
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

