xInfra Deadx
Gimmick stolen by Jordan Peele
Aquaman:
D2 has increased startup from 7 to 15 frames
Trait is a one time use in a match.
Trident Rush’s chip damage reduced to 3.5%
FTD to be -30 on block.
Ares:
Teleport startup is reduced by 4 frames (16).
Trait weapons do not disappear if used as a projectile.
2,2 to hit true mid on ALL characters.
Sword launcher in combo no longer misses after certain strings in the corner.
Increased hitbox on his D2 upward and in front.
1,1,2/God Smack (1/GS also) should all be a combo on hit.
Still needs a lot lol but that's a start.
Bane:
Level 3 specials no longer armor break
More recovery on his command grab.
Cool down adjusted to 4, 8, and 12 seconds for levels 1, 2, and 3 venom.
Trimmed hitbox on his Venom Uppercut.
D2 range slightly decreased.
Dash range shortened.
Batgirl:
Bat Wheel has its invincibility frames on wakeup shortened to almost nothing.
B1,2 is now -9 and B2,U3 is -17
Less pushback on low and overhead version of Bat Wheel
Batman:
Slide better recovery on hit.
Black Adam:
Forward dash reverted back to what it was before last patch.
MB Lightning Cage less damage scaling.
Catwoman:
Better walk speed and acceleration.
Low Whip -16 on block.
Cat Dash invincible on wakeup but consistently -10 on block anywhere on screen.
Cyborg:
Grapple moves can be used on wakeup.
Disruptor pierces armor.
Standing 1 bigger hitbox to hit smaller characters better
Better Tackle damage.
Better throw range.
Deathstroke:
No changes.
Doomsday:
Trait does not disappear on armor piercing moves excluding supers.
Standing 1 bigger hitbox to hit smaller characters better
Better throw range.
More recovery on Earth Shake if the low whiffs.
Flash:
MB Lightning Charge needs to hit in order to actually meter burn.
Whole B2,2,F3 string to hit all ducking characters.
Green Arrow:
B1 hits as a low
Better recovery on his forward dash out of his arrow hold
F2,D1 to not be parried other than Joker’s low parry.
Ice Arrow does 5%, Electric Arrow does 7% and pierces armor, Fire Arrow does 10 %
Green Lantern:
OTG completely removed off of MB Lift.
2,2,3 to be +2 on block.
B1/Trait/Lift to link together.
F2 to have more range and hit all ducking characters.
Forward dash recovery slightly decreased.
Harley Quinn:
Faster F2
Hawkgirl:
Grounded Mace Toss true mid.
Joker:
Forward dash goes further and recovers faster.
2,1,2 to hit on all ducking characters
Less cancel advantage on 2,1 (2 hits)
Gun Shot to have a bigger hitbox to deal with whiffing issues.
Killer Frost:
Slightly faster Daggers.
Lex Luthor:
Forward dash recovery decreased
Corp Charge pierces armor.
Lobo:
No changes
Martian Manhunter:
Orbs disappear if contacted.
Overhead teleport -18 and grounded on recovery frames + no splash hitbox.
Trait cool down = 15 seconds.
Martian Grab -17 on block.
Significantly decreased throw range.
Push's air hitbox trimmed down
Priority on J1 significantly decreased.
Nightwing:
Escrima Fury wakeup whiffing on certain characters fixed.
Increased hitbox on Flip Kick for smaller hitbox characters.
Raven:
Pull (Event Horizon) trades results in a knockdown.
Scorpion:
Takedown -4 on block.
MB Teleport gets less pushback.
Spear no longer requires meter to restand.
Spear to pierce armor.
J1 has a better hitbox to air to air better.
Shazam:
MB Bolt to pierce armor.
Sweep safe on block but whiff recovery increased.
Sinestro:
Air Axe -8 at highest point.
Slightly more recovery from a trait charge.
Trait charge time reverted back to 5 full seconds.
Better throw range.
Solomon Grundy:
Walking Corpse is unaffected by armor piercing properties.
Anti air grab able to control which direction you toss your opponent at.
Cleaver Spin slightly faster.
MB Trait becomes all unclashable.
Superman:
Dive Punch no longer OTG’s, but is -8 on block.
MB Flying Punch to not whiff on 3rd hit on block as Player 2.
Flying Punch fully invincible on wakeup.
Wonder Woman:
Dive Punch no longer OTG’s.
D3 is less safer on block.
Zatanna:
No changes.
Zod:
Only one Zod Ball on the screen at a time
Interactable button is disabled for the duration of trait being on the screen.
Trait swipe has significantly less block stun.
Trait has 4 more seconds of cool down time.
D2 has increased startup from 7 to 15 frames
Trait is a one time use in a match.
Trident Rush’s chip damage reduced to 3.5%
FTD to be -30 on block.
Ares:
Teleport startup is reduced by 4 frames (16).
Trait weapons do not disappear if used as a projectile.
2,2 to hit true mid on ALL characters.
Sword launcher in combo no longer misses after certain strings in the corner.
Increased hitbox on his D2 upward and in front.
1,1,2/God Smack (1/GS also) should all be a combo on hit.
Still needs a lot lol but that's a start.
Bane:
Level 3 specials no longer armor break
More recovery on his command grab.
Cool down adjusted to 4, 8, and 12 seconds for levels 1, 2, and 3 venom.
Trimmed hitbox on his Venom Uppercut.
D2 range slightly decreased.
Dash range shortened.
Batgirl:
Bat Wheel has its invincibility frames on wakeup shortened to almost nothing.
B1,2 is now -9 and B2,U3 is -17
Less pushback on low and overhead version of Bat Wheel
Batman:
Slide better recovery on hit.
Black Adam:
Forward dash reverted back to what it was before last patch.
MB Lightning Cage less damage scaling.
Catwoman:
Better walk speed and acceleration.
Low Whip -16 on block.
Cat Dash invincible on wakeup but consistently -10 on block anywhere on screen.
Cyborg:
Grapple moves can be used on wakeup.
Disruptor pierces armor.
Standing 1 bigger hitbox to hit smaller characters better
Better Tackle damage.
Better throw range.
Deathstroke:
No changes.
Doomsday:
Trait does not disappear on armor piercing moves excluding supers.
Standing 1 bigger hitbox to hit smaller characters better
Better throw range.
More recovery on Earth Shake if the low whiffs.
Flash:
MB Lightning Charge needs to hit in order to actually meter burn.
Whole B2,2,F3 string to hit all ducking characters.
Green Arrow:
B1 hits as a low
Better recovery on his forward dash out of his arrow hold
F2,D1 to not be parried other than Joker’s low parry.
Ice Arrow does 5%, Electric Arrow does 7% and pierces armor, Fire Arrow does 10 %
Green Lantern:
OTG completely removed off of MB Lift.
2,2,3 to be +2 on block.
B1/Trait/Lift to link together.
F2 to have more range and hit all ducking characters.
Forward dash recovery slightly decreased.
Harley Quinn:
Faster F2
Hawkgirl:
Grounded Mace Toss true mid.
Joker:
Forward dash goes further and recovers faster.
2,1,2 to hit on all ducking characters
Less cancel advantage on 2,1 (2 hits)
Gun Shot to have a bigger hitbox to deal with whiffing issues.
Killer Frost:
Slightly faster Daggers.
Lex Luthor:
Forward dash recovery decreased
Corp Charge pierces armor.
Lobo:
No changes
Martian Manhunter:
Orbs disappear if contacted.
Overhead teleport -18 and grounded on recovery frames + no splash hitbox.
Trait cool down = 15 seconds.
Martian Grab -17 on block.
Significantly decreased throw range.
Push's air hitbox trimmed down
Priority on J1 significantly decreased.
Nightwing:
Escrima Fury wakeup whiffing on certain characters fixed.
Increased hitbox on Flip Kick for smaller hitbox characters.
Raven:
Pull (Event Horizon) trades results in a knockdown.
Scorpion:
Takedown -4 on block.
MB Teleport gets less pushback.
Spear no longer requires meter to restand.
Spear to pierce armor.
J1 has a better hitbox to air to air better.
Shazam:
MB Bolt to pierce armor.
Sweep safe on block but whiff recovery increased.
Sinestro:
Air Axe -8 at highest point.
Slightly more recovery from a trait charge.
Trait charge time reverted back to 5 full seconds.
Better throw range.
Solomon Grundy:
Walking Corpse is unaffected by armor piercing properties.
Anti air grab able to control which direction you toss your opponent at.
Cleaver Spin slightly faster.
MB Trait becomes all unclashable.
Superman:
Dive Punch no longer OTG’s, but is -8 on block.
MB Flying Punch to not whiff on 3rd hit on block as Player 2.
Flying Punch fully invincible on wakeup.
Wonder Woman:
Dive Punch no longer OTG’s.
D3 is less safer on block.
Zatanna:
No changes.
Zod:
Only one Zod Ball on the screen at a time
Interactable button is disabled for the duration of trait being on the screen.
Trait swipe has significantly less block stun.
Trait has 4 more seconds of cool down time.
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