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Killer Instinct Update Details (38)

Autor:

Release: 03.01.2014

Quelle: gamezone.de | xboxdynasty.de

- Character rotation has been added. Sabrewulf is the

new free character, replacing Jago.

- Players will now have access to play regardless of what USB port they plug into.

- Sign-in changes via KINECT will no longer erase save-data

- Players will be able to disable toasts from the option menu (under display options)

-  NOTE: Players who have accomplished these tasks

prior to launch will now be awarded retroactively

TRAINING MODE ICON UNLOCKED

*NOTE: If you have completed all the tasks required to unlock the costume,

the TRAINING ICON will retroactively be unlocked.

- Character Select option added to the pause screen of local versus

- Command List corrected and updated

- Game will now pause when the controller for player 2 is removed

- Accessory menu screens updated and patched

- Added access to the MELD from the pause screen

- Replays library will be cleared since executable has been updated to a new version number

- Jago's equipped accessories now display properly while in dojo mode.

- Privilege check has been moved into the Xbox Live menu so

non-gold members can view leaderboards

PARTY INVITES FIXES

- General fixes have been implemented to ensure the proper user-flow for people wanting to play exhibition matches with friends.

- RANK events (Rank-up/Rank-down), display notifications to

both players prior to the start of the match.

- The rank point distribution method has been updated.

Please see the chart below for the updated system.

INSTINCT MODE SHADOW COMBOS NOW BREAKABLE

- There were several instances where SHADOW MOVES we're un-breakable after

 performing an instinct.-mode cancel With the current fix,

SHADOW MOVES will be fully intractable after an instinct-mode cancel.

UNBLOCKABLE FIX

- Players can now adjust block height during instinct mode activation.

COMBO ENDER FIX

- There were several instances where certain moves labeled as "ENDERS" where unbreakable .

CHARACTER SPECIFIC FIXES

JAGO

- Jago's Endokuken is now classified as an OPENER, when used in the beginning of combos.

SABREWULF

- Shadow Eclipse now scales properly if used as an OPENER.

- LEVEL-3 eclipse ENDER has been corrected to hit

the opponent after performing a JUMPING SLASH

ORCHID

- Category correction for the first (2) hits of ICHI NI SAN.

- Damage scaling correction on UPPER FIRECAT

GLACIUS

- Shadow Hail will now have the same hit properties as an OPENER.

SADIRA

- HP /Shadow version of Widow's bite is now categorized as OPENER.

- 675 MB groß

Release: 21.02.2014

Quelle: gamezone.de | xboxdynasty.de | gamepro.de | xboxfront

Jail System Adjustments

All "Jail" stats have been RESET aka "clean slate"

Fix to bug where BOTH players would go to jail on disconnect

Adjusted percentage rate for match disconnects that will cause the user to be sent to jail.

Spinal Fixes

Fix for Spinal teleport causing crash/ de-sync in corner against back dashing opponents.

Fix to manuals being unbreakable after using the dive kick as an opener

Fix to counter breakers not being accessible when using a divekick as an opener.

Fix to second Spinal divekick snapping to ground if you do it while opponent is still in reaction from first dive kick

Fix bug with Spinal skeleport linker not crossing up correctly

General Fixes

Users no longer lose points when losing a match in Survival Mode

Fixed an issue where progression data would not save. All user data, items acquired, etc. should now save properly.

Potential Fix for Ultra audio glitch (may still happen and needs more investigation).

If you perform an ULTRA COMBO in-game, you automatically win the match.

Players who disconnected while their opponents perform a match-winning ULTRA COMBO,

will take a loss on their win/loss stats.

Fixed an issue where players would soft-lock on the character/stage loading screen. This issue has been resolved.

The character select option from "Replays" has been removed.

Release: 09.04.2014

Quelle: gamezone.de | xboxdynasty.de

- Neue Chars "Fulgore"

- Zuschauer Modus wurde hinzugefügt

- Ein Arcade Modus wurde ebenfalls hinzugefügt

- Auch die Online Lobbies wurde  auf 8 Spieler erhöht

- Zusammen 6.8 GB groß

Release: 15.10.2014 (Version 2.20)

Quelle: xboxdynasty.de | xboxdynasty.de

- Auflösung wurde angehoben von 720p auf 900p in 60fps

- Neue Charakter: Riptor

- 10 GB groß

Release: 17.04.2015 (Version 2.60)

Quelle: killerinstinctcentral.com

System Changes:

- Counter Breakers performed against opponents who are in a Wall Splat or Recapture reaction are no longer safe.

- Shortened the back-check for Auto Double inputs upon landing from a jumping attack by 1 frame to

avoid accidental Auto Doubles when scoring a jumping attack very low to the ground.

Hisako:

- Addressed a performance problem with Hisako, causing some matches to slow down.

-  Fixed a bug preventing Shadow On Ryo Zan from being breakable after

hit 1 or 2 of On Ryo Zan or a Wall Splat.

- Raised her Character to Character collision box up a bit during crouching block

(this should prevent Jago’s Windkick from sailing over it point blank).

- Fixed a bug playing the attack box in the wrong place on her Ultra Ender,

 causing it to whiff in a certain spot during her Ultra, leading to an Ultra Combo Infinite.

Also fixed a bug causing it to miss its VFX.

- Fixed a bug causing Shadow Influence to deal way more damage than intended after a Wall Splat.

- Fixed a bug that prevented you from using Vengeance cancels during the

startup of the 2nd and 3rd Heavy On Ryo Zan hits.

- Fixed a bug causing Shadow Possession Ender to scale its damage incorrectly.

It now deals less damage at Lv1 and more damage at Lv4 as intended.

- Fixed a bug causing the Ultra to whiff from a certain distance.

- Fixed a bug causing character velocity to carry over into Shadow Possession,

leading to a few situations where characters flew off the screen.

- Fixed a bug causing Hisako to skip most of her landing recovery from a failed air Counter Breaker.

- Fixed a bug that let Hisako use Ultra Ender during her Shadow Influence Ender.

- Fixed a bug causing her vulnerable box to be taller when waking up than when in idle.

- Reduced the input buffer after a successful Vengeance Counter to reduce the likelihood of accidental inputs.

Release: 18.06.2015 (Version 2.80)

Quelle: killerinstinctcentral.com

- Nun Season 2 Story Mode ist verfügbar

- ARIA Retro hinzugefügt

Kan Ra:

- Whirl now leaves a visual indication of what strength it was when used from neutral so

that opponents don’t have to make a pure guess on breaking this recapture.

- Fixed an issue that could cause you to dash in the wrong direction if you backdashed as

your opponent crossed over you.

Riptor:

- Fixed an issue where Riptor’s Backdash-Reverse (an auto correct version of backdash played

when people are jumping over you) was lacking collision boxes.

- Fixed an issue that could cause you to dash in the wrong direction

if you backdashed as your opponent crossed over you.

Aganos:

- Fixed a few issues where Aganos chunk armor would not trigger as expected.

- Fixed an issue that could cause Aganos to freeze in place if his opponent combo broke

an Opener->Ender Wall Crash with a wall nearby.

- Fixed an issue that could cause you to dash in the wrong direction if you backdashed as

your opponent crossed over you.

Hisako:

- Fixed an issue that could cause you to dash in the wrong direction if you backdashed as your opponent crossed over you.

- Fixed a missing vulnerable box at the end of Hisako’s back throw,

leaving her invulnerable for a few frames if the player didn’t press any directions. 

- Fixed a bug causing Hisako’s Influence to scale incorrectly after a Wall Splat.

Cinder:

- Fixed an issue that could cause you to dash in the wrong direction if you backdashed as your opponent crossed over you.

Aria:

- Fixed a bug where an Aria drone would stay on screen if the same drone

she would have swapped to is in its damaged state when she is KO’ed.

- Fixed a bug where you could see a duplicate drone when activating instinct mode.

- Fixed a bug where the crouching HK sweep was breakable/counter breakable.

- Fixed a bug causing Upload Enders to deal more damage than intended.

- Be sure and leave us a comment letting us know what you think of all the new stuff, particularly Rivals!

Release: 06.08.2015 (Version 2.90)

Quelle: ultra-comba.com

General Changes:

- Updated Main Menu video to include the entire Season 2 Cast

- Riptor and Omen are now available for use in Shadow Lab

- Various system improvements to Shadow Lab

- Fixed an issue where Aganos’ rival cinematic played before his Rival Fight in Season 2 Story Mode

- Completed Goals in Season 2 Story Mode now show the proper cinematic when selected

-  Added an option to view unlocked intro and rival cutscenes in the Cinematics tab of the Extras menu

- Added audio cues to the Shadow Meter when an entire bar is filled up

-  Fixed an issue where Jago Ending 3 did not fire if completed by Shadow Jago

- Fixed an issue where ARIA’s health was not being reset when exiting and re-entering Survival Mode

- Fixed an issue where defeating ARIA while she had instinct activated results in a DRAW

- Fixed a few cases where characters would not auto-quick-rise after their opponent failed a counter breaker.

- Fixed a very rare issue that could get juggled opponents stuck in the air.

- Added audio cues to KV meter buildup to inform players of when a combo is about to drop

Character Changes:

Jago:

- Added a visual effect that plays when you gain Instinct Meter from completing his Around the World combo trait.

Sabrewulf:

- Fixed a bug that could cause a Heavy Kick Rabid Double to come out in a single press with specific timing.

- Fixed a bug that could cause Lv1 Eclipse Ender to whiff from max distance.

Sadira:

- Fixed a VFX bug that caused the webs from Heavy Widow’s Bite to attach to the wrong spots on Aganos.

- Fixed a bug that could cause late-jump-cancel auto doubles to be blocked during Instinct.

- Fixed a bug that prioritized her air target combos over her air specials off of jumping LK

Orchid:

- Fixed a bug preventing you from doing a counter breaker during Shadow Flick Flack after the 2nd rekka, even though your opponent could break.

Spinal:

- Soul Sword linkers have less pushback to fix an issue where certain manuals could miss.

TJ Combo:

- Fixed a bug that could cause the 3rd Punching Bag to come out in a single press with specific timing.

Omen:

- Fixed a bug that let you counter breaker from a blocked Shadow Slide in specific situations.

- Fixed a bug that let you Instinct Cancel out of his throw earlier than expected.

Aganos:

- Fixed a bug causing all of the air Natural Disasters to be breakable with Lights and unbreakable on the way down.

Cinder:

- Fixed a bug that caused Pyrobombs to not advance damage scaling to the next step.

-When hit out of Trailblazer, the VFX will cut off instead of finishing.

-When Burnout debuff ends, a smoke effect will play to visually indicate it.

-Fireflash’s flame trail doesn’t linger nearly as long.

-Fixed a bug preventing Heavy Fission from being breakable as a manual.

-Added audio cues to Cinder’s Burnout Enders for both Inferno and Fission.

We are aware of a meter building Spinal bug In the latest build and working on a fix. 

Release: 21.08.2015 (Season 2 | Version 2.9.1)

Quelle: killerinstinctcentral.com

- Fixed an issue that caused Spinal’s Searing Skull w/Skull to add Shadow Meter to the opponent

- Improved quality of KV Meter audio cues

- Improved quality of Shadow Meter gain audio cue

Release: 28.09.2015 (Season 2 | Version 2.10)

Quelle: xboxdynasty.de | killerinstinctcentral.com

Shadow Lab

- Added ability to use Kan-Ra, Aganos, and Hisako in Shadow Lab

- Fixed an issue where players couldn’t sort Shadow Leaderboards by Shadow Ranking

- Fixed an issue where skipping Tiers in Shadow Survival starts the user at the first fight of the ladder

- Fixed an issue where the player was always rewarded 5 Shadow Points in Shadow Survival

- Fixed an issue where incorrect UI would appear and overlap when unlocking a second character Slot in Shadow Lab

- Fixed an issue where KI Gold did not dynamically update while in Shadow Lab

- Fixed an issue where a Shadow loses all accessories after equipping an accessory purchased with KI Gold

- Fixed an issue that caused controllers to lose functionality during a Sign In State change while saving Shadow Data

Ranked Leagues

- Improved Matchmaking within the Killer tier Ladder

Command List

- ARIA: Added High Invulnerability description to Light Dissonance

- Riptor: Added High Invulnerability description to Shadow Tail Flip

- Riptor: Added Projectile Invulnerability description to Shadow Talon Rake

- Riptor: Added Invulnerability description to Shadow Clever Girl

- Riptor: Added Predator Mode description to Shadow Shoulder Charge

- Aganos: Added High Invulnerability description to Shadow Natural Disaster

- Hisako: Added Throw Invulnerabilty description to Influence

Story Mode

- Fixed an issue where the player could see a cinematic in the background of the mural

- Fixed an issue preventing Fulgore’s Story Mode endings from properly unlocking

General Fixes

- Fixed a crash that could occur during DLC check when signing into the game biometrically

- Fixed an issue where Hisako’s Trailer and Fight Reels had no audio

- Fixed an issue preventing Omen’s Rashakuken from counting towards his Fight Challenges

- Fixed an issue that resulted in character accessories disappearing after performing a Stage Ultra on Forgotten Grotto and Village of Whispers

- Fixed an issue where multiple drones appeared during ARIA’s intro

- Fixed an issue where resetting positions during ARIA’s instinct activation caused her to become invisible

- Fixed an issue where Maya’s daggers did not return to her hands when hitting Restart in Practice Mode

- Fixed an issue where Sadira’s Web Cling VFX had less web particles than intended

- Fixed an issue where Retro Cinder became very bright when performing Shadow Moves

- Fixed an issue where Rich Presence did not display correctly while in Combo Breaker Training mode

- Fixed an issue where the camera did not reset properly in training mode after Thunder performed his Call of Earth Ender

Gameplay System Changes:

- If you are being launched backward by a Wall Splat move and your opponent does a counterbreaker,

 you will not slide back nearly as far and will be able to punish the counterbreaker attempt.

- Fixed a bug where Shadow Enders could be counter broken on block when canceled from an opener.

- Shadow Lab- overall system intelligence enhancements.

Character Changes: Jago

- Fixed a bug causing the extra Endokuken in Instinct Mode to autocorrect.

- Fixed a bug causing the lower body vulnerable hitbox on the whiff landing of Heavy Wind Kick to vanish for a few frames.

- Moved the lower body vulnerable hitbox to an earlier frame when whiffing Shadow Wind Kick to avoid an issue where he had clearly landed and you were clearly attacking his legs, but your attack would whiff.

- Fixed a bug that could cause Shadow Tigers Fury to not cash out in specific situations where it should have.

Character Changes: Sabrewulf

 - Increase the reach of the hitbox on the 5th hit of Shadow Leaping Slash slightly

so that it doesn’t have less range than the 4th hit. This was leading to a whiffed autodouble if

you could manage to get the 4th hit to strike a grounded opponent, but the 5th hit to whiff.

Character Changes: Thunder

- Fixed an issue where Back Throw into Back Throw was not possible against Jago, Kan-Ra, and Omen.

- Fixed an issue that allowed Thunder to combo into the non-combo version of Call of Earth after Backthrow for unscaled damage.

Character Changes: Orchid:

- Fixed a bug preventing Orchid from doing an Ultra after an opener recapture air throw.

- Fixed a bug preventing Orchid from doing an Ultra after an auto double performed after an opener recapture air throw.

Character Changes: Fulgore

- Fixed a bug causing the 2nd and 3rd Energy Bolts to autocorrect.

Character Changes: TJ Combo

- Fixed an issue during the landing from Tremor where TJ could not counterbreaker, but could still be broken.

- Fixed a bug that allowed TJ to tech throw attempts while attempting to Shoot Toss from Powerline Cancel.

- Fixed a bug that caused TJ’s linkers to blow out before their final hit.

- Fixed an issue that could cause the first hit of Lv4 Powerline Ender to whiff after a recapture.

Character Changes: Maya

- Fixed a bug that allowed Maya to cancel her Counter Breaker attempt into Instinct mode if her opponent was in hitstun from a projectile.

Character Changes: Kan Ra

- Fixed an issue that allowed Shadow Clutch to cash out during an opener ender situation, even though it was still breakable.

- Removed a safe counterbreaker performed during the landing of a juggle Jumping Heavy Kick.

- Fixed a bug preventing Kan-Ra from performing a counter breaker during Shadow Whirl

in some situations even though his opponent could break it.

- Fixed an issue that could cause the first hit of Lv4 Clutch Ender to whiff after a recapture.

- Fixed a VFX bug where Whirl VFX would linger during the super freeze of Shadow Whirl when Kara cancelling.

- Fixed a bug where Kan-Ra’s standing heavy kick could turn on hit stop for projectiles, but not turn it off, causing various other bugs to occur.

Character Changes: Riptor

- Fixed a bug that made run back Heavy Kick breakable as a medium instead of a heavy.

- Fixed an issue that could cause Riptor’s Ultra to be blocked or whiff if performed in very specific situations.

- Fixed a bug that caused Heavy Kick Easy Linker and Heavy Kick Auto Double to blow out before the final hit.

Character Changes: Omen

- Fixed a bug that made Furious Flurry linkers blow out before their final hit.

- Fixed a bug causing the extra Rashakuken in Instinct Mode to autocorrect.

- Made an adjustment to spacing on Auto Doubles to prevent them from whiffing while cursed by Kan-Ra.

- Fixed a bug where Kan-Ra’s curse would make Omen’s throw blockable.

Character Changes: Aganos

- The Linker version and Shadow Counter version of Shadow Natural Disaster can now recapture on the final hit, as intended.

- Fixed a bug that allowed Aganos to be thrown out of a recapture stagger, while no other character was throwable in the same situation.

- Fixed a bug preventing Aganos from performing an Ultra after a Heavy Kick Autodouble in the mirror match only.

- Fixed a bug causing the hitboxes during the startup of Shadow Payload Assault to go missing.

- Fixed a bug causing the thrown Peacekeeper to not destroy Spinal’s Shadow Skull and Fulgore Shadow Energy Bolt properly.

- Fixed a bug that would cause Shadow Ruin to cash out when it shouldn’t (normal move xx shadow ruin).

Character Changes: Hisako

 - Fixed a bug that caused Hisako to not give her opponent any meter when they were blocking Shadow On Ryo Zan.

- Fixed an issue where a successful high vengeance counter would whiff against certain invulnerable attacks on their way into the air, such as

 Shadow Sammamish.

- Fixed a bug causing a kara-cancel from the Level 1 Vacuum Ender to Shadow Vacuum Ender to force a throw break animation to occur

because of a missing sequence. If you ever thought your ender or ultra were throw-teched, this is actually what you were seeing.

Character Changes: Cinder

- Fixed a bug that made his Inferno and Trailblazer linkers blow out before their final hit.

Fission linker will continue to blow out on its 1st hit due to a separate issue.

- Fixed a bug causing Shadow Inferno, Shadow Fission, and Shadow Pyrobomb to autocorrect after the super freeze.

- Fixed a bug causing Shadow Inferno, Shadow Fission, and Shadow Pyrobomb to give no meter to the opponent on hit or block.

- Fixed a bug causing Pyrobombs to not be destroyed when being thrown by Kan-Ra normal throws.

- Fixed a bug that made Fission Linkers unbreakable and give massive frame advantage if

performed right after crashing into the ground from a Trailblazer.

- Increased the size of the front Jumping Medium Kick hitbox so that it wouldn’t whiff smaller crouching characters.

Character Changes: Aria

 - Fixed a bug preventing ARIA from using Upload to change bodies before the match begins.

She was always intended to be able to switch before the fight starts.

- Lowered bottom point of vulnerable box on crouching LP and standing LP so she can’t avoid Riptor Flame Carpet with it.

- Fixed a bug preventing ARIA from cancelling manuals into specials if she performed them from too far away.

No Changes for:

- Glacius

- Sadira

- Spinal

Release: 02.11.2015

Quelle:

- 20 GB groß

Release: 04.11.2015 (Season 2 | Version 2.11)

Quelle: xboxdynasty.de

New Features

- You can new purchase the long-awaited XP Boosters from the Store!

- Shadow Lab: Added ability to watch Shadow Match replays in Shadow Activity!

- Shadow Lab: Added Cinder and ARIA Shadows

- Added HUD Meter Volume slider to Audio Options

Shadow Lab Fixes

- Fixed an issue where Bounties were not deleted when the list reached its limit

- Fixed an issue where signing out during Shadow Activity rewards process caused a softlock

- Fixed an issue where Command Throws impacted the “Throw Tech” stat in Shadow Brain

- Fixed an issue where loading into a 100 SP tier Shadow Survival match actually loaded into a 50 SP tier match

- Various other system intelligence and performance improvements

Miscellaneous Fixes

- Renamed Kyle difficulty to “Ultimate (Kyle)”

- Fixed an issue that caused Alchemical Lab to appear washed out after playing in Crash Site

- Fixed an issue where Spinal’s Viking Boots appeared overly dark

- Fixed an issue where Riptor clip through her Dino Armor accessories

- Fixed an issue where Riptor’s Feathered Limbs had missing pieces

- Fixed an issue where Jago’s intro can be heard during Omen’s intro when vs Jago

System Changes:

- Fixed a bug that would eat a player’s special cancel input if their opponent

performed a Shadow Counter during the blockstop from the attack.

- Fixed an issue that allowed several characters to perform Auto Doubles and Linkers after Instinct Activation following a Wall Splat.

 All characters must now perform a manual in order to combo after a Wall Splat.

- Fixed an issue preventing certain Shadow moves that were breakable after a Wall Splat from being Counter Breakable.

- Fixed a bug where some Enders could become counter breakable on whiff.

Enders now only become breakable if the opponent is in a hit reaction.

Jago:

- Fixed a bug that could cause two crouching light kicks to come out in one button press if performed late after a standing light kick.

- Fixed a bug that caused Shadow Tiger Fury to be Counter Breakable on block.

Sabrewulf:

- Fixed a bug that could cause Linker Shadow Leaping Slash to be bluffable and blocked after certain attacks.

Thunder:

- Fixed a bug that could cause Linker Shadow Ankle Slicer and Linker Shadow Triplax to be bluffable and blocked after certain attacks.

Sadira:

- Fixed a bug that could cause Linker Shadow Blade Demon and Linker Shadow Widow’s

Bite to be bluffable and blocked after certain attacks or jump cancels.

Orchid:

- Fixed a bug preventing Orchid’s Firecats in instinct from being destroyable by normals that destroy projectiles.

TJ Combo:

- Fixed a bug that could cause Linker Shadow Flying Knee to be bluffable and blocked after certain attacks.

Kan Ra:

- Fixed a bug that could cause Antilion to teleport Kan-Ra as if the hit was successful even if it missed,

 so long as the opponent was in hitstun from a swarm or another move.

- Fixed a very rare issue that could cause his Ultra Combo to drop the opponent.

Riptor:

- Fix a bug that would cause Primal Linkers to come out on Heavy Buttons instead of

Heavy Auto Doubles if you performed an opener special move right after a flame attack.

Omen:

- Fixed a bug we accidentally introduced in 2.10 that prevented Omen from canceling the later half of his throw into Instinct.

Aganos:

- Fixed a bug causing Peacemaker Command Grab to whiff if the opponent was armored.

- Fixed a bug causing Aganos to be throwable during the ground ‘face slam’ version of recapture.

- Fixed a bug that allowed Aganos to get a fresh Peacemaker in certain Grab->WallCrash

situations even though it should have been destroyed.

- Fixed a bug where an opponent would still impact an Aganos wall after successfully performing a Combo Breaker.

Hisako:

- Fixed an issue causing the recapture stun to be much shorter on the Medium and Heavy versions of Air On Ryo Zan.

- Fixed a bug that could cause Linker Shadow On Ryo Zan to be bluffable and blocked after certain attacks.

- Fixed a bug preventing Possession from grabbing characters who were performing attacks labeled Unblockable (such as Glacius Shatter).

Cinder:

- Fixed a bug causing Heavy Fission to be very negative instead of very positive.

- Redid the bugged Inferno frame data to make it more useful in combat.

- Fixed a bug where Fission Linker hitboxes could be retriggered after a blowout.

Aria:

- Fixed a bug that caused Explosive Arc to turn on projectile hitstop while a drone was hitting the opponent.

- 22 GB groß

Release: 04.12.2015

Quelle: xboxdynasty.de

- Neue Char: Shadow Jago

- Vorbereitungen für Season 3

- 2,1 GB groß

Release: 24.12.2015

Quelle:

- 839 MB groß

Release: 02.01.2016

Quelle:

- 371 MB groß

Release: 16.01.2016

Quelle:

- 49 MB groß

Release: 29.03.2016 (Version 2.13)

Quelle: xboxdynasty.de | xboxdynasty.de

- Season 3 wird hinzugefügt

- Bessere Grafik mit neuen dynamischen Lichteffekten

- Added New Combo Assist Feature

See our Ultra-combo blog post: Growing the Killer Instinct Community: Combo Assist Mode.

- Added Key Moves UI for Command List

Now you can attach your favorite moves to the Pause Menu!

 Miscellaneous Fixes

 - Fixed a crash that would sometimes occur when challenging an Aganos Shadow in Shadow Lab

- Fixed an issue where going straight from CPU vs. CPU into Shadow Survival would cause issues with other single player modes

- Fixed an issue that would prevent the lockout HUD from appearing when an incorrect break attempt was made immediately after the end of a previous lockout

- Fixed an issue where stage lighting on Alchemical Lab would appear washed out

- Fixed an issue where TJ Combo’s neck would appear stretched when hit by Shadow Jago’s Ultimate

- Fixed an issue where resetting character position in Practice Mode

during Shadow Jago’s Annihilation would cause the character models to become flipped

- Fixed an issue where the rain effect on Devil’s Landing was visible during Shadow Jago’s Ultimate

- Fixed an issue where projectiles were visible during Shadow Jago’s Annihilation

- Fixed an issue with Shadow Jago’s ground shadows flickering and disappearing on certain stages

- Fixed an issue that would occasionally prevent audio from playing during a match after watching a Shadow Replay

- Fixed an issue where the Shadow Jago’s “Surge” meter would overlap with Omen’s meter lockout UI

- Fixed an issue where Shadow Jago would appear as “N/A” under “Best Character” on the Ranked Leagues Leaderboards

- Fixed an issue where Shadow Jago’s sword would clip through his pants in character customization

- Fixed an issue where Shadow Jago’s chain would clip through his chest in character select

System Changes

- Corrected an issue that could cause a sweep reaction to hover in place in a specific situation,

leading to an expensive but safe counter breaker attempt and some weird looking animation.

- Timer Lockout changed from Red to Gray

- Counter Breaker Lockout changed from Red to Purple

- Punish UI has been added

Character Changes

Thunder:

- Corrected the position of Thunder’s throw vulnerable box at the end of Instinct

Forward Dash to eliminate cases where he is thrown while crossing through someone,

leading to flipped or broken throw animations.

TJ Combo:

- Fixed a bug that allowed TJ to use negative edge (button release) to perform Roller Coaster (DF+MP) and Superman Punch (DF+HP).

- Fix a bug causing Powerline cancel into Knee to be breakable on Medium instead of Heavy.

- Fixed a bug preventing the opponent from losing meter if you used Shoot Toss to grab

them out of the early frames of a Shadow Counter attempt.

- Fixed a bug that could cause TJ to whiff HP or HK auto doubles after an Instinct Cancel from Powerline or Spinfist by scooting him closer to his opponent.

Maya:

- Fixed a bug preventing the opponent from losing meter if you used Mantis to grab them out of the early frames of a Shadow Counter attempt.

Kan Ra:

- Fixed a bug that prevented Kan-Ra from doing two Linker Shadow Swarms in a row.

Omen:

- Added missing Kara Cancel windows into the Shadow Form move,

making it much easier to perform on command.

Aganos:

- Removed force block boxes from Wall Summon moves that did not belong.

- Adjusted attack boxes during Peacemaker moves to ensure more consistent behavior at all Chunk levels.

- Fixed a bug that prevented the Peacemaker from breaking when performing

a Linker Shadow Natural Disaster, Linker Shadow Pulverize, or any Ender.

- Fixed a bug preventing the opponent from losing meter if you used Peacemaker

Grab to grab them out of the early frames of a Shadow Counter attempt.

Shadow Jago:

- Dark Catastrophe (Dashing Dark Fury) now has differences in travel distance

and height based on the strength chosen.

- Fixed a bug letting him get out of the end of his backdash 5 frames earlier than expected,

which also caused him to wiggle a bit at the end.

- Fixed a bug causing the damage from Annihilation to be a bit higher than the UI was reporting.

The damage now matches (as closely as possible) the damage that was being reported previously,

 and reports accurately.

- Fixed an issue that prevented Shadow Jago from doing Shadow Darkstalking twice in a row.

- Fixed a bug that was causing the wrong landing animation to play after Shadow Dark Fury.

- Fixed a bug causing Air Endokukens to auto correct to face the opponent.

- Fixed a bug preventing the opponent from losing meter if you used Annihilation to grab

them out of the early frames of a Shadow Counter attempt.

- Fixed a bug preventing crouch blocking opponents from going into Stagger

when hit with Dark Demise Axe Kick.

- Fixed a bug causing his Drift linkers to play a face-hit reaction on the opponent instead of a leg-hit.

- Fixed a bug that could cause TJ Combo to mirror when going into Last Breath after getting KO’ed by Annihilation.

- 21 GB groß

Release: 11.04.2016 (Version 2.14)

Quelle: ultra-combo.com

Cross Buy Updates:

- Service improvements to cross buy on Windows 10 and Xbox One.

If you bought Shadow Jago on Xbox One, and play on Windows 10,

please note that you will need to update Killer Instinct to version 3.04 on Windows 10.

- KI for Windows 10 now has improved support for monitors with refresh rates higher than 60hz.

- Fixed a crash that would sometimes occur while the game was checking a user’s DLC.

- Ranked Leagues Scoring changes.

- Glacius: Fixed a bug that allowed opponents to get hit by Shatter during their pre-jump frames.

- Kan-Ra: Fixed a bug that caused the spit startup part of the Swarm projectile to damage

other players if it came in contact with projectiles they own.

- 72 MB groß

Release: 26.04.2016 (Version 3.1)

Quelle: ultra-comba.com

- Jago: Fixed an issue that could cause some Lv1 Enders to whiff or be blocked

when performed on the last possible frame of the cancel window on a light manual.

- Glacius: Fixed a bug causing Glacius’ Command Normals to not get the +3 manual hitstop penalty.

- Glacius: Fixed a bug that allowed opponents to get hit by Shatter during their pre-jump frames.

- Sadira: Decreased the knockback on Sadira’s Blade Demon (Launcher) Enders to increase followup combo options.

- Sadira: Fixed a bug causing all of Sadira’s Normals to not get the +3 manual hitstop penalty.

This bug was also causing higher than intended KV output for Sadira,

so this fix has resulted in some longer juggle ability.

- Sadira: Fixed a bug causing the 2nd hit of Heavy Widows Bite to not be breakable in some situations as intended.

- Spinal: Changed the duration it took for the hitbox to reappear on an Instinct Skull that had just bounced off of the wall from 25 frames to 20 frames.

- Spinal: Fixed a bug causing an Instinct Skull that hit the opponent and the wall on the same frame to consider its interaction with the wall as a priority.

- Spinal: Shadow Searing Skull is now +14 on hit at close range (down from +26).

- Fulgore: Fixed a bug causing the 2nd hit of his Medium Eye Beam to be breakable when used as an opener.

 - TJ Combo: Increased the special cancel window on TJ Combo’s Standing Light Punch,

fixing a bug that could make it difficult to special cancel from this move.

- TJ Combo: Fixed a bug causing all hitboxes to be missing for a few frames when landing from a Linker Flying Knee.

- Maya: Raised minimum height from which you can perform Mantis on the way up.

- Maya: Mantis damage reduced by ~25%

- Maya: Crouching Light Kick is now -3 on block (was -5).

- Maya: Fixed a bug causing her Counter Breaker to teleport to the opponent’s location.

- Riptor: Added 1 frame of hitstop per hit (up from 0) to the hits of Flame Arc to ensure it follows ALL breaker system rules properly.

 Timing on followups has changed slightly as a result, but frame advantage is unchanged.

- Riptor: Corrected an issue causing Riptor to get stuck in her Lv2, Lv3, and Lv4 Talon Rake enders longer than intended,

making them punishable on hit. She is no longer punishable on hit, and is left about +1 on her opponent.

-  Omen: Made Demonic Despair’s hits count as “Launcher” hits. This fixed an issue where Arbiter’s Plasma Grenade could go off during this move, putting Arbiter back on the ground and leaving Omen punishable.

-  Omen: Fixed a bug that allowed Omen to cause his linkers to teleport to the opponent’s location if they were already in hitstun from something else.

-  Omen: Fixed a bug that allowed Omen to use crouching MK while his legs were burned out without fanning the flames.

- Aganos: Fixed a bug causing all of Aganos’ Normals to not get the +3 manual hitstop penalty.

- Aganos: Hitbox Adjustments to Standing Far HP.

- Aganos: Added slightly more attack range to better match the animation.

- Aganos: Added an additional vulnerable box behind Aganos so that opponents could properly punish this attack from behind.

- Aganos: Fixed a bug preventing Heavy Natural Disaster from bouncing off another Aganos in the mirror match on block.

- Aganos: Fixed an issue where Light, Heavy, and Shadow Payload Assault moves could fail to count as openers and lead to unbreakable combos.

- Aganos: Increased the size of the attack box on Back+LP to cover over his head slightly better.

- Hisako: Possible fix for Light and Medium Influence Linkers sometimes not passing through opponents properly after Standing Medium Punch manuals.

- Hisako: Fixed a bug that could get Super Flash stuck ON when she was hit out of specific frames of her Shadow Counter.

- Hisako: Fixed an issue preventing Shadow Air On Ryo Zan from becoming breakable/counterbreakable when it should.

- Cinder: Fixed a bug causing the Shadow Linker version of Trailblazer to not be projectile invulnerable as intended.

- ARIA: Fixed a bug causing Aria to get the fully charged version of HK no matter how long she held the button.

- ARIA: Added additional pushback to standing HK to remove a big-character blockstring infinite.

- ARIA: Fixed a bug where Activating Instinct caused any attached Cinder Pyrobombs to be destroyed

- Shadow Jago: If you cross behind your opponent with your dash and press P,

you will now trigger the vertical version of Dark Fury instead of the angled version.

- Shadow Jago: Made Shadow Dark Drift a low to match the properties of the special move version.

- Kim Wu: Added some vacuum to Kim’s Shadow Counter so that it is less likely to whiff its first hit,

and much less likely to whiff any hits after the 1st if the 1st hit connects.

- Kim Wu: Fixed a bug for Dragon Counter sending back unintended Dragon Cannons.

- Kim Wu: Fixed a bug that made Shadow Dragon Kick do ender-scaled damage on the 2nd hit even outside of a combo.

This lead to massive damage opener Dragon Kicks when the opponent had a lot of Potential Damage on their bar.

- Kim Wu: Fixed a bug that made Shadow Firecracker teleport to opponent after long range openers.

- Arbiter: Fixed a bug that allowed Arbiter to cancel his Shadow Linkers into Linkers.

- Arbiter: Fixed a bug causing Arbiter’s Normals to not get the +3 manual hitstop penalty.

- Arbiter: Fixed a bug causing his standing block to be throwable.

- Arbiter: Fixed a bug causing jumping HP to be tagged as a special instead of a normal,

raising its priority and allowing Spinal to Power Devour it.

- Arbiter: Fixed a bug causing his crouching HP to cause a Hard Knockdown.

- Arbiter: Fixed an issue where Plasma Grenades could fail to count as openers and lead to unbreakable combos.

- Arbiter: Fixed a bug that gave Arbiter additional air actions during Instinct mode.

- Arbiter: Fixed a bug that could cause a game freeze if Arbiter was hit out of his Lv1 Prophet’s Bane ender.

- Rash: Fixed a bug where Rash’s standing medium kick could cross under cornered opponents.

- Rash: Adjusted Rash’s vulnerable boxes on wakeup to make sure Riptor’s Flame Carpet would not whiff.

- Rash: Reduced the blockstun from Wrecking Ball by 6 frames.

- Rash: Moved the frame on which you can cancel Run into attacks from frame 8 to frame 9.

- Rash: Moved the frame on which you can cancel Run with a Jump from frame 4 to frame 9.

This prevents using Pre-Jump frames to cancel out of Run into Normals earlier than intended.

- Rash: Fixed a bug causing Rash to start on a later frame of his Run when canceled into from Big Bad Boot,

leaving him more advantaged than intended.

- Kan Ra: Made adjustments to the Sand Scorpion attacks.

Removed the first hit damage bonus of x2, as this was causing his Clutch command throws to sometimes deal double damage while a Shadow Sand Trap was active.

Increased damage on ground Scorpion Strike from 14 to 18 points (~22%)

Increased damage on anti-air Scorpion Strike from 5 to 18 points (~360%)

Fixed a bug that caused the spit startup part of the Swarm projectile to damage other players if it came in contact with projectiles they own.

Fixed a bug causing his Light and Heavy Swarm attacks (up close) to

have each other’s on block frame data. Light is now -3, and Heavy is now -1 as intended.

Fixed a bug that could cause the Scorpion Tail strike in his Ultra to blowout.

- 2,044 GB groß

Release: 27.05.2016 (Version 3.1.5)

Quelle: ultra-comba.com

General Bug Fixes

- Fixed a crash that would occasionally occur when signing out of a profile on the Main Menu

- Fixed a softlock that would sometimes occur when the player simultaneously pressed A and B on “Save Shadow Data”

- Fixed an issue where watching a replay of a Shadow Survival or Survival match

would cause Current Health at the end of the replay to carry over into a new Survival match

- Fixed an issue in Training Mode where Mira would remain invisible when the player reset

her position while she was in mist form during her Ultra Combo

- Fixed an issue where some of Retro Mira’s VFX would be missing in a mirror match

- Fixed an issue where you would briefly see Mira’s scythe below her during her Aerial Counter Breaker

- Fixed some accessory lighting issues with Aganos, Sabrewulf, and Kim Wu on Forbidden Archive

System Changes:

- Fixed a bug causing the attacker in a throw tech situation (the one who initiated the throw)

to not be pushed back by the throw tech, resulting in closer-than-expected positioning,

especially noticeable in the corner.

Glacius:

- Lowered damage of Ranged Auto Doubles by ~10%

Thunder:

Light Sammamish no longer causes a hard knockdown.

Orchid:

- Her Air Throw is now breakable in combos as if it were a normal hit.

You break it using LP+LK, but Orchid can also counter break you for trying, so be careful!

TJ Combo:

- Advantage Ender now occurs much quicker to make followup mixups much more surprising as they flow with the speed of TJ’s Combos.

Aganos:

- Fixed an issue that caused damage to Aganos’ walls if he performed a Ground Bounce or Recapture on his opponent.

- Fixed a bug causing an inconsistency in the recovery time of Ruin after hitting an armored character.

Aria:

- Fixed a bug causing her Level 1 Explosive Arc ender to whiff Mira at very close range.

Shadow Jago:

Various changes to Jumping Heavy Punch

- Fixed a bug causing Jumping HP to hit only 2 times instead of the intended 3 (he flips 3 times).

- Reduced the attackbox size on Jumping HP so they reach above him less and cover less space overall.

- Increase the vulnerable box size during Jumping HP to make this move easier to anti air.

- Reduced the blockstun inflicted by Jumping HP by 12 frames,

leaving Shadow Jago roughly even with his opponent on landing when this move is blocked.

Kim Wu:

- Increased walk speed by 15%

- Her forward dash now finishes in 17 frames (down from 22 frames)

When returning enemy projectiles with Firecracker,

different strengths will now send Dragon Cannons at different angles.

- Light Firecracker returns a horizontal Dragon Cannon, just like before.

- Medium Firecracker returns a 30 degree up angled Dragon Cannon.

- Heavy Firecracker returns a 60 degree up angled Dragon Cannon.

- Shadow Firecracker returns 3 Dragon Cannons, one at each angle.

When the Dragon Counter (Parry) is successful and the resulting explosion hits the opponent;

- It now causes a hard knockdown vs airborne opponents

- It deals 20 damage to the opponent

- It builds some shadow meter for both Kim Wu and her opponent

- Removed the restriction preventing Dragon Stocks from refilling during Instinct if Kim was in a reaction or knocked down.

- Fixed a bug causing her vulnerable boxes to change size when using rapid fire Standing Light Punch

Tusk:

- Tusk’s Deflects now reset the combo state so that the followup hit can deal the same damage

as the non-Deflect version of the move, but not add any potential damage to the opponent.

Arbiter:

- Moved the first active frame of Crouching Gun Butt back one frame (used to hit on 12, now it hits on 13).

Added 2 additional frames of active time onto the end of Crouching Gun Butt, making it active for 1 frame longer over all.

- Moved the Manual Cancel window on Medium Linker Truth Seeker (qcf+P)

from frame 29 to 31 to prevent Crouching Gun Butt (Heavy) from being used as a Medium Manual.

- Moved the Manual Cancel window on Medium Mercy’s Demise (qcb+P)

from frame 30 to frame 28 to ensure that Crouching Medium Punch was able to connect as a manual here.

Rash:

- Fixed an issue preventing players from canceling Battlemaniacs Beat Em Up combos into Ultra.

Mira:

- Fixed a bug causing her Lv4 Reaping Ender to fan a Kick Burnout.

- Fixed a bug that could cause some auto doubles to whiff after long distance QCB+HP recaptures.

- Fixed a bug causing the post-superflash portions of her Shadow Moves to autocorrect unexpectedly.

- Fixed a bug that allowed her to land a Heavy manual off of a Medium Reaping Linker.

- Fixed a bug preventing Mira from canceling openers into Doubles, Linkers, Enders,

or Ultras if her opponent was hit by her projectiles during the move

- Fixed a bug causing her crouching LK to be -5 on block instead of -3 like the chained crouching LKs are.

- 4,1 GB groß

Release: 12.06.2016 (Version 3.1.5)

Quelle: ultra-comba.com

- 26 GB groß

Release: 22.07.2016 (Version 3.3)

Quelle: xboxdynasty.de

Jago:

- Endokukens build 25% less Shadow Meter on hit and block for Jago.

(The team feels that, given the strength of Instinct with two meters, Jago is sitting on full meter a little too easily.

Even after this change, Jago remains the meter king of the game.)

Sabrewulf:

- Crouching MP is now +5 on hit (was +3)

- Crouching HK is now +1 on hit (was -2) (This allows both of these moves to combo into Run Leap Slash Overhead on hit.)

- Fixed a bug that would leave Wulf cornered after performing a back throw against Gargos while cornered.

Sadira:

- Fixed a bug that caused Salticidae to bounce off of thin air if the opponent had just blocked a Widow’s Bite.

Orchid:

- Fixed a bug that allowed Orchid to bail out of certain parts of her enders into Shadow Flick Flak.

Spinal:

- Fixed a bug that allowed Spinal to absorb his own skulls outside of Instinct.

Fulgore:

- Light Eye Laser is now -2 on block (was 0)

- Medium Eye Laser is now 0 on block (was +2)

 - Heavy Eye Laser is now -10 on block (was -7)

(This change ever so slightly weakens his pressure by forcing him to use Medium Laser to stay even on block,

and makes using Heavy Laser without a pip cancel in zoning slightly weaker as well.

Fulgore is still both an offensive and defensive powerhouse.)

- Fixed a bug that could cause Fulgore’s Devastation Beam to detach from him he was moved out of place without being hit during the move.

Maya:

- Fixed an issue preventing Maya from being able to perform a linker immediately following a Shadow Counter.

- Made an adjustment to the successful Mantis animation so that it doesn’t look quite as strange when hitting an armored character.

Kan Ra:

- When Kan-Ra is hit while he has a Shadow Sand Trap, it will turn into a regular Sand Trap now instead of being destroyed.

(The team was a bit worried this would prove too powerful, but we are going to try it for now and see how it shakes out.)

Riptor:

- Fixed a bug causing Running HP to be counter breakable on whiff.

- Fixed a bug causing some hits of the Tail Flip ender to not be breakable during opener ender situations.

Omen:

- Rashakukens deal 1 less frame of blockstun.

(This makes them ever so slightly less reliable in pressure strings that are spaced too closely or get a fast moving set of orbs.

Omen controls the pace of the match really well so this won’t hurt him much,

but will allow a tiny bit more wiggle room for opponents.)

- Demonic Slide attackbox reduced to only be in front of him. The Shadow Version’s hitbox is unchanged.

(As much as we like the Omen flipout into slide mixup, we feel it’s a bit too strong for the character. 

This change will force players to find new mixups instead of relying on the very powerful and ambiguous meaty slide tech.)

Aganos:

- Fixed an issue preventing Ruin and Shadow Ruin from ignoring RAAM’s Kryll Shield as intended.

- Fixed an issue causing Counterhit Warpath (F+HK stompwalk) to deal less hitstun than the non-counterhit version.

- Standing HK no longer causes a wall splat when used in combos.

(This adjustment was made to fix some seriously broken things that happen if you cancel the wall splat hit into his enders)

Hisako:

- Fixed a bug that allowed her to Instinct Cancel her Influence command throws.

Cinder:

- Fixed a bug causing Burnout to end if the opponent performs a counterbreaker.

- Increased the size of the detonation blast on Pyrobombs that are stuck to the enemy to ensure that they don’t whiff

when the opponent’s body moves them away from their center.

Aria:

- Fixed a bug causing Shadow Crescendo to hit on frame 1 instead of frame 3 as intended.

- Fixed a bug that could cause opponents to drop quickly to floor if Counter Hit while grounded by close HK.

- Fixed a bug preventing Aria from clearing the Kryll Swarm DOT effect when switching bodies.

Arbiter:

- Bullet damage reduced by about 23%

(From 18, to 14. This change was made in part to reduce the Jump Gun one chance break damage that Arbiter gets. 

We think this option is a cool way to spend bullets and want to leave it as a powerful option,

but dial it back so that it feels more fair.)

- Damage Ender damage reduced by ~25%.

(This change also helps with the change above to reduce one chance damage from Arbiter.

Also, because Arbiter players tend to use Grenades or Bullets after enders,

the various ender types are rarely used over the Damage Ender because it hits much harder than the other enders. 

Now you may have reason to use the other enders more often.)

- Grenade Respawn time changed from 14 seconds to 15 seconds.

(Grenades are a very powerful offensive and defensive tool.

This small adjustment will give Arbiter players roughly one grenade less per match to use as they see fit.)

- Fixed a bug causing some hits of the Overhead Slash ender to not be breakable during opener ender situations.

Gargos:

- Fixed a bug that allowed Minions to attack between rounds sometimes.

- Fixed an issue that could cause command grab followups to interrupt combo breakers.

- Sadistic Hurl now causes a blowout after an ultra combo.

(This prevents super long quad-ultras for now so people can get back to playing.)

General RAAM:

- Reduced the active frames on Kryll Shield Attack from 4 to 2.

(Using this as a meaty requires better timing now, and it is easy to backdash out of these setups for the opponent.)

 - Crouching HP is now 0 on hit instead of -1, allowing it to combo into Medium Decimation as intended.

- Fixed a bug causing RAAM to pass through opponents when trying to throw them into the corner with a back throw.

- Fixed a bug causing Shadow Dominance, Ender Dominance, and Shadow Kryll Rush to build meter for RAAM.

- Fixed an issue that allowed RAAM to combo off of his level 1 Splat ender midscreen.

- Adjusted the size of the grab attempt box on Kryll Rush to match the Shadow Version so that it won’t grab characters who are behind him on occasion.

- Fixed an issue making RAAM breakable after landing a Shadow Kryll Rush.

- Fixed a bug that could cause your opponent’s gravity to permanently change if you attempted

a counter breaker during your OTG stomps on a specific frame.

- 2,74 GB groß

Release: 26.08.2016 (Version 3.3.1)

Quelle: xboxdynasty.de

Omen:

- Fixed an issue that could prevent some auto doubles from moving close enough

to hit after a 1-hit cross-under Shadow Slide.

Kim Wu:

- Fixed an issue that could cause some Enders to drop when cancelled late after certain manuals or doubles.

Gargos:

- Fixed a bug causing HP attacks to build less meter than intended.

- Fixed a bug causing Minions to build meter back for Gargos when they attack.

- Medium and Heavy Portal Punches now build the same amount of meter as the Light Portal Punch.

- Minion normal attack damage reduced by 25%

- Stoneskin Explosion no longer causes a hard knockdown and the launch velocities

have changed to make this closer to even on hit.

You won’t get a safe minion summon after landing this anymore.

Eyedol:

- Warrior Jumping HP deals 11 frames less blockstun. (Previously, when used on the way up,

this left Eyedol at +6. Now it leaves him at -7 when performed on the way up,

making this difficult-to-anti-air normal much more of a risk when used in this way.)

- Warrior Jumping HP attackbox starts 1 frame later and ends 7 frames sooner. It reaches behind him less far as well.

(We never intended this move to be active for so long after the swing, or to be able to cross up in odd situations)

- During instinct, the Meteor Shower after Shadow Crushing Swing comes out 20 frames later and

a bit farther away from Eyedol. It still juggles on hit, but on whiff or block,

opponents will have an opportunity to hit you before the Meteor Shower starts,

preventing it from ever coming out.

- Shadow Meteor Shower meteors deal 3 points of damage, down from 7 points of damage.

- Fixed a bug preventing Shadow Meteor Shower from dealing chip damage.

- Fixed a bug causing the Shadow Counter in Mage stance to use two meters if they were available.

General

- Prepped Earth defenses and charged up Ultratech defense batteries. Gargos Alert:

DEFCON 4 ETA: IMMINENT

- 92 MB groß

Release: 19.09.2016 (Version 3.4)

Quelle: killerinstinctcentral.com

JAGO:

- Shadow Tigers Fury damage reduced by ~27%

- Tigers Fury Ender damage reduced by ~10% (Jago is a great all around character

who doesn’t struggle at all when trying to open the opponent up, especially in season 3.

We feel that he can cash out a bit too hard considering his dominant toolset, especially with a few of his 1 chance break combos.

This adjustment should help a bit.

- Shadow Wind Kick is no longer Throw Invulnerable.

 (Having a move that crushes lows, is projectile invulnerable, throw invulnerable,

and travels nearly it’s full distance in 12 frames, and is +2 on block is a bit too much utility for 1 meter.

This move still does all of those things, except it is no longer immune to throws.

Jago players will need to use Tiger’s Fury, Backdash, or Jump to avoid throws instead of Shadow Wind Kick going forward.)

- Fixed a bug where the second Endokukens thrown by Jago in instinct mode

would not be destroyed by moves intended to destroy projectiles.

SABREWULF:

- Shadow Eclipse damage increased by ~10%

GLACIUS: (Puddle Punch Changes)

- Light Puddle Punch is now vulnerable from frames 0-3 on startup, but still starts a grounded combo.

- Medium Puddle Punch now causes a soft knockdown instead of starting a grounded combo.

- Heavy Puddle Punch has 3 addition frames of invulnerability, making it invulnerable until after the first active frame.

- Fixed a bug causing the opponent to flash as if they were attempting to break a Shadow Linker during Opener Shadow Hail

THUNDER:

- Light Sammamish no longer has full body invulnerability, but all Sammamish followups are once again available after this move.

(Having a meterless reversal is proving to be too powerful in Thunder’s hands.

It allows him to save meter for juggle cashouts and shadow call of earth much more easily,

making not only his wakeup harder to pressure, but his entire toolset more loaded and reliable.)

 -Sammamish and Shadow Sammamish damage reduced by 10%

- Skyfall damage reduced by 10%

(These changes were made because Thunder is getting absolutely monstrous damage from Sammamish loops.

- The damage after this change may still be too high, so we’ll keep an eye on it and make future adjustments as needed.)

- Dropkick damage increased by 15%

- The Call of Sky buff now lasts 10 seconds (up from 8 seconds)

SADIRA:

- Heavy Widows Bite now causes a hard knockdown during juggles.

- Jumping LK causes a flipout

- Standing LK causes a flipout

- Standing LK can be jump canceled on hit

- Jumping LK has more range and a larger attackbox than before.

- Standing LK is active for 2 addition frames.

(These changes should give Sadira players a few more options

for converting juggles into dangerous situations for the opponent should she lack the meter to cash out.)

- Jumping LP no longer pushes enemies away.

(This is to assist with the j.LP xx Widows Drop chain combo that no one really uses because why would you?)

- Widows Drop now causes a ground bounce against airborne opponents.

- Widows Drop now hits 1 frame sooner, and the first active frame is wide and near her upperbody.

(This will now combo, if well spaced, from jumping LP, leading to new juggle paths.)

- New Combo Trait: Auto Launcher – Press F+HK during any auto double to automatically perform

the Leg Launcher and transition into juggle combos.

Opponents can always break the Leg Launcher hit with a heavy breaker.

- Increased height of Crouching HK attackbox so that juggles into it are a bit more reliable.

- Fixed a bug that could cause Shadow Widows Bite to be breakable as an opener unexpectedly.

- Fixed a bug that allowed Sadira to summon an Instinct Mode projectile while in a flipout reaction.

ORCHID:

- Fixed a bug that allowed Orchid to summon an Instinct Mode projectile while in a flipout reaction.

- Fixed a bug preventing Orchid from starting combos if she whiffed the first two hits of her Rekkas,

and then only the 2nd hit of the two-hit overhead connected (or it caused a counterhit).

SPINAL:

- Jumping MK (Divekick) now has 6 frames less landing recovery.

- Jumping MK (Divekick) now deals 5 less frames of blockstun.

(These two changes combined make the Divekick 1 frame better than it was on block,

but also lets Spinal move earlier than before, allowing him to use well-spaced Divekicks in pressure or for mobility. )

- Fixed a bug causing the recovery from Run to turn and face the opponent inappropriately.

- Fixed a bug preventing Spinal from cancelling into an Ultra Combo when hitting from near max distance of Soul Sword.

FULGORE:

Cyber Uppercut no longer auto corrects to face the opponent when you pip cancel into it from any other special move.

It will always face the way Fulgore was already traveling.

(This technique is very strong, but was proving a bit too strong when Fulgore could change directions on a dime to punish you for jumping over him.)

- There is now a minimum height restriction on Shadow Air Eye Lasers when cancelling into them from a Cyber Uppercut.

(It was never intended for you to be able to do Air Laser so close to the ground that you became safe, let alone advantaged.

This move should be properly punishable as intended now.)

- Increased the Reactor Spin Speed penalty by 33% when performing Teleports.

- Repeated teleports are going to have a slightly more noticeable impact on your total number of pips gained per game now,

but the strength of Fulgore’s teleport in neutral and during mixups is unaffected.)

 - Ground Shadow Eye Beam pushes opponents away slightly farther and

is now +25 on hit, allowing Fulgore to link into Heavy Blade Dash or Heavy Eye Beam from long distance for new combo opportunities.

- Fixed a bug preventing Fulgore from cancelling Heavy Eye Laser into Devastation Beam.

TJ COMBO:

- Fixed a bug causing the raw/opener version of Shoot Toss to deal the (greatly reduced) damage of the in-combo version of the move.

A raw Shoot Toss now deals the intended ~12% (40 pts of damage) up from ~3% (14 pts of damage)

(Shoot Toss damage was pretty pitiful due to this bug, making it a lower value option when going for resets.

This should increase fear of the move and allow success with other options more often as well.)

- Raised the damage on the in-combo version of Shoot Toss by ~10%

- Fixed a bug that could cause Last Breath to not trigger if TJ was hit out of an Armored move.

(We were sad to see this bug cost Thrash Heavy a game in Top 8, but we had been working on a fix for this for a while and

were able to submit one a few weeks before that event. We know bugs that affect tournament matches suck,

but this one took a lot of effort to fix. Sorry it took so long!)

TJ was missing a counterhit window on the startup of many of his special moves.

These have been added, so you should see counterhits occur against TJ as expected now.

MAYA:

- Dagger Assault Ender now leaves Maya +2 on her opponent (was +0)

(We still feel this move as a lot of untapped potential, so hopefully

this change encourages players in the wild to try using this ender a bit more.)

- Previously, when throwing daggers, they had a much larger attackbox for the first 2 frames of flight.

- The size of this attackbox has been reduced by about 45%.

The size of the attackbox for the rest of the flight is unchanged.

(Thinking back, we know we made the attackbox on daggers larger for 2 frames to avoid close range

whiff situations, but can’t figure out why we made them SO big for those 2 frames.

This size is much more reasonable.)

KAN RA:

- Medium and Heavy Clutch have expanded range and are active for 1 frame longer.

(This is to help deal with characters who can get up very high, mainly Gargos.)

- Shadow Swarm, when performed from neutral, now lasts for 9 seconds (up from 6).

The duration of the ender versions is unchanged.

 - Shadow Sand Pit can no longer build meter back for Kan-Ra (As a general guideline, Shadow moves should not build meter back.

This puts the move in line philosophically with that idea.

- Fixed a bug allowing players to juggle into Shadow Whirl after holding back during Clutch

(Kan-Ra was never intended to get grounded combos off of Clutch without recapturing using Antlion.

We fixed most of these cases a long while ago, but this one remained until now.)

RIPTOR:

- Made Back+HP Flame chain combo juggle a bit more reliably

- Moved the manual cancel window up 1 frame on both Medium Linkers

to allow crouching medium attacks to manual in these situations.

- Fixed a bug causing jumping LK to be breakable as a Medium.

OMEN:

- Fixed an issue that could prevent some auto doubles from moving close enough to hit after a 1-hit cross-under Shadow Slide.

- Throw now has a manual cancel window on frame 54 and has 8 more frames of recovery, leaving it +3 (down from +11).

- This means that you’ll still be able to combo normal attacks in the corner

with the exact same timing, including the 5 frame buffer it used to have,

but you will not be able to combo into specials attacks like slide and flurry anymore.

Instinct cancels are all still intact as well.

(Throw into ambiguous special move of choice in the corner is proving too strong on Omen.

We will evaluate a change like this in the future for similar throws on other characters if they prove problematic.)

AGANOS:

- Stomp Walk now crushes lows until the 1st active frame of each step.

- Stomp Walk 1st hit is now -3 on block (was -10) at zero chunks

- Stomp Walk 2nd and 3rd hits are now -3 on block (was -5) at zero chunks (Stomp walk was a pretty bad move.

Now it’s a pretty good one.

- Fixed a bug causing far standing HK to not match the changes last update to close standing HK.

Now both versions no longer cause a wall splat when used in a combo to avoid enders afterward breaking.

- Fixed a bug causing Aganos to continue sliding forward if Spinal absorbed his Ruin or Shadow Ruin attacks.

HISAKO:

- Fixed a bug that could cause followups to On Ryo Zan to be unbreakable if the first hit of On Ryo Zan whiffed.

CINDER:

- Manually detonated Pyrobombs can now hit opponents OTG when they are laying on their back, launching them into the air.

(The combat team thought this would be a fun way to make use of some of your pyrobombs that didn’t stick,

so we tested it out and loved it. We hope you do too.

- Reduced the damage of opener Shadow Fission by 45% (This is to reduce Cinder’s very high one chance break damage)

- Reduced the chip damage of Shadow Fission from 40 pts of damage to 30 pts of damage.

This takes it from about 11% to about 8%, still very worth doing, but not so great as to force players to want to save meter only for this.)

- Fixed a bug causing him to land with additional recovery from jumping attacks if he was hit out of a Trailblazer special.

ARIA:

- The bombs from Standing HK, Standing Close HK, Crouching HK,

and Jumping HK are now breakable and counter breakable.

 (This should make her vortex gameplay a bit less guaranteed to setup and maintain)

- The above change required us to add hitstop to the bombs, making juggles feel slightly different,

and requiring us to change the launch velocities on the bombs a bit to allow similar juggles.

SHADOW JAGO:

- Fixed an issue preventing Shago from passing through very wide opponents when hitting with the tip of Slide.

- Fixed a bug that could cause Shago to bounce off of thin air during his Divekicks if the opponent was currently blocking or getting hit by a projectile.

- Fixed a bug causing characters to fly behind Shago after a Surge Slide

- Fixed a bug that could cause Dash to come out the wrong way after juggling with Pushkick in the corner.

- Fixed a bug that could cause Dark Drift to not change sides with very wide opponents when landed from maximum distance.

- Fixed a bug that could cause Divekick linkers to whiff from max distance.

KIM WU:

- Fixed an issue that could cause some Enders to drop when cancelled late after certain manuals or doubles.

- Shadow Firecracker now steps forward like the Heavy Firecracker does.

(Hopefully a few less Shadow Counters whiff now,  but some still will.)

- If you have at least 1 Dragon before landing a Dragon Counter, you can now Dragon Cancel out to start a combo.

You cannot spend the Dragon you just earned from the successful Counter to Dragon Cancel.

You need to have had one beforehand.

Firecracker Ender’s resources granted have changed:

Lv1 – Gain 1 Dragon

Lv2 – Gain 1 Dragon and some Shadow Meter

Lv3 – Gain 1 Dragon, some Shadow Meter, and some Health

Lv4 – Gain 1 Dragon, some Shadow Meter, some Health, and some Instinct Meter

(This should make higher levels of this ender more appealing)

New Command Normal: Dragon Sweep – DF+HK

- This move is a step forward sweep kick that hits low, causes a hardknockdown, and hits on frame 14. It is -5 on block.

- You can cancel into this move in most places where you could cancel into a special move.

(Use this to add a little high/low mixup to your pressure, alongside light Dragon Dance.

Kim having a low threat from a bit farther away will cause opponents to block low pre-emptively more often,

preventing people from walking out of range of Kim’s already strong footsies game.)

- Crouching MK is now -1 on block (was -2)

- Crouching HK is now -2 on block (was -4)

- Fixed a bug that could cause Super Flash to get stuck if she was hit out of a Lv2, 3, or 4 Dragon Dance ender just as it started.

TUSK

Stagger Ender now adds 100 KV instead of 50 KV.

You must use a Shadow move or throw if you wish to continue the combo, as any other hit will now blow out.

Tusk’s combo game devolved because of this move, as players used it essentially

as an unbreakable linker into pretty respectable damage.

We want to keep the midscreen mixups it affords, but we have to say goodbye

to the cool looking repeated stagger ender combos in order to do that,

as they were too degenerate and frustrating to get hit by.

- Shadow Immortal Spirit now triggers a Shadow Front Step that is projectile immune.

Pressing any button during the startup or the step portion of this move will trigger the Shadow Shoulder portion at no additional cost.

- Shadow Shoulder is now immune to projectiles.

(Tusk was having just a little too much trouble with characters who have projectiles that cover the ground,

preventing him from using the non-shadow Immortal Spirit moves to dip under them.

- Shadow Air Skull Splitter now fires an additional explosion, and all explosions are spaced farther from eachother,

coving more of the screen.

- Air Skull Splitter now spawns explosions on whiff or block when landing.

These explosions can destroy incoming projectiles and make this move a bit safer on block than before.

The number of explosions is based on the strength used.

- Air Skull Splitter no longer causes a ground bounce on standing opponents.

It instead causes stagger and can go straight into auto doubles. The explosions do not come out on hit.

- Tusk can now cancel the landing of Air Skull Splitter into Shadow moves on hit, whiff, or block.

Try cancelling into the new Shadow Step to approach behind a wave of projectiles outside of instinct mode.

(All of these changes combine to give Tusk a few new approach and attack options.)

- Fixed a bug causing Jumping MP to count as a Heavy Attack, both in priority for trades and for breakability.

RASH

- The size of the VFX trails on Big Bad Boot opener have changed to help the opponent see

which strength is being used.

 (This keeps Boot in line with other moves that juggle easily and have visual tells to help breakability.)

- Crouching MK is now -2 on block (was -1)

- Crouching HK is now -4 on block (was -1)

- Fixed an issue that could cause Rash to try to eat a projectile after being hit out of eating a projectile.

- Fixed a bug that allowed Rash to summon an Instinct Mode projectile while in a flipout reaction.

- Fixed a bug that allowed Rash to manually perform a Shadow Ram Horns after his Battlemaniacs combo but stay ‘in’ the combo trait.

This lead to instances of the Battlemaniacs ender being blocked.

ARBITER:

- Overshield Recharge is now -11 on block (was -1).

(We never intended for this to be unpunishable on block, and it ended up feeling like a bug or oversight to us.

Consider it corrected. This move acts the same was as before if it is not blocked.)

- The window to fire a 2nd and 3rd shot after a jumping Carbine attack has been reduced from 22 frames to 5 frames.

This means that you cannot wait for an extended period before firing again on the way down.

(Jump gun combos are still possible, but they have much stricter timing and require more ammo.)

- Gun damage raised by 10% (We lowered it primarily due to the jump gun loop, which is now a lot weaker.)

- Self Grenade now causes a stagger on grounded characters.

This means that if you block it as a reversal and Arbiter doesn’t have Overshield,

he will be punishable because he is still standing.

This also opens new combo opportunities for Arbiter. This still causes a soft knockdown vs airborne opponents.

- The size of the VFX trails on Rushing Slash (qcf+P) and Overhead Slash (qcb+P) openers

have changed to help the opponent see which strength is being used.

- Fixed a bug that allowed Arbiter to whiff cancel into Enders during a grenade blast. (This bug lead to huge unbreakable damage.)

- Fixed an issue that allowed Arbiter to use Tack On: Carbine to cash out combos without performing an ender.

This change also required us to change how bullet damage during non-ender Tack On is calculated,

so you’ll notice a very slight damage increase in Tack On bullet situations

with some additional potential damage left behind on top of that.

- Fixed a bug preventing him from special canceling his MP HP and HP HP target combos from maximum range.

- Fixed a bug preventing other characters from properly parrying a grenade.

MIRA:

- The KV inflicted by Bloody Seekers has been increased by 20% and deals the full amount even during low KV juggle states.

 (While cool, some of the Seeker juggle loops were just too long to ask players to be hit by with nothing breakable happening.

This change shortens these combos, but they remain a great option for guaranteed damage.)

- The potential damage inflicted by Instinct’s Vampire Mist was decreased by 50%.

(The use of this in combos dealing absurd damage needed to be reduced.

You can still get huge damage with these setups, however.)

- The recoverable health restored during Instinct’s Vampire Miss has been increased by 25%.

(To compensate for dealing less damage, we wanted to try letting her heal back a bit more,

letting her go a little more nuts with high-cost moves attempting resets and mixups.)

- Increase the amount of recoverable health restored from Bite linkers has been increased by 50%

(from 10 points per bite up to 15) (Mira now has a more consistent way of recovering her blood health from midscreen

without spending shadow meter, and entering the combo system keeps the risk/reward nicely in check.

This should both allow Mira to enjoy spending more blood health,

and should make using the bite linkers a bit more appealing)

- Fixed a bug where Mira would not jump to her full height

when performing a jump attack after getting hit out of her air dashes.

- Fixed a bug that let her cancel out of Medium Bloody Seekers early if her opponent was currently in a reaction.

- Fixed a bug where canceling out of Mira’s air dashes maintained some physics properties of an air dash.

This allowed players to perform low to the ground attacks without going through Mira’s full jump height.

GARGOS:

- Fixed a bug causing HP attacks to build less meter than intended.

- Fixed a bug causing Minions to build meter back for Gargos when they attack.

- Medium and Heavy Portal Punches now build the same amount of meter as the Light Portal Punch.

- Minion normal attack damage reduced by 25%

- Stoneskin Explosion no longer causes a hard knockdown and the launch velocities have changed to make this closer to even on hit.

You won’t get a safe minion summon after landing this anymore.

- If a minion is knocked down, he will not get up while Gargos is in a reaction from being hit.

- Reduced the damage dealt by ranged auto doubles by 40%

- Reduced the damage on Portal Punch Ender by 10%

(This change is to reduce the frustration of getting hit by Portal Punches,

which Gargos will have a harder time turning into significant damage now.)

- Reduced the travel distance of the Air Light Crusher to reduce player’s ability to run away using it.

 (Gargos ability to run away is still present, but this particular move made it far too easy in a few matchups.)

- Reduced the jump height of Forward and Backward Double Jumps by 20%

(Gargos was getting up a bit higher than we intended, even above some of the highest reach anti-airs in the game.

This change should stop Gargos from jumping without punishment as often.)

- Fixed a bug causing the ender version of Izuna Drop to cause a hard knockdown.

(We may have fixed this the other way in a previous update, but that was a mistake.

This ender is not intended to cause a hard knockdown.)


- Fixed a bug that allowed Gargos to perform Auto Doubles, Linkers, and Enders against an opponent

with no vulnerable boxes if he activated Instinct right after setting someone down from his command grab.

GENERAL RAAM:

- The inputs for his Ultra and Stage Ultra has swapped. QCF+3K is now the Ultra, and QCF+3P is now Stage Ultra.

 (This is to help players struggling with getting Kryll Shield Cancels when they wanted Ultras)

- Shadow Kryll Rush moves 50% faster across the screen and is now immune to projectiles.

- After any successful Kryll Rush, RAAM is now immune to projectiles for the duration of the stab animation.

 (These two changes makes an absolutely massive difference in battles against zoning characters.)

- Decreased the potential damage buildup during Instinct mode by 12.5%

(We want RAAM to hit hard, and he still absolutely does, but just ever so slightly less now that he can get in a bit easier.)

- Fixed a bug causing Kryll Shield to think that certain projectile types spawned from normal attacks

(such as Eyedol Mage HP) were melee hits, which removed the Kryll Shield.

- Fixed a bug causing Light Emergence to not have any lower body invulnerability, as it was advertised to have.

It still doesn’t have lower body invulnerability on startup, but it does for all of its active frames.

- Fixed a bug that allowed RAAM to cancel his Dominance stomps into normals on a specific frame.

EYEDOL:

- Warrior Jumping HP deals 11 frames less blockstun.

(Previously, when used on the way up, this left Eyedol at +6. Now it leaves him at -7

when performed on the way up, making this difficult to anti air normal much more of a risk when used in this way.)

- Warrior Jumping HP attackbox starts 1 frame later and ends 7 frames sooner. It reaches behind him less far as well.

 (We never intended this move to be active for so long after the swing, or to be able to cross up in odd situation)

- During instinct, the Meteor Shower after Shadow Crushing Swing comes out 20 frames later and a bit farther away from Eyedol.

It still juggles on hit, but on whiff or block, opponents will have an opportunity to hit you before the Meteor Shower starts,

preventing it from ever coming out.

- Shadow Meteor Shower meteors deal 3 damage, down from 7 damage.

- Fixed a bug preventing Shadow Meteor Shower from dealing chip damage.

- Fixed a bug causing the Shadow Counter in Mage stance to use two meters if they were available.

- Made adjustments to the chances to switch heads in each mode. Players should automatically switch more often now,

but the team will be watching this closely and will make future adjustments as needed if this proves to be too much or too little.

- Warrior Standing MP is now +1 on block (was +2)

- Warrior Crouching MP is now +1 on block (was +4) (Crouching MP hits on frame 6 with long range and low pushback,

making this move very dominant during Eyedol’s close pressure.

The move is still strong at +1, but now the opponent has options to challenge it.)

- Jumping HP Animation has changed to make it cover much less space, and it starts up 2 frames slower as well.

- 10 frames more recovery has been added to Telestrike

(We wanted to give players a bit more time to punish this move on whiff or block.)

- LT and MED Bolt strikes are -12 on block (was -9)

- Throw damage reduced 20%

- B+MP Blast command normal has 6 addtional frames of startup

- B+MP Energy Blast command normal is no longer cancelable into special moves

(This move is meant to be used as a way to check the opponent’s advancing movement.

Allowing him to cancel into a high/low mixup from nearly full screen away made

his matches against some characters a little too dominant in Mage mode.)

- F+MP Overhead command normal has 5 additional frames of startup

- F+MP Overhead command normal is -4 on block (was -1)

- F+MP Overhead command normal is no longer lower body invulnerable

(Eyedol’s f+MP overhead remains a very strong move due to its long range,

recapture ability vs. jumping away, and can be spaced to make even -4 disadvantage difficult to contest.)

- Medium Crushing Swing launches enemies slightly higher to accommodate the slower Recapture Overhead.

- Reduced the distance that Eyedol bounces away after using Mage J.MP and J.HP

- Meteor Enders are now all +2 or +3 on hit, instead of being punishable. (Was -6, -8, -1, and -15 for each level 1 to 4)

- Additional KV is now added when performing the Lv1, 2, or 3 Crushing Destroyer enders.

- Fixed a bug causing Bolt Strike to sometimes hit only once, leading to long damaging unbreakable juggles.

- Fixed a bug causing Medium Stomp Strike to have longer recovery than intended, screwing up its advantage on hit/block as well.

It is now +8 on hit, and +2 on block, as originally intended.

- Fixed a bug preventing the use of Medium and Heavy normals from attempting to switch heads.

(Players were not intended to be able to circumvent switching by avoiding the use of special moves.

This fix should contribute to seeing Eyedol switch more often, as intended.)

- Fixed a bug causing the Lv1, 3, and 4 versions of Crushing Shoulder Ender to

have less advantage after the wall splat than intended.

A sweep should be possible to combo after all versions now.

- Fixed a bug that allowed Eyedol to cancel into Instinct when landing from a Crushing Swing on hit or block.

- Fixed a bug preventing enders from cashing out when opening with Back + MP Blast.

- Fixed a bug causing the Stomp Strike Rage followup to occur even without charges available.

- The size of the VFX trails on Crushing Destroyer opener

have changed to help the opponent see which strength is being used.

- Fixed a bug causing the Heavy Crushing Swing to not follow up with the 2nd hit if the 1st hit was a counterhit.

- Fixed a bug causing the Bolt Strike projectile to stay active even when the opponent performed a counter breaker.

- Fixed a bug preventing Shadow Crushing Destroyer’s ground bounce vs airborne opponents from working.

- Fixed a bug causing the recovery from Run to turn and face the opponent inappropriately.

- Fixed a bug that could cause the recapture hit on Heavy Crushing Swing to autocorrect and face the other direction.

- Fixed a bug causing Wake Up! to come out on downback + HP occasionally. It will only come out with Back+HP now.

- Fixed a bug that allowed Eyedol to delay round transitions by punching himself in the face.

- Fixed a bug that could cause lockups if the Stomp Strike Ender connected with a projectile.

- Fixed a bug that caused Mage mode’s projectiles to push him away from cornered opponents unexpectedly.

- Fixed a bug that caused Bolts and Meteors to push Eyedol back against a cornered opponent on block.

- Fixed a bug that could cause the Lv2 and Lv3 Bolt Strike enders to whiff from maximum range.

- 3,2 GB groß (3,18 GB)

Release: 12.10.2016

Quelle: 

- 168 MB groß

Release: 25.11.2016 (Version 3.5)

Quelle: xboxdynasty.de

- 1,10 GB groß

Release: 20.12.2016 (Version 3.6)

Quelle: xboxdynasty.de

- 1,54 GB groß

Release: 14.02.2017

Quelle: 

- 195 MB groß

Release: 14.03.2017 (Version 3.7)

Quelle: ultra-combo.com | xboxdynasty.de

Shadow Lords

- 4 new Story Missions for Tusk

- Kilgore added to Mimic pool

- Increased chances for getting Dossiers

Bug Fixes

- Fixed the crash that occurred if you had more than 32 friends in Shadow Lords leaderboards

- Fixed an issue that allowed Aria to cancel her instinct mode

while wearing the Mask of the Ancients (Instinct Always On)

- Fixed a bug where the Crimson Vampire Bat and Crimson Ram were dealing 15% damage instead of 115% damage.

Overall System Changes:

- Fixed a bug where it was possible to trigger a timed lockout

on the opponent during a shadow linker when they correctly timed a break attempt.

- Fixed a bug where Shadow Enders could become counter breakable if the opponent recovered from a previous hit.

- Viele Balancing Änderungen

- 2,01 GB groß

Release: 27.06.2017 (Version 3.8)

Quelle:  xboxdynasty.de

- 2,33 GB groß

Release: 11.07.2017

Quelle:

- 58,93 MB groß

Release: 06.09.2017

Quelle: xboxdynasty.de

- Cross Play zwischen Stream, Windows 10 PC und Xbox One Spielern ab sofort möglich

- 520,14 MB groß

Release: 14.09.2017

Quelle: 

- 310,22 MB groß

Release: 27.09.2017

Quelle: 

- 310,25 MB groß

Release: 29.09.2017

Quelle: 

- 278,28 MB groß

Release: 26.10.2017

Quelle: 

- 556,70 MB groß

Release: 01.12.2017

Quelle:

- 453,33 MB groß

Release: 07.03.2018 (Version 3.9)

Quelle: xboxdynasty.de | xboxdynasty.de

- Fixed Hisako bug that allowed her to perform an Ultra on Block or Whiff when opponent was in HP Danger Zone.

- Shadow Lords Limited Time promotional packs (Crimson Guardian and other Rare Guardians)

unified on all platforms to be offered the 1st and 3rd week of every month.

Xbox One X:

- Xbox One X 4K performance optimization.

- 105,09 MB groß

Release: 13.03.2018

Quelle: 

- 71,37 MB groß

Release: 27.06.2018

Quelle: 

- 157,97 MB groß

Release: 17.08.2018 (Version 3.9.13.0)

Quelle: 

- 178,46 MB groß

Release: 23.10.2020 (Version 3.9.13.1)

Quelle: 

- 3,2 GB groß

Release: 17.05.2023 (Version 3.9.17.0)

Quelle: ultra-combo.com | xboxdynasty.de

Here is what to expect when you launch your updated KI for the first time:

- You can expect a longer than normal load time (normally 40-60 seconds, but potentially minutes depending on your connection speed).

- You may see a warning ‘Refreshing DLC Timeout.’ We encourage you to select ‘Wait’ as this will continue the sync.

 Additional Fixes:

- Fixed an issue where both players would lose points after leaving Ranked mode on Steam.

- Fixed an issue where characters would appear locked for some PC Game Pass or Xbox Game Pass Ultimate users playing Definitive Edition on PC. All characters should now be unlocked.

- 3,53 GB groß

Release: 28.11.2023 (Version 3.11.9.0)

Quelle: xboxdynasty.de | twitter.com | details=twitter.com | notes=ultra-combo.com | termin=xboxdynasty.de

10. Geburtstag wird gefeiert

- Xbox Series X|S Support: 4K|1440p mit 60 FPS

- UI remaster and new Purple & Gold color theme

- DX12 Renderer update on Xbox.

- Updated to new online services for improved matchmaking.

- Ability to purchase KI Gold on Xbox reenabled.

- Balance updates (see balance patch notes for details)

- Reduced requirements for Shadow Skins and Mimic Skin (see progression patch notes for details)

- Reduced KI Gold costs for optional progression shortcuts (see progression patch notes for details)

- We have released a hotfix for a bug where Steam players in the Anniversary Edition were unintentionally granted access to Ultimate-Source exclusive colors from the collectible figure line.

Since this was meant to be an exclusive reward for that line of figures, the universal access was unintentional. We apologize for the error.

[+] – Buff, a change that should strengthen a character.

[-] – Nerf, a change that should weaken a character.

[+/-] – Berf, a buff and a nerf together, in perfect harmony.

System

Fixed a game wide bug that could sometimes cause projectiles to not get the first-hit 2x damage bonus.

Jago

[+] Increased Jago’s forward and backward walk speeds by 10%.

- This small improvement will help Jago maintain favorable screen position.

[+] Drastically improved the hitbox and active time of Jago’s jumping Heavy Punch.

- This move has that ‘pizza cutter’ quality to its animation, but the hitbox on it was very conservative compared to other similar jumping attacks.

 These improvements should make it feel as good as it looks.

[+] Tiger’s Fury adjustments

- Jack-of-all-trades protagonist characters often find themselves in an undesirable spot late in a game’s life cycle.

 Jago is a very complete character, but he does not stand out and isn’t scary in the way much of the rest of the cast is.

We wanted to figure out how to add some threat to Jago’s tool kit and decided to lean into our mantra of “high risk, high reward”.

To do this, we’ve decided to center Jago’s identity around the idea of “high damage Tiger’s Fury”.

- Light Tiger’s Fury damage is now 26 (was 18)

- Counterhit damage is now 32 (was 24)

- Medium Tiger’s Fury damage is now 30 (was 22)

- Counterhit damage is now 40 (was 28)

- Heavy Tiger’s Fury damage is now 34 (was 26)

- Counterhit damage is now 50 (was 32)

- A very significant amount of extra hitstop has been added on counterhit to help express the dramatic damage these now deal when counterhitting.

- While Jago’s other tools may still feel ‘middle of the road’, this change forces the opponent to respect him a lot more often for fear of the juicy counter damage.

This, in turn, should allow Jago player’s a lot more chances to use the rest of their kit and give them more opportunities.

- The Shadow Version did not get a damage increase, as we did not want to increase Jago’s damage when cashing out juggles.

[+] Made the first active frame of Shadow Wind Kick reach lower. Also made the pushbox taller for the first 4 frames.

This is mainly because his Shadow Counter and normal version of Shadow Wind Kick are the same move,

and he had a few situations where his Shadow Counter would whiff over top of low profiling enemies.

This should alleviate that situation, but also slightly buffs the normal version of the move.

Moves that pass through opponents on block, like Omen’s Slide, will still cause Jago’s Shadow Counter to whiff.

Glacius

[-] Reduced frame advantage after a successful Combo Breaker to 0 (was +4).

- Previously, Glacius had the most advantageous Breaker in the game, and it also put his opponent at a range that usually benefit him more than his opponents.

This change should make the situation feel a bit more manageable after Glacius breaks your combo.

[-] Reduced pushback on block from the Light, Medium, and Heavy Cold Shoulder attacks, so that their frame data actually matters.

- These are (-3, -5, and -8) on block, which remain unchanged

- Previously, Glacius could be so far out of range after this attack was Blocked that most characters could not punish him even if he was very negative.

- Glacius players will now need to use this move more thoughtfully, or use Hail to cover themselves on block.

[-] Added 4 frames of recovery time on whiff and block to Instinct Teleport Puddle Punch (both versions).

- It is now -16 on block (was -12)

- All combos from it on hit are the same, as the manual cancel window has not changed.

- This should make this powerful move a bit easier to punish on whiff or block for characters that previously struggled to do so.

Thunder

[-] Limited the time window in which a followup must be chosen after all versions of Sammamish.

Visually, once Thunder’s feet start to drop below Jago’s head (using Jago as a measuring stick), followups will no longer be possible.

- Previously, Thunder could choose a Sammamish Followup up until the frame before he landed.

- This change should give players more time to react to Thunder’s followup choice, and force Thunder players to make that choice sooner.

[-] Added 5 additional frames of recovery time to landing after a Sammamish, Surprise Knee, or Dropkick.

- No extra recovery time was added to landing after a Skyfall.

[+] Increased forward and backward walk speeds by 20% to compensate for the longer landing recovery on Sammamish, and to help him play a more grounded game with his strong set of normal and special attacks.

[+] Shortened the recovery time of Call of Sky by 5 frames.

This should help him establish the Crows buff in matches against characters that can send themselves across the screen very quickly.

Sadira

[-] Fixed a bug that allowed Sadira to call her Web Instinct Projectiles during a Combo Breaker.

- This resulted in an exploit that allowed Sadira to get pressure off of a breaker, which is not in the spirit of the game.

[+] Increased Sadira’s forward walk and backward walk speeds by 20%.

- This should help her maintain favorable screen positions in matchups where jumping around like an unhinged maniac isn’t as easy.

Orchid

[-] Fixed a bug that allowed Orchid to cancel her ground Combo Breaker into a Shadow Uppercat.

- This resulted in a powerful exploit that allowed Orchid to do some things that were not in the spirit of the game.

[-] Fixed a bug that allowed Orchid to call her Jaguar Instinct Projectiles during a Combo Breaker.

- This resulted in an exploit that allowed Orchid to get pressure off of a breaker, which is not in the spirit of the game.

[+] Instinct Mode improvements

- Jaguars now deal an additional 15 frames of hitstun to grounded opponents.

- Jaguars now launch airborne opponents into a position for a much easier juggle.

- Jaguar hitbox size has been increased significantly, which will make them slightly harder to jump over and easier to use in juggles.

- Orchid’s Instinct functions similarly in many ways to Rash’s and Sadira’s, but her potential rewards were harder to optimize due to a few of the factors above.

[+] Slide Knee adjustments

- Light Slide is now -2 on block (was -5)

- Medium Slide now travels farther and faster.

- It now has 5 additional frames of startup time before it starts moving or can hit

- It now has 7 additional frames of recovery time on whiff

- It is now -8 on block (was -7)

- Heavy Slide now travels much farther and faster.

- It now has 10 additional frames of startup time before it starts moving or can hit

- It now has 22 additional frames of recovery time on whiff

- It is now -13 on block (was -10)

- Many characters on the roster have similar low-hitting slide kick special moves, and upon review it was clear that Orchid’s was the worst of the bunch.

 These improvements should help a lot in various aspects of Orchid’s gameplan.

 In fact, our first pass on updating these helped so much that we had to go back and give them slower startup and more recovery on whiff and block.

[+] Adjusted the startup of Shadow Knee Slide to be immune to projectiles starting on frame 0 (was frame 2).

[+] Upon review, we found a few inconsistencies in Orchid’s frame data and damage data.

- Counterhit Crouching Heavy Punch used to do less hitstun than a normal hit with the same move. This is now corrected.

- Counterhit Charged Heavy Ichi Ni San used to do less damage than a normal hit with the same move. This is now corrected.

Spinal

[+] Increased Spinal’s forward walk speed by 20%.

[+] Increased Spinal’s backward walk speed by 10%.

- These should help Spinal find better spacing in more matchups to land those crucial anti airs and pokes.

Fulgore

[+/-] Blade Dash Adjustments

[-] Adjusted Blockstun on all normal uncharged versions of Blade Dash to make them more negative.

- Light version is now -4 on block (was -2)

- Medium version is now -6 on block (was -3)

- Heavy version is now -8 on block (was -4)

[+] Fulgore can now pip cancel Blade Dash on whiff or block into any of the following special moves; Energy Bolt, Eye Laser, Plasmaport, Plasma Slice.

- Previously, only Plasma Slice was available, and only on whiff.

- Blade Dash is a powerful tool that lets Fulgore close in without much risk.

To adjust this, we wanted to try making it more negative on block and forcing Fulgore to use pip cancels to cover himself.

While we liked this plan, it turns out the only move Fulgore was allowed to pip cancel into from Blade Dash was Plasma Slice, and only on whiff.

To make this change make sense, we had to open up some options to Fulgore.

- The result of this has weakened one of Fulgore’s best options in neutral, but has increased the strength of his Instinct Mode,

so we’ve opted to pull back on Fulgore in various other ways to compensate and ensure he ends up a bit weaker overall.

[-] Heavy Eye Laser now deals 20 KV (was 10).

- This was changed due to a new looping combo the above changes gave him.

[-] Instinct Mode adjustments

- Fulgore’s Instinct Mode became much more powerful thanks to the Blade Dash changes. To combat this, we adjusted his Instinct Mode to lose a little bit of the remaining time each time Fulgore uses a free Pip cancel.

- You lose 5 points for each free cancel, with the exception of Energy Bolts Two and Three, which only cost you 2 points from the Instinct Meter.

- For context, the Instinct Meter is 250 points long, and you automatically lose 16.6 points per second (resulting in a 15 second duration).

[-] Light and Medium Eye Laser adjustments

[-] Both Light and Medium Eye Lasers have had their Hitstop/Blockstop time increased from 6 frames to 15 frames. This results in a much more legible and reactable freeze frame when blocking each hit.

[-] Light Eye Laser blockstun was reduced, making it -6 on block (was -2), which many characters will be able to punish.

- Medium Eye Laser remains -3 on block. 

- The previous version of Light and Medium Eye Lasers were powerful pressure tools that hit low,

and as a bonus, were very hard to shadow counter due to their short hitstop and Fulgore’s ability to mix up between one or two hits.

We made these changes to give these moves a bit more identity and help opponents fight against them.

- Now Fulgore players will need to choose between a single hit low that is punishable when blocked, or a two hit low that is safe on block, but can be more easily Shadow Countered on reaction. 

[-] Added 6 additional frames of recovery time to Plasmaport before Fulgore is allowed to take another action.

- This may not sound like a lot, but in practice it makes punishing teleports in neutral much more reasonable, and reduces the speed of some of his nastiest mixups.

[-] Upon review, we noticed that Fulgore’s hitstun, blockstun, and counterhitstun values on his Energy Bolt projectiles were very inconsistent.

 We did a pass to normalize these, and also weaken them a bit overall.

Changes were made to (Hitstun, Blockstun, Counterhitstun) as follows

- Light Energy Bolt is now (16, 10, 21), was (21, 12, 37)

- Medium Energy Bolt is now (16, 10, 21), was (17, 10, 31)

- Heavy Energy Bolt is now (16, 10, 21), was (18, 13, 25)

[-] Added 4 additional frames of hitstop and blockstop to the first hit of Double Claw (Forward+Heavy Punch) to make it a bit easier to Shadow Counter.

[+] Fixed a bug causing Fulgore’s Shadow Counter Attempt to have 7 less frames of catch-time and 10 less frames of recovery time on miss than the rest of the cast.

[+] Upon review, we noticed that Fuglore’s Light Cyber Uppercut did less damage on counterhit than it does on a normal hit. This is an error, so we corrected it.

- Light Cyber Uppercut counterhit damage is now 23 (was 18).

- Normal Light Cyber Uppercut damage is 20, for comparison.

TJ Combo

[+] Fixed an issue preventing TJ from canceling a kick manual into Shadow Vortex.

Maya

[+] Dagger Assault no longer ends if Maya gets hit, but will still end if she gets knocked down.

- Dagger Assault is a lot of fun, but we had to design it conservatively to avoid it being a total nightmare for opponents.

This change should make it a bit easier to use without tipping the scales too much.

Omen

[-] Reduced meter gain on all of Omen’s enders except his Rashakuken (Meter type) ender.

- Omen remains the king of meter gain, but it ended up feeling a bit too snowbally to let Omen build so much meter off of his more damaging ender types.

- This change should force Omen players who need meter to actually use the Meter ender, which should in-turn lower his overall damage and threat output.

Aganos

[-] Reduced the amount of hitstun inflicted by the Medium and Shadow versions of Natural Disaster to prevent them from comboing directly into Shadow Payload Assault.

- This change includes the Shadow Counter version of this move.

- This should make confirming into Aganos’ most damaging unbreakable combos much less common and require him to give you at least one breakable window in more cases before going into them.

- You’ll still be able to combo directly into Shadow Payload Assault if the Shadow Natural Disaster causes a recapture.

[-] Reduced Wall Crash damage to 48 per wall (was 60).

[-] Reduced the damage per hit from Heavy Payload Assault to 2 (was 8).

- This may sound drastic, but because of how many hits it does and the way scaling works, it still deals significant damage and adds a large amount of damage to his unbreakable Wall Crash setups, just a bit less than before.

[-] Reduced the blockstun time on Light and Medium Payload Assault projectiles by 4 frames.

- This was done to prevent a true blockstring into Shadow Payload Assault’s first hit, which could lead to an unblockable setup when paired with Instinct Activation.

[-] Added 7 frames of blockstop time to the shockwave projectile created by Crouching Heavy Kick in order to make it a little easier to respond to.

[-] Reduced blockstun time on a few of Aganos’ jumping attacks so that if they hit on the way up, they are more negative and sometimes punishable.

- Jumping HP blockstun time is now 16 (was 21)

- Jumping HK blockstun time is now 12 (was 21)

[-] Adjusted the amount of pushback opponents receive when blocking all Peacemaker related attacks. You wont be sliding fullscreen now just for blocking these.

[+] Upon review, we noticed a few inconsistencies in Aganos’ frame data.

- Light Punch, Back + Light Punch, and Far Medium Punch all used to do less hitstun on counterhit than on normal hit. This has been corrected.

- Aganos can be very frustrating to fight against, so we always intended for him to be a bit weaker and only shine in the hands of a specialist player.

Over time, these specialist players have taken Aganos so far that there is a solid argument for Aganos being one of the strongest characters in the game.

With many of the game’s other strongest characters getting a little weaker, we didn’t want to end up in a situation where Aganos was the undisputed best.

Hopefully these changes make fighting against him more fun and reasonable.

Cinder

[+] Upon review, we noticed a few inconsistencies in Cinder’s frame data.

- Light punch, Medium Punch, and Heavy Punch could all do less hitstun on counterhit than on normal hit. This has been corrected.

Aria

[-] Reduced damage done by all of Aria’s enders by 1-2 points per hit.

- This isn’t a very dramatic change, but she is widely regarded as the hardest character to break, so we felt this was fair.

- This change does not affect Shadow Enders or Body Swap enders.

[-] Reduced the pushback when blocking Crescendo to add risk and make the frame data matter more.

- In particular, the Light version is -7 on block (no changes). Previously, she would bounce out of the range of punishment against most characters, which should no longer be the case.

[-] Jumping Medium Kick adjustments

- Reduced the distance Aria pushes herself back after Jumping Medium Kick.

- Increased the vertical velocity Aria gives herself after using Jumping Medium Kick.

- This should make the move much easier to retaliate against when it whiffs or is blocked.

[-] Drone Assist Call adjustments

[-] Drone assist calls now leave the Drone punishable for 30 frames longer than before.

[-] Booster Drone will now start moving toward Aria while still vulnerable, giving you an opportunity to attack it.

- Previously, because all of its recovery could happen behind the opponent, it could be nearly impossible to punish.

[+/-] Increased the launch velocity and decreased the float gravity of the Sword Drone Assist to prevent it from being punishable on hit.

- Due to the increased recovery time on the assist calls, players were able to get hit by Sword Drone, get knocked down, then get up and hit it before it recovered.

That felt wrong, so we made this change, but it also opens up new juggle possibilities for Aria.

- These changes will force Aria to work harder to cover her assist calls, as it had proven too easy to do so in the past.

[-] Medium and Heavy Shotgun Blitz will still low crush, but they no longer do so on frame 1.

- Medium Shotgun Blitz gets its low crush ability on frame 5 (was 1).

- Heavy Shotgun Blitz gets its low crush ability on frame 4 (was 1). 

- It was too powerful to have such a difficult-to-punish move work as a low crush so quickly. This adjustment should weaken Aria’s defense against lows considerably.

[-] Added additional hitstop on block to the first hit of the Shotgun Blitz special moves.

- Light now has 14 frames of blockstop (was 10)

- Medium now has 16 frames of blockstop (was 10)

- Heavy now has 18 frames of blockstop (was 10)

- Despite being two hits, Aria’s Shotgun Blitz was notoriously difficult to Shadow Counter compared to other similar moves.

It is now a bit easier on the light version, and gets even easier if Aria uses the heavier versions of the move.

[+] Upon review, we noticed an inconsistency in Aria’s frame data.

Crouching Heavy Punch used to do less hitstun on counter hit than on normal hit. This has been corrected.

- Aria is meant to be a powerful character. After all, she carries some of the highest risk in the game.

 As she loses her Bodies, she loses options permanently, and matches can snowball against her quite harshly.

Over time, the strongest Aria players have proven that mitigating this weakness is not only quite possible, but it can leave opponents feeling like they don’t have any answers.

The above changes are going to leave Aria in a very strong position, but she’ll need to play a bit more thoughtfully to not leave herself or her Drones open to counter attack.

Kim Wu

[+] Increased Kim Wu’s walk forward and walk back speeds by 15%.

- This should help her play grounded footsies with the best of ‘em.

[+] Increased Kim Wu’s jump gravity to make her jump arc less floaty.

- This makes her very strong set of jumping attacks much more threatening, but may change the timings needed for any safe-jump setups you had in the past. 

[-] Jumping Normal Attack adjustments

- Because of her improved jump, some of her jumping normal attacks ended up being a bit too strong. We’ve lowered (hitstun, blockstun) time on the following moves.

- Jump LP is now (16,12),  was (19,12)

- Jump MP is now (18,14), was (20,16)

- Jump HP is now (18,14), was (24, 21)

- Jump LK is now (16,12), was (19, 12)

[+] All normal versions of the Dragon Kick now ignore armor.

This is a unique ability for Kim and is specifically added to help in her matchup against Aganos, which is widely regarded as the most lopsided matchup in the game.

[+] Increased the travel speed and total distance traveled by Light Dragon Kick.

This makes it an even stronger whiff punish tool.

[-] Decreased the damage of Light Dragon Kick.

- Now deals 20 damage (was 30).

- Now deals 25 damage on counterhit (was 35).

- Because of the ‘first hit’ multiplier, this means that a raw Light Dragon kick now does 40 damage instead of 60, and a counterhit does 50 damage instead of 70.

- Considering the armor break and speed increase changes, this move ended up feeling too powerful, forcing us to scale back the damage quite a bit.

[+/-] Adjusted the Medium and Heavy Dragon Kick moves to count as being in-air 1 frame sooner than before.

- This corrects a bug that could let Kim do a very goofy looking teleport by canceling a Medium or Heavy Dragon Kick into a Dragon Cannon specifically on frame 7.

[+] Upon review, we found a few inconsistencies in Kim Wu’s frame data.

- Crouching Heavy Punch, Light Dragon Dance, and Medium Dragon Dance all did less hitstun on Counterhit than on normal hit. This has been corrected.

Tusk

[+] Reduced the cost of Tusk’s Berserker Cancels during Instinct mode by 30%, making his instinct mode much more threatening.

[+] Upon review, we noticed an inconsistency in Tusk’s frame data.

Light Medium and Heavy Air Skull Splitter would all do less hitstun on counterhit than on normal hit. This has been corrected.

Arbiter

[+] Upon review, we noticed an inconsistency in Arbiter’s frame data.

- Light Lunge would do less hitstun on counterhit than normal hit. This has been corrected.

Rash

- It looks like we found that time machine after all.

[-] Wrecking Ball adjustments

[-] Removed armor entirely from the air version of Wrecking Ball.

- Rash players were able to use this to completely circumvent the risk of approach and start their offense far too easily.

[-] Wrecking Ball (air and ground versions) now has Heavy Attack priority (was Special Attack priority).

- Because of the lack of armor on the air version, this makes beating it cleanly much more reasonable.

[-] Blockstun from the Wrecking Ball moves has been reduced.

- Ground version causes 10 frames of blockstun (was 18)

- Air version causes 10 frames of blockstun (was 24)

[-] Wrecking Ball damage reduced.

- Light version does 14 damage (was 16)

- Medium version does 14 damage (was 18)

- Heavy version does 14 damage (was 20)

- This move ended up being way too powerful in the hands of a skilled player, so we pulled back on it pretty substantially.

We hope this will encourage the exploration of the rest of Rash’s amazing toolkit.

[-] Standing Heavy Kick adjustments

[-] Added 6 frames of recovery time to Standing Heavy Kick.

- Also added 6 frames of Blockstun and Hitstun to Heavy Kick so that the frame advantage remains the same as it was before.

- This should make whiff punishing Rash’s Standing Heavy Kick much more reasonable.

[-] Drastically shortened the cancel window on Standing Heavy Kick.

- It can now be cancelled between frames 19 and 21 (was 19 and 30).

- Also reduced the hitstop this move inflicts by 3 frames.

As a result, hitconfirming off of this move is much more challenging

[-] Reduced the damage of Standing Heavy Kick.

- Deals 14 on hit (was 18)

- Deals 17 on counterhit (was 22)

- Rash’s Standing Heavy Kick was a nominee for best normal attack in the game, but these changes should align its risk and reward values better with the rest of the game.

[-] Added 5 frames of recovery time to the Overhead Hammerfist command normal attack.

- Also added 5 frames of blockstun so that it is still -3 on block, as it was before.

- We did not adjust the hitstun time, because this causes a crumple or recapture state and still leaves enough advantage time for any heavy manual. It is now +16 on hit (was +21).

- This should make whiff punishing this move more reasonable.

[-] Reduced the damage on opener versions of Battering Ram to reduce corner and instinct combo damage a bit.

- Light version damage is now 8 (was 10)

- Medium version damage is now 9 (was 13)

- Heavy version damage is now 10 (was 16)

- Block damage is now 2 (was 3)

[-] We have drastically reduced the wall splat range of Rash’s Wrecking Ball ender. It pushes slightly less than half as far as it used to.

- Because it lands the players a bit closer together, and because Rash used to be between -9 and -14 after this ender,

we’ve added hitstun time to every level of this ender to ensure that neither player has advantage if a Wall Splat does not occur.

[-] Throw now deals 35 damage (was 45)

- His throw has the added benefit of being able to reposition or change directions, or even delay release to combo into Instinct projectiles.

It just didn’t make sense for it to do so much damage up front.

[-] We’ve lowered the damage of every hit of every ender type by 1 or 2 damage

- Rash is a highly mobile character with many reasonably safe ways to open up an opponent. His damage output was just too high for his low risk factor.

[-] Reduced damage on Shadow Big Bad Boot.

- Each hit now does 4 damage on hit, and 1 on block (was 7 on hit, 2 on block).

- The final hit still does 7 on hit and 2 on block.

- The total damage of a Shadow Big Bad Boot is now 32 (was 52).

- It seems absurd in retrospect that this move hit so much harder than, say, a Jago Shadow Uppercut,

despite covering so much more space on the screen, doing so much more chip damage, and being vastly easier to confirm into Instinct for safety or pressure.

This change will also reduce Rash’s juggle cashouts considerably, forcing him to risk a more breakable Recapture to score optimal damage from time to time.

- This may seem like a lot, but in practice, Rash is still a menace that easily circumvents most of the game’s zoning, has a strong pressure game, and can deal difficult to break damage.

Let’s hope his overall risk matches his reward a bit better after all of this.

Gargos

[-] Reduced damage on Light Portal Punch to 7 (was 10).

[-] Reduced blockstun inflicted by Light Portal Punch to 5 (was 10).

[-] Reduced blockstun inflicted by Medium and Heavy Portal Punches to 10 (was 15).

- This should raise the risk and reduce the reward of Portal Punches, and give opponents more time to move, or poke at minions, in-between them after blocking.

General RAAM

[+] All versions of Kryll Rush (Light, Medium, Heavy, and Shadow) will now attempt to grab 1 frame after the run ends (was 5 frames).

- Kryll Rush is an armored move that loses its armor after just as General RAAM attempts to grab you.

This left him unarmored for 5 frames, which made the move feel much harder to land than intended.

To decrease the duration of this armorless window, as well as make Kryll Rush more threatening, we’ve increased the speed of the grab attempt.

Eyedol

[-] Wake Up Self Face Punch adjustments.

[-] Reduced the odds of changing modes after using the Wake Up self face punch significantly.

Worst case on this used to be 4 punches, and worst case now is 9.

[-] Increased the self damage done by using Wake Up self face punch from 5 to 10.

- Eyedol is two characters in one, each with their own favorable and difficult matchups.

Unfortunately, Eyedol players are finding it too quick and low risk to stay in the mode they want to stay in, which heavily circumvents this intended weakness.

To combat this, we took a pretty hard swing at his face punching mechanic to make players think twice about using it to stay in a favorable matchup state.

[-] Shadow Bolt Strike invulnerability changed to Projectiles Only (was Full Invulnerable).

- The design team doesn’t remember making this invulnerable in the first place, so let’s chalk this one up to a questionable decision from past-us.

Mage Mode was not intended to have a reversal option outside of backwards Tele-Strike.

- In order to make sure that Mage Mode has an answer to meaty projectile setups, we’ve kept Projectile Invulnerability on the first 14 frames.

[-] Stomp Strike blockstun has been reduced.

- Light Stomp Strike is now -2 on block (was 0)

- Medium Stomp Strike is now -4 on block (was +2)

- Heavy Stomp Strike is now -6 on block (was +3)

- It didn’t make sense for Mage Mode to have up-close pressure as good as the Stomp Strikes enabled.

Getting rid of that, along with getting rid of his invulnerable Shadow Bolt Strike, should put Mage Mode’s weakness where it was always intended to be.

Mage Mode Eyedol should not want to be up close to opponents.

[+] Upon review, we noticed an inconsistency in Eyedol’s frame data.

- The Mage Energy Blast (Back + Medium Punch) move was missing a counterhit category of data entirely. This has been corrected.

Kilgore

[+] Fixed a bug causing Kilgore’s Shadow Counter Attempt to have 7 less frames of catch-time and 10 less frames of recovery time on miss than the rest of the cast.

Shin Hisako

[+] Increased the speed of the forward moving Spirit Orb by 100%.

This greatly aids in Shin Hisako’s approach and helps in her matchups against strong zoning characters.

[+] Upon review, we noticed some inconsistencies in Shin Hisako’s frame data.

- Crouching Light Punch and many hits of her On Ryo Zan rekka series were doing less hitstun on counterhit than on normal hit. This has been corrected.

Eagle

- Eagle was the last character we got to release, and as such, we had the least amount of time to tweak and adjust him.

We’ve made quite a lot of changes with the goal of tuning him a bit more toward zoning and bit away from lockdown

(though he still has some of that), to get him more in line with our original vision for the character.

[-] Added 4 additional frames of hitstop and blockstop to the first hit of Bow Spin (Forward+Medium Punch) to make it a bit easier to Shadow Counter.

[-] Lengthened the recovery time the Bird suffers after Sonic Screech and Bird Bomb actions.

- Sonic Screech recovery is now 210 frames (was 120)

- Bird Bomb recovery is now 180 frames (was 120)

- These actions are incredibly powerful and were always intended to take the Bird out of the game for a significant amount of time, but in practice it felt like Eagle always had access to them.

- These changes will force Eagle players to use these moves more thoughtfully.

[-] Added 4 frames of blockstun on each hit of Sonic Screech to trigger Absolute Guard.

- This means that you will no longer be able to be crossed up while blocking Sonic Screech, but also means you will be in blockstun slightly longer when it ends.

[+] Adjusted the Bird Bomb explosion area to be both bigger and hit closer to Eagle

- This is Eagle’s only real defensive tool, and it was a bit too easy to jump over or behind it previously.

The longer recovery after using Bird Bomb also helps justify this improvement.

[+] Damage increase on Bird Bomb to 20 (was 14).

[+] Bird Swoop now causes additional pushback when an opponent blocks it.

[+] Damage increase on Bird Swoop to 15 (was 10).

[+] Bird Fling improvements

- Corrected an issue where the game was not checking for the 3K input properly when pressing all three Kicks (instead of the shortcut button).

 This will make performing Bird Fling feel vastly more reliable.

- Fixed an issue where the input check after using Bird Fling could miss your button if you were too fast, causing no followup action to occur.

- Vastly increased the Fling distances on the B, UB, U, UF, and F Bird Fling directions.

- With these changes, you’ll find it much easier to use Fling to move around the screen in interesting ways.

You’ll also find attacking quickly after using Fling to be very powerful and reliable, especially when using Fling in the D, DF, or DB directions.

[+] Instinct Mode adjustments

- Eagle’s Instinct mode is widely recognized as the weakest in the game.

Worse than being weak, it often feels like it gets in the player’s way.

Because some of his most oppressive lockdown has been weakened, we wanted to try to improve Eagle’s Instinct mode to make it worth using.

- Peck now deals an additional 10 frames of hitstun time to grounded opponents.

- Peck will now launch airborne opponents into a juggle state similar to being hit by Swoop, enabling new juggle combos.

- Remember, Eagle can cash out juggles with Shadow Scattershot!

- Increased the size of Peck’s hitbox by 2x so it whiffs less often.

- Peck pushback on hit has been adjusted to pull enemies toward you slightly, and pushback on block was adjusted to keep the enemy mostly in place.

- Speicherverbrauch von 47,7 GB auf 48,0 GB (nur für Xbox Series X|S)

- Speicherverbrauch von 47,7 GB auf 62,2 GB erhöht

- 47,45 GB groß (nur für Xbox Series X|S)

- 61,52 GB groß

Release: 14.12.2023 (Version 3.11.11.0)

Quelle: twitter.com

- This patch resolves various issues, including minor stability on Xbox, inputs dropping under certain conditions, and Riptor’s Flame Carpet whiffing against some characters.

Check here again tomorrow for the complete, detailed 3.11 Patch Notes, including information on Pro Star reward issues!

- 391,37 MB groß (nur für Xbox Series X|S)

- 557,28 MB groß

Release: 29.02.2024 (Version 3.11.14.0)

Quelle: notes=ultra-combo.com

General

- Added an option to the Audio Screen to toggle the high frequency audio that triggers the Ultimate Source™ Killer Instinct Sound-Link Jago figure. This is now Off by default.

- Fixed an issue for Windows (Microsoft Store/Xbox App) players where some input devices, including the Mad Catz™ Killer Instinct Arcade FightStick TE 2, would not be recognized.

- Removed Exclusive Fullscreen mode to ensure players would not miss player invites for the Windows version.

This change was only made after extensive testing where we concluded that there is zero performance difference between Exclusive Fullscreen and Borderless (Fullscreen).

- Fixed an issue where player inputs could be dropped after entering the game from Quick Resume on Xbox Series S|X.

- Fixed an issue on Xbox where players with large saves would sometimes encounter “Can’t Retrieve Shadow” error messages when trying to fight Shadows in Shadow Survival and Shadow Lords Missions.

- Fixed an issue where PC users could lose Fight Stats and Player/Character level progression due to the Player 1 controller assignment not matching the Player 1 slot.

- Previous ‘Live Adjustment’ on 2/9/24 to Ranked Mode

Points lost on a Ranked Promotion match have been updated to be more reasonable.

Scoring in general for Bronze to Gold ladders are more streamlined while remaining competitive. Promotion matches now have significantly less penalty for lost matches.

- Fixed a host of stability issues.

Visual Enhancements

- Added FSR 2 anti-aliasing for Xbox Series S|X, Windows, and Steam.

- Updated ambient occlusion method to GTAO to help dynamic objects look more grounded in the environment.

- Adjusted fighter materials, effects, and lighting to bring them closer to their intended look, making them easier to read in dark areas or visually busy stages.

- Upscaled cinematics on Xbox Series S|X platforms.

The new size for Killer Instinct: Anniversary Edition for Xbox Series S|X is 86.3 GB

- Added a Particle Density option in Display Options to reduce the number of particles produced by certain VFX.

The default is set to High (no change from original). Our recommendation is Medium or Low for tournament streams.

- Fixed a host of minor visual bugs introduced in prior seasons of Killer Instinct and Killer Instinct: Anniversary Edition.

Gameplay

- There were a few situations where a character could end up with their stance mirrored, causing VFX, projectiles, and other game logic to fire in the wrong direction. We have implemented a fix for most of these situations.

- Several changes were made to character hurtboxes to specifically address instances of Riptor’s Flame Carpet missing unexpectedly.

 These changes were small and should not affect interactions in any situation other than the Flame Carpet.

No Changes

Jago

Glacius

Omen

Aganos

Hisako

Tusk

Arbiter

Mira

Gargos

Sabrewulf

- Fixed an issue where the bottom of his hurtbox would jerk upward dramatically during his Ragged Edge and Forward Dash moves, allowing him to pass over Riptor’s Flame Carpet unexpectedly.

Thunder

- Fixed an issue where the bottom of his hurtbox would jerk upward dramatically during his Close Standing Medium Punch, allowing him to pass over Riptor’s Flame Carpet unexpectedly.

Sadira

- Fixed an issue where the bottom of her hurtbox would jerk upward dramatically during her Close Standing Medium Punch, allowing her to pass over Riptor’s Flame Carpet unexpectedly.

Orchid

- Fixed an issue where the bottom of her hurtbox would jerk upward dramatically during her Grenade Toss and Crouching Medium Kick, allowing her to pass over Riptor’s Flame Carpet unexpectedly.

Spinal

- Fixed an issue where the bottom of his hurtbox would jerk upward dramatically during his Crouching Light Punch and Crouching Medium Kick, allowing him to pass over Riptor’s Flame Carpet unexpectedly.

Fulgore

- Fixed a bug causing Heavy Eye Laser to be -2 instead of the expected -3. We did this by adding one additional frame of recovery time to Fulgore.

- Fixed an issue causing the Counter Hit windows on all strengths of Eye Laser to be incorrect (either ending too late, or too early).

Shadow Jago

- Fixed a bug that could cause the Air Shadow Endokuken to land before firing, which would then cause the ground version to come out, consuming twice the amount of meter as expected.

TJ Combo

- Fixed an issue that could cause the Opener Shadow Tremor to become breakable if TJ had performed any linker during the match.

- Fixed an issue where the bottom of his hurtbox would jerk upward dramatically during his Crouching Light Punch and Crouching Medium Punch, allowing him to pass over Riptor’s Flame Carpet unexpectedly.

Maya

- Reviewed her Knife normals. The design intention was always that these be superior to the kick normals, as a reward for hanging onto the daggers. We found quite a few cases where these moves were worse or harder to use for various reasons, and made a few changes.

Far Standing MP

Now hits on frame 6 (was 7), making it faster than Far Standing MK

Now recovers on frame 21 (was 25), making it easier to throw out in neutral.

Is now +3 on hit, and +1 on block (was +0 and -2)

Close Standing MP

Now recovers on frame 21 (was 26)

Is now +7 on hit, and +5 on block (was +2 and 0)

Close Standing HP

Now recovers on frame 26 (was 29)

Is now +9 on hit, and +1 on block (was +6 and -2)

Widened the cancel window from frames 11 to 20 (was 11 to 15) to make this feel better, especially if the player gets it accidentally when expecting the two hit far standing HP.

Crouching MP

Now recovers on frame 25 (was 28), making it easier to throw out in neutral.

Is now +3 on hit, and 0 on block (was 0 and -3)

Fixed an issue where the bottom of her hurtbox would jerk upward dramatically during her Close Standing Medium Punch, allowing her to pass over Riptor’s Flame Carpet unexpectedly.

Kan-Ra

- Fixed an issue where the bottom of his hurtbox would jerk upward dramatically during his Throw attempt, Back + Heavy Punch, Standing Light Kick, Crouching Light Punch, Crouching Heavy Punch, Crouching Heavy Kick, and Whirl special moves, allowing him to pass over Riptor’s Flame Carpet unexpectedly.

Riptor

- Fixed a number of issues on other characters that could cause their hurtboxes to narrowly avoid the Flame Carpet’s attackbox in ways that were visually unjustified.

See each character’s notes to find out exactly which moves.

There are still a large variety of invulnerable, projectile invulnerable, or low crush moves that can avoid the Flame Carpet as intended.

- Fixed an issue where the bottom of her hurtbox would jerk upward dramatically during her Wakeup, Close Standing Heavy Kick, Close Standing Medium Kick, Close Standing Heavy Punch, Flame Carpet, Back Heavy Punch, and Mortar, allowing her to pass over another Riptor’s Flame Carpet unexpectedly.

Cinder

- Fixed an issue where the bottom of his hurtbox would jerk upward dramatically during his Crouching Light Punch, Crouching Medium Punch, Crouching Heavy Punch, Crouching Light Kick, and Crouching Heavy Kick, allowing him to pass over Riptor’s Flame Carpet unexpectedly.

Aria

- The grenades launched from Jumping HK no longer hit as overheads. This is to remove an unblockable setup she had against Aganos, which she does not need in that matchup.

- Fixed an issue where the bottom of her hurtbox would jerk upward dramatically during her throw attempt, Blade Body Overhead, Crouching Medium Punch, Standing Heavy Punch, and Standing Medium Punch, allowing her to pass over Riptor’s Flame Carpet unexpectedly.

Kim Wu

- Fixed an issue that allowed a combo off of her back throw, but only against Jago. To be clear, it now allows a combo against no one. Sorry if you thought this meant it could now allow a combo against everyone.

- Fixed an issue that prevented her Ultra from comboing off of Dragon Grasp directly. We did this by speeding up the first hit of her Ultra significantly, but it will have no other gameplay impact.

Rash

- Fixed an issue preventing the finisher of the 1 Bar and 2 Bar Battlemaniac’s Target Combo from coming out.

Because of this fix, performing a Shadow Linker after the Auto-version of the Battlemaniac’s Shadow Battering Ram will require you to perform the Shadow Linker with Medium+Heavy, as pressing Light+(Medium or Heavy) will default to the Target Combo finisher.

General RAAM

- It is now possible for Hisako to use her Parry/Catch Counter moves to stop a fully charged Unblockable Kryll Shield Attack.

This change was made to prevent an unblockable loop that Raam could perform against Hisako.

While this may seem like a Hisako change on paper, the specific change was to how the Unblockable Kryll Shield behaves against Hisako, so that is why we listed the change here under General RAAM.

- Fixed a bug where General RAAM could get frozen if trying to use a Kryll Shield Cancel while cursed by Kan-Ra.

Before this fix, the number of frames it could take for the Kryll Shield attack to come out could be inconsistent after releasing the 3P input depending on which version of the Kryll Shield you were performing (Normal, Cancelled, Instinct, Instinct Cancelled).

While fixing this issue, we’ve made these consistent timing wise, and so a few of them are 1 frame faster than before.

Eyedol

- Fixed an issue that could cause his Instinct Light Crushing Swing meteor to aim for the corner when he was not quite at the corner yet, causing it to fall in an unexpected position.

Kilgore

- Increased the size of the attack box on his Metal Ball linkers to ensure they do not miss crouching opponents.

Shin Hisako

- Improved the size and range of the hitboxes on Close Standing HP to avoid this move missing its 2nd hit occasionally against large characters.

- Fixed a bug allowing her to exit her Hvy Rekka 3 much earlier than expected. This move’s frame data now makes a lot more sense, but is significantly worse.

- Fixed a bug regarding on-hit advantage on the Rekka 2 of each strength. It is now 3, 6, 9 (was 3, 7, 12). The 12 here came from a typo on the last set of changes.

This will still allow her to get some pretty robust manuals off of the Rekka 2, but not allow her to go directly back into another Rekka series.

Eagle

- Fixed a bug that would allow the Sonic Screech VFX to linger if Eagle performed a Counter Breaker attempt while the Screech was ongoing.

- Speicherverbrauch von 48,0 GB auf 86,7GB erhöht (nur für Xbox Series X|S)

- 52,29 GB groß (nur für Xbox Series X|S)

- 1,64 GB groß