패치 내역
http://community.wbgames.com/t5/Latest-Updates/Patch-notes-XboxOne-and-PS4-6-23-15/ba-p/572379
General Gameplay Fixes
- You can now turn off auto saving of Match Replays in game play options (this is defaulted OFF you will need to turn these ON after getting this patch if desired)
- Improvement to PlayStation®3 system generic driver support (The user can now turn off the DUALSHOCK®4 wireless controller after pairing a compatible fightstick to the console. The DUALSHOCK®4 wireless controller can only be turned off AFTER pairing the fightstick.)
- User now can leave a KOTH session as king without taking a loss
- There are new secret brutalities to discover!
Character Specific Fixes
- D'Vorah - reduced the cancel advantage after Pterothorax combo (Towards + FP, FP, BP) by 2
- D’Vorah (Swarm Queen) - must be in the Bug Bomb held loop for 3 frames before you can dash cancel out of it
- Cassie - Single Shot is +2 on hit (up from -9)
- Ermac - adjusted hitbox on Soul Burst & Soul Burst to make it harder to low profile
- Ermac - increased Soul Burst damage by 4
- Ermac - increased Soul Blast damage by 10
- Erron Black - increased the cancel advantage of Down + FK by 3 (no longer connects into Tackle on hit)
- Ferra/Torr - increased damage on Grab 'n' Stab by 3
- Ferra/Torr - increased damage on Deep Stab by 4
- Goro - increased hit advantage on Shokan Grab & Shokan Slam to 28 (up from 8)
- Goro (Kuatan Warrior) - increased hit advantage on Chest Lunge to 20 (up from 5)
- Goro (Kuatan Warrior) - increased hit advantage on Chest Charge to 23 (up from 5)
- Goro (Dragon Fangs) - increased hit advantage on Shokan Stabs to 22 (up from 7)
- Goro (Dragon Fangs) - increased hit advantage on Shokan Massacre to 23 (up from 5)
- Goro (Tigrar Fury) - decreased combo damage scaling after Ground Scorch
- Jacqui - Stanky Leg (BK ~up BK) is now listed in the movelist
- Jason - increased the hitbox on Back Breaker, Spine Shatter, Choke, Choke Slam, Tight Squeeze, & Crippler to make it harder to low profile
- Jason (Relentless) - reduced the recovery frames on Dark Pursuit (enhanced) to 54 (down from 106)
- Jax – opponent can no longer techroll after x-ray
- Johnny Cage (Fisticuffs) – Away + FP now has 10 startup frames (up from 9)
- Johnny Cage (Fisticuffs) - all Speed Bag hits are now always -3 on block instead of every 4th one being 0
- Kano - Black Dragon Ball (enhanced) damage increased by 4
- Kano - Uprise Ball (enhanced) damage increased by 3 and is now -5 on block (down from -27)
- Kano (Commando) – Choke & Strangle are now -4 on block (down from -14)
- Kenshi - Down + BK can no longer be high parried
- Kenshi – it is now easier to juggle combo after Sword Dance
- Kenshi – several moves were not combo damage scaling correctly on hit
- Kenshi (possessed) - Sickle Lift reaction is now consistent (no longer more or less hit advantage depending on height)
- Kenshi (Kenjutsu) - removed armor from Tele-Strike
- Kitana – now pokes out with a fan in Punishing Poke (Down + FP)
- Kitana - Rising Blades can now be special move 2in1’d out of on hit
- Kitana - 2nd fan in enhanced Fan Toss is now a mid block
- Kitana - Back Slash (Towards + FP) is now -9 on block (down from -34) +5 on hit (up from -20) and has 25 less recovery frames
- Kitana - Learn Respect combo (Towards + FP, FP) is now -2 on block (down from -1FP) +6 on hit (up from -3) and has 9 less recovery frames
- Kitana - Fake Out combo (BP, FP) is now +2 on block (down from -12)
- Kitana - increased damage on Fan-Tastic combo (BP, FP, BP) by 4 and is now -3 on block (down from -10)
- Kitana - Fan Swipe (Towards + BP) is now -6 on block (down from -18) +8 on hit (up from -14) and has 12 less recovery frames
- Kitana - Gut Gash combo (Towards + BP, BP) -6 on block (down from -17) and has 9 less recovery frames
- Kitana - increased combo damage scaling after Rightful Heir combo (Towards + BK, FK)
- Kitana (Royal Storm) - Square Boost & Square Wave are now a hard knockdown
- Kitana (Assassin) - reduced meter gain from parry
- Kitana (Assassin) - Princess Parry startup is now 7 (down from 18)
- Kitana (Mournful) - easier to juggle combo after Air Glaive Throw and Air Glaive Return
- Kitana (Mournful) - Shadow Kick & Eclipse Kick startup is 12 (down from 14)
- Kotal Kahn – Towards + FK can no longer be high parried
- Kotal Kahn (Sun God) - improved hitbox on Sun God Choke
- Kung Jin (Ancestral) - now goes into a ducking state during Low Shot
- Kung Lao - no longer gains a bar of meter when doing a wakeup Hat Toss or Teleport
- Kung Lao (Tempest) - Hat Spin & Orbiting Hat now correctly combo damage scale on hit
- Kung Lao (Hat Trick) - Hat Call Back is now a mid block
- Kung Lao (Hat Trick) - Hat Call Back of a Low Hat Trap is now a low block
- Kung Lao (Hat Trick) - slightly easier to juggle combo after Hat Call Back
- Kung Lao (Hat Trick) - reduced High Hat Trap recovery by 25 frames
- Kung Lao (Hat Trick) - reduced Hat Trap & Low Hat Trap recovery by 15 frames
- Liu Kang - adjusted several hitboxes to hit more consistently
- Liu Kang - 3 more active frames on down BP
- Liu Kang - now goes into a ducking state during low fireballs
- Liu Kang (Flame Fist) - Windmill Punch & Windmill Flurry can now be 2in1 special cancelled on block/hit
- Liu Kang (Flame Fist) - Shaolin Flame can now be 2in1 special cancelled out of
- Liu Kang (Dualist) - Low Soul Sphere is now a low block
- Mileena - adjusted several hitboxes to hit more consistently
- Mileena - Low Slash (down FP) no longer pushes opponents away before the active frames
- Mileena - increased hit advantage on Rider combo (Away + BP, BP, throw) to 25 (up from -7)
- Mileena (Piercing) - now goes into a ducking state during Low Sai
- Mileena (Ravenous) - increased hit advantage on grab specials
- Mileena (Ravenous) - doing the Quick Taste combo (Away + FP, BP, throw) will now heal her a small amount as she bites
- Mileena (Ethereal) - Reduced the recovery on Vanish Away & Vanish Towards. Also allows for combos to continue afterwards.
- Quan Chi - opponent can no longer techroll after x-ray
- Quan Chi (Warlock) - victim is no longer throw immune after being hit by Portal Stab
- Raiden - Supernatural combo (Away + FK, BK) can now be 2in1 cancelled out of
- Raiden - reduced the hitbox of Electric Fly & Thunder Fly
- Raiden (Thunder God) - slightly less chip damage on charged normals
- Raiden (Master of Storms/Displacer) - now has a God's Rage combo (Towards + FP, BP, Away + BP)
- Reptile - adjusted several hitboxes to hit more consistently
- Reptile - can no longer repeatedly stack the damage nullification from Stealth & Invisibility
- Reptile - Slithering Slaps (Away + BP) increased damage by 2
- Reptile - increased damage of Slink combo (FP, BP, FP) by 4
- Reptile - increased damage on Deadly Venom combo (FP, BK) by 4
- Reptile - decreased damage of Dragon Kick (FK) by 2
- Reptile - increased damage of Shedding Skin combo (FK, BK, Down + BK) by 2
- Reptile - increased hit/cancel advantage on Sneaky Snake combo (Away + FP, Down + BK) by 20
- Reptile - increased damage Toxic combo (Towards + FK, Away + BK) by 2
- Reptile - Low Heel (Down + FK) now has 7 startup frames (down from 9) and is -3 on block (up from -2)
- Scorpion - Eternal Vengeance combo (BP, FP, BK) has 4 less cancel advantage and no longer resets the block stun when it's 2in1 cancelled out of
- Scorpion (Ninjutsu) - increased damage on Affliction combo (Away + FP, BP, FP) by 2
- Scorpion (Ninjutsu) - increased damage on Doom Slice (Away + BP) by 4
- Scorpion (Ninjutsu) - increased damage on Doom Blade (Towards + BP) by 4
- Scorpion (Ninjutsu) - increased damage on Dead End combo (BP, FP, BP) by 2
- Scorpion (Ninjutsu) – Downfall (Away + BK) now hits twice
- Scorpion (Ninjutsu) - increased damage on Cataclysm combo (Towards + BK, BP) by 4
- Shinnok - adjusted several hitboxes to hit more consistently
- Shinnok (Necromancer) - adjusted tracking of Devil's Flick, Devil's Backhand, Summoned Fiend, & Summoned Slam
- Shinnok (Necromancer) - increased damage on Judgment Fist & Judgment Smash by 3
- Shinnok (Necromancer) - Devil's Flick is no -8 on block (up from -4)
- Shinnok (Bone Shaper) - Dark Beam is now a high block and +8 on hit (up from -14)
- Shinnok (Bone Shaper) - opponent can no longer techroll after Scepter Slam
- Shinnok (Bone Shaper) - Deity combo (Towards + BP, BP, throw) can now be 2in1 cancelled on hit
- Sonya - adjusted several hitboxes to hit more consistently
- Sonya – added 5 more recovery frames on Air Drop when missed
- Sonya - Energy Blast is a mid block and -5 on block (up from -15)
- Sonya - increased damage of Flying Kick (enhanced) by 4
- Sonya - increased damage of Leg Slam by 5
- Sonya (Covert Ops) - Garrote Parry is no longer throw immune
- Sonya (Demolition) - increased cancel advantage on Boomer combo (FP, FP, BP)
- Sonya (Demolition) - adjusted the damage & hit stun of the grenade attacks
- Takeda (Shirai Ryu) – the last hit of Air Spear & Spear Ryu will now combo damage scale correctly
- Takeda (Lasher) - Whip Thrash & Whip Strike now hits on both sides
- Tanya – last hit of throw will now combo damage scale correctly
- Tanya - adjusted several hitboxes to hit more consistently
- Tanya - can't attack for 10 frames after a blocked Quick Teleport
- Tanya - removed armor from Quick Teleport
- Tanya (Kobu Jutsu) - Back Stab combo (Away + FP, BP + BK, throw) can no longer be punished on hit
- Tanya (Kobu Jutsu) - 2nd and 3rd hits of Tonfa Swipe will have less block recovery frames the longer you delay the previous attack
- Tanya (Pyromancer) – slightly increased pushback on blocked fireballs
언제나 그렇듯 스팀판은 아직 패치되지 않았습니다
지금까지 패턴을 본다면 패치될 때까지 한달 이상의 시간이 소요될 수도 있다는 예측이 가능합니다만, 최근 PC판 포팅업체인 High Voltage Software가 짤리고 QLOC로 교체되었다는 루머가 있습니다
따라서 희망은 존재합니다(...)
너무 길어서 전부 다 번역은 못하지만 대강 보면 키타나/고로/밀레나에 대한 상당한 버프, 그리고 쿵라오 Hat Trick 스콜피온 Ninjutsu 등 잘 안 쓰이던 일부 바리에이션에 대한 전반적인 버프가 이루어졌습니다
그리고 밀레나 Ravenous 바리에이션의 경우, 이제 적을 뜯어먹으면 밀레나의 체력을 채운다고 합니다
제 주캐인 스콜피온의 경우는 주력기인 Eternal Vengeance(214) 캔슬 어드밴티지가 칼질을 당했는데, 이건 214 이후 파이어볼 캔슬로 적을 몰아붙이는게 주 패턴이였던 Hellfire 바리에이션에 영향을 줄 것으로 보입니다
아마 최근 대회에서 214이후 파이어볼 캔슬을 이용해 폭풍 같은 압박이 나오던 패턴을 인지하고 너프한 것으로 보이며, 콤보 넣는데는 별 지장은 없을 것이라고 예상됩니다
그 외 Ninjutsu 바리에이션은 전반적으로 데미지가 약간씩 올라갔는데, 겨우 저 정도 올라가는게 영향을 얼마나 줄지는 모르겠지만 예전보다야 낫겠죠
어쨌든 이제야 써먹어볼만한 여지가 보입니다...
이전에는 타 바리에이션에 비해 데미지가 너무 떨어져서, 상대적으로 홀대받던 바리에이션이었죠...
제가 모탈컴뱃 코리아 카페에 올렸던 게시물인데, 다시 적기는 귀찮아서 그대로 복사해옵니다
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