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This Week On PlayStation All-Stars Battle Royale: Free Avatars, Oh Kratos... you continue to goof.


Badnik Mechanic

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If Classic Dante costume is on the way for Don'te, with these buffs i'm strongly considering to choose him as my main.

But first, i want to know what are the changes to the remaining characters: so far, this patch is promising.

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Kratos

--- Last hit of Square Combo is now increased from 0 to -10 on block.

--- Reduced blocked frame disadvantage on 2nd neutral square to -10 from -14.

--- Neutral Triangle - In certain situations, this move could previously gain up to 40 AP. It should now only gain 20 AP in all situations.

 

Nariko

--- Air Up Square - Increased start-up by 2 frames; Gravity turns back on later in the attack reducing instant short hop spam

--- Air Down Triangle - Causes Heavy Slam Down reaction when victim is grabbed from the air (or if not on ground)

--- Air Up Circle on land will complete entire animation instead of prematurely truncating it

--- Level 2 Super cost decreased to 325 (previously 350)

--- Level 2 Super - Fire limit has been removed and rate of fire has been decreased. Turning the cannon around will knock any nearby opponent away

--- Level 3 Super - Ends Super during circle move if the timer is done

--- Fixed a bug where Narioko's level 3 Super would not end if Nariko held block

 

Parappa

--- Stand Forward Square does not push the victim as far away, allowing Parappa to follow up with more attacks

--- Stand Down Square chain into Stand Forward Square has been be removed to allow easier input into the Stand Up Square combo

--- Level 2 Super - Skateboard time shortened to 4 seconds (previously 5 seconds)

--- Down Circle Boxy will not repeatedly eject AP when dropped inside a ledge

 

Radec

--- Up Circle active frames increased by 30 (Upped from 40 to 70 frames)

 

Ratchet

--- Ratchet is now considered on the ground for the first 10 frames of jumping (previously 9)

--- Neutral Circle (Mr. Zurkon) now shoots 15 shots (previously 17) and each shot is worth 2 AP (previously 1 AP)

--- Down Circle (Tesla Spike) has 6 AP of durability (previously 1)

--- Removed hit volumes on Ratchet's throw victims

--- Shrunk Level 1 Super’s physics collision hitboxes on projectiles by 90% to make kills when firing up ramps work better

--- Level 2 Clank can now be hit by Raiden’s Level 2 initial burst hit and Jak’s level 2 initial shock hit.

 

Raiden

--- Air Down Triangle, Air Forward Circle and Air Forward Triangle are all more punishable on block

--- Down Throw now causes a bounce reaction, allowing combo follow-ups

--- Level 1 Super - Removed stick velocity during the Super and increased recovery by 8 frames

--- Level 2 Super - Air Square and Air Triangle attacks are no longer block-able

--- Level 3 Super:

--- Game camera will now follow boxes controlled by NPCs (previously the camera only followed boxes controlled by players)

--- Fixed bug where NPC Boxes would not disappear

--- Air Up Circle move (during Super 3) will not puppet the Box or victim

 

Sackboy

--- Neutral Triangle (Jam Session) has start-up reduced to 40 frames (previously 57)

--- Forward Triangle - You can now roll and jump cancel during the charge portion of this attack; This move’s frame advantage has also been increased +5 on hit--- Sackboy now considered on the ground for the first 10 frames of jumping (previously 9)

--- Down Square (Bounce Pad) now goes away after 0.3 seconds (previously, the Bounce Pad would stay out as long as the button was held down), in line with the behavior of the air version

--- Stand and Air Down Circle (Electric Panel) has 16 more frames of start-up; If Sackboy is hit before frame 16 it prevents the panel from coming out; Breakout on this move has been removed

--- Down Circle Electric Panel can now be absorbed and reflected

--- Neutral Circle (Cake Mine) will disappear after 5 seconds

--- Level 1 Super cost reduced to 125 (previously 150)

--- Level 2 Super cost reduced to 325 (previously 400)

--- Level 3 Super victim bubbles are able to move 50% faster

 

Sir Daniel

--- Sir Dan Level 1 Super’s active hit frames increased by 8; Recovery on this Super has been reduced by 4 frames

--- Level 2 Super - The Homing Spirits now have delayed activation; They will now not blow up on opponents as they leave the Chalice; This improves the consistency of the Super and improves the chance that there will be one Homing Spirit per opponent

--- Level 2 Super cost reduced to 325 (previously 350)

--- Down Throw - Sir Daniel will no longer end up on the wrong side of the victim after this throw

 

Sly Cooper

--- Sly Cooper is now considered on the ground for the first 10 frames of jumping (previously 9)

--- Neutral Circle (Counter) is now only active for 15 frames (previously 26) and has 25 frames of ground recovery (previously 11)

--- Level 1 Super - Super is cancelled if Sly is hit during start up; Vulnerable from frames 5 until the first frame of Murray’s hit volume

--- Level 1 Super - The hit volume that appears when Murray splats onto the ground has been made smaller

 

Spike

--- Spike now considered on the ground for the first 10 frames of jumping (previously 9)

--- Forward Square changed from an Eject Tornado to a Butt Drop reaction if it is not fully charged

--- Air Down Triangle now gains 5 AP (previously 10 AP), does Shock Rumble reaction, has correct hit stun and can be countered by projectile counters

--- Neutral Circle has an extra 5 AP running hit added to second stage of the attack

--- Throws have been remapped to be more intuitive

--- Down Throw: Crash Hurricane (causes Flatten)

--- Forward Throw: Monkey Trip! (causes Eject Roll)

--- Up Throw: Sonic Revolution (cases Eject Tornado)

--- Monkey Trip! (Forward Throw) now causes Eject Roll and is no longer frame negative on success

--- Level 2 Super - The projectile travels faster and explodes on impact with solid walls

--- Level 1 and Level 2 super can change facing direction at start of super

 

SweetTooth

--- Stand Neutral Triangle can now be directed while it is active; Now gains 30 AP (upped from 8 AP) from a victim caught in front with all hits; Victims hit on the back side get ejected (Light reaction before) and also earn 30 AP (upped from 10)

--- Air Neutral Triangle AP gain upped to 30 on all hits (used to be 25 for front hits and 15 on back hits)

--- Stand and Air Up Triangle (Machete Toss) after a successful hit now continues through all opponents. Machete on ground no longer has a hit volume

--- Level 2 Super - Explosion radius increased by 0.5 meters, control strength increased, speed increased, minimum detonation time decreased by 9 frames to 6 (previously 15)

--- Level 3 Super - Reduced active time from 15 second to 13.5

 

Toro

--- Toro's Ground Neutral Circle’s duration is now infinite

--- Level 1 Super - Toro can now turn around during the first 5 frames of activation and will no longer slide

--- Level 2 Super - Toro can now turn around during the first 5 frames of activation and will no longer slide during the activation if he was running

--- Air Up Triangle can only be used once per jump

--- Toro's Oni Air Down Triangle has 9 frames increased start-up and 4 frames more recovery

 

 

Items

--- Doubled LR3 Railgun hit volume thickness and reduced aiming sensitivity

--- Added 21 AP of armor to Spear of Destiny start-up and active frames, and increased initial AP gain amount from 10 to 20

--- Increased Sonic Rift hit volume sizes

--- Extended Sturgeon power swing armor to end of active period

--- Opponents can no longer generate AP or pick up AP orbs while Sackbot is attached

--- Opponents can no longer counter the AP eject attacks caused by Sackbot or Murder of Crows

RIP Spike, Toro and Radec.

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Darn, beat me to the part 2 update. XP

 

Anyway, I'm glad to see that Radec's knife will actually be able to hit people now. Though I feel like he still needs work. (I guess people will STILL be able to level 1 out of his grab.) I don't know. With how the overall combat might affect things, he might fair better. We'll see.

I'm also glad to see the Sackboy and Sly nerfs. Often dreaded playing against them.

Edited by YoshiUnity Never Dies!
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With Evil Cole being one of my main characters, I'm not surprised that his Giga Punch and Up Throw got nerfed. They really should have been; it was so easy to use them to hit confirm. On the plus side, the upgrades to his Level 2 makes me want to try to go for that more.

So glad to see any nerfs to those goddamn barrels as well.

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so is my AirDown + Triangle to Super 1 with spike now useless? There goes my whole game

 

RIP Spike, Toro and Radec.

He still has combos into level 2 and the change to his Stun Club Dash may open up some new possibilities, but he's not looking good now at all.

 

Just gotta wait until tomorrow. The patch will be up before the PlayStation Store updates and I plan on messing with Spike to see what he can do.

Edited by Chooch
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So if you have the code for Isaac and Zeus by getting GOW Acension, you can download the characters now. But you can't use them until the update.

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The update will be early afternoon at the latest, you'll still be able to use them long before anyone else if you did get a voucher code I think.

Edited by Chooch
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Anyway, I'm glad to see that Radec's knife will actually be able to hit people now.

 

...

 

So I recently discovered that circles are round and that squares have corners in them. It's actually Radec's Lighting gun that's getting the frame buff. This is cool, since it seemed to die too quickly. (Though his knife could still use a buff, though I guess I'll have to stick to shoving that combat knife up opponent bumholes to count as a hit.)

 

I did some snooping on the PSASBR forums, and it doesn't seem like Radec might be that bad off. Apparently, even though he didn't receive that many buffs. The patches to change the overall combat will make the game more ground-based. If that's the case then Radec should do a bit better post-patch. But hey, we'll see. I'll definitely try him and Emmet out once the patch is ready.

Edited by YoshiUnity Never Dies!
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A lot of people do. And even though I've main and won many matches with him, I can definitely say that he has room for improvment. They made him so pro-distance that approaching certain characters is almost a death wish, and when using his projectiles, you basically have to think ahead almost the time. In an 2vs2 and 4-way he's great, but when it's 1vs1, playing him does grow a bit exhausting. I mostly use him because i like the character so much and gun-pro character seem to work better for me.

 

It's one of the main reason I hope the overall changes give him a little more to work with.

Edited by YoshiUnity Never Dies!
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Have these trailers been posted yet? If so...just feel free to ignore them. 

 

Isaac Clarke

f0hBJWU.png

 

Zeus

5kVWppH.png

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The balance and bug fix patch is live on PS3 and Vita. If you bought God of War: Ascension and got the PSN voucher code, you can play as Isaac and Zeus now.

 

The PlayStation Store should update not too long from now, so everyone else can buy them and have access to them then.

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redeemed the GoW code ( a friend had an extra code) and I am now downloading the update.... which is over 1gb.... oh joy.

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even though significantly tighter, spikes Air Down+Triangle to super 1 is still possible... you just gotta make sure you're a bit lower is all since you can't react until the 12th frame upon landing after an attack. Being able to turn upon do a special is tight too, but it works. Holy crap is his level 2 faster now.

 

I like Isaac, haven't tried Zeus yet.

Edited by LunarEdge
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Isaac is amazing. I'm so glad I bought him.

 

He's super fucking hard to play tho'. Geez.

Edited by Chooch
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anyone else think Isaac's character in this is a bit.... brutal? When he dies the way he screams is so.... violent and his default losing taunt and losing screen are.... brutal XD

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anyone else think Isaac's character in this is a bit.... brutal? When he dies the way he screams is so.... violent and his default losing taunt and losing screen are.... brutal XD

 

He comes from an horror game, what where you expecting?

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He comes from an horror game, what where you expecting?

der, I knew that much, I was expecting it to be more comical in a T rated game though XD Well... I guess in a sense you can say it's kinda comical.

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That actually sounds about right. In the first Dead Space anyways, I thought his yelling was WAY over the top every time he swung his arms, so honestly sounds like it fits the character as far as I know of him XD.

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I think Isaac's death screams and losing animations are hilarious.

 

Also he has the best taunt in the game. Absolutely no contest.

Edited by Chooch
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  • 2 weeks later...

http://blog.us.playstation.com/2013/04/04/god-of-war-ascension-update-brings-new-features-and-fixes/

 

Santa Monica developer "Tank" response at one of the comments:

 

"Some people don’t read the fine print on the right-side of the PS Blog, but to each their own. We are committed to maintaining PlayStation All-Stars, that’s all we can say for the moment. A patch was recently released for All-Stars.

DLC content is incoming, more info there soon.

Cheers
Tank"

 

The patch he's referring to came out the other day: it fixes some bug/glitches in generals.

Also, we know there will be at least another costume pack since people leaked Zeus and Isaac's third outfits (Young Zeus and DS2 Armour respectively). I still hope there will be a little more.

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Whilst I admittedly don't care to much for this game any more, I really appreciate the attitude the devs are taking towards the additional development of this game. It's realy great to see them constantly offering these bug fixes, patches and new DLC characters. More developers should adopt a similar mentality.

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