Arc System Works has announced that they will release the previous teased “Game Balance Re-Finement Update” for the PlayStation 4 and PlayStation 3 versions of Guilty Gear Xrd: Rev 2 on March 1.
The company has also announced that the PC port will be released on a later date.
The patch will available for the following editions of the title:
Guilty Gear Xrd: Rev 2 owners – Version 1.07 patch
Guilty Gear Xrd: Revelator for PlayStation 4 Upgrade DLC “Rev 2 Upgrade Pack” owners – Version 1.12 patch
Guilty Gear Xrd: Revelator for PlayStation 3 Upgrade DLC “Rev 2 Upgrade Pack” owners – Version 1.11 patch
Here are the main changes of the title.
Main Changes
Mode
Content
Combos and Missions
In addition to balance changes, some problem content has been revised.
Training
Fixed a bug that unnaturally listed the names for some skills when using the Combo Recipe display function.
Fishing (Overall)
Fixed a bug that has occurred since the previous update where non-held items were sometimes not obtained even after catching more than 10 fish.
Online (Overall)
Improved the delay value variation processing in network battles.
Main Changes (PlayStation 3 version-only)
Mode
Content
Battles (Overall)
Fixed a bug where Zato-1’s injury expression was not properly displayed.
Story
Fixed a bug that has occurred since the previous update where the direction of Chapter 1 became unnatural.
Capcom has announced today that they will be rolling out a new patch to Marvel vs Capcom: Infinite. The new patch will be released on December 5th, and will include of lot of nerfs.
One thing to not is that with a new patch coming and no date for the last few DLC characters, this might be hinting that they will be coming out on the same day, as Capcom would need to patch them in.
Marvel vs Capcom: Infinite is available now for Playstation 4, Xbox One and PC.
You can read all of the patch notes below.
GENERAL
Reality Stone Infinity Surge
Increased start-up from 8F to 20F
Decreased active frames from 120F to 90F
Increased projectile speed
Projectile now disappears if player is hit
Lengthened time needed for the projectile to start homing
Gradually reduced hit stun on block from startup – max. of 12F to min. of 6F
Made it easier to reflect with Advancing Guard immediately after start-up
Can roll forward/backwards after crumpling
Crumple – A unique form of knockdown that affects a character upon landing on the ground after being hit in the air by certain moves (i.e. Hadoken)
Space Infinity Storm
Decreased duration when activated at 50% from 10 sec. to 8 sec.
Decreased duration when activated at 100% from 20 sec. to 16 sec.
Fixed bug causing the minimum value to become 16 when damage scaling, etc. causes the anti-recovery value to be reduced to 0.
Fixes issue where combos become easier after damage scaling is maxed out.
When piercing-projectile specials are cancelled out, their hitboxes now remain, but opponents are not affected by hit stun.
Exceptions
Arthur (wearing Golden Armor): Short Sword, Spear, Torch, Boomerang, Axe
Chris: Magnum Shot, Magnum
Thor: Mjolnir
Changed Advancing Guard so that if a player is in block animation continuously for 300F from the first blocked hit, using advancing guard on a projectile will push the opponent away.
Off the Ground (OTG) Relaunch Attacks:
Changed so that OTG relaunch attacks (attacks that ignore opponent’s knocked down state and damage them as if they are standing) are limited to twice within a single combo (excluding Hyper Combos)
Affected moves:
Dante: Volcano, Drive
Thanos: Titan Charge HP
Jedah: Turbine dell’Ira LK/HK
Captain America: Trick Shield LK
Strider Hiryu: Formation B: Shoot
Frank: How to Use HP (includes air version)
Zero: Hyouretsuzan
Nova: Nova Punch
Spencer: Bionic Bomber LK/HK
Dormammu: Purification LP/LK/HP/HK
Arthur: Torch
Made input buffer for normal moves possible during post mid-air recovery.
Changed minimum value of gravity for air block (whiff) to match that of falling from a normal jump.
Changed so that jump count is not reset after Wall Jump
Affected characters:
Chun-Li
Strider Hiryu
Fixed a bug that caused the shadow’s hitbox to remain for the duration of the hitstun if the character takes damage with long hitstun while using a shadow attack. Also fixed bug that caused the shadow to put out an incorrect hitbox when hit by an opponent’s throw or attack throw while shadow is activated.
Affected characters:
Gamora
Zero
Fixed a bug that caused certain characters to go off-screen when performing Wall Cling while captured by the Space Stone and the opponent retreats to the opposite wall.
Affected characters:
Firebrand
Black Panther
Fixed a bug that caused background music to stop when too many special effects overlap.
Fixed a bug that caused matches to end in a draw regardless of actual result when Fight Request is ON in Training Mode, and a shortcut is used to Restart during the frames before the “Here Comes a New Challenger” message appears.
Made it easier for players ranked 5th and above to match with other players.
When an opponent has been hit by three special “grab” projectiles in a single combo, they will automatically be affected by a spiral hit stun, causing them to be invincible and sent into the air.
Affected characters:
Spider-Man: Web Ball (LP/HP/air version)
Frank West – Hammer Throw (LK/HK)
Fixed a bug that allowed such combos to be continued by hitting the opponent with attack throws (ex: Jedah’s Sangue Sacrificale)
CHARACTERS
Ultron
JHP: Reduced hit box size and increased hurt box size
Encephalo Ray: Removed invincibility
Gamora
JHP: Second hit is now HIGH
JHK: Third hit is now HIGH
Ground Shoot & Slash (LK/HK): Fixed bug causing it to have throw invincibility during certain times.
Slash Rush: Invincibility ends 1F before attack start-up
Thanos
Titan Shield LK:
Hit window decreased from 6F to 3F
Increased move recovery by 5F
Final Judgment: Removed projectile damage box so that this attack is not cancelled out by certain projectiles like beams.
Captain Marvel
Binary Ignition: Fixed a bug that caused health to decrease during grab sequence and damage animation.
Dante
Decreased health from 10,000 to 9,000
When transitioning into these moves, Dante will no longer turn to face the opponent:
Million Stabs
Million Stabs (Quick)
Drive
Volcano (During Million Stab)
Prop Shredder
Revolver
Million Carats
Crazy Dance
Twister
Jam Session
Bee Hive
5LP: Increased hurt box size
Raise Flag (6LP)
Increased hurt box size
Decreased active frames from 4F to 3F
5HP:
Increased start-up from 12F to 13F
Decreased active frames from 3F to 2F
2HP:
Increased hurt box size
Decreased active frames from 4F to 3F
Jump LP:
Increased hurt box size
Reverse Edge (J6LP): Increased hurt box size
Jump HK:
Initial damage scaling decreased from 100% to 90%
Increased attack start-up from 14F to 15F
Reduced horizontal reach
Changed hitboxes so that they gradually increase in size, rather than instantly appearing at full size
Normal throw (both forward/back): Knockdown duration decreased from 30F to 20F
Air throw (both forward/back): Lowered floating on ground bounce
Million Stabs:
Damage decreased from 1560 to 800
Meter gain first hit decreased from 200 to 100 (except for last hit)
Drive: Decreased damage from 1410 to 900
Rain Storm (J2HK): Can only be activated in the air once
Prop Shredder: Decreased damage from 1120 to 850
Revolver:
Damage (5 hits) decreased from 1590 to 960
Meter gain per hit decreased from 300 to 200 (excluding last hit)
Jet Storm:
Slowed down rush speed
Decreased damage from 1560 to 1150
Reduced hit box size
Increased hurt box size
Crazy Dance:
Decreased damage from 1925 to 1176
Increased hurt box size
Scaling on hit stun decay 100% to 98%
Twister: Reduced width of hit box
Tempest:
Reduced width of hit box
Increased recovery by 9F
Meter gain first hit decreased from 200 to 100
Bee Hive:
Decreased damage from 2290 to 1239
Meter gain first hit decreased from 200 to 100
Hammer:
Decreased damage from 900 to 700
Reduced hit box size
Increased hurt box size
Added 9F of landing recovery
Volcano: Decreased damage from 1000 to 800
Killer Bee: Decreased damage from 1100 to 900
Million Dollars: Delayed start of attack after black screen by 10F
Devil Trigger: Fixed a bug that caused health recovery during grab sequence and damage animation.
Captain America
Unyielding Justice: Allowed Active Switch after attack finishes.
Strider Hiryu
Gram (LP/HP/air LP/air HP): Changed knockdown time from 60F to 20F
Vajra (LP/LK/HP/HK): Changed command input priority to lowest setting
Leaping Kick: Increased unrecoverable hit stun value from 16 to 24
Chun-Li
Tenshokyaku (LK/HK/air version): From 1F onwards, has mid-air hit box
Firebrand
Tornado (LK/HK): Disappears if Firebrand takes damage
Chris Redfield
Gun Fire LP (includes air version): Increased damage from 960 to 1140
Gun Fire HP (includes air version): Increased damage from 952 to 1072
Magnum Shot (includes air version), Magnum (used in Combination Punch):
Increased damage from 1200 to 1500
Projectile does not disappear even if cancelled out
Gains 3 bullets when auto-reloading after emptying ammo
Grenade Toss LK: Increased damage from 700 to 1000
Grenade Toss HK:
Increased explosion damage from 300 to 700
Increased flames damage first hit from 100 to 150
Shotgun (used after Combination Punch): Increased damage from 500 to 600
Grenade Launcher: Increased damage from 3200 to 3250
Frank West
Tools of Survival Lv3 (LP/includes air version): Decreased meter gain (8 hits) from 1600 to 1150
Giant Swing (HK): Decreased meter gain first hit (excluding last hit) from 500 to 200
JLP (Lv1-3), JHP (Lv3): Fixed a bug that caused Frank to stay suspended when mashing one of these moves after cancelling into one of them from a move that causes Frank to be suspended in air.
Giant Swing (LK/HK): Fixed a bug that caused the zombie’s action not to be cancelled when hit by Thor’s Mighty Punish while performing Giant Swing.
Doctor Strange
Flames of the Faltine: Fixed a bug that caused all Flames to disappear when there are 2 or more on screen, and one is cancelled out.
Eye of Agamotto: Increased unrecoverable hit stun value from 16 to 24.
Zero
Youdantotsu (6LP): Reduced hit stun
Hadangeki (HP): Decreased meter gain on first hit from 800 to 400
Ryuenjin (LP/HP): Decreased active invincibility from 4F to 2F
Raijinshou: Decreased invincibility from 9F after black screen to 1F
Nova
Super Nova: Changed unrecoverable hit stun value from 16 to 255 on all hits except the last.
Ghost Rider
Neutral HP: Changed knockback direction
Hellfire (HK, Charged): Changed unrecoverable hit stun value from 16 to 30 on first 3 hits.
Spirit of Vengeance:
Increased unrecoverable hit stun value from 16 to 50 during rushdown
Increased unrecoverable hit stun value from 16 to 255 on 1st hit with additional input of LP+HP
Increased unrecoverable hit stun value from 16 to 60 on 1st hit with additional input of LK+HK
Hawkeye
Shock Value (6LK):
Increased hit stop on projectile throw from 0F to 6F
Spencer
Hand Bomb (LK): Revised an issue caused during situations such as being reflected by Advancing Guard where the bomb would not be affected by gravity and fly off the screen.
Dormammu
5HP: Changed so that the attack will activate when other projectiles hit
2HP: Decreased active frames from 20F to 10F
Liberation (D2, C1): Decreased meter gain from 100 to 30
Liberation (C3/Thorns):
Unrecoverable hit stun value decreased from 40 to 24
Duration decreased from 180F to 101F
Disappears when Dormammu takes damage
Meter gain first hit decreased from 300 to 100
Stalking Flare:
Hit window decreased from 4F to 2F
Increased unrecoverable hit stun value from 16 to 24
Dark Dimension: Removed hit box that was around Dormammu’s back
Sigma
Overload Laser (6HP): Fixed bug causing invisible hit box to remain when cancelling the move on startup.
Monster Hunter
Draw Slash (H): Removed OTG property
Dodge: Fixed bug that caused Monster Hunter to dodge in the opposite direction of what was input after certain situations like hitting an opponent who is in the air with Draw Slash at close range, etc.
SNK has share a screenshot of what the graphic boost will look like from this update, but has yet to say what else to expect from the patch, or a release date.
SNK Playmore has announced on their official Twitter account that The King of Fighter XIV will be receiving a balance patch later today approximately 6 p.m PDT (9 p.m. EST)