General Gameplay fixes

  • Many move list corrections
  • Removed the ability to add extra inputs while doing a normal attack 2in1 cancel which allowed some characters to have the special move cancel only occur on hit / block
  • Removed the ability to have some specific input timings on a 2in1 cancel so it could come out on block but not come out on hit on some normal attacks
  • Removed the ability to option select execute a special move or throw reversal after block stun while still holding the block button
  • Removed the ability to option select execute a wakeup non enhanced special move attack, wakeup throw, or wakeup backdash while still holding down the block button
  • Slightly adjusted several characters collision regions while crouch blocking
  • Slightly adjusted several characters collision regions while attacking while jumping
  • Slightly normalized how far some characters get pushed back on stumble block animations
  • Fixed several jump attacks moving backwards slightly on hit
  • Fixed several attacks causing an extra frame of recovery when you blocked them ducking

Character Specific Fixes

  • Cassie — X-Ray is now +1 on hit (up from -5)
  • Cassie (Brawler) — Air Power Slam does 3 more damage and is now -2 on hit (up from -7)
  • Cassie (Spec Ops) — Target Paint now hits mid when it explodes on the ground
  • D’Vorah — Slightly adjusted Ovipositor Charge & Ovipositor Rush collisions to hit more consistently in combos
  • D’Vorah — Can no longer cancel into Air Throw after a blocked jump attack
  • D’Vorah (Brood Mother) — Double Bug Blast and Double Bug Blast (Meter Burn) no longer trigger auto block but have reduced hit stun
  • D’Vorah (Brood Mother) — Krawler will no longer have its hit stun aborted when hitting someone during the first 10 frames of block stun
  • D’Vorah (Brood Mother) — Krawler will now always disable autoblock to allow a combo afterwards
  • D’Vorah (Brood Mother) — Fixed a bug where a reflected Krawler would not travel
  • D’Vorah (Venomous) — Bug Burst now has 13 frames startup (down from 28)
  • D’Vorah (Venomous) — Bug Spray now has 20 frames startup (down from 28)
  • D’Vorah (Venomous) — Increased the initial damage on Bug Spray and Bug Burst
  • D’Vorah (Venomous) — The FP,FP / FP,FP,BP / Down+FP / Jump+FP / Jump+BP attacks now also add Poison stacks
  • Ermac — Down+BK now hits low
  • Ermac — Away + BP is now +1 on hit (up from -4)
  • Ermac (Mystic) — Increased Levitate damage to 13 (up from 6) and Tele-Choke to 11 (up from 10)
  • Ermac (Spectral) — Increased Soul Charge damage to 11 (up from 9) and it now has 9 startup frames (down from 10)
  • Ermac (Spectral) — Can now perform Spectral Charge (enhanced Soul Charge)
  • Ermac (Spectral) — Removed 10 frames from Soul Charge recovery
  • Ermac (Spectral) — Can now chain combo FP > BP > FK > BK while hovering
  • Erron Black — Towards+FP,BP is now -1 on hit (up from -7)
  • Erron Black — Throw is now -3 on hit (up from -10)
  • Erron Black (Gunslinger) — Stand Off Stance now activates in 10 frames (down from 11)
  • Erron Black (Gunslinger) — Stand Off Quick Shot is now -8 on block (down from -31) and is easier to juggle afterwards on hit
  • Erron Black (Gunslinger) — Stand Off Spin Shot now has 20 startup frames (down from 22) and has 10 less recovery frames
  • Erron Black (Gunslinger) — Slightly sped up Money Shot & Barrage and they have 7–9 less recovery frames depending on distance
  • Erron Black (Gunslinger) — Money Shot & Barrage now hit overhead on the way down
  • Ferra/Torr — Adjusted several regular attack collisions to hit more consistently on ducking opponents and in combos
  • Ferra/Torr — Increased damage of Tuck ’n’ Trample to 13 (up from 9)
  • Ferra/Torr (Ruthless) — Removed 20 recovery frames from Pain And Gain
  • Ferra/Torr (Ruthless) — You can now dash cancel out of Pain And Gain after being stabbed, doing so will knock Ferra off of your back
  • Ferra/Torr (Lackey) — Torr Charge (Meter Burn) no longer ignores damage scaling and had its damage increased by 2
  • Goro — Away+FP,BP,Up+BP has increased range
  • Goro — Up+FP/Up+BP now has 9 startup frames (down from 14)
  • Goro — Reduced the recovery on Stomp miss by 16 frames
  • Goro — Adjusted the reaction to Towards+BP,FP,BK and it can now be 2in1 canceled out of
  • Goro — Removed 5 recovery frames from Shokan Bolt
  • Goro — You can now meter burn regular Punch Walk on hit
  • Goro — Removed 2 startup frames from Stomp
  • Goro (Kuatan Warrior) — Chest Lunge & Chest Charge now hit mid
  • Goro (Dragon Fangs) — Removed the Down+Away+BP command attack
  • Goro (Dragon Fangs) — Added Fang Low as a new special move (Away,Towards,BP)
  • Goro (Tigrar Fury) — Removed 5 recovery frames from Flame Ball
  • Jacqui — You can now air 2in1 cancel out of Towards+BP,Up+BP
  • Jacqui — Towards+BP,Up+BP,BP+BK now hits overhead
  • Jacqui — You can now 2in1 cancel out of Away+BP and Away+FK,FK on block
  • Jacqui — FP now has 6 startup frames (down from 7)
  • Jacqui — BK has 8 starup frames (down from 11)
  • Jacqui — BK~Up+BK has more pushback on block
  • Jacqui — Down+FP now has 7 startup frames and is -4 on block (down from 8 startup and up from -7 on block)
  • Jacqui — Down+BP now has 9 startup frames (down from 11)
  • Jacqui — Away+FP,BP is now -3 on block (up from -18)
  • Jacqui — BP,FK is now -5 on block (up from -12)
  • Jacqui — BP,FK,FK is now -9 on block (up from -14)
  • Jacqui — Fixed a bug that was causing BK to sometimes be more negative on hit on ducking opponents
  • Jacqui — Slightly speed up Air Fake Out
  • Jacqui — Executing Air Fake Out and Tech Shield now gain a small amount of meter
  • Jacqui — Air Ground Tremor now pops the opponent up for a juggle combo
  • Jacqui (Full Auto) — Adjusted the reaction on towards +2,Up+2,BP+BK to make combos afterwards slightly easier
  • Jacqui (Shotgun) — Adjusted the reaction on Towards+FP,BP,BP+BK to make combos slightly easier
  • Jacqui (Shotgun) — Low Blast Double Barrel will now always stun regardless of distance
  • Jacqui (High Tech) — Opponent is now forced to block the 2ndhit of Plasma Burst
  • Jason — Corpse Grab & Corpse Slam now has 10 startup frames (down from 12)
  • Jason (Slasher) — Increased the cancel advantage on Towards+BP by 5
  • Jason (Relentless) — Damned no longer carries over between rounds
  • Jason (Relentless) — Damned increased to 10%/20%/33%/50% damage at under 50%/25%/10%/5% health (up from 3%/7%/12%/18% damage at under 75%/50%/25%/5% health)
  • Jason (Unstoppable) — You can now hold down to have Resurrection not trigger after losing all of your health when it is not your final round
  • Jax — Adjusted several regular attack collisions to hit more consistently on ducking opponents and in combos
  • Johnny Cage — Adjusted several regular attack collisions to hit more consistently on ducking opponents and in combos
  • Johnny Cage — Towards+BP is now -1 on hit (up from -8)
  • Johnny Cage — Towards+FK,BK is now -3 on block (up from -8)
  • Johnny Cage (Stunt Double) — Can now also execute Mimic Eclipse Kick cancel out of Mimic summon
  • Kano — Adjusted several regular attack collisions to hit more consistently on ducking opponents and in combos
  • Kano — Slightly increased the hit cancel advantage on Away+FP, Away+FP,BP, Towards+BP, Towards+BP,FP, Towards+FK,FK, Away+FK, Away+FK,FP, Towards+BK
  • Kano — Up Ball & Uprise Ball will now hit twice on block more often on ducking opponents
  • Kano — Air Ball is no longer punishable if used at the end of some long combos
  • Kano (CutThroat) — Decreased the dam buff on Charge Up to 33% down from 50%
  • Kano (CutThroat) — Reduced the recovery on Charge Up by 13 frames
  • Kano (Cybernetic) — Reduced the meter gain from Upward Laser
  • Kano (Cybernetic) — Adjusted the reaction on Upward Laser (Meter Burn) to allow for slightly easier follow up combo
  • Kano (Cybernetic) — Upward Laser now has 10 startup frames (down from 16) and does 7 damage (down from 9)
  • Kano (Commando) — You can now meter burn the last hit of the FK,BP,Throw/FP+FK combo to allow for a combo follow-up
  • Kenshi — Down+FK now hits low
  • Kenshi — Fixed a bug that was causing FP,FP,FP to sometimes be more negative on hit on ducking opponents
  • Kenshi (Balanced) — Removed 10 frames of whiff recovery from Tele-Flurry & Tele-Beat down
  • Kenshi (Kenjutsu) — Removed 5 frames of whiff recovery from Tele-Toss & Tele-Strike
  • Kenshi (Kenjutsu) — Away+BP now low crushes and has more pushback on block
  • Kenshi )Kenjutsu) — Removed gap in the fp, fp, fp string
  • Kitana -Throw is now 0 on hit (up from -7)
  • Kitana — Fixed a bug that was causing BP,FP to sometimes be more negative on hit on ducking opponents
  • Kitana — Towards+fk, fk is now +3 on hit (up from -4)
  • Kotal Kahn — Adjusted several regular attack collisions to hit more consistently on ducking opponents and in combos
  • Kotal Kahn — Away+FP has 9 startup frames (down from 10)
  • Kotal Kahn — Away+BP now low crushes and has 25 startup frames (down from 27)
  • Kotal Kahn — Towards+FP,BP is now -6 on block (up from -14)
  • Kotal Kahn — Air Takedown attack priority now happens on frame4 (down from 8)
  • Kotal Kahn — Mace Parry & Master Mace Parry now works against most projectiles
  • Kotal Kahn — Mace Parry now has 7 startup frames (down from 9) and Master Mace Parry now has 1 startup frame (down from 4)
  • Kotal Kahn (Blood God) — Kotal now gains meter on being hit and when blocking while Obsidian Totem is active
  • Kotal Kahn (Blood God) — Blood Offering will now add its damage to an active Blood Totem
  • Kotal Kahn (War God) — Sword Shake & Sword Quake are now a hard knockdown
  • Kotal Kahn (Sun God) — has a new move Soul Spark (Towards,Down,Away,FK) which will grant him 1 level of Sun God Power
  • Kotal Kahn (Sun God) — Increased the life gain from Soul Scorch and meter gain from Soul Burn
  • Kung Lao — Towards+FK now has 19 startup frames (down from 21)
  • Kung Lao — Towards+FK,Down+FK is now -12 on block (up from -22)
  • Kung Lao (Tempest) — Increased damage scaling after Hat Spin & Orbiting Hat and added a slight pushback on block
  • Kung Lao (BuzzSaw) — Low Grinder now starts slightly closer to Kung Lao making it less likely to miss someone running at him
  • Kung Lao (BuzzSaw) — Increased Grinder, Upward Grinder, & Low Grinder damage by 2
  • Kung Lao (Hat Trick) — Decreased damage scaling after Hat-A-Rang
  • Kung Jin — Away+BP is now -14 on block and 4 on hit (down from -24 on block and -8 on hit)
  • Kung Jin — Adjusted the hitbox on Away+BP to hit from it’s max range
  • Kung Jin (Shaolin) — Low Chakram now sets hit state to ducking
  • Kung Jin (Shaolin) — Removed a blocking gap from BP, BP
  • Kung Jin (Shaolin) — Low Chakram will now low profile under high projectiles
  • Liu kang — Reduced the cancel advantage Towards+BP,FP,FK on block by 5 frames
  • Liu kang (Flame Fists) — Removed a gap before the last hit for Windmill Flurry and reduced its cancel advantage by 4
  • Liu kang (Dragon Fire) — Must be in the Dragon Fire held loop for 4 frames before you can dash cancel out of it when opponent is in block stun
  • Liu kang (Dualist) — Solar Flare, Low Solar Flare, & Air Solar Flare no longer trigger autoblock
  • Liu kang (Dualist) — Removed 5 recovery frames from Solar Flare and Low Solar Flare and 10 recovery frames from air Solar Flare
  • Liu kang (Dualist) — Removed 7 recovery frames on Light / Dark Metamorphosis
  • Mileena — Towards+FK now low crushes
  • Mileena — Towards+FK,BK is now -2 on hit (up from -4)
  • Mileena — Towards+FK,BK,FK can no longer for 2in1 cancelled out of and is now -9 on block (up from -19)
  • Mileena — Towards+FK,BK,BK can no longer for 2in1 cancelled out of, is now -11 on block (up from -26), and is now a hard knockdown
  • Mileena — BK now has 11 startup frames (down from 13)
  • Mileena (Piercing) — Away+FP is now -6 on block and 8 on hit (up from -16 and -2)
  • Mileena (Piercing) — Away+FP,BP is now 2 on block (up from -3)
  • Mileena (Piercing) — Towards+FP is now 2 on block and 9 on hit (up from -8 and -5)
  • Mileena (Piercing) — Away+BPis now -4 on block (up from -9)
  • Predator — fk attack now hits high instead of mid
  • Predator — Down+FP is now -3 on block (down from 1)
  • Predator — Increased damage scaling on Scimitar Slam, & Smart-Disc
  • Predator — Added combo damage scaling to regular Scimitar Stab and Throw
  • Predator — Last hit of Scimitar Stab no longer ignores damage scaling
  • Predator (Hunter) — Increased damage scaling after Snag & Trap
  • Predator (Hunter) — Fixed a bug where the Snag would not go away when Predator was hit
  • Predator (Hish-Qu-Ten) — Increased damage scaling after Plasma Shot & Plasma Barrage
  • Predator (Hish-Qu-Ten) — Decreased hit advantage on Plasma Shot & Ground Plasma Shot by 5
  • Predator (Hish-Qu-Ten) — Adjusted the window of when you can choose the direction of the held Plasma Shot so you can no longer shot a low Shot that hits high
  • Quan Chi — Adjusted attack collision on Away+BP / Away+BP(held), Away+BP(held maximum time) now juggles for a combo afterwards
  • Quan Chi — Down+FP now has 6 startup frames and is -7 on block (down from 9 and -10)
  • Quan Chi — Away+BP is now -4 on hit (down from -8), Away+FK is now -3 on hit (down from -8)
  • Quan Chi — Throw is now +2 on hit (up from -8)
  • Quan Chi — Skull and Air Skull no longer force autoblock
  • Quan Chi (Sorcerer) — Fixed a bug that would cause every 11th frame while standing in the Dark Curse rune to not have armor
  • Quan Chi (Warlock) — Portal Scoop & Portal Slam now has 11 startup frames (down from 18) and is now a hard knockdown
  • Quan Chi (Warlock) — Portal Scoop no longer ignores damage scaling on the last hit and had its damage increased by 2
  • Quan Chi (Warlock) — Portal Grab last hit no longer ignores damage scaling and had its damage increased by 2
  • Quan Chi (Summonner) — Demon Spark no longer forces auto block and allows for combos afterwards
  • Raiden — Adjusted several regular attack collisions to hit more consistently on ducking opponents and in combos
  • Raiden — Lightning Projectile no longer causes auto block
  • Raiden — Towards+BK is now -3 on block (up from -12)
  • Raiden — Fixed a bug that was causing Away+FP,BK to sometimes be more negative on hit on ducking opponents
  • Raiden (Displacer) — Removed 10 recovery frames from Teleport
  • Raiden (Displacer) — Teleport (in front) no longer costs stamina
  • Raiden (Master of Storms) — Static Trap now does small proximity damage to the opponent before they are activated
  • Reptile — Towards+BP is now +1 on hit (up from -8)
  • Reptile — Acid Spit no longer triggers auto block and had its damage increased by 3
  • Reptile — Changed the Floating Ball motion to Down,Down,BLK
  • Reptile — Removed 4 recovery frames from Forceball & Slimeball
  • Reptile — Slightly loftier reaction on Slippery Slide
  • Reptile — Removed 4 recovery frames from Acid Puddle
  • Reptile — Klaw Swipe is now -6 on block (up from -11)
  • Reptile — Klaw Slash is now -15 on block (down from -10)
  • Reptile — Klaw Pounce is now -7 on block (up from -17)
  • Reptile — Klaw Bounce is now -20 on block (down from -17)
  • Reptile — Reptilian Dash is no longer a hard knockdown and had its reaction adjusted
  • Reptile (Deceptive) — Activating stealth no longer triggers auto block on the opponent allow to continue some combos
  • Reptile (Deceptive) — Reduced the recovery of stealth ex by 11 frames
  • Scorpion — Towards+BP now low crushes and has 17 frames startup (up from 15)
  • Scorpion — Increased the damage of Away+BP by 4
  • Scorpion (Inferno) — Low minion ex has 21 startup frames (down from 28) and does 5 damage (up from 3)
  • Shinnok — FK,FP is now +2 on hit (up from -7)
  • Shinnok (BoneShaper) — Staff beam is now -12 on block (down from -4) and has increased pushback on hit
  • Shinnok (Bone Shaper) — The range of Scepter Slam was slightly decreased
  • Sonya — Increased combo damage scaling after X-Ray
  • Sonya — Away+FP,BK is no longer a hard knockdown
  • Sonya — Fixed a bug that was causing BP,BP to sometimes be more negative on hit on ducking opponents
  • Sonya (Covert Ops) — Last hit of Air Strike no longer ignores damage scaling
  • Sonya (Demolition) — Lowered the input priority of Bake ’n’ Wake on wakeup
  • Sonya (Special Forces) — Increased Away+BP damage by 4
  • Subzero (Cryomancer) — Air Frost Hammer is now -2 on block (down from -8)
  • Subzero (Cryomancer) — Frost Hammer has 31 startup frames (down from 36) and is -9 on block (down from -10)
  • Subzero (Cryomancer) — Increased the hit cancel advantage on FP,FP,FP and the damage by 1
  • Subzero (Cryomancer) — Increased the hit cancel advantage on Towards+FP,BP
  • Subzero (Cryomancer) — Reduced the damage of Towards+BK,BP,Throw/FP+FK combo by 9
  • Subzero (Cryomancer) — Can now 2in1 cancel out of Towards+BK,BP,Throw/FP+FK combo
  • Subzero (Unbreakable) — Changed the input of Frozen Aura / Ice Aura to Down,Away,FK / Down,Away,FK+BLK
  • Subzero (Unbreakable) — Can now execute the Ice Burst & Frost Bomb special moves
  • Subzero (Unbreakable) — Ice Burst & Frost Bomb do additional while Frozen Aura & Ice Aura are active while removing the Aura
  • Subzero (Unbreakable) — Activating Frozen Aura & Ice Aura no longer triggers auto block which can allow some combos to continue
  • Subzero (Unbreakable) — Ice Aura has 16 less recovery frames
  • Subzero (Grand Master) — Adjusted the validity check on Ice Statue
  • Takeda — Removed gap in the towards +Fp, bp,bp +bk string
  • Takeda — Adjusted several regular attack collisions to hit more consistently on ducking opponents and in combos
  • Takeda — BP now has 14 startup frames (down from 20) and is now 3 on hit (up from -7)
  • Takeda — Away+FP,FP is now +3 on hit (up from -6)
  • Takeda — BP,FP is now +2 on hit (up from -27)
  • Takeda — Away+BP is now +8 on hit (up from -7)
  • Takeda — Away+BP,FP is now +3 on hit (up from -10)
  • Takeda — Towards+BK now has 20 startup frames (down from 24) and is 2 on block (up from -6)
  • Takeda — Fixed a bug that was causing Towards+FP,BP to sometimes be more negative on hit on ducking opponents
  • Takeda — Can now cancel into X-Ray after a blocked jump attack
  • Takeda — You can now meter burn Fist Flurry on hit
  • Takeda — Tornado Kick is now -6 on block (up from -21) and is now always a hard knockdown
  • Takeda — Adjusted the reaction to Tri Kunai to connect more consistently in combos
  • Takeda (Shirai Ryu) — You can now charge Quick Phase to delay for 2 seconds (up from 1)
  • Takeda (Lasher) — You can now meter burn Whip Assault on hit
  • Takeda (Lasher) — Removed 5 recovery frames on hit from Whip Strike & Whip Thrash
  • Takeda (Lasher) — Has 2 new air command attacks on Towards+FP & Towards+BP
  • Takeda (Lasher) — Down+Towards+FP Low Slash is now 19 on hit (up from 4)
  • Takeda (Ronin) — Fixed a bug that was causing BP,FP to sometimes be more negative on hit on ducking opponents
  • Takeda (Ronin) — Shirai Ryu Kan does 10 damage (up from 9) and Double Shirai Ryu Kan does 14 damage (up from 11)
  • Takeda (Ronin) — Piercing Spark has 2 less recovery frames
  • Takeda (Ronin) — Away+FP now hits mid, has 11 startup frames (down from 13) and is -2 on block (up from -23)
  • Takeda (Ronin) — Away+FP,FP is now 0 on block (up from -21)
  • Takeda (Ronin) — BP now has 12 startup frames (down from 14)
  • Takeda (Ronin) — BP,FP is now +2 on block (up from -10) and now causes a different air reaction
  • Takeda (Ronin) — Away+BP now has 12 startup frames (down from 15)
  • Takeda (Ronin) — increased active frames on Shirai Ryu Kan until he is done rising
  • Tanya — There are now 8 min frames before you can dash cancel out of Teleport delay
  • Tanya — Flip Kick is now always a hard knockdown
  • Tanya — X-Ray is now 0 on hit (up from -6)
  • Tanya (Kobu Jutsu) — Fixed a bug that was causing Tonfa Strike to have 2 hits of armor instead of 1
  • Tremor — bp and fk attacks now hit high instead of mid
  • Tremor — Towards+BP has 1 less startup frame, is -6 on block (down from -11), and increased damage by 3
  • Tremor — FK,FK is now a hard knockdown
  • Tremor — Rock Toss & Boulder Throw (including the variation versions) have 19 less recovery frames
  • Tremor — Rolling Stone & Rolling Kutter (including the variation versions) have 10 less recovery frames
  • Tremor — Stone Shatter & Rock Blast (including the variation versions) have 3 less startup frames and has 3 less recovery frames in Metallic while Golden
  • Tremor — Stone Punch & Stone Slam (including the variation versions) have 3 less startup frames
  • Tremor (Aftershock) — Airquake has 5 more block stun frames on the opponent
  • Tremor (Aftershock) — delayed quake will no longer have its hit stun aborted when hitting someone during the first 10 frames of block stun
  • Tremor (Crystaline) — Rock summon ex has 10 less recovery frames, increased rock throw damage by 3
  • Tremor (Crystaline) — Rockblaster will no longer have its attack cancelled in the corners of some backgrounds