman - Increased combo damage scaling on her normal attacks which allowed for follow up combos
    • Catwoman - Tom Cat (Light, Towards + Medium) has 5 less frames of block stun with less pushback and has 9 more miss recovery frames
    • Catwoman - Safe Cracker (Hard, Hard, Away + Medium) now has 16 startup frames (down from 19) and causes a splat knockdown on hit while having 14 more recovery frames on hit and 6 more recovery frames on block/miss
    • Catwoman - Kitty-Cornered (Hard, Hard, Hard) is now a high block and has 1 more frame of recovery
    • Catwoman - Tail Spin (Away + Hard) now has 26 startup frames (up from 23) and had its attack range slightly reduced


    • Cyborg - Power of the Mother Box Character Power input precision improved
    • Cyborg - Air Drone Character Power has 10 less startup frames, 20 less recovery frames, 120 duration frames (down from 200) and causes a ground bounce reaction with increased combo damage scaling
    • Cyborg - Land Drone Character Power has 5 less startup frames and 20 less recovery frames


    • Darksied - Backhand (Down + Light) causes a different reaction with 10 more cancel advantage frames on hit and has 1 less frame of recovery


    • Dr Fate - reduced the time before the end of round reaction will be when the round is won with Blood Price (Medium, Light, Light, Hard)


    • Enchantress - Pentacle Hex can now award First Hit Bonus
    • Enchantress - The gameplay message displaying the of the Curse applied by Pentacle Hex now lasts longer
    • Enchantress - Increased combo damage scaling after a fully charged unblock-able Evil Essence (Medium, Hard)
    • Enchantress - Fixed a bug preventing Pentacle Hex from doing damage during some frames of an opponent’s Block Escape, Air Escape, and Roll Escape
    • Enchantress - Xibalba Demon Attack and Demonic Sacrifice can no longer be avoided by Catwoman's Low Evade
    • Enchantress - Out of Body Experience (Supermove) will no longer sometimes auto-correct after the into cinematic
    • Enchantress - Eclipso's Grasp and Eclipso's Pull Gear Abilities now have a maximum range
    • Enchantress - Fixed issue with Divinity Spell Gear Ability not generating super meter while Spell of Protection is active
    • Enchantress - The Nothing Can Hurt Me Gear Augment will no longer sometimes stop working after using Demonic Guard




    • Firestorm - Adjusted the hit region on Atomic Destruction (Away + Light, Medium)


    • Flash - Victory Pose can no longer sometimes have the camera obstructed when it happens on the left side of Metropolis Ace O’ Clubs arena


    • Gorilla Grodd - The cancel of Stampede can now also be done with Flip Stance or (Medium + Hard)
    • Gorilla Grodd - Skull Crush (Medium) now has 5 more frames of block stun with increased pushback and 7 less recovery frames
    • Gorilla Grodd - Cutthroat King (Medium, Medium) now has 16 startup frames (down from 19), 5 less frames of block stun, and recovers 4 frames faster
    • Gorilla Grodd - Animalistic (Medium, Medium, Hard) now has 17 startup frames (up from 14)
    • Gorilla Grodd - Straight Kick (Away + Medium) has 5 less frames of block stun
    • Gorilla Grodd - Mind Control now has 21 startup frames (down from 25), 9 active frames (up from 7) and is now -20 on block (down from -18)


    • Green Arrow - Up Haven Blast no longer interacts with projectile destroying attacks


    • Green Lantern - Reduced combo damage scaling on Lantern's Might, Bowled Over and their Meter Burned versions.
    • Green Lantern - Mechanized Assault (Supermove) now hits overhead and now receives a benefit from the Gear Augment Amplified Constructs
    • Green Lantern - Overcharged Lantern now has 5 more frames of block stun with increased pushback and has reduced combo damage scaling
    • Green Lantern - Overcharged Lantern Meter Burn now has 10 more frames of block stun with increased pushback and has reduced combo damage scaling


    • Harley Quinn - Adjusted the hit region of Single Shot (Away + Medium)
    • Harley Quinn - The visual effect for the Cupcake Bomb Gear Ability now correctly goes away with a practice reset


    • Hellboy - base stats adjusted to have 100 more ability, 50 less strength, 150 more health, and 200 less defense at level 20
    • Hellboy - Adjusted the base damage of special moves to compensate for the 100 more ability stat
    • Hellboy - Reduced the meter gain from executing Devil’s Revolver & Fist of Doom
    • Hellboy - Fixed several special moves interacting strangely with the Mohlomi’s Bell Character Power


    • Poison Ivy - Snap Trap (Down + Light) has its hit region adjusted, has 2 more cancel advantage frames and recovery 2 frames faster
    • Poison Ivy - the Chompy & Bitey Bash special move now has a Meter Burn
    • Poison Ivy - Datura Hammer Meter Burn now has 3 more frames of block stun on the first 4 hits
    • Poison Ivy - Bed of Thorns now does 4 base damage in total (up from 2)
    • Poison Ivy - Bed of Thorns Meter Burn now does 6 base damage in total (up from 4)
    • Poison Ivy - Bed of Thorns and the Meter Burn now do damage to the opponent if they jump out of its area of effect


    • Raiden - Electrocute now recovers 3 frames faster on block
    • Raiden - Almighty (Towards + Light, Down + Hard) now has 5 more frames of block stun with increased pushback and 5 less recovery frames
    • Raiden - Distant Thunder (Medium, Light, Down + Hard) has 2 more active frames, 4 more frames of cancel advantage, and 2 more recovery frames
    • Raiden - Low Pulse (Down + Light) has 5 more cancel advantage frames and recover 2 frames faster
    • Raiden - Low Kick (Down + Hard) now has 10 startup frames (down from 2)
    • Raiden - Roaring Strike (Jump + Light) now has 6 startup frames (down from 7)
    • Raiden - Heavy Chop (Jump + Medium) had its repel region adjusted making it more effective as a crossup


    • Robin - Assassin Strike has a more distinct visual effect when blocked
    • Robin - Fixed an issue where Holding Back (Supermove) could sometimes have its camera obstructed when it happens on the left side of Metropolis Ace O’ Clubs arena


    • Scarecrow - Fixed issue with his Scythe Accessory having visual issues during background bounces in certain circumstances


    • Starfire - Star Dust Meter Burn startup increased by 2 frames
    • Starfire - Slightly increased forward and backward walkspeed
    • Starfire - Warlord's Lunge (Towards + Medium) has 10 less frames of block stun, 1 less frame of cancel advantage, 5 less recovery on hit, and 10 less recovery on block/miss
    • Starfire - Bad Shlorvak (Towards + Medium, Throw/Light + Medium) now comes out on block/miss
    • Starfire - Stop Zorkmorking Clorbag (Towards + Medium, Medium) now has 11 startup frames (down from 13) and does 7 base damage (up from 5)
    • Starfire - Side Scratch (Down + Light) now has 2 more cancel advantage frames


    • Sub-Zero - Cold Encounter (Away + Light, Light, Down + Hard) now has 5 less block recovery frames with increased pushback
    • Sub-Zero - Ice Ball has 4 less startup frames
    • Sub-Zero - Ice Blade (Jump + Medium) has 1 more active frame and had its repel region adjusted making it more effective as a crossup


    • Supergirl - Walking Heat Vision Character Power now requires one bar of meter to use
    • Supergirl - Air Heat Vision Character Power Gear Ability now requires one bar of meter to use
    • Supergirl - Straight Blast and Air Straight Blast cause 5 less frames of blockstun
    • Supergirl - Air Straight Laser now causes 10 more frames of blockstun with increased pushback
    • Supergirl - Power Struggle (Light, Light, Medium) causes 5 less frames of block stun, has 5 less frames of recovery on block and 10 more frames of recovery on miss
    • Supergirl - Side Kick (Down + Light) now has 9 startup frames (up from 7) and is -3 on block (up from -4)


    • Superman - In Practice Mode, the AI can now be set to use his Legendary Character Power as a reversal or wakeup


    • Wonder Woman - Fixed a visual issue that sometimes occurred when performing Shield Toss immediately after Amelthea Bash
    edited & promoted by HellblazerHawkman*
     
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    Last edited by a moderator: Feb 8, 2018
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Discussion in 'Injustice 2' started by NothingPersonal, Feb 8, 2018.

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