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Updated: Full list of patch notes for Killer Instinct 2.2 update added

Posted by Steven 'Dreamking23' Chavez • December 11, 2014 at 3:02 p.m. PST

Updated: The full list of patch notes for the Killer Instinct 2.2 update have been added to this story.

Earlier: The folks over at Iron Galaxy Studios are running their Tender Moments stream once again today. This broadcast -- much like streams of the past -- will feature quite a bit of Killer Instinct season 2 footage.

We can expect to see some of the balance changes set to be included in Killer Instinct season 2's upcoming update discussed, that which will include Riptor and Story Mode. Additionally, the IGS team will offer tips on how to defeat Kan-Ra in the current version of the game.

You can check out the live stream below.

Killer Instinct 2.2 update patch notes


System Changes:
Fixed a bug that prevented Spinal and Sabrewulf from doing their Ultra attacks on Kan-Ra’s Stage (Forbidden Archive).

Jago:
-Light and Medium Windkick travel a little bit farther now.
-Shadow Endokuken is no longer invulnerable for any period.

Sabrewulf:
-Fixed a bug that let Sabrewulf get a safe counter break attempt on a very specific frame of Shadow Ragged Edge.

Glacius:
-Liquidize can travel farther in the same amount of time, a bit less than sweep distance.

Thunder:
No changes

Sadira:
-Fixed a bug that allowed Sadira’s webs to hit during hitstop and remove breaker windows from attacks. We did this by preventing webs from actually hitting opponents who are already in hitstop. Instead, they will sit and wait for hitstop to end before hitting.
-Fixed a bug preventing Sadira’s Shadow Widow’s Bite projectiles from destroying themselves properly when a counter breaker was attempted.
-Performing an ender right after a Web without doing anything else first is now breakable as opener->ender.
-Fixed a bug preventing Leg Launcher and Chain Leg Launcher from getting proper opener/manual labels, making them unbreakable in some situations.

Orchid:
No Changes.

Spinal:
-Shadow Searing Skull is no longer invulnerable for any period.

Fulgore:
-Shadow Energy Blast is no longer invulnerable for any period.
-Devastation Beam changes are coming in a future update, please be patient.

TJ Combo:
-Light Tremor is now -6 on block. Medium Tremor is -8 on block. Heavy Tremor is -10 on block. Shadow Tremor is -4 on block.
-Vortex hitboxes reduced to not beat crossup attempts as easily. Light vortex now hits on frame 6 and is active for 2 frames. Medium hits on frame 7 and is active for 3 frames. Heavy hits on frame 8 and is active for 5 frames.
-Shadow Vortex is vulnerable for 1 additional frame during startup.

Maya:
-Leap Kick still hits on frame 6, but Light version is now vulnerable on Frame 5, Medium version is vulnerable on frame 2, and Heavy has no invulnerability. The Shadow version has not been changed.
-Can no longer Counter Breaker attempt during the startup/release of Shadow Daggers. Performing a Counter Breaker while Shadow Daggers are active will cause them to separate immediately.
-Third hit of Savage Strikes attack box extends a bit lower than before so it is less likely to whiff crouching Sabrewulf and Riptor.

Kan Ra:
-Fixed a bug that caused Kan-Ra to act as if he was in the air during Sandsplosion recovery. Now you can combo him and throw him to your heart’s content.
-Shadow Swarm lasts 60% as long as it used to if untouched.
-C.HP hitbox reduced
-C.HK hitbox reduced
-Sand Spikes, Scorpion Strikes, and Antlion build much less meter.
-Fixed a bug that caused Kan-Ra to get stuck in place when doing Whirl while cornered facing out.
-Fixed a bug that let Kan-Ra dash under players in the corner.
-Kan-Ra can still cancel out of the recovery of Clutch at the same time with special moves, but can no longer cancel out with movement (jumps and dashes).
-Kan-Ra can no longer hop forward to adjust position on a successful Clutch when his opponent is already cornered, as this was breaking the animation and doesn’t change opponent positioning at all.
-Fixed a bug that was cutting off the end part of his Ultra Ender animation.
-Fixed a bug preventing Kan-Ra’s Swarm and Shadow Swarm projectiles from destroying themselves properly when a counter breaker was attempted.
-Fixed a bug that caused the camera to go nuts during Kan-Ra’s ultra if you Instinct cancel.
-Fixed a bug that could cause Super Flash to get stuck “On” when hit out of certain moves.

Source: Iron Galaxy Studios, Ultra-Combo Forum.

Comments

FGLover90 said on December 11, 2014 at 1:49 p.m.

woot in before all the Xbone and KI hate...ummm LOVE THE GAME that is all

#1
Ryose said on December 11, 2014 at 1:55 p.m.

STIFF

#2
Paradonyx said on December 11, 2014 at 2:11 p.m.

I just find it weird how when KI was released for Xbox One only, barely anyone talked smack about it being an exclusive.

#3
moo_roar said on December 11, 2014 at 2:18 p.m.

Microsoft owned KI before it came out

Killer Instinct was originally owned by RARE, RARE is owned by microsoft. Then the game comes out, rare sells the game to (i forgot what they are called) and its still under microsoft.

#4
anthonygamer said on December 11, 2014 at 2:28 p.m.

Love how the KI white knights are after the haters in the comments when the haters haven't even commented yet. lol I would think they would talk about the stream instead.

#5
ProfessorLester said on December 11, 2014 at 3:18 p.m.

Man KDD showed Keiths broken stuff with Sadira and now shes nerfed again..

#6
himura said on December 11, 2014 at 4:32 p.m.

yeah, is very funny, what they dont understand is that is not the game what sucks, is the community....

never seen so many rage quitters, teabaggers and people insultung through voice chat....

i play 4 fgs online and KI wins the prize for "the worse community" for sure...

the game is lots of fun though....

#7
DunnDeal said on December 11, 2014 at 5:13 p.m.

Such much hate for this game until Microsoft were CONSIDERING a PC port. Now everyone's creaming their pants

#8
himura said on December 11, 2014 at 5:22 p.m.

who is creaming their pants?....lol

#9
HyperViperNZ said on December 11, 2014 at 6:26 p.m.

Sadira :(

#10
DunnDeal said on December 11, 2014 at 6:42 p.m.

Guess you didn't read the KI PC Article...

#11
ThaiSenpaiMoo said on December 11, 2014 at 6:44 p.m.

- tl;dr does anything mention less freaking sand...

#12
Mochawhitey said on December 11, 2014 at 6:48 p.m.

A lot of truth in this post.

#13
chrobaciky said on December 11, 2014 at 6:59 p.m.

Hope they fix those messed up stage ultra animations sometime soon.

#14
dvjr22 said on December 11, 2014 at 7:10 p.m.

I hope we get a next gen fighting game that doesn't require monthly patches to fix bugs, and bi-weekly patches to fix the bugs introduced in the monthly patch.

#15
himura said on December 11, 2014 at 8:07 p.m.

dunno what that has to do with anything....

#16
Focusflute said on December 11, 2014 at 8:10 p.m.

love this game

#17
Hotdiddykong said on December 11, 2014 at 8:48 p.m.

You werent there if you say this.

A lot of people complained about this till the fact shook in Microsoft owned it, dont be blind just to defend SFV being PS4

#18
Hotdiddykong said on December 11, 2014 at 8:51 p.m.

I love how absolutely nobody said anything until your comment came.

Your the white knight here buddy

#19
Sasuga said on December 12, 2014 at 1:12 a.m.

I'm curious to see how the first Sadira fix will pan out. IT may break some tech that I'm using with her (not her unbreakable) but the way they fixed it may open up other (better!) tech! Back to the Lab!

#20
EMP_FecalMatter said on December 12, 2014 at 1:35 a.m.

http://www.ultra-combo.com/forums/ind...

and

http://shoryuken.com/2014/12/10/micro...

if you go through the user posts you'll see a lot of ppl want to play KI.

#21
DeadlyMoves said on December 12, 2014 at 10:27 a.m.

Because Microsoft owns KI, Sony doesn't own Street Fighter

#22
kombatkronicles said on December 12, 2014 at 10:49 a.m.

^ This.

Killer Instinct is in a perpetual "Release Candidate" stage which is thinly covered by the label "Season (insert number)".

I'm sorry but "next-gen" games should not be built on-the-fly. I waited almost 20 years for a new KI game and this is just embarrassing, but not surprising since Microsoft is on a rampage bent on destroying itself (Windows 8, Surface, Windows Phone, XBO launch/announcement).

When MK X drops in April 2015, KI will be pretty much forgotten by all except the hardcore loyal base.

#23
likewoah said on December 12, 2014 at 12:56 p.m.

How is this worse than what Capcom does with its paid updates and balance patches?

#24
himura said on December 12, 2014 at 2:44 p.m.

again....what that has to do with KI being the worse community??

do you even play the game??

rage quiting, insultig, teabagging etc etc etc....

#25
himura said on December 12, 2014 at 2:52 p.m.

MKX needs to prove to be a worthy contestant. I dont think people is going to stop playing KI because MKX is released.

also you are assuming that MKX is going to be a great game...which we dont know yet, and it has a lot of chances to be a mountain king for some months and then fade away like it happened to MK9.

as i said before, the community of KI is the game's main problem, not the game itself.

Although i agree that the new chars and the way they are approaching the game is far from being serious in my opinion. The game is lots of fun but it lacks the depth of other titles in the genre.

#26
himura said on December 12, 2014 at 2:59 p.m.

BTW, i actually did the effort to go through the first pages of the forums, and it is pretty clear that there is the same amount of ppl if not more, that does not want the game on Pc that the ones that they want it....and it ended being a back and forth insulting thread which proves what i was saying....

and of course a PC vs console war and blah blah blah....

so, thanx for proving my point :)

#27
NovaPanda said on December 14, 2014 at 7:30 p.m.

What about the bug to where Kan-Ra completely avoids Sabrewulf's Eclipse? Or why not make it where if I block at the right time when Spinal teleports, I still get hit? You did it for Sabrewulf and Fulgore. And I get that he's Skull Canceling, but if I block the right way, I shouldn't be punished

#28
MrNova749 said on December 17, 2014 at 11:05 a.m.

or you can just react...

grabs and light attacks has enough frame to beat the teleport.

#29
kombatkronicles said on December 17, 2014 at 3:16 p.m.

While the KI community is "interesting", the game itself does have problems. It feels like it's stumbling along with every 1.5GB patch that comes out which will fix say, 10 things, but break 15 others.

The game was rushed from the get-go as a "lure" to get more people onto XBO. That really didn't pan out because MS screwed up pricing and the force Kinect add-on both of which they rectified later, but still XBO is lagging behind.

DH and IG did what they could to get KI to a respectable point, but KI needs more of a complete ecosystem, an immersive experience like you get with SF and MK.

This slow drip method of creating and releasing content does not help creating a brand/franchise people want to rally around because it seems you're always waiting for the next thing to come out and bugs to be fixed.

I like KI, always have, but this "reboot" was what I feared it was going to end up being...a mess.

MK X will be a great game; that's a given if you base it on audio and visuals. NRS's strength are detailed visuals, spot-on audio, and creative story-telling to create games that pull you in and are generally fun to play.

MK X's weaknesses, like the games before it, will be terrible netcode, a fighting system that's heavily rooted in gimmicks like interactables/transitions, spam friendly characters, and an overall roster that about as balanced as a federal government budget.

However, MK has more brand recognition than KI, on that alone more people will drop KI and flock to MK X.

#30


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