NRS jsou prostě NRS a to už nikod nezmění. Což znamená, že (kromě jiných věcí, ať jim neupírám zásluhy) jejich hry dostávají nekonečně dlouhé a neuvěřitelně obsáhlé ballance patche. Což je případ i tohodle.
MKXL je venku něco kolem měsíce a přinesl 4 nové postavy (teda vlastně 6 nových postav, plus jednu skrytou). Ty se minimálně podle reakcí komunity fakt povedly (možná až moc), což dokládá i SonicFox tím, že Aliena picknul na Final Round 19… a vyhrál s ním. Suverénně. Jako obvykle, mohl by někdo namítat — ale Sonic má tendenci pickovat silné postavy jak jen může, takže tak.
No a právě proto přišel nerfhammer, zaměřený hlavně (ale nejen) na již zmíněného mazlíka slečny Ripleyové.
A pokud chcete kompletní patch notes, tak po rozkliknutí, na titulku je ot moc dlouhý…
General Gameplay fixes
- There is no longer an addition frame of input delay when simulate online delay is on and should now better match online play
- Removed several camera, sound, and particle glitches due to rollback
- Removed several possible online desyncs
- If a breaker is initiated while the attacker is below ground it will no longer animate faster than normal
- Some knockdown reactions no longer reset the buffered combo damage scaling used by unavoidable off the ground situations
- Fixed a bug which could cause controller configuration options to be reset for a round after a rollback in an online match
- The timer in survivor koth now starts at 150 seconds
- Corrected some brutalities which had some issues with rollback
- Made some corrections to movelist frame data
- Some hotfix changes from the previous patch are now being applied correctly
- AI tweaks for the kp2 characters
- Multiple attacks hitting on the same frame should no longer sometimes break though Sonya’s, Subzero’s, Triborg’s (CyberZero) X-Ray parry
Character Specific Fixes
- Alien — Adjusted the collision of Towards+BK to no longer miss against some duck blocking characters
- Alien — Away+BK is no longer high attack immune for during its active frames
- Alien — Addressed an issue that was causing the opponents wakeup attacks to sometimes come out the wrong way after ending a combo in Tail Flip
- Alien — Adjusted Tail Flip to address it sometimes missing against some characters if they were duck blocking
- Alien (Acidic) — Can no longer win a round from poison damage
- Alien (Acidic) — Acid Blood is now +1 on hit (down from +11)
- Alien (Acidic) — Erosive Blood is now +8 on hit (down from +38)
- Alien (Konjurer) — Fixed a bug that caused Facehugger to sometimes remove Kung Lao’s hat for the rest of a round
- Alien (Tarkatan) — Reduced the meter gain on executing the Tarkatan Rush special moves
- Alien (Tarkatan) — Adjusted Away+BP to reduce it missing against some characters if they were duck blocking
- Alien (Tarkatan) — Straight Slice no longer builds meter on block
- Alien (Tarkatan) — Added 5 recovery frames on delayed Straight Slice on block
- Alien (Tarkatan) — Added 10 recovery frames on delayed Nail And Impale on block
- BoRaiCho — Adjusted Towards+FK to no longer miss against some duck blocking characters
- BoRaiCho — Reduced the stun length of Fart Cloud & Crop Duster by 39 frames
- Bo Rai Cho (Dragon Breath) — Added 10 miss recovery frames to Ground Blaze and it now has 2 active frames (down from 5)
- Bo Rai Cho (Dragon Breath) — Doing Ground Fire or Ground Blaze while in a combo adds some combo damage scaling
- Bo Rai Cho (Drunken Master) — Drinking no longer removes the full screen effects for Reptile’s (Nimble) Basilisk or Basilisk Runner and Jason’s (Relentless) Pursuit or Dark Pursuit
- Bo Rai Cho (Drunken Master) — Adjusted the hit regions on Away+FK,FP+FK to hit more consistently after Away+FK hits from max range
- Bo Rai Cho (Drunken Master) — Doing Drink or Chug while in a combo adds some combo damage scaling
- Bo Rai Cho (Bartitsu) — Chaining Down+BK after a jump punch does the correct Bartitsu attack
- Bo Rai Cho (Bartitsu) — Adjusted the hit regions on Away+FK,FP+FK to hit more consistently after Away+FK hits from max range
- Ferra/Torr (Lackey) — Colossal Crush will now correctly combo from a hit
- Jason — When Killing Machine is disabled after blocking an opponent’s X-Ray attack there will no longer be lingering effects and sounds
- Jason (Unstoppable) — Having a round end on Kano’s (Commando) Low or High Kounter will no longer skip to slowdown sequence which was removing the player’s ability to not have Resurrection trigger
- Jason (Relentless) — The opponent can no longer execute a run from a buffered command while Pursuit or Dark Pursuit was up
- Johnny Cage — Tweaked the 2nd hit of Nutcracker to remove some instances where it could miss from a some duck blocking characters from a certain distance
- Kano — Camera can no longer get out of sync if a rollback happened when Kano is hit out of the beginning of Black Dragon Ball
- Kitana — Slightly increased the range of Down+FK
- Kitana (Mournful) — Adjusted Glaive Return timing on hit to combo more consistently from mid screen to full screen
- Kotal Kahn — Adjusted the hit region of FP,FP to hit a little more consistently
- LeatherFace — Towards+BP is now +8 on hit (down from 13)
- LeatherFace — Towards+FK is now +15 on hit (down from 20)
- LeatherFace — Towards+BK is now +5 on hit (down from 15)
- LeatherFace (Killer) — Killing someone with Psycho Rush’s Meter Burn will no longer sometimes skip the Finish Him sequence
- LeatherFace (Butcher) — Skull Smash & Skull Fracture now have 8 startup frames (up from 6)
- LeatherFace (Butcher) — BP,BP is now +11 on hit (down from 21)
- LeatherFace (Butcher) — Towards+BP is now +12 on hit (down from 22)
- Liu Kang (Flame Fist) — Adjusted repel regions of Windmill Punch & Windmill Flurry so the last hit is harder to low profile on block removing his option to 2in1 cancel it on block
- Quan Chi (Sorcerer) — Having the armor trigger from Dark Curse while in a stun reaction will no keep his blocking disabled
- Quan Chi (Sorcerer) — Added code to Dark Curse to not add armor if he being juggled in a reaction. This is currently not active because it would likely be more detrimental in most cases
- Sonya (Special Forces) — Fixed being able to 2in1 cancel Drone summon into Drone attack commands
- Tanya — Adjusted BP,BK to hit duck blocking opponents more consistently
- Tremor — Added 5 recovery frames to Rock Shower
- Triborg — FP is now +12 on hit (down from 19)
- Triborg — FP,FP is now +9 on hit (down from 19)
- Triborg — FP,FP,FP is now +15 on hit (down from 17)
- Triborg — Towards+FP is now +13 on hit (down from 20)
- Triborg — BP is now +14 on hit (down from 19)
- Triborg — Towards+FK is now +15 on hit (down from 20)
- Triborg — BP,FP is now +17 on hit (down from 24)
- Triborg — BP,FP,FK is now -1 on block (down from -6)
- Triborg — FK is now +12 on hit (down from 29)
- Triborg — Away+FK now has 15 startup frames (up from 11)
- Triborg — Down+FK is now +12 on hit (down from 18)
- Triborg — BK is now +12 on hit (down from 17)
- Triborg (CyberZero) — Towards+BP will no longer sometimes be missing it’s hit regions when canceled into from a run
- Triborg (CyberZero) — Ice Ball now has 26 startup frames (up from 21)
- Triborg (CyberZero) — reduced the stun frames on Ice Ball by 13
- Triborg (Cyrax) — Shrapnel-Port now has armor, does 5 more damage, and causes a different reaction on the 2nd hit
- Triborg (Cyrax) — reduced the stun frames on Net & Advanced Net by 30
- Triborg (Smoke) — will no longer be invisible for some frames when 2in1 cancelling Away+BP,FP or Towards+BP,FP into some background interactions
- Triborg (CyberZero) — doing Drone summon while in a combo adds some combo damage scaling
- Triborg (CyberZero) — doing Dive Kick while in a combo adds some combo damage scaling
- Triborg (Cyrax) — doing Bomb or Hover Bomb while in a combo adds some combo damage scaling
- Triborg (Cyrax) — Net & Advanced Net will now miss-fire out if a Bomb or Hover Bomb has hit in the same combo
- Triborg (Cyrax) — Hover Bomb will now miss-fire after 3 Hover Bombs have hit in the same combo
- Triborg (Cyrax) — Bomb will now miss-fire after 3 Bombs have hit in the same combo
- Triborg (Cyrax) — adjusted BP,FP,BP to prevent all 4 hits from being forced to be blocked against some characters
- Triborg (Smoke) — reduced the initial damage of Smoke Cloud & Smoke Bomb by 2 and increased the drop damage by 2
- Triborg (Smoke) — doing Dissipate & Evaporate while in a combo adds some combo damage scaling
- Triborg (Smoke) — Doing Fade-Port & Smoke-Port while in a combo adds some combo damage scaling
- Triborg (Smoke) — Smoke Bomb is now +5 on block (down from +8)