A nWay divulgou uma nova atualização para Power Rangers: Battle for the Grid (versão 1.23 no PS4).
O update oferece mudanças em relação a balanceamento para todos os personagens. Há também ajustes no sistema de Megazord e mais.
Você pode conferir os patch notes na íntegra (via site oficial) logo abaixo.
PRESENTATION ADJUSTMENTS
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Game camera has been tuned to give high altitude characters more head room. This has no effect on gameplay.
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Game camera has been tuned to widen the field of view more granularly. This has no effect on gameplay.
GENERAL CHARACTER ADJUSTMENTS
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Physics colliders and hurtbox colliders have been normalized and made more consistent across the board.
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Combos are more reliable against a variety of characters.
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Pass through and cross over functionality behaves more consistently against all types of character sizes.
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MEGAZORD BALANCE ADJUSTMENTS
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Megazords no longer deal unscaled damage.
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Megazord hits do not advance damage proration. A MZ opening hit into a full combo still deals high damage, for instance.
DINO MEGAZORD
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Ultra Power Sword (Heavy): significantly increased startup time.
S.P.D. MEGAZORD
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Delta Arrest (Medium): no longer affects non-leader opponents.
SAMURAI MEGAZORD
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Counterattack: hitbox size increased dramatically.
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Omamori (Light): damage increased slightly per hit.
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Tempered Steel (Heavy): damage increased slightly. First hit can now hit on-the-ground (OTG). Range extended significantly.
GRAVEZORD
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Excavator (Medium): startup reduced significantly. Increased hitstun of first hit.
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Thunderzord Tail Combo (Heavy): Startup reduced slightly. Duration between attacks reduced significantly.
CHARACTER BALANCE CHANGES
TOMMY OLIVER / S01 GREEN RANGER
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Juggle limiter inflation reduced across the board.
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Damage adjustments
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Standing Light 1: 35 ➔ 40
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Standing Light 2: 35 ➔ 40
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Standing Medium 1: 40 ➔ 60
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Standing Heavy 1: 50 ➔ 60
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Standing Heavy 2: 50 ➔ 60
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Crouching Light: 35 ➔ 40
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Crouching Heavy: 75 ➔ 80
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Jumping Light: 35 ➔ 40
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Jumping Heavy: 65 ➔ 70
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Putty Masher (Forward + Medium): 60 ➔ 70
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Dragon Wave (Back + Special): 100 ➔ 80
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Dragonzord Missile Assault (Super): 50*3 ➔ 70*3 (unscaled portion)
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Putty Masher and Axe Kick (Back + Medium): are now “kara” cancelable
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Putty Masher now causes wall bounce.
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Dragon Wave: now causes a reverse launch hit reaction. Startup reduced from F27 to F17. Dragon Wave gains 1 point of armor at frame 6 and lasts until frame 17.
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Dragon Drill (Forward + Special): special cancel window to Dragon Dive expanded.
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Dragon Dive (Jumping Special): hitbox size increased slightly.
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Back Throw: special cancel window to Dragon Drill expanded.
JASON LEE SCOTT / S01 RED RANGER
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Juggle limiter inflation reduced across the board.
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Increased jumping fall speed.
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Standing Medium 2: decreased recovery on hit, increased damage.
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Crouching Heavy: increased launch height.
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Jumping Light and Jumping Medium: increased gravity on juggle hit.
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Titanus Counter (Special): startup reduced dramatically; counter frame starts at frame 10, down from frame 28.
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Back Roll (Back + Special): follow-up input window is now earlier; overall faster to shoot.
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Air Blaster Shot (Jumping Special): increased damage, hitbox height increased.
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Triple Threat (EX): follow-up is now optional. On successful hit, the player can press Special to perform the additional EX attacks.
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Forward Throw now causes wall bounce.
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Back Throw now causes launch.
KIMBERLY HART / RANGER SLAYER
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Increased jumping fall speed.
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“Normal” arrow target combos reworked.
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Ranger Slayer can fire any 3 “normal” medium arrows in succession, as long as moves aren’t repeated back to back.
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E.g., Medium > Back + Medium > Medium, or Forward + Medium, Back + Medium, Forward + Medium, are acceptable combos.
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Standing Medium is now cancelable into Crouching Medium.
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Arrow projectile strength increased, with normal arrows matching the strength of Mastodon Sentry’s projectiles. Special arrows are slightly stronger.
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Nocked arrows projectile strength increased significantly. Each arrow is as strong as Tommy’s Dragon Fire.
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Standing Light and Standing Light 2: now cancelable into crouching attacks. Reduced hitstun and blockstun.
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Crouching Light: can now be rapid fired. Cancel window moved 4 frames earlier.
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Standing Medium: reduced hitstun, cancel window pushed back.
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Crouching Medium: can now hit OTG; OTG causes a limited spinning knockdown.
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Forward Throw: now causes a sliding knockdown (state that can be OTG’d)
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Jumping Light: startup reduced to 1F, from 3F.
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Pterodactyl Flight ~ Rear Shot (Forward Special ~ Heavy): reworked and replaced with Bird of Prey, a divekick-like attack. Normal version causes spinning knockdown on juggle hit, while nocked causes wall bounce.
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Forward Dash: reduced earliest attack cancel time by 2 frames.
MAGNA DEFENDER
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Increased jumping fall speed.
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Increased dash jump height.
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Moon Splitter (Back + Heavy): now causes a ground bounce on hit. Reduced startup to 21F, down from 23F. Increased forward distance. Reduced blockstun and increased recovery.
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Magna Blaster (Special) reworked
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Projectile speed increased by 100%
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Max distance increased by 25%
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Considered 5 separate projectiles spreading out in a shotgun formation
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At close range, damage is increased to 134
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Hot Steel (Forward Special): animation adjusted; now travels smoothly and more consistently, making it more reliable in combos.
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Energy Chop (Jumping Special): juggle more consistently on hit. Landing active hit extends behind Magna Defender, significantly.
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Energy Chop: ground bounce is now guaranteed, regardless of how many ground bounces were used in the combo.
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Forward Dash: reduced earliest cancel window to 10F, down from 12F.
UDONNA / S14 WHITE RANGER
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Crouching Heavy: OTG spinning knockdown no longer knocks opponent away.
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Snow Shield (Back Special): reduced total time; frames to 40, down from 57.
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Icicle Strike (Forward Special): startup reduced from 30F to 22F. Juggle and pushback properties adjusted to make it launch more consistently.
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Hail Storm (Jumping Special): third projectile now causes ground bounce (on ground), and spike bounce (in air). Projectile hitbox size increased.
DRAGON ARMOR TRINI
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Increased jumping fall speed.
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Removed juggle limiter inflation on all attacks.
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Standing Medium: can now hit OTG, causing limited OTG ground bounce. First hit now causes no pushback, making it more consistent in juggles.
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Standing Heavy 2: increased forward movement distance.
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Jumping Light: increased hitbox size and increased active window.
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Jumping Medium: startup reduced to 15F, down from 18F; active frames increased to 16F, from 6F.
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Dragon Pound (Jumping Special): launches higher. OTG properties changed to match normal hit property (reverse launch type).
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Mega Beam (assist only): startup reduced to 30F, from 39F.
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Launcher jump distance increased making it easier to convert hits into juggle combos from range.
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Mega Launch (EX): increased startup to 16F, from 12F. Decreased forward movement and increased hitbox width above Trini’s head significantly.
TREY OF TRIFORIA / S03 GOLD RANGER
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Increased jumping fall speed.
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Crouching Light: reduced total frame time; less recovery on whiff.
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Standing Medium: reduced total frame time; less recovery on whiff. Additional upper-body height hitbox added.
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Jumping Medium: increased active frames to 10, up from 4.
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Jumping Heavy: increased active frames to 7, up from 3.
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Gold Rush (Forward Special): now projectile invincible from frame 3 to 24, and nullifies projectiles from frames 3 to 14.
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Gold Rush Retreat (Gold Rush ~ Forward + Special): now cancelable into Gold Rush Dash.
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Gold Rush sequence of Retreat > Dash > Rise > Air Retreat: now allows for one extra Gold Rush aerial maneuver.
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Gold Rush Rise, Retreat, Dash: aerial versions are fully projectile invulnerable.
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Counterfeit (Jumping Special) can be performed 1 frame earlier from a jump.
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Forward Dash: distance increased by ~15%.
ANUBIS CRUGER / SPD SHADOW RANGER
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Increased jumping fall speed.
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Shadow Slash (Special ~ Light) and Saber Slash (Jumping Special): increased hitbox length significantly.
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Saber Slash: decreased recovery time.
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Jumping Heavy: hitbox height increased.
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Shadow Form (Special): dash cancels can be performed slightly earlier.
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Shadow Strike: reduced pre-teleport (startup) by 5F.
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Guard Breaker (Back Special ~ Back Special): startup time decreased.
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Justice Defense (Forward Special): increased parry active window to 17 frames, up from 9.
DAI SHI
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Wolf Rush (Special): overall dramatically faster. Forward run begins 17 frames earlier and all follow-up attacks execute 6 frames earlier.
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King of the Jungle (Forward Special): prejump frames reduced to 8 frames, down from 16.
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Lion Maul (Forward Special ~ Medium): descends immediately upon activation; much faster overhead attack.
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King Cobra Combination (EX): fully invincible until its first active hit.
ROBERT “RJ” JAMES / S16 PURPLE RANGER
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Crouching Medium: increased hitstun by 2F, making cancels into Wolf Wheel guaranteed on hit.
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Forward Throw and Back Throw: damage increased to 80, up from 70.
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Forward Throw: now cancelable into Pounce.
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Standing Medium: decreased juggle limiter inflation.
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Wolf Wheel (Special) and Wolf Wheel Spike (Special ~ Forward Special): increased projectile damage by 20.
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Wolf Wheel Spike: frames 1 to 11 are jump attack invincible, and the rising hit portion is air unblockable.
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Pounce (Forward Special) reworked
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Much faster
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Lower jump height
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Cancelable into jumping attacks earlier
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Jump attacks from Pounce now add extra recovery time on landing
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Lunar Cyclone: increased true damage by 20.
RYU / CRIMSON HAWK RANGER
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MP Shoryuken (Medium Shoryuken): increased invincibility frames to 7, up from 4.
CHUN-LI / BLUE PHOENIX RANGER
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Fixed an issue where Chun-Li could perform a ground block while in mid-air.
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Fixed an issue where Chun-Li could cancel into Megazord Ultra off of a blocked EX Spinning Bird Kick.
ADAM PARK / S01 BLACK RANGER
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Health reduced to 900, down from 950.
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Standing Heavy: reduced meter gain. First hit damage reduced to 30, down from 40.
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Standing Heavy 2: reduced hitstun of first hit from 40F to 27F. First hit damage reduced to 40, down from 50. Second hit damage increased to 60, up from 50.
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Crouching Heavy 2: reduced hitstun of first hit from 34F to 28F.
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Shredder Barrage (Back Special ~ Medium): teleport cancel requirement adjusted; now requires non-blocked hit.
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Pond Hopper (Back Special ~ Heavy): fixed an issue with performing assist takeovers.
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Pond Hopper: much more punishable when Adam doesn’t successfully reach the back edge of the screen (e.g., from chasing him).
POISANDRA
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Standing Heavy 3 (Forward + Heavy version): hitstun fixed; comboable into Standing Light.
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Jumping Heavy: decreased overall hitbox size.
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Jumping Special: decreased overall hitbox size. Increased hurtbox size.
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Sledge Splash (Special ~ Back + Special): must be blocked high.
RITA REPULSA
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Swap Strike now transitions to idle state correctly in all situations.