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.