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AVATAR LEGENDS: THE FIGHTING GAME (Patch 4.0)

AVATAR LEGENDS: THE FIGHTING GAME (Patch 4.0)

Last Updated: October 28, 2026
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SYSTEM

  • Added new HUD UIs!

    • Preorder gets access to Gold HUD

    • Deluxe Edition owners get access to Platinum and Onyx HUD

  • Two new playable stages!

    • Avatar Road & Air Temple Island

  • Updated menus:

    • Main Menu

      • Random variation of Dawn, Day, Dusk and Night versions

    • Stage Select Screen

    • Versus Screen

    • Rematch Screen

    • Arcade Mode Character Select Screen

    • Arcade Mode Progression Screen

  • Ranked Online Changes

    • Ranked now enforces first-to-3 sets, points are not awarded until the set completes, the winner of the set can never lose points and leaving the set early results in a penalty.

  • Online Rematch Screen Chat Macros

    • Choose from a number of Chat Macros during the rematch screen, like “Last Match!”, “That was hilarious!” and even some character specific quotes!

  • Lobby Titles

    • Use lobby titles, like “Beginners Only!”, that players can see while searching for rooms!

  • Voting for Year One Character Pass

    • Pre-order: 1 voting pass

    • Deluxe Edition purchase or upgrade: 1 voting pass

    • Deluxe Edition pre-orders: 2 voting passes!

    • Vote works by choosing the order of wanted characters

GAMEPLAY SYSTEM

  • THROW PRIORITY VS JUMP: Changed first frame of jump startup being cancelable into throws. Inputting jump and throw simultaneously now gives airthrow while not in blockstun. Doing throw from blockstun still has the same behavior as the previous patch due to preventing option select.

  • JUMP PRIORITY VS FLOW: Changed priority on jumps out of Flow Movement - jumps take priority over attacks now, so inputting jump and an attack will give you the same behavior as dashes and neutral.

AANG

  • DASHES: Dashes cancel into Flow Techniques 4 frames earlier; canceling dash into other actions retains velocity for 2 more frames (previously, getting sliding normals out of a dash was a 1-frame window)

  • AVATAR STATE: Avatar State activation places an additional 12 frames of hitstop on opponent if they are already in hitstun

  • 5A: Startup -1 (faster); reduced pushback on hit

  • jC: Knockback slightly reduced; increased hitstun on airborne opponents by +2

  • 6C: Reduced friction

  • j5F: Horizontal speed increased

  • j6F: Horizontal speed increased; initial upward speed decreased

  • 6F>A: Lands 1 frame earlier

  • 6F>C: Retains more horizontal speed (has more range); uncrouchable portion of hitbox extended; reduced launch height on airborne opponents; increased range; crouchable portion of hitbox extended downward (Kyoshi can no longer crouch this move); increased size of collision box downward

  • 2F>C: Air control speed increased

  • 236EX: Increased travel speed

  • 214X: Can now be buffered into Super Techniques during hitstop

  • 214C: Early Flow Cancel window begins 3 frames earlier

  • j236X: Can now be buffered into Super Techniques during hitstop

  • 236F and 214F: Can now be Flow Canceled after 15 frames

  • 236ABC: Blockstun -6, recovery +7, pushback on block increased

Design Goals:
  • Highlight Aang's aerial mobility and aerial normals more

  • Differentiate Momo's gameplay more

  • Improve ability to attack characters that are able to maneuver backwards quickly

  • Quality of Life changes

KORRA

  • 2F>C: Now triggers Flow Cancel limiter on Flow regeneration when used by itself; no longer allows Korra to regenerate Flow during the combo

  • j214+A/B: Blockstun -4 (non-enhanced version)

  • 236ABC: Damage -50 (200->150); if performed while Unbalanced, Korra converts 50% of the current Unbalanced Gauge to Flow and enters Flow Lockout (temporarily cannot regenerate Flow); Install timer reduced from 1200 frames (20 seconds) to 900 frames (15 seconds)

CRITICAL HITS:
  • Fixed bug where Hot-Headed first attack bonus didn't apply when doing Avatar's Assault

  • Fixed bug where Following The Path would trigger off Gale Fist when cycle was already complete

Design Goals:
  • Make Korra's Flow expenditure more meaningful; "over-extending" is core to her gameplay design

  • Weaken Korra's up-close offense

ZUKO

  • 6F>B (Ran & Shaw Support): Launches higher and less far on ground hits

  • 3F>A (Ran & Shaw Support): Gains +2 Redemption on final hit (non-Critical Hit only)

  • 236EX: First 3 projectiles duration (how far they go before dissipating) increased

  • 214X (Ran & Shaw Support): Each hit grants +0.5 Redemption

Bug Fixes:
  • Fixed bug where Final Technique would not fire projectiles if Zuko had redirected lightning prior

Design Goals:
  • Increase Ran & Shaw's options for gaining Redemption

KATARA

  • Health -50

  • 5B: Now a High attack

  • 5C: Startup +2 (slower)

  • 2B: Recovery +2

  • 236A: Now a High attack; blockstun -1

  • 214X>C: Grounded hit knockback reduced

  • j236A: Startup speed +3 (slower); Hakoda Support version unchanged

  • j236C (Hakoda Support): Lands 2 frames earlier; fixed bug allowing Hakoda to create a second j236C onscreen

  • 236ABC: Damage -60; blockstun -15

Bug Fixes:
  • Fixed bug where she could cancel air Water Whip into air EX Water Whip at no cost

  • Fixed bug where she could do Kanna cancels with B Water Whip vs Flow Stance

Design Goals:
  • Increase counterplay options for j236A

  • Increase counterplay options for Katara's common blockstring options

  • Differentiate Hakoda's gameplay more

SOKKA

  • 2B: Blockstun -1

  • 4F (Suki Support): Increased speed

  • 6F (Suki Support): Increased speed

  • 2F (Suki Support): Increased speed; inherits less velocity when cancelled into

  • 2F>X: Changed to activate only on 2F>B

  • j.6F (Suki): Increased air control speed

  • 6F>B: Blockstun -1; pushback on block increased; upper hitbox reduced

  • 236[X] and j236[X]: Now available to all Support Characters; damage -10 (except j236C)

  • 214A/B (Piandao Support): Can now be canceled into non-EX Boomerang attacks. Costs 2 Sword Levels.

  • 214C (Piandao Support): No longer launches higher at Sword Level 10; now gains 2 Sword Levels on hit

  • j214A (Piandao Support): Startup -2 (faster)

  • j214EX: Startup +3 (slower), after Air Recovery, startup +12

  • 236ABC (Suki Support): Recovery -3

  • Piandao Support: All Sword attacks can now be canceled into Boomerang attacks. Ground Boomerang cancels cost 2 Sword Levels. Aerial Boomerang cancels cost 3 Sword Levels

  • Piandao Support: Sword Level damage increases inverted: low levels don't increase damage much, higher levels increase damage more; maximum additional hitstop from high Sword Level hits reduced

  • Yue Support: Rope hurtboxes increased vertically

  • Yue Support: Pulled Boomerang loses hitbox if Sokka gets hit

Bug Fixes:
  • Fixed bug where some throws would leave Sokka unable to walljump

Design Goals:
  • Piandao Support mechanic rework: improves fun before accruing many Sword Levels; has more impact on character matchups; improves combo variety; enables more varied strategies involving Sword Levels

  • Increase tactical depth of non-Yue Supports

  • Enable more counterplay for Yue tactics

TOPH

  • Special flow cost for instant fastfall off High Ground increased from 33% to 50%

  • 6B: Now a high attack and can be low profiled

  • Bandit's Elbow (Hold Throw): Now has 6 frames more recovery (25->31)

  • (During High Ground) 4/5/6C: Damage of first hit -30

  • 214X>4F or 6F (Badgermole): Reduced Flow meter cost from 100 to 50; hops now have air control

  • 214X>C (Badgermole): Rock spawns further forward

  • Boulder Support: Armor between Flow Movement chains now keeps hit timer/hit count so chaining between different flows quickly upon being hit doesn't generate new hits of armor

  • The Hippo Support: Moving the platform while in High Ground stance now costs significantly less Flow

Bug Fixes:
  • Fixed bug where 4EX>[X] would not activate Rough critical hit

Design Goals:
  • Differentiate Badgermole's gameplay more

  • General tuning

AZULA

  • Air Throw (Focused): Now creates embers; launches opponent when thrown into Ambition's Spark (236C)

  • 4F: Now evades Low attacks on first frame

  • 5C (Firelord): Blockstun reduced by 4 frames (19f->15f)

  • 6C (Focused): Bounce height increased on the fully charged version; Critical Hit bounce height increased further to match 

  • 236A/B (Focused): Recovery -3, launches opponent higher

  • 236C (Focused): Recovery -4; now tracks opponent while using Joo Dee support; becomes active 5 frame from spawn later

  • 236C>236C (Focused): Explosion size greatly increased; launch height on airborne opponents increased; is now Flow Cancelable, and doesn't require contact with opponent

  • 236EX (Focused): Recovery reduced by 3 frames

  • 214A/B (Focused): Recovery -2

  • j236X (Focused): Startup reduced by 2 frames across normal versions.

  • 236X (Firelord): Pushback increased on B version; Flow Stance now pushes back Azula if cornered 

  • 236ABC (Focused): Charged and Just Frame versions now cause Hard Knockdown and stop opponent's Flow regeneration for 3 seconds

  • Grounded Inferno (Flame Carpet): Focused Grounded Infernos burn damage rate increased to match Firelord's

Bug Fixes:
  • Fixed bug where EX specials are kara-cancelable now instead of requiring frame-perfect simultaneous input

Design Goals:
  • Increase general utility of Focused Azula's tools

  • Increase counterplay against Firelord Azula's 236X pressure in corner

KYOSHI

  • Passive Healing: SFX no longer loops infinitely (less annoying in Training Mode)

  • 2A: Blockstun -2

  • j.C: Now causes Kyoshi to slightly float longer midair if whiffed

  • 6F (Kelsang Support): Acceleration begins earlier

  • j5F (Kelsang Support): Acceleration begins earlier

  • 236X>B: Damage reduced from 144 to 105. Rangi version damage reduced from 175 to 145

  • 214EX: Damage reduced for non-Yun Supports

Design Goals:
  • Increase counterplay against 2A>6F offense

  • Increase counterplay against jC zoning

  • Differentiate Kelsang Support's gameplay more

ZAHEER

  • Hurtbox extended downwards during Flight and on all air normals

  • Red Lotus cooldown after the assist gets hit increased from 180 frames (3 seconds) to 270 frames (4.5 seconds)

  • 2A: Hurtbox expanded upwards 

Bug Fixes:
  • Fixed Ground Throw damage scaling bug

Design Goals:
  • Make Red Lotus counterplay more meaningful

  • More intuitive hurtboxes for Flight

OZAI

  • 5C: Now triggers flow evade bonus

Bug Fixes:
  • Fixed so Ozai doesn't auto-tech if you throw on exactly the same frame

NIGHTMARE KORRA

  • VAATU: Can now flow cancel ALL waterbending moves, including standing B and jumping C.

  • DARK SPIRIT: changes Nightmare Korra's movement options - her dashes are standard dashes and her flow movement shortens.

  • Forward Dash and Backward Dash: Can act out of both forward and back dashes 3f earlier

  • j4F: new Flow Move added

  • 2F: travel distance reduced

  • 6B: Recovery -2

  • 6C: New Command Normal added

  • Ground Throw: New throw animation

  • Air Throw: New throw animation

  • 214A: Hitboxes adjusted; does not hit crouching enemies; empowered version is no longer invulnerable

  • 214C: Hitboxes adjusted; does not hit crouching enemies

  • 236F: New EX Special Technique added

  • 214F (while Opponent in hitstun or knockdown state): New EX Special Technique added

  • 236ABC: New Super Technique animation

  • 214ABC: Final Technique added

New Critical Hits:
  • Fear's Retribution: Hit 6C against an opponent who is either idle or moving backwards while grounded. Launches opponent higher into the air and gains +1 Energy

  • Swift Terror: Perform j2F into an immediate Ground Throw. Becomes Critical Throw and gains +1 Energy

  • Wrathful: Hit 2C outside of a combo. Opponent is launched higher and Nightmare Korra gains +1 Energy

  • Oppressive Nightmare: If Nightmare Korra's opponent becomes Unbalanced, she temporarily gains an enormous boost in her Flow regeneration.

Bug Fixes:
  • Fixed 236EX (Unalaq Support) to now properly have additional hitstun when empowered

AVATAR STATE AANG

  • Aerial Throw: knockback distance increased

  • Float: reduced float strength; further reduced float strength after Air Recovery for Guru Pathik Support; floating after Air Recovery loses invulnerability after 35 frames of floating

  • Unbound mechanic removed. Follow-up attacks for 236X (and 214X for Guru Pathik Support) can now be Flow Canceled on contact, and cannot be Flow Canceled on whiff

  • 5C: Now moves forward during the animation

  • 2B: Damage +10

  • jC: Adjusted aerial motion; hitstun reduced

  • 6B: Now can hit Downed opponents; reduced hitstun on non-Surge hit

  • j6B: Now can hit Downed opponents; reduced hitstun on non-Surge hit

  • j6C: Increased hitstop on non-Surge hit; reduced gravity during recovery

  • 4F: Increased upward air control on the way down

  • j4F (Guru Pathik Support): Reduced upward air control; adjusted float speed after

  • 236X>B: Projectile limit changed to 8; each projectile fired now costs Flow; projectiles comes down earlier, projectile damage -5

  • 236X>C: Damage +25; no longer grabs airborne opponents; no longer can grab opponents in hitstun; changed air behavior; reduced air control speed after slam; now Flow Cancelable on hit with Katara Support

  • 236X>6C: Aerial behavior after a successful grab now similar to 236X>C; now Flow Cancelable on hit with Katara Support

  • 236EX: Costs 2 Energy Points

  • 236EX>B: Changed projectile and movement behavior: now shoots 5 projectiles simultaneously; cannot be fired repeatedly; projectiles come down earlier; projectiles have adjusted damage and knockback properties

  • 236EX>C: Now slams twice; no longer grabs airborne opponents; no longer can grab opponents in hitstun; changed air behavior; reduced air control speed after slam; now Flow Cancelable on hit with Katara support

  • 236EX>6C: Now slams twice, changed opponent bounce behavior (higher, closer); now Flow Cancelable on hit with Katara support

  • 214X>A: Non-Surge hit launches higher, hitstun -3; Critical Hit no longer spawns the 2 closest rocks, which would often disrupt the combo

  • 214X>B: Now can hit Downed opponents

  • 214X>4B: Projectile fires at a higher angle

  • 214X>C (Guru Pathik Support): Increased air control

  • 214EX: Follow-ups now properly scale damage

  • 214EX>A: Now can trigger same Critical Hit as 214X>A

  • j214B: Launches lower on air hit

  • j214C: Launches lower on air hit; increased hitstun

  • j214EX: Lowered height restriction (same as other j214X moves)

236ABC: New Super Technique added

214ABC: Knockdown +15 frames; active frames of second attack reduced

New Critical Hits:
  • Clairvoyant: Hit with rear pillar of 2C outside of a combo

  • Dominant: Hit 236X>6C outside of a combo

  • Avatar’s Judgment: Hit 236X>A>C outside of a combo

Bug Fixes:
  • Fixed 2C on Katara Support version causing extra-long freezes on air hit; Katara Support version launch height reduced on air hit

  • Fixed j2C on Roku Support no longer causing extremely low hitstun after the opponent was previously OTG'd in the same combo (with fire Element Surge still available)

TRAINING MODE

  • Frame advantage numbers are now anchored to the HUD, instead of the characters

  • Frame advantage numbers are now displayed on the correct side

  • Tracks more actions that were mistakenly counted as not doing anything before, e.g. Sokka run > stop

  • Fixed bugs relating to projectile hits

  • Fixed bugs displaying wrong values when attacking with one character after previously having hit with the other

  • Added ability to Playback from Random slots

  • Added "First Only" Block option

  • Added "Random" Block option

  • Changed Reset logic to always respect P1 and P2 Side assignments; "Left" will place P1 in the left corner when resetting to the left

  • Added "Down" Variants to Reset positions: Resetting while holding down, down-left, or down-right swaps the positions of the two fighters

  • Dummy's Blocking setting now respects Standing and Crouching; will no longer stand up to block mid attacks

  • Fixed bugs with Reversal Playback playing a frame too late sometimes

ARCADE MODE

  • New Progression Screen between fights and high score saving

  • Novice, Intermediate and Expert CPU difficulty choices added

STORY MODE

  • AI Difficulty improvements with a rework on visual hints/in-game buffs intended to help teach and onboard newcomers

  • Most fights have been changed to First-To-2

  • Fight mechanics have been reworked and award more coins after fights

  • New Momo's Bazaar theme song added

ALL FIGHTS

  • Characters now have pre-fight dialogue cutscenes for all combinations of characters

  • Rematch Screen now has additional art

  • Rematch Screen now has voiced post-fight quotes

COMBO TRIALS

  • Many bug fixes and new Trials

Unfortunately, there are still a few known issues:

  • KNOWN ISSUE: Trials can be successfully completed even if the final attack fails to combo

  • KNOWN ISSUE: Ozai Intermediate Tutorial #1 doesn’t consistently track a required air Boost

  • KNOWN ISSUE: Ozai’s Trials and Tutorials do not properly include certain actions: Boosted j236B and Boosted j236C, feint cancels after 236B, and some instances of Boosted j.B and Boosted 2B. These Trials will still work if the same combo from the Demonstration is performed

MUSIC

  • New Stage Theme (Air Temple Island)

  • New Momo's Shop Theme (in Story Mode)

  • New Lobby Theme

VOICEOVERS (VO)

  • Corrected and balanced all audio panning for character super flash animations and match wins.

SOUND EFFECTS (SFX)

Aang: Added and adjusted SFX across attacks, throws, and air scooter moves; fixed looping and added missing VFX-related audio. Updated round win SFX for Penguin and Kyoshi Crowd

Korra: Updated special move SFX to follow VFX correctly, including follow-ups, with additional spin and fire sounds

Azula: Updated special move SFX to follow and match VFX, including extended sounds for focused attacks and detonations. Fixed looping on the match-win hand-fire SFX

Katara: Updated move SFX to follow VFX, added Katara's stance entry and icicle sounds

Kyoshi: Updated move SFX to follow VFX

Cat shape face iconPatch Notes