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Azzy

Mortal Kombat 11

Azzy
MK 2011 и X  |▶︎ Mortal Kombat 11◀︎|  Shaolin Monks |  Экранизации MK |
       

 

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Azzy Ну если верить всем заявлениям и обещаниям, то 2ГБ за 0.27с должно хватать на загрузку одного персонажа. Это где-то 16 кадров/фреймов при 60 FPS, если я верно понимаю. Но это если считать, что один персонаж весит 2ГБ :) Посмотрел ради интереса фрейм дату, старт некоторых приемов у того же Шан Сунга занимает больше 10 фреймов. Skull Collapse - 17 start + 3 active + 27 recovery.

 

37402e3eb3980000848a91f3fe6f898d.jpg?m=4

 

ЗЫ. Ради интереса посмотрел, у меня есть некоторые высокополигональные модели из Zbrush на ПК, одна из них, например, состоящая из 1.1млн треугольников весит 45МБ. Это голая модель без текстур, карт и пр.

 

Бенчмарк Street Fighter V (игра на Unreal Engine 4 кстати) включающий в себя 6 персонажей и 3 арены занимает 1.8ГБ на диске. Понятно, что это не самый графонистый файтинг поколения, но примерное представление о том, в каких рамках может весить один персонаж текущего поколения получить можно. Ну то есть даже если прямо совсем грубо сложить 6 персонажей и 3 арены и поделить 1.8ГБ на 9, то получим 200МБ на одну единицу. Тупо, грубо, но все же.

 

То есть можно рискнуть предположить, что готовый персонаж текущего поколения со всеми текстурами и картами может укладываться в диапазоне 100-200МБ. То есть его загрузка на PS5 будет составлять 0.027с или меньше одного фрейма.

Изменено пользователем SupaDupa

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SupaDupa если персонажи так легко подгружаются, то тут гораздо проще вернуть и TAG-режимы, хотя я их особо никогда не любил, но все же.

 

Вообще загрузка боя в файтингах для меня всегда была мучением, в некоторых время загрузки не сильно меньше чем время боя, это прям печалит. Хотя конкретно у MK11 с этим прям очень хорошо, особенно в сравнении с T7, но даже если здесь в итоге сделают, чтобы выбрал персонажа, арену и сразу погнали "Round 1 – Fight", потом сразу следующий и т.д. и т.п., это прям то что надо! 

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да даже на экране выбора бойца моделька долго прогружается

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Во сколько релиз дополнения? Уже 26, а ничего не качает((

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10 минут назад, mchammer сказал:

Во сколько релиз дополнения? Уже 26, а ничего не качает((

На консолях как обычно

 

 

 

PC и Switch чуть позже. Часа на 2, если правильно помню.

Изменено пользователем Zeemann

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32 минуты назад, Zeemann сказал:

PC и Switch чуть позже. Часа на 2, если правильно помню.

Таймер на странице есть https://store.steampowered.com/app/1273971/Mortal_Kombat11_Aftermath/ в 00 по МСК (примерно)

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41 минуту назад, babangida сказал:

where?

Ещё несколько часов. А потом залагает стор и ещё пару часиков :57a8bd5a0af02_FROG1:

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Нормально пацаны курят там, смотрю :laugh:

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вообще всю интригу коту под хвост скинули. Показали почти все френдшипы,все кастомизации,жесть. 

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41 минуту назад, RoadHog сказал:

вообще всю интригу коту под хвост скинули. Показали почти все френдшипы,все кастомизации,жесть. 

Перед выходом всех игр много инфы скидывают, но никто не заставляет ее всю просматривать.

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General Gameplay Adjustments

Move list corrections
Improvements to AI logic
Added several new Brutalities for players to discover
Practice and Replay options setting BUTTON LOG now has an option for FULL which will display Right Stick inputs
Breakaway Tutorial now includes a lesson for Armor Break attacks
Right Stick inputs are no longer scanned when performing most Kombo Attacks and special move 2in1 cancels
Fixed issue which could cause certain character's props to appear in the victory cutscene after Kronika is defeated
Fixed issue with victim damage sounds sometimes persisting after a Quitality
Added new options in Practice Mode > AI Options > Breakaway which allows timing to be adjusted (OFF, FAST, DELAY, LATE); FAST is the same as the Previous setting ON
Fixed issue that could cause Practice Mode Kustom Getup/Reversal Playback to not come out on the first possible frame
Fixed Practice Mode issue which could cause AI Options > Block Attack > (delay) to not work correctly on some attacks
Practice Mode’s Kustom Getup/Reversal Playback now display inputs in the button log
Practice Mode’s Kustom Getup/Reversal Playback now works properly with Fatal Blows
Practice Mode’s Kustom Getup/Reversal order in menu changed to be after character specific attacks
Fixed issue where some (Down + Back Punch) Krushing Blows against airborne opponents could cause background clipping when in the corner of some Arenas
Fixed a rare issue with some throw cameras improperly tracking characters while certain modifiers are active
The popup message "Block Attack Punish" is now properly displayed if a Block Attack is used to punish a cross-up jump attack
Some damage over time debuffs can no longer linger on resurrecting characters under specific circumstances
All Down + Front Punch attacks can be both high and low parried
When Breakaway is performed, damage scaling is reset to a fixed value instead of a multiplier on the current combo damage scaling

Kombat League / Online

Minor online stability improvements
Fixed several rare online desync causes
Added menu option to request a non-ranked set with opponent at the end of a Ranked set

Krypt

Added new Nether Forge Recipes for players to discover
Added New Krypt Events

Towers of Time

Added New Player Module Rewards
Added New Boss Towers, Sidekick Towers, and Tag Towers
Added elemental move tags to all characters’ movelists
Augment functionality has been reworked; after logging into the game for the first time your existing augments will be converted to new ones & unsocketed; this can take some time to complete
Added Jinsei Essence Augments, which can only be socketed into a Gear’s 3rd Augment slot and have powerful gameplay abilities
Augments no longer require a specific Gear Slot but still require a matching Augment Socket Type
There are now non-character specific Augments which can be used on any character
Fixed several modifiers persisting on screen after the fight has ended
Tag Towers no longer award a Flawless Victory when only the currently tagged in character is at full health
Increased the amount of Konsumables rewarded for completing a tower
Increased augment rewards to all tower platforms
Increased rewards for brutal difficulty
Tower Loot tables can now include drop gear & items from AI Battle

Stage Specific Adjustments

After using a Background Interaction to jump over your opponent, they will no longer sometimes take a long time to turnaround if they remain idle
Amplified Background Interactions no longer have throw immunity
Cyber Lin Kuei Assembly - Fixed a visual issue with Sawblade Interaction when it is interrupted at a specific timing
Cyber Lin Kuei Assembly - Fixed an issue with Ice Bomb Interaction sometimes not visually freezing certain cloth on characters
Lost Hive of the Kytinn - Fixed a visual issue with Ovipositor Stab Interaction sometimes being misaligned when performed by a character facing left
Shang Tsung's Island Ruins - Fixed a visual issue with Mallet Interaction when it is interrupted at a specific timing

Character Specific Adjustments

Baraka - Lunging Blades (Away + Back Punch) had its repel region adjusted and now does 90 damage (up from 70)
Baraka - Straight Shank (Down+Forward + Front Punch) can now be both high and low parried
Baraka - Blade Charge now breaks armor and has an alternate Krushing Blow condition: Breaks Armor
Baraka - Fixed issue with Leg Kabob with the impaled Arm Blade being improperly placed in certain circumstances
Baraka - Fixed a rare issue that could cause Staked to lose trades against certain attacks

Cassie - Victim region while ducking slightly increased
Cassie - Getup/Flawless Block Attack (Up + Back Punch) now has 9 startup frames (down from 13), recovers 4 frames faster on hit, and has an adjusted hit reaction
Cassie - Adjusted the hit region of Flippin' Out which now has 13 less recovery frames, and 10 more frames of blockstun with reduced block pushback
Cassie - Ball Buster can now be both high and low parried
Cassie - BLB-118 Escape and BLB-118 Advance no longer cost meter
Cassie - Flying Glow Kick now does 80 damage (was 60) and can now be cancelled into Fatal Blow on hit
Cassie - Flying Glow Kick now breaks armor and has an alternate Krushing Blow condition: Breaks Armor
Cassie - Adjusted the peak height & travel arc of (Air) Pissed AF (Jump + Fatal Blow) to hit more consistently and its startup & active frames now match the ground version
Cassie - Fixed rare issue that could cause Glow Burst (Back + Front Kick), Bloody Knuckles (Down + Back Punch), & Flying Glow Kick to lose trades against certain attacks
Cassie - Fixed visual issues with pistol holster animations when using Dual Wielding Amplify and Dual Wielding Krushing Blow
Cassie - Fixed issue which could cause drone to play an incorrect animation if a brutality is performed

Cetrion - Heavens Wind (Front Punch) now has 4 more recovery frames on block
Cetrion - Adjusted opponent’s victim region during the hit reaction to Turning Wave (Towards + Back Punch)
Cetrion - Deadly Winds now performs an additional hit which can break armor before the tornado projectile
Cetrion - Shattering Boulder now does 90 damage (up from 70)
Cetrion - Fixed an issue with Hallowing Winds that could result in Boulder Bash causing an incorrect hit reaction
Cetrion - Deadly Winds will no longer sometimes have lingering visual effects when a brutality is performed on Cetrion
Cetrion - Elemental Ring will no longer sometimes have lingering visual effects during fatalities

D’Vorah - Recluse (Towards + Back Punch, Back Punch, Up + Front Punch + Front Kick) now does 90 damage (up from 80)
D’Vorah - Tsetse (Towards + Back Punch, Back Punch, Down + Front Punch + Front Kick) now does 70 damage (up from 60)
D’Vorah - Bugging Out (Towards + Back Punch, Back Punch, Back Kick) now does 70 damage (up from 50)
D’Vorah - Head victim region adjusted while performing Infested
D’Vorah - Swarm and Swarm Amplify now breaks armor and recovers 5 frames faster when armor is broken
D’Vorah - Reduced the combo damage scaling on Widow's Kiss Amplify
D’Vorah - Bug Butt (Motherbug Front Kick / Back Kick) now does the correct chip damage on block
D’Vorah - Fixed visual issue with Widow's Kiss webbing persisting on victim if interrupted at specific timing
D’Vorah - Fixed minor visual issues with Ovipositors becoming misaligned at the beginning of her fatalities

Erron Black - High Noon (Front Punch, Front Punch) cancel frame now occurs 1 frame earlier and has 4 more recovery frames on hit, 2 less recovery frames on block, and 1 more recovery frame on miss
Erron Black - Violent Ends (Front Punch, Front Punch, Back Kick) now has 2 less recovery frames
Erron Black - Adjusted opponent’s victim region during the hit reaction to Spinning Revolver (Away + Front Punch)
Erron Black - Hideout (Away + Front Punch, Back Punch, Back Punch), Smells Like Gunpowder (Away + Back Punch, Front Punch), To The Gallows (Away + Back Punch, Front Punch, Back Punch, Front Punch), and Pushing Daisies (Front Kick, Back Punch) now do correct damage on block
Erron Black - Acid Pour starts up in 13 frames (down from 17), has 1 less active frame, recovers 6 frames faster on block, and 2 frames faster on miss
Erron Black - Acid Pour now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor
Erron Black - Netherbeast Trap Amplify now has 10 less recovery frames
Erron Black - TNT Toss now starts up 3 frames faster and has 4 less recovery frames
Erron Black - TNT Toss Amplify now starts up 5 frames faster and has 9 less recovery frames
Erron Black - Adjusted the hit region of TNT Toss Amplify gunshot which now has 21 more frames of hitstun on a grounded opponent, and 12 more frames of knockdown advantage against an airborne opponent
Erron Black - Ghost Koins (Fatal Blow) damage on each hit has been adjusted and now only has combo damage scaling on the final hit resulting in 340 total damage (up from 332)
Erron Black - Reload (Locked and Loaded) now follows the same input pattern as the other Locked and Loaded attacks where holding Up exits Locked and Loaded
Erron Black - Fixed a rare issue which would not allow certain juggles to combo into Acid Pour Krushing Blow
Erron Black - Netherbeast Trap will no longer sometimes become visually misaligned to victim when it hits near the corner
Erron Black - Fixed an issue with Rattle Snake Slide playing an improper animation when it hits Kronika

Frost - Icy Maul (Away + Back Punch) now does 50 damage (up from 30)
Frost - Out Cold (Away + Back Punch, Back Punch, Front Punch, Back Punch) now does 67.5 damage (up from 58.5)
Frost - Chest Cold (Down + Front Kick) can now be both high and low parried
Frost - Cyber-Head now breaks armor and causes a different hit reaction when it breaks armor
Frost - Auger Lunge Krushing Blow now leaves opponent closer to Frost
Frost - Fixed a rare issue that could cause Winter Winds (Away + Back Punch, Back Punch) to lose trades against certain attacks
Frost - Fixed issue with certain Background Interactions having incorrect hit animations against Frost while her head is detached
Frost - Fixed issue with Core Overload self-hit reaction not occurring when close to opponent

Geras - Gauntlet Slam (Down + Front Kick) can now be both high and low parried
Geras - Sand Trap and Quick Sand now break armor, have an increased hit region when opponent is in a combo, and have an alternate Krushing Blow Condition: Breaks Armor
Geras - Punish Krushing Blows now trigger when done against Reverse Time recovery
Geras - Fixed an issue causing some attacks that hit an opponent affected by Temporal Advantage to not play a sound effect or hitspark
Geras - Fixed an issue with Quick Sand causing an incorrect animation if used to kill final opponent of an endurance fight

Jacqui Briggs - Trained To Kill (Away + Back Punch, Back Punch) now does correct damage on block
Jacqui Briggs - Adjusted opponent’s victim region during the hit reaction to Step Kick (Towards + Front Kick)
Jacqui Briggs - (Air) Dive Bomb now breaks armor and when armor is broken it recovers faster and has a different hit reaction
Jacqui Briggs - Hyper Knee now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor
Jacqui Briggs - Landing recovery frames can no longer sometimes be circumvented during a crossup jump attack 2in1 cancelled into (Air) Shrapnel Blast, (Air) Grenade Launcher, or (Air) Prototype Rocket
Jacqui Briggs - Fixed various visual issues with Jacqui's Hellspawn cape during brutalities

Jade - Pole Strike (Away + Front Punch) now causes 5 more frames of blockstun with increased pushback on block
Jade - The last hit of Wiggle Stick (Away + Back Punch) now causes 5 more frames of blockstun with increased pushback on block and has 5 more recovery frames on block
Jade - Bending Time (Front Kick , Back Punch, Back Punch, Down + Front Punch) now does 70 damage (up from 50)
Jade - Adjusted opponent’s victim region during the hit reaction to Straight Kick (Front Kick)
Jade - Slightly adjusted the gravity on the hit reaction to IP Girl (Towards + Back Punch, Front Punch)
Jade - Baited (Front Punch, Back Punch, Back Kick) Krushing Blow now has 7 less recovery frames
Jade - Blazing Nitro Kick now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor
Jade - Fixed an issue the hit region of Side Kick (Away + Front Kick) being incorrect when done as a cancel from Pole Bash (Jump + Back Punch)
Jade - Fixed a rare issue that could cause Blazing Nitro Kick & Blazing Nitro Kick Amplify to lose trades against certain attacks
Jade - Fixed a rare issue which could cause projectiles reflected with Divine Forces to become stuck floating in the air with specific timing

Jax - Quick Drill (Down, + Front Punch, Down + Back Punch) can now be both high and low parried
Jax - Boot Kamp (Away + Front Kick, Back Punch) now does 50 damage (up from 30)
Jax - Sleep, Bitch (Away + Front Kick, Back Punch, Front Punch + Front Kick) now does 90 damage (down from 100)
Jax - Reduced the combo damage scaling on Ripped Amplify
Jax - Briggs Barricade now has 19 active frames (down from 24) and 5 less recovery frames
Jax - Briggs Barricade Amplify now has 6 less recovery frames
Jax - Head victim region adjusted while performing Burning Hammer
Jax - Lethal Clap now has 2 more active frames and has 2 less recovery frames on miss
Jax - Lethal Clap now breaks armor and recovers faster if armor is broken
Jax - Fixed rare issue that could cause Lethal Clap to lose trades against certain attacks
Jax - Fixed issue that could cause his Thumper to play an improper animation when he is defeated

Johnny Cage - Fix It In Post (Front Punch, Back Punch, Back Kick) now has 5 less blockstun frames
Johnny Cage - Cage Match (Front Kick, Back Kick, Up + Front Kick) now has 5 less blockstun frames
Johnny Cage - Straight Forceball Amplify now has 5 less blockstun frames
Johnny Cage - Flippy Kick now breaks armor
Johnny Cage - Nut Punch can now be both high and low parried
Johnny Cage - Fixed a rare issue that could cause Shadow Kick to lose trades against certain attacks
Johnny Cage - Fixed issue with Stunt Double instantly disappearing off screen after completing its attack in certain circumstances

Kabal - Head victim region adjusted while performing Hook Grab
Kabal - Hook Slam now does 100 damage (was 109.5) and no longer causes extra combo damage scaling before final hit
Kabal - Hook Slam now breaks armor and has an alternate Krushing Blow Condition: Breaks Armor which causes a different hit reaction when triggered
Kabal - Hook Slam Amplify now does 100 damage (was 102) and no longer causes extra combo damage scaling before the final hit
Kabal - Slightly increased the combo damage scaling on Hook Slam & Hook Slam Amplify Krushing Blows
Kabal - Nomad Spin now only causes damage scaling on the final hit and each attack now has 10 more blockstun frames
Kabal - Nomad Spin Amplify now only causes damage scaling on the final hit and each attack now has 5 more blockstun frames
Kabal - Extended Hook now does 90 damage (was 116.5) and no longer causes damage scaling on the first hit
Kabal - Fixed a rare issue that could cause Nomad Dash, Gas Blast, Gas Blast Amplify, Nomad Spin, & Nomad Spin Amplify to lose trades against certain attacks

Kano - Adjusted opponent’s victim region during the hit reaction to Blade Evade (Away + Front Punch)
Kano - Blade Evade (Away + Front Punch) cancel frame now occurs 5 frames earlier and has 5 less recovery frames on miss
Kano - Blade Evade (Away + Front Punch) now breaks armor and the air hit reaction has been changed
Kano - Fixed a rare issue that could cause Black Dragon Ball to lose trades against certain attacks

Kitana - The last hit of Leave Now (Towards + Back Punch, Back Punch, Back Punch) now has 5 more blockstun frames with increased block pushback
Kitana - Punishment (Front Kick, Back Punch, Front Punch, Back Punch) now has 5 more frames of blockstun
Kitana - Square Wave and (Air) Square Wave now break armor and have an alternate Krushing Blow Condition: Breaks Armor
Kitana - Fixed a visual issue with blood sometimes coming out of incorrect leg on opponent during Back Throw
Kitana - Fixed a rare issue that could cause Dive Kick (Half-Blood Stance) to lose trades against certain attacks

Kollector - Relic Lure now has 16 starts up frames (down from 27), 10 more active frames, 4 more recovery frames on block, and 11 more recovery frames on miss
Kollector - Adjusted the hit region of Relic Lure and it now breaks armor and has a different hit reaction with reduced combo damage scaling
Kollector - Relic Lure Amplify now has a different hit reaction with reduced combo damage scaling and can only be performed once per combo
Kollector - Relic Lure Amplify now has 3 less active frames, 4 less recovery frames on hit, 8 more recovery frames on block, and 11 less recovery frames on miss
Kollector - Fixed a rare issue that could cause Bag Bomb to not cause a ground explosion when colliding with Vial of Sorrow DoT if Kollector is hit at specific timing
Kollector - Fixed a rare issue that could cause Demonic Mace to lose trades against certain attacks
Kollector - Fixed a rare issue that could cause Kollector's lantern to be stuck in his hand during Victory cinematics

Kotal Kahn - Mehtizquia Cut now breaks armor and has 16 startup frames (down 20)
Kotal Kahn - Mehtizquia Cut Amplify now has an alternate Krushing Blow condition: Mehtizquia Cut Breaks Armor
Kotal Kahn - Fixed an issue preventing the first hit of Yeyecame Disk Amplify to be parried
Kotal Kahn - Tecuani Maul Amplify recovers 1 frame faster on block
Kotal Kahn - (Air) Tecuani Pounce Amplify recovers 5 frames faster on block
Kotal Kahn - Totem buffs when stacked now correctly respect the number of totems used
Kotal Kahn - Pinned Down (Fatal Blow) now only has damage scaling on the final hit resulting in 330 total damage (up from 329)
Kotal Kahn - Fixed a rare issue causing Tonatiuh Beam’s hit region to linger after Krushing Blows and Fatal Blows in certain circumstances
Kotal Kahn - Fixed a rare issue that could cause (Air) Tecuani Pounce to lose trades against certain attacks
Kotal Kahn - Fixed a rare issue that could cause Kotal Kahn’s sword to play an improper animation when he is defeated

Kung Lao - Adjusted opponent’s victim region during the hit reaction to the 3rd & 5th hits of Double Yang (Back Punch, Front Punch, Back Punch, Front Punch, Back Punch)
Kung Lao - Disrespect (Towards + Back Punch, Front Punch) now has 5 more blockstun frames with increased block pushback
Kung Lao - Adjusted the hit region of Spin Kick (Back Kick) and it now has 14 startup frames (down from 15), 3 active frames (up from 1), 2 less recovery frames on miss, and its cancel frame now occurs 4 frames earlier
Kung Lao - Shaolin Slam (Teleport) now has 16 less recovery frames on hit
Kung Lao - (Air) Shaolin Drop now breaks armor and (Air) Shaolin Drop Amplify has an alternate Krushing Blow condition: (Air) Shaolin Drop Breaks Armor
Kung Lao - Flip Kick (Getup / Flawless Block Up + Front Kick) now does 90 damage (down from 135) and does the correct damage on block
Kung Lao - All attacks of Soul Burst (Spiritual Guidance) now hits mid
Kung Lao - Fixed a bug allowing Soul Burst (Spiritual Guidance) to be able to be cancelled into other specials
Kung Lao - The second projectile of Possessed Hat will no longer sometimes come out if Kung Lao is interrupted after first projectile comes out
Kung Lao - Possessed Hat will no longer sometimes not combo when hitting from specific ranges
Kung Lao - Beaten And Broken (Fatal Blow) now only has damage scaling on the final hit
Kung Lao - Hat Toss, Possessed Hat, and Guided Hat are no longer immune to reflect moves if they hit on the first frame
Kung Lao - Fixed some rare visual issues with the spirit of the Great Kung Lao becoming visible at unintended times
Kung Lao - Fixed a rare issue that could cause the combo counter to reset when Spin & Spin Amplify hit in certain circumstances
Kung Lao - Fixed a rare issue that could cause Spin & Spin Amplify to lose trades against certain attacks

Liu Kang - Total Destruction (Front Punch, Back Punch) now has 5 less blockstun frames
Liu Kang - Adjusted opponent’s victim region during the hit reaction to Chosen Strike (Back Punch)
Liu Kang - Kusari Slam now breaks armor
Liu Kang - Fixed a rare visual issue with Kusari Slam hitting at certain distances causing an improper animation
Liu Kang - Dragon Fire now has 3 less recovery frames
Liu Kang - Bicycle Kick Amplify can now be performed twice after Kontei Slam (Towards + Back Punch) hits in the same combo
Liu Kang - Fixed a rare issue that could cause Flying Dragon Kick to lose trades against certain attacks

Noob - Dark Push (Away + Back Punch) now has 3 more active frames, 1 more recovery frame on hit, 1 less recovery frame on block, and 4 less recovery frames on miss
Noob - Dark Push (Away + Back Punch) now breaks armor, when armor is broken it has a different hit reaction and can be 2in1 cancelled
Noob - Head victim region adjusted while performing Sickle Snag
Noob - Sickle Toss and Sickle Toss Amplify can no longer be parried
Noob - Together Again (Fatal Blow) now has 3 active frames (up from 1), and 2 less recovery frames on miss
Noob - Fixed a rare issue with Shadow Clone becoming stuck to opponent in certain circumstances during a Tag Battle

Raiden - Elder Fury (Away + Front Punch, Back Punch) now has 6 less recovery frames, 5 less blockstun frames, can now be cancelled on block, and its cancel frame occurs 1 frame earlier
Raiden - Power Discharge (Away + Front Punch, Back Punch, Front Punch + Front Kick) now has 3 less startup frames, 1 more active frame, 4 less recovery frames on miss, and now hits as a throw
Raiden - Adjusted the hit regions of High Poke (Towards + Front Punch), Divine Power (Towards + Front Punch, Front Punch), and Sudden Energy (Towards + Front Punch, Front Punch, Back Punch)
Raiden - The 2nd hit of Hammer Fists (Away + Back Punch) now has increased block pushback
Raiden - Heavy Storm (Towards + Back Punch) now has 5 more blockstun frames with increased block pushback
Raiden - Adjusted the hit regions of Deadly Storm (Front Kick, Back Punch, Front Punch) and it now has 5 more blockstun frames
Raiden - The Calm (Away + Front Kick, Front Punch) can now be cancelled on block or miss
Raiden - Might Of Mordulus (Away + Front Kick, Front Punch, Back Punch + Back Kick) now hits mid, has 1 more recovery frame, 5 more blockstun frames with increased block pushback, and has a different grounded hit reaction
Raiden - Massive Destruction (Towards + Front Kick, Back Punch) now hits overhead and has increased block pushback
Raiden - Lightning Bolt now has 27 startup frames (down from 28), 5 more blockstun frames with increased block pushback, 2 more recovery frames on hit, 1 more recovery frames on block, 2 less recovery frames on miss and increased the window for the cancel into Amplify
Raiden - Lightning Bolt Amplify now has 1 less startup frame and has 5 more blockstun frames with increased block pushback
Raiden - The first 2 hits of Storm Cell no longer allow opponent to Breakaway
Raiden - Electric Fly can no longer be parried
Raiden - Electric Fly Amplify Krushing Blow travel distance requirement slightly reduced
Raiden - Summon Lightning now breaks armor, has 11 startup frames (down from 14), and has an increased hit region when the opponent is in a combo
Raiden - The initial hit of Lightning Rod now does 70 damage (up from 50) and lightning projectiles now do 40 damage (up from 30)
Raiden - Fixed a rare issue that could cause Super Bolt to lose trades against certain attacks

Scorpion - Adjusted opponent’s victim region during the hit reaction to Gut Slice (Away + Front Punch)
Scorpion - Flip Kick (Away + Front Kick) now has 22 startup frames (down from 27) and 5 more recovery frames on hit
Scorpion - Flip Kick (Away + Front Kick) now breaks armor and when breaking armor it has a different hit reaction
Scorpion - Back Throw now has a Krushing Blow
Scorpion - Adjusted the hit regions of all hits of Death Spin and Death Spin Amplify
Scorpion - Adjusted the hit region of Burning Spear Amplify and it now does 50 damage (up from 30) and has a different hit reaction
Scorpion - Hate Strike Amplify (Misery Blade) now does 100 damage (up from 80)
Scorpion - Hamon Sweep Amplify (Misery Blade) now does 80 damage (up from 60)

Skarlet - Thicker Than Water (Away + Front Punch, Back Punch) now has 3 less recovery frames on hit and miss, 8 less recovery frames on block, and 5 less blockstun frames
Skarlet - Whip Snap (Towards + Back Punch) now has 4 less recovery frames
Skarlet - Quick Transfusion (Towards + Back Punch, Front Punch) now has 24 startup frames (down from 25)
Skarlet - Scythe Slam (Away + Back Punch) now has 5 less recovery frames and 10 more frames of hit advantage
Skarlet - Crack The Whip (Front Kick) now has 19 startup frames (down from 21)
Skarlet - Koagulation (Back Kick, Back Kick) now hits mid
Skarlet - Blood Spatter now has 2 less startup frames, 3 less recovery frames on hit, 2 more recovery frames on miss or block, and 10 more frames of hit advantage
Skarlet - Blood Spatter now breaks armor and has 10 less recovery frames when armor is broken
Skarlet - Blood Spatter Amplify now has 3 less recovery frames on hit and 2 more recovery frames on miss or block
Skarlet - Blood Spatter Amplify now breaks armor and has 15 less recovery frames when armor is broken
Skarlet - Bloodport now has 4 less startup frames

Sonya - Adjusted the hit region of Kounter Attack (Back Punch, Front Punch, Back Punch, Back Punch)
Sonya - Hellish Hook (Towards + Back Punch) now has 5 more blockstun frames with increased block pushback
Sonya - Boot Kamp (Towards + Front Kick) now breaks armor
Sonya - Head victim region adjusted while performing Air Control
Sonya - (Air) Ops Drop now has 13 less landing recovery frames on miss
Sonya - K.A.T. Tantrum (Summon K.A.T.) now has 27 startup frames (down from 32) and 3 less recovery frames on hit
Sonya - Straight .50 Kal (Summon K.A.T.) now has 24 startup frames (down from 32) and 9 less recovery frames
Sonya - Mortar Strike (Summon K.A.T.) now has 3 less recovery frames
Sonya - Detonate K.A.T. (Summon K.A.T.) now has 14 startup frames (down from 18) and 9 less recovery frames

Sub-Zero - Adjusted the hit region of Brutal Kick (Towards + Back Kick) and it now has 25 startup frames (down from 28) and when Flawless Blocked has 10 less blockstun frames with reduced block pushback
Sub-Zero - Brutal Kick (Towards + Back Kick) now breaks armor and can now cause a Krushing Blow
Sub-Zero - Frigid Storm now does 80 damage (up from 60)
Sub-Zero - Adjusted the hit region of Chill Out (Fatal Blow)

Shao Kahn - Fixed a visual issue with Shao Shimmy (Towards + Front Kick) when done in flip stance
Shao Kahn - You Will Never Win (Towards + Front Kick, Back Kick) now has 5 less blockstun frames, can now be 2in1 cancelled, and can no longer be cancelled when Flawless Blocked
Shao Kahn - Adjusted the hit region of Last Breath (Towards + Front Kick, Back Kick, Front Punch + Front Kick) which now hits as a throw and has 7 less recovery frames on miss
Shao Kahn - Dragon Toe (Away + Front Kick) now does 70 damage (up from 50), 16 startup frames (down from 17), 1 more active frame, 7 less recovery frames on hit, 9 less recovery frames on block or miss, 5 more blockstun frames with increased block pushback, has a different hit reaction with reduced combo damage scaling
Shao Kahn - Kahn Kick (Towards + Back Kick) now does 90 damage (up from 70)
Shao Kahn - Shoulder Charger Amplify Down has new visual effects and now has 18 startup frames (down from 22)
Shao Kahn - Shoulder Charger Amplify Down now breaks armor, and when armor is broken it recovers 11 frames faster with a different hit reaction
Shao Kahn - Spear Charge Amplify now has 7 less recovery frames on hit
Shao Kahn - Head victim region adjusted while performing Scum Grab which now has an adjusted hit region and now breaks armor
Shao Kahn - Head victim region adjusted while performing Skewered and it now breaks armor
Shao Kahn - Adjusted the hit region of Ground Shatter which now has 2 more frames of hit advantage and does a different air hit reaction
Shao Kahn - Adjusted the hit region of Ground Shatter Amplify
Shao Kahn - Wrath Hammer when reflected no longer counts towards the Krushing Blow requirement

 

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Блин, Фуджина отдельно не купить пока что. Придется ждать. :icon_neutral:

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3 часа назад, RoadHog сказал:

вообще всю интригу коту под хвост скинули. Показали почти все френдшипы,все кастомизации,жесть. 

Ты как всегда возмущаешься, чтобы не произошло... Вообще ты сам посмотрел это все. Я, например, кроме пары френдшипов не видел ничего. Сейчас DLC уже установлено и когда я доделаю все вещи по гамажику, я сяду и буду кайфовать.    

 

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12 минут назад, Azzy сказал:

доделаю все вещи по гамажику, я сяду и буду кайфовать

Везучий. А мне торгаш задержал ключик, грит издатель там морозится. :57a8bd5e82fcf_FROG19:

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16 минут назад, Azzy сказал:

Ты как всегда возмущаешься, чтобы не произошло... Вообще ты сам посмотрел это все. Я, например, кроме пары френдшипов не видел ничего. Сейчас DLC уже установлено и когда я доделаю все вещи по гамажику, я сяду и буду кайфовать.    

Ты как всегда возмущаешься, чтобы не произошло... Вообще ты сам посмотрел это все. Я, например, кроме пары френдшипов не видел ничего. Сейчас DLC уже установлено и когда я доделаю все вещи по гамажику, я сяду и буду кайфовать.    

ну неужели я не могу свое мнение высказать?(

Пусть даже с долей возмущения.

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26 минут назад, RoadHog сказал:

ну неужели я не могу свое мнение высказать?(

Пусть даже с долей возмущения.

Так твое мнение одно и тоже несмотря на повод, ты его высказал уже много раз. Пишешь одно и тоже всегда. У тебя всегда "все плохо". Ты сначала возмущался потому что ничего не показывают, теперь возмущаешься потому что всё показали. 

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5 минут назад, Azzy сказал:

Ты сначала возмущался потому что ничего не показывают, теперь возмущаешься потому что всё показали. 

что верно то верно)))

:icon_mrgreen::icon_mrgreen:

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пока вкурил, как от прыжка шивы дешиться, чуть нубасу не слил, всю катку спамил один и тот же удар сверху, позорник

разрабы так и задумывали? выглядит, как еще один поломанный перс

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