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Updated: PlayStation All-Stars Battle Royale official notes for next week's balance patch

Posted by SFilp
March 15, 2013 at 2:55 p.m. PDT
Updated: PlayStation All-Stars Battle Royale official notes for next week's balance patch Updated: Part two has been added into the story after the jump. This covers the rest of the cast and the item changes.

Sony Santa Monica's Seth Killian, released part one of the official patch notes for PlayStation All-Stars Battle Royle today, over on the PlayStation Community forums

This patch is being released next week on March 19th and covers the general combat, item and character changes.

Hit the jump to see all of the character item changes.

Hi guys,

This is Seth Killian from Sony Santa Monica. As some of you know, when Zeus and Isaac launch on 3/19, there's also going to be a significant balance and bug-fixing patch going live for All-Stars. I wanted the hardcore players to have a chance to digest some of the upcoming changes in advance, so I'm sharing these notes with you before they go live in the game next week.

xoxo,
Seth

General Combat Changes:
--- Characters can not Block or Evade until frame 5 after landing during an air attack; Previously they were able to do so on the first frame if landing during air attacks
--- Characters have been standardized to not be able to Super until frame 12 after landing during an air attack
--- While blocking a hit while already in Block Hit reaction, character’s X velocity no longer gets set to zero

Character changes:

Big Daddy
--- Air Forward Triangle has 11 additional frames of start up
--- Air Down Square now gains 20 AP (up from 10), and victim’s reaction is reduced by 3 frames
--- Level 1 Super now has an additional hit volume that occurs on frame 36 and causes a Butt Drop reaction. Little Sister will then land as a killing blow to most victims of this earlier hit
--- Level 2 Super - Triangle attacks are sped up
--- Level 3 Super:
--- Attacks now breakout 6 frames earlier
--- Attacks now become active on frame 9 (previously 12)
--- Adjusted hit volume on attack to be more centered around Big Daddy
--- Victims can now swim faster
--- Fixed a bug where floating characters would get stuck upon entering Infinite Avoidance

Good Cole
--- Forward Square -> Square hit volume enlarged to hit small characters even if they are in Crumple reaction
--- Moved 4 frames of recovery time from the Neutral Triangle attack state to the exit state
--- Lowered recovery of ground neutral circle to 20 from 28 frames
--- Level 3 Super - Movement speed of tornado has been increased

Dante
--- Dante can change his facing direction between attacks during his Square and Forward Square Combo
--- Up Square is now jump-cancellable on both active frames
--- Air Neutral Square hit volumes adjusted to combo more consistently against short characters
--- Down Square (Helm Breaker) generates 20 AP now (previously 10)
--- Up Triangle has 2 more frames before Dante can cancel into the Counter (Neutral Circle)
--- Neutral Circle (Counter) has reduced active time (25 frames, down from 30) and increased recovery by 5
--- Level 1 Super cost reduced to 125 (previously 150)
--- Level 2 Super cost reduced to 325 (previously 400)

Drake
--- Neutral Circle (Barrel): No longer explodes if countered or destroyed by opponents
Increased size of hurtbox
Explosion is now only active for 5 frames (previously 30)
Lifetime reduced 24 frames
Teammates will no longer cause damage to barrel
If Drake is hit by twitch attacks while creating the barrel, the barrel will still come out
--- Up Triangle - Explosion is now only active for 5 frames (previously 15)
--- Up Square - Explosion is now only active for 5 frames (previously 15)
--- Level 1 Super hit volume reduced (from 2.25 meters to 1.85 meters)
--- Level 3 Super - Drake and the Descendants now become controllable at the same time, 50 frames after the Super is initiated

Emmett Graves
--- Level 2 Super cost reduced to 325 (previously 350)

Evil Cole
--- Forward Square -> Square hit volume enlarged to hit small characters even if they are in a Crumple reaction
--- Moved 4 frames of recovery time from the Neutral Triangle attack state to the exit state
--- Neutral Triangle Overload has an increased explosion hit box (from 5 meters to 5.5 meters). Evil Cole also recovers from the Overload state after 40 frames (previously 70)
--- Neutral Circle max punch start-up increased by 4 frames from 6 to 10, super armor reduced to 10 AP, active hitbox decreased from 13 to 11, increased recovery by 2 frames
--- Stand and Air Up Circle AP standardized to 5, 5, 20
--- Up Throw trajectory changed to no longer allow guaranteed follow up into Level 1 Super
--- Level 2 Super start-up reduced from 26 frames to 16
--- Level 2 Super now blows up it’s victims much faster, but it can be extended to the full length by holding R2. You also now drain AP from the victims as you grab them, instead of at the very end of the super

Fat Princess
--- Neutral Square now causes Light Overhead reaction and gains 5 AP
--- Armor does not activate until frame 6 (was frame 1) on Charge Up Neutral Square
--- Air Forward Circle (Summon Warrior) now has 21 additional frames of start-up as well as longer recovery
--- If Fat Princess summons any assists in the air she will land in the Attack Land state instead of the normal land state
--- Level 3 Super - Increased number of mages and bombs that show up and removed delay of warriors showing up

Heihachi
--- Up Square - Will not collide with other players for the first 26 frames of the attack allowing second hit to hit easier if first hit whiffs
--- Air Up Triangle - Now gains 20 AP (previously 10)
--- VFX for Wind God Fist and Electric Wind God Fist changed to be more distinguishable
--- Level 2 Super will no longer be extended if Heihachi is hit by a freeze missile

Jak
--- Air Forward Square now activates on frame 6, so it no longer drives through opponents
--- Neutral Triangle - Now causes a heavy reaction and gains 20 AP (previously 10.) Has faster start-up (20 frames, previously 28) and increased recovery (18 frames, previously 8)
--- Air and Stand Forward Triangle - Last hit no longer causes Eject Roll and each shot now gains 6 AP (previously 10); In addition, the shots fire faster faster (12 frames apart, down from 15) and travel 2 meters less (down to 9 meters); You can also hold the button down to continue to fire
--- Air and Stand Neutral Circle (Drone) now bounces off of walls and level bounds instead of exploding on contact; Also lasts 1 second longer so that it can fire a total of 21 shots (previously 12) The shots also have an increased lifetime (from 0.225 seconds to 0.3).
--- Air and Stand Forward Circle has increased range (~8 meters) and speed, causes a Mini-Launch Lift reaction, and will gain 20 AP (previously 10)
--- Air and Stand Up Circle has has a reduced start up (25 frames, previously 41) and 2 frames more frames of recovery
--- Down Circle has a reduced hit volume (50% smaller) and no longer hits behind Jak
--- Level 1 Super cost reduced to 125 (previously 150)

Kat
--- Is now considered on the ground for the first 10 frames of jumping (previously 9)
--- Kat’s Backwards Roll now works like the rest of the cast
--- Ground Down Square’s reaction caused is 1 frame less (50 to 49) and Down Triangle cancel times have increased by 1 frame (9 to 10 frames) to prevent Down Square, Down Triangle->Square infinite.
--- Level 1 Super will no longer kill people who have a Gravity Shield

Kratos
--- Last hit of Square Combo is now increased from 0 to -10 on block.
--- Reduced blocked frame disadvantage on 2nd neutral square to -10 from -14.
--- Neutral Triangle - In certain situations, this move could previously gain up to 40 AP. It should now only gain 20 AP in all situations.

Nariko
--- Air Up Square - Increased start-up by 2 frames; Gravity turns back on later in the attack reducing instant short hop spam
--- Air Down Triangle - Causes Heavy Slam Down reaction when victim is grabbed from the air (or if not on ground)
--- Air Up Circle on land will complete entire animation instead of prematurely truncating it
--- Level 2 Super cost decreased to 325 (previously 350)
--- Level 2 Super - Fire limit has been removed and rate of fire has been decreased. Turning the cannon around will knock any nearby opponent away
--- Level 3 Super - Ends Super during circle move if the timer is done
--- Fixed a bug where Narioko's level 3 Super would not end if Nariko held block

Parappa
--- Stand Forward Square does not push the victim as far away, allowing Parappa to follow up with more attacks
--- Stand Down Square chain into Stand Forward Square has been be removed to allow easier input into the Stand Up Square combo
--- Level 2 Super - Skateboard time shortened to 4 seconds (previously 5 seconds)
--- Down Circle Boxy will not repeatedly eject AP when dropped inside a ledge

Radec
--- Up Circle active frames increased by 30 (Upped from 40 to 70 frames)

Ratchet
--- Ratchet is now considered on the ground for the first 10 frames of jumping (previously 9)
--- Neutral Circle (Mr. Zurkon) now shoots 15 shots (previously 17) and each shot is worth 2 AP (previously 1 AP)
--- Down Circle (Tesla Spike) has 6 AP of durability (previously 1)
--- Removed hit volumes on Ratchet's throw victims
--- Shrunk Level 1 Super’s physics collision hitboxes on projectiles by 90% to make kills when firing up ramps work better
--- Level 2 Clank can now be hit by Raiden’s Level 2 initial burst hit and Jak’s level 2 initial shock hit.

Raiden
--- Air Down Triangle, Air Forward Circle and Air Forward Triangle are all more punishable on block
--- Down Throw now causes a bounce reaction, allowing combo follow-ups
--- Level 1 Super - Removed stick velocity during the Super and increased recovery by 8 frames
--- Level 2 Super - Air Square and Air Triangle attacks are no longer block-able
--- Level 3 Super:
--- Game camera will now follow boxes controlled by NPCs (previously the camera only followed boxes controlled by players)
--- Fixed bug where NPC Boxes would not disappear
--- Air Up Circle move (during Super 3) will not puppet the Box or victim

Sackboy
--- Neutral Triangle (Jam Session) has start-up reduced to 40 frames (previously 57)
--- Forward Triangle - You can now roll and jump cancel during the charge portion of this attack; This move’s frame advantage has also been increased +5 on hit--- Sackboy now considered on the ground for the first 10 frames of jumping (previously 9)
--- Down Square (Bounce Pad) now goes away after 0.3 seconds (previously, the Bounce Pad would stay out as long as the button was held down), in line with the behavior of the air version
--- Stand and Air Down Circle (Electric Panel) has 16 more frames of start-up; If Sackboy is hit before frame 16 it prevents the panel from coming out; Breakout on this move has been removed
--- Down Circle Electric Panel can now be absorbed and reflected
--- Neutral Circle (Cake Mine) will disappear after 5 seconds
--- Level 1 Super cost reduced to 125 (previously 150)
--- Level 2 Super cost reduced to 325 (previously 400)
--- Level 3 Super victim bubbles are able to move 50% faster

Sir Daniel
--- Sir Dan Level 1 Super’s active hit frames increased by 8; Recovery on this Super has been reduced by 4 frames
--- Level 2 Super - The Homing Spirits now have delayed activation; They will now not blow up on opponents as they leave the Chalice; This improves the consistency of the Super and improves the chance that there will be one Homing Spirit per opponent
--- Level 2 Super cost reduced to 325 (previously 350)
--- Down Throw - Sir Daniel will no longer end up on the wrong side of the victim after this throw

Sly Cooper
--- Sly Cooper is now considered on the ground for the first 10 frames of jumping (previously 9)
--- Neutral Circle (Counter) is now only active for 15 frames (previously 26) and has 25 frames of ground recovery (previously 11)
--- Level 1 Super - Super is cancelled if Sly is hit during start up; Vulnerable from frames 5 until the first frame of Murray’s hit volume
--- Level 1 Super - The hit volume that appears when Murray splats onto the ground has been made smaller

Spike
--- Spike now considered on the ground for the first 10 frames of jumping (previously 9)
--- Forward Square changed from an Eject Tornado to a Butt Drop reaction if it is not fully charged
--- Air Down Triangle now gains 5 AP (previously 10 AP), does Shock Rumble reaction, has correct hit stun and can be countered by projectile counters
--- Neutral Circle has an extra 5 AP running hit added to second stage of the attack
--- Throws have been remapped to be more intuitive
--- Down Throw: Crash Hurricane (causes Flatten)
--- Forward Throw: Monkey Trip! (causes Eject Roll)
--- Up Throw: Sonic Revolution (cases Eject Tornado)
--- Monkey Trip! (Forward Throw) now causes Eject Roll and is no longer frame negative on success
--- Level 2 Super - The projectile travels faster and explodes on impact with solid walls
--- Level 1 and Level 2 super can change facing direction at start of super

Sweet Tooth
--- Stand Neutral Triangle can now be directed while it is active; Now gains 30 AP (upped from 8 AP) from a victim caught in front with all hits; Victims hit on the back side get ejected (Light reaction before) and also earn 30 AP (upped from 10)
--- Air Neutral Triangle AP gain upped to 30 on all hits (used to be 25 for front hits and 15 on back hits)
--- Stand and Air Up Triangle (Machete Toss) after a successful hit now continues through all opponents. Machete on ground no longer has a hit volume
--- Level 2 Super - Explosion radius increased by 0.5 meters, control strength increased, speed increased, minimum detonation time decreased by 9 frames to 6 (previously 15)
--- Level 3 Super - Reduced active time from 15 second to 13.5

Toro
--- Toro's Ground Neutral Circle’s duration is now infinite
--- Level 1 Super - Toro can now turn around during the first 5 frames of activation and will no longer slide
--- Level 2 Super - Toro can now turn around during the first 5 frames of activation and will no longer slide during the activation if he was running
--- Air Up Triangle can only be used once per jump
--- Toro's Oni Air Down Triangle has 9 frames increased start-up and 4 frames more recovery

Items
--- Doubled LR3 Railgun hit volume thickness and reduced aiming sensitivity
--- Added 21 AP of armor to Spear of Destiny start-up and active frames, and increased initial AP gain amount from 10 to 20
--- Increased Sonic Rift hit volume sizes
--- Extended Sturgeon power swing armor to end of active period
--- Opponents can no longer generate AP or pick up AP orbs while Sackbot is attached
--- Opponents can no longer counter the AP eject attacks caused by Sackbot or Murder of Crows

Sent in by Mx_Paladin.

Comments

Default avatar
Mx_Paladin said on March 14, 2013 at 8:19 p.m.

Dat Emmett into Evil Cole typo.

#1
xanderglz's avatar
xanderglz said on March 14, 2013 at 8:20 p.m.

You see, I'm hella confused now. People at Superbot said they wanted to make Kat (who appropiately "controls gravity"), a "mobile" type of character. These nerfs are hitting right where it makes Kat unique: her mobility.

I've gotta say I'm literally "mindfûcked". I'm unsure as to what is Sony Santa Monica trying to do with her now, honestly.

#2
Default avatar
TrueGamingGuru said on March 14, 2013 at 8:23 p.m.

Reminder to certain people: If your one of the people that makes hate comments about Playstation Allstars Battle Royale about Super Kills, or say bold words that this game is trash (which is wrong). Please use a news filter, so you guys don't have to deal the game that you have your own problems. But making blind hate comments is wrong.

Anyway this update is pretty interesting, keep it up.

#3
Default avatar
Yarott said on March 14, 2013 at 8:29 p.m.

Hey, SFlip! Press Enter on Evil Cole. Emmett has only one change.

#4
CheeseCakez's avatar
CheeseCakez said on March 14, 2013 at 8:45 p.m.

My name is Dante.

#5
DarkFlare07's avatar
DarkFlare07 said on March 14, 2013 at 8:45 p.m.

not liking the general change, why would they increase the recovery time on landing from an aerial attack? seems like a lazy way to get rid of raidens super links which hurt some of the casts only ability to connect a super such as nariko with her aerial up+circle into her lvl1... it also seems like this change will also slowdown the games pace which i feel they had done nicely now its gona be screwed. the character changes sound good but the general is prolly whats gona screw this game up, we'll have to wait n see.

#6
Default avatar
Android said on March 14, 2013 at 8:47 p.m.

this game looks sweet. wish i could play, but i only have a 360. couldnt get Ninja Turtles Smash on 360 either :(

#7
Darkcloud's avatar
Darkcloud said on March 14, 2013 at 8:51 p.m.

@6

Yeah because playing the 'whoever is off the ground more spamming air moves game' is fun.

There are many other things I don't like about this game, but at least it's a start.

#8
TallGuy1990's avatar
TallGuy1990 said on March 14, 2013 at 9:05 p.m.

Jak got mainly improvements for the most part ya!

#9
Batmang's avatar
Batmang said on March 14, 2013 at 9:20 p.m.

Agreed @ #8. Now that people can't just spam aerial moves like a mad man, it's easier to land some of the level 1 supers, simultaneously allowing for a faster pace.

Great character changes, too. I'm a little surprised that Emmett didn't get any significant changes, though. He seems kinda lacking. Other than that, I like the changes. They took out the brain dead things and made some interesting adjustments, like what they did with Jak's drone.

#10
theshredder39's avatar
theshredder39 said on March 14, 2013 at 9:28 p.m.

@2 It's more of a case where the community for this game is a little too loud, they complained so much about Kat because they weren't used to fighting her and they didn't bother to learn how to fight her.

#11
JesseRobles's avatar
JesseRobles said on March 14, 2013 at 9:37 p.m.

Fat Princess is the She-Hulk of this game. :(

#12
DarkFlare07's avatar
DarkFlare07 said on March 14, 2013 at 9:38 p.m.

@8
thats just stupid wat u said, spamming is necessary for some like sweet tooth who hardly has anything to work with especially on ground. this was a matter of character balance in which some were able to spam certain strong moves but instead of fixing them by adding longer recovery to those moves they added a universal fix which punishes those who really need it.
also if u constantly get hit by someone spamming in the air then this wnt change anything for u since i doubt u know how to punish.

#13
mrambitious's avatar
mrambitious said on March 14, 2013 at 9:44 p.m.

@ 6

It stops like 5 - 10 characters super set-ups

#14
DK_ALEX_DK's avatar
DK_ALEX_DK said on March 14, 2013 at 9:48 p.m.

"Emmert Graves--- Level 2 Super cost reduced to 325 (previously 350) Evil Cole"
Sflip, are they both connected or are they having the same change log?

#15
DarkFlare07's avatar
DarkFlare07 said on March 14, 2013 at 10:13 p.m.

@14
it stops supers for those that heavily relied on it. this change would make more sense for 1v1 but there is no such thing so now characters like sweet tooth will have an even tougher time against sumone like kratos who can spam on ground freely and safely. now 5 frames doesnt seem like alot but in a game where its constant randomness i know its gona be frustrating to aerial reliant characters since they now have to work twice as hard to get in.

#16
tktktk43's avatar
tktktk43 said on March 14, 2013 at 10:41 p.m.


I don't agree with the general changes to the game. It hurts chars like Fat Princess who relies on air specials to get her combos started. Does this ruin her air warrior linked into lvl 1? If it does, I'm done with her because her lvl 2 n 3 sucks ballz; I don't care that they buff lvl 3 it's still azz because not all the helpers get kills.

#17
Darkcloud's avatar
Darkcloud said on March 14, 2013 at 10:48 p.m.

@13

Then instead of Sweet Tooth being mindless air spam, they should buff his ground game.
I don't understand, you want this game to be brain dead air spam all game?

Explain to me how you punish 1 frame recovery.

#18
EarthRyno's avatar
EarthRyno said on March 14, 2013 at 11 p.m.

@18 Thank you! Seriously. People want there to be absolutely no risk on jumps and other stuff with this game, but high risks are what this game desperately needs more than anything else. Look at Fatty-P. She literally can jump all match and shoot out swordsmen and be perfectly fine. I can't tell you how boring that is to watch. Forget op or broken, it's flat out boring. I'm glad they're making jumps more punishable now. Makes life much more interesting.

#19
Default avatar
FoxHound24 said on March 14, 2013 at 11:04 p.m.

@17 Do you even realize how stupid and OP she was? The other day I was in a tournament, beat everybodys ass with Toro and in the finals I was beaten by that fat chick, there is literally nothing you can do against her, I mean she can attack you on both sides, you roll left cause of the soldier and there she is waiting. Its like a 1 vs 2, she was the only one with assistance in this game and hey, this is not and will never be Marvel. -.-

#20
mrambitious's avatar
mrambitious said on March 14, 2013 at 11:04 p.m.

@16
yea I see no reason for ST to be that effected. The square hit stuns for like 15 frames... now you just can't immediately super. OH NO!!! who cares.

@17
And they are saying FP can't super after aerial minion... did you not read?

I see great game changes here. L2P not learn to spam!!!!!!!!!!!!!!!!!

#21
mrambitious's avatar
mrambitious said on March 14, 2013 at 11:08 p.m.

@20

Wow I totally forgot she can do that. Only ran into like 1 or 2 FP online who are that smart though, but yea she can easily just ensure a hit with that minion with no recovery. No wonder she has won almost every tournament. Stupid OP. #17 clearly can't win without exploiting the OP characters haha. Up your skills #17 stop using OP characters

Jak and Spike all day baby!

#22
The_Barry_Gibb_Talk_Show's avatar
The_Barry_Gibb_Talk_Show said on March 14, 2013 at 11:39 p.m.

The most intetesting changes for me will be Sweet tooth and Sly cooper.

#23
DarkFlare07's avatar
DarkFlare07 said on March 15, 2013 at 12:42 a.m.

@18
u have a simple understanding of how this game works, just because u need to spam doesnt mean its mindless just look at morrigan in umvc3.

make sure to read right isaid learn to punish spammers, dodging is already unsafe so learn to predict. as for ur d*ck riding friend.
this nerf works good on the toptiers and is abyssmal to the lower tiers so when u say theres no risk in this game then u dont know this game. what im saying is this game is unbalanced from characters having safe and strong aerials like fp n drake to others like st who cant do sh*t to drake. nerf and make those moves unsafer because all this is doing is nerfing everyone so in the end everyone will remain the same and further individiual nerfs will slow the game down more.

@21
oh so ur logic is to make everything safe on block then? because in reality st can only get tht knife after a knockdown anything else will b either dodged or blocked and with this nerf st will b punished on everything

#24
Darkcloud's avatar
Darkcloud said on March 15, 2013 at 1:39 a.m.

@24

Yeah because everyone likes Morrigan Soul Fist spam, right?
Given the chance, the FGC would take that out, too.

Also, MvC3 has just a little more depth then PSA

#25
Default avatar
Matador said on March 15, 2013 at 4:35 a.m.

@24

The aerial spam in the game IS mindless though. Being able to move on frame one after an attack is ridiculous. That's why everyone jumps all the time in 1v1s... because it's so safe. All 3 of the universal changes address that for a reason.

And if you read the patch, that's exactly what they did to Drake, FP AND Evil Cole, who are all considered some of the best characters.

#26
Default avatar
sdgwedfher said on March 15, 2013 at 4:53 a.m.

(This user was banned.)

#27
BumblebeeCody's avatar
BumblebeeCody said on March 15, 2013 at 8:36 a.m.

No idea what SuperBots problem is but they're worse than George Lucas who won't stop touching what they make. Leave the crap alone, dammit.

#28
BlankaBeast's avatar
BlankaBeast said on March 15, 2013 at 8:39 a.m.

Sony Seth in da heezy fo sheezy

#29
Default avatar
Bluefang14 said on March 15, 2013 at 9:23 a.m.

And Kratos is suspiciously absent from the list... hm....

#30
VladDracul's avatar
VladDracul said on March 15, 2013 at 9:34 a.m.

I find it very hard to keep track of my guy on this game. Anyone else have that issue?

#31
tktktk43's avatar
tktktk43 said on March 15, 2013 at 10:47 a.m.

Fat princess was just an example u psychos. Sweetooth needed the air linked into lvl 1 as well; his other two supers are azz. How in the world is sweetooth gonna get any kills now without the link into lvl 1? The general changes to the game will make the pace of the game slower. If you played 1v1 you know how long matches can take; expect it to take even longer now. I don't understand why people think air specials are overpower. Dodge rolling gets you out of range and in most cases you can punish with your own supers or specials.

#32
Default avatar
urbanronin said on March 15, 2013 at 3:11 p.m.

well, leave it to that ass of the butt seth killian to ruin another game...

#33
GreenWithEnvy's avatar
GreenWithEnvy said on March 15, 2013 at 3:42 p.m.

YES, THE RETURN OF RAIDEN'S GRAB COMBOS!

#34
Default avatar
Matador said on March 15, 2013 at 4:05 p.m.

....But the game already sucked...

#35
jtir123's avatar
jtir123 said on March 15, 2013 at 4:24 p.m.

@35 Maybe it's about time you filter this game. You offer no value.

#36
Default avatar
ya_boy said on March 15, 2013 at 4:31 p.m.

This game is an absolute mess, nothing but nerfs all over. I'm trading this is tomorrow before the value drops even more.

#37
Default avatar
ZodR_ARG said on March 15, 2013 at 4:46 p.m.

Kratos still has like 5 30AP moves... that's ridiculous...

#38
STBALLA1990's avatar
STBALLA1990 said on March 15, 2013 at 5:01 p.m.

Heihachi didn't get touched and Radec didn't get touched. That makes me happy

#39
Default avatar
Matador said on March 15, 2013 at 5:30 p.m.

@36

What I said isn't untrue. A patch this extensive only a few months after release is proof of that. Just look at SFxT.

#40
Hexelf's avatar
Hexelf said on March 15, 2013 at 6:26 p.m.

Very interesting, I love detailed change-lists like this. Makes it much more fun to go into the lab and try stuff out.

Definitely going to give this game a lot more playtime next week, both before and after the patch.

#41
mrambitious's avatar
mrambitious said on March 15, 2013 at 7:24 p.m.

@matador

turn on the filter dude no ones wants to hear your bs. game is prob too hard for you lol

@ guys against the changes

if you need an unintended exploit to win then you too should just disappear like matador. this patch fixes everything which was abused but was unintended. good sh*t killian.

#42
hazelnut1112's avatar
hazelnut1112 said on March 15, 2013 at 8:09 p.m.

So they reduce Parappa's level 2 super and yet they don't do it for Sackboy?
"Hurrr you move faster"
Not the point, Sackboy can still get as many kills and Parappa's level 2 actually requires timing and enemy placement. Is bullcrap. Way to nerf Parappa by that much.

#43
mrambitious's avatar
mrambitious said on March 15, 2013 at 9:45 p.m.

Everyone but the very bottom tier got nerfs, so parrapa did too. Heihachi will finally not be useless since any blocked aerial can actually be punished. I personally think every nerf is deserved and every buff was perfect. Great job killian.

#44
No_Surrender's avatar
No_Surrender said on March 15, 2013 at 10:19 p.m.

Sweet Tooth and Big Daddy buffs. Drake and Kratos nerfs. I'm happy.

#45
The_Barry_Gibb_Talk_Show's avatar
The_Barry_Gibb_Talk_Show said on March 15, 2013 at 10:50 p.m.

Sweet Tooths buffs are worthless. The changes to level 2 are worthless, it s still a
Piecee of crap super. And neutral triangle was a worthless move to begin with. And then they nerfed his only good super, the level 3. He is a worse character now than he was before. Such a god damn shame.

#46
xanderglz's avatar
xanderglz said on March 16, 2013 at 1:31 a.m.

inb4 RonaldRogan comes to talk about how this game is a piece of trash and he'd rather be playing Super Smash Bros *Kappa*

#47
Default avatar
jelaninoel said on March 16, 2013 at 5:08 a.m.

Praise the lord for drake nerfs, ecole nerfs, sly nerfs, even more safkboy netfs, and jak/heihachi buffs

#48
Default avatar
TrueGamingGuru said on March 16, 2013 at 8:34 a.m.

For people complaining about Fat Princess or Sweet Tooth Supers say stuff like their supers are trash. It sounds like that almost none of you certain people know how to use them proper or play the way it should be, its not the characters that are trash its person themselves who are the true trash. Heck I know how use Fat Princess & Sweet Tooth alot better. Some of you need to learn on how to play it better, like I always go to single player go to the character trails to learn what attacks they can do then go to Arcade mode and playthrough with that character. Thats how I learn to play better.

#49
The_Barry_Gibb_Talk_Show's avatar
The_Barry_Gibb_Talk_Show said on March 16, 2013 at 9:52 a.m.

No one cares that YOU think YOU are the best player ever. Seriously, go touch yourself in private, please. Its real impressive that you impress..........yourself . Any real Sweetooth player will tell you he is underpowered when it comes to his level 1 and 2 supers. Level 2 needed some serious buffing. It got a little. Now its as good as Radecs level F-ing ONE. Maybe. Level one might be better now that there are added frames of recovery on jumping and such. But that wil make everyone elses level one that much more effective, negating any improvement to sweetooths level one.

#50
AngryAssassin's avatar
AngryAssassin said on March 16, 2013 at 12:25 p.m.

I really want them to add the option to have a Stock Battle time limit.

#51
xanderglz's avatar
xanderglz said on March 16, 2013 at 1:27 p.m.

#51 Best feature ever. Let's hope they implement it soon, as well as online 1v1 ranked matches

#52
olvaha's avatar
olvaha said on March 17, 2013 at 8:49 a.m.

#49 not sure if troll or serious. If latter, then please, do elaborate on how good you are and then show us some footage. Youn sound like trash

#53
Default avatar
TrueGamingGuru said on March 17, 2013 at 12:35 p.m.

@53 I'm actually serious, because thoes people who say Fat Princess & Sweet Tooth Supers are worthless barely has the idea on how they work or whats the better use. I would show you videos however I don't have anything to make a Youtube video and PSAS has no replay system. If I had a certain gameplay video of myself, I'd show ya.

When comes to certain Supers including Fat Princess & Sweet Tooth, its always about critial timing, when you time it right to do alot of kills, and possible chances when to use it.

When comes to learn the characters its always better to go on the character trail to learn their basic moves, and playing Arcade mode gives ya good example of how these characters work.

The true key of the game is actually defense, watching your opponent's every move, and the constant plan within the mind of knowing when to do the Super or just reach Level 3.

Theres also combo videos for the game, so you might get the idea on how they use the character.

#54
Default avatar
Venom_Web said on March 19, 2013 at 10:57 a.m.

I am loving these changes, but I don't think it's enough to make Heihachi a viable character

#55


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