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Build #361 Notes (04/14/2015)

Defense Cell Patch!

At long last, they're not just for show! There are a few small changes in this build which will have very big gameplay rammifications. Plus, a whole ton of minor improvements. Please keep submitting your thoughts, suggestions, feedback, and bug reports to our FEEDBACK TRACKER. The more you write, the faster we'll keep improving!

Engineering Fixes:

  • Defense Cells are now implemented! Regain a lost Defense Cell by roaring. (If you interrupt your roar with a Charge it won't count...) To break an opponent's Defense Cell do one of the following:
  • Hit them with a full-power weapon attack.
  • Hit them with a Charge.
  • Hit them while they are prone.
  • Fixed front knockdowns, prones, and rolls. All characters now roll in a way that is strategically useful, and properly oriented. This is a critical interaction with Charges, Ground Attacks, Getup Attacks, and Defense Cells.
  • KO reaction should now always play properly.
  • Fixed several intermittent bugs related to reactions not playing when they should have.
  • Fixed various bugs related to (invisible) KO'd monsters in 3 & 4 player matches.

Gameplay Fixes:

  • Characters without Defense Cells remaining take 150% damage from all sources, and are Knocked Down with any heavy attack.
  • Light attacks no longer interrupt Power Attacks. So when starting to use your weapon, a jab won't cancel you any more. This is true for all Power Attacks.
  • Jump Anims adjusted - for better flow & visual flair.
  • Hop Anims adjusted for Romokomododon & Gigashark.
  • Robokomododon's Toward + Chain attack had range extended to match the anim better.
  • Magnarok's basic Chain combo should now hit with both attacks more frequently.
  • Gigashark's Chain + Down attack should now hit more reliably.