
LOBBIES/SPECTATE
Private Lobbies have been upgraded to Open Lobbies (with the ability to spectate other games)! In a future update, Lobbies will support queuing and winner-stays-on settings.
LOBBY CREATION
PLAYER COUNT: Choose between 2–16 players
PRIVACY: Create a Private (invite/codes only) or Public lobby
ROUND TIME: Select Normal (60 seconds) or Infinite
WIN LIMIT: Set matches from First-to-1 through First-to-10
IN-LOBBY FEATURES
GAME SESSIONS: Create a game session for other lobby members to join
SPECTATING: Joining a full game session allows you to spectate the ongoing match
LIVE MATCH PLAYBACK CONTROL: Spectators can control match playback in real time, including rewinding and fast-forwarding
PLAYER PROFILES: View profiles and send friend requests
MODERATION: Lobby hosts can kick or ban players (Be nice!)
LOBBY CODES: Easily share the displayed lobby code to connect with others, with the ability to hide the code for streamers
LOBBY SEARCH
BROWSE LOBBIES: View open lobbies displaying the lobby capacity, host's name, country, Round Time and Win Limit
CROSS-PLATFORM JOINING: Enter Lobby Codes to join supported cross-platform lobbies
REFRESH: Updates the lobby list to find newly created rooms
CHARACTER/STAGE UPDATES
SYSTEM CHANGES
STAGE UPDATE: Ba Sing Se NPCs added - Freedom Fighters, Bosco and the King
BALANCING: Character-specific bonus Flow regeneration is not applied during hitstun or blockstun; affects Kyoshi and Ozai
TRIALS: Additional Ozai trials and tutorials have been added. A few of the previous trials have been replaced.
BUGFIX: Fixed "no hitstop on moves that hit flow-dodge hitbox + point character simultaneously" BUGFIX: Removed screen freeze on low projectile Flow reactions BUGFIX: Fixed projectiles causing screen freeze on Flow reactions at long ranges BUGFIX: Fixed several instances across cast where throwing Unbalanced opponents while also being Unbalanced did not trigger Critical Hit throw
CHARACTERS
Editor’s Note: These patch notes use numpad notation to denote executing moves. For example: 4 means backwards, 6 means forwards. 236 is a Quarter-Circle Forward otherwise known as a “Millennial Input” according to some people on social media
KORRA
ART: Korra VFX Helix removed from Final Technique
BUGFIX: Fixing bug with j214A/B forcing Korra to instantly land if done high enough
BUGFIX: Fixed bugged low projectile Flow reaction so it properly puts her airborne
BUGFIX: Fixed bug with projectile flow reaction where one of the variations would play through both exit animations, extending reaction/flow defense time
BUGFIX: Fixed bug with Avatar's Descent (214EX) and Avatar's Path (Avatar's Descent) Followup not causing proper scaling and ignoring infinite prevention during followup
BUGFIX: Fixed bug with Fearless Critical Hit activating on 2nd hit in a combo, leading to extremely high output situations
ZUKO
ART: Animation for Final Technique has been updated
BUGFIX: Fixing reaction vs low projectiles not landing properly
BUGFIX: Fixed hitboxes not matching on P1/P2 side for Burning Strike (6F>A) and Burning Lift/Launch (6F>B)
KATARA
ART: Animation for Final Technique has been updated
BUGFIX: Whip Stance B (Kanna): no longer can be canceled against Flow Stance
BUGFIX: Water Whip follow-ups properly apply damage scaling when done from C version. Previously all counted as a singular move.
SOKKA
BUGFIX: Additional bugfix to other scenarios where Sokka would be unable to catch his boomerang
TOPH
BUGFIX: Toph being knocked off her pillar correctly sets up the juggle timer / IPS.
KYOSHI
BUGFIX: Fixed Peacemaker Critical Hit not activating under certain conditions.
AZULA
ART: Azula's 214ABC fire now starts further than her palm
ART: Her victory poses have expressions on both versions changed to be less exaggerated
BUGFIX: Fixed bug contributing to minor rollbacks during netplay
BUGFIX: Fixed Lo and Li causing behavior oddities on double KOs
BUGFIX: Fixed standing B, crouching B, crouching C and Prodigious Flash not triggering Flow Evade bonus.
Rolling Blaze (Focused: 236A or B): now causes a different Flow reaction animation. Prevents situations where Azula freezes when being hit while Flow reaction happens.
ZAHEER
BUGFIX: Fixed strange behavior when hitting Ghazan and Lava at same time with projectile during grounded assist call.
BUGFIX: Opponent will no longer freeze when the kick portion of the throw attack fails to make contact
OZAI
Editor’s Note: “!” [such as 2C!] means the move is “Boosted.”
General
- Ozai is now fully animated! However, we kept his 1990s music video slide because we love the fans.
- Backdash now cancelable into crouch on frame 4
- 2F: Now also activates with 1F, where previously 2F could be difficult to perform on reaction without an accidental crouching Boost. Pressing 1B+F should still result in a backwards-Boosting 2C!
2F can't be done until past the halfway point of a Boost, to prevent unintentional Flow Cancels.
- 2A: now 6f startup with Sozin support. 7f for all others
- 5AA: damage -10; hitstun increased
- 2B: startup -1 (faster), horizontal range increased
- 5C: damage -10, Boosted damage unchanged
- 2C: can no longer be canceled against Flow Stance
- 2C!: launch height increased against standing opponents; can no longer be canceled against Flow Stance
- jA: recovery +4 (longer)
- jB: crossup hitbox expanded, active +1; damage -5
- jB!: startup changed to 13/14/15 across supports
- jC: damage -5; after jC has been used once in a combo, subsequent uses of jC will take longer to land
- jC!: startup changed to 13/15/17 across supports; causes a mid-reaction animation against Flow Stance; damage -5
- j8C!: reduced launch height
- 236A (all): startup -1 (faster); will face the correct direction when countering an opponent behind him
- Fully Charged 236B: on hit, stops Boost Gauge drain
- 236C: now causes mid-reaction against Flow Stance; hitbox increased downward (hits most 2Fs). After the Boosted version has been used in a combo, subsequent uses have 1 less frame of hitstun. With Sozin, the Boosted version faces the opponent after hit
- 214X: un-Boosted damage +20 (200); recovery -3 (faster) on landing; if un-Boosted, stops Boost Gauge drain
- 236EX: +1f hitstun and +25 damage on the first hit
- j236A: damage +5 (55)
- j236B: now causes mid-reaction animation against Flow Stance
- j236B!: functionality added; now causes ground bounce, additional damage, and additional hitstop and camera shake on hit
- j236EX: second hit hitstun reduced by 1f; recovery behavior changed: Ozai lands more slowly when he is close to the ground; opponent reaction changed to be left in the air and closer to him to differentiate it from ground lightning
j236ABC: damage per hit increased
Jump-reaction animation from Flow Stance (what he does when he uses Flow Stance against most lows): Lower height for Imperial Firebender and Zhao
BUGFIX: ground throw - correctly does 150 damage now
Boost Changes
- Accidental kara throws with Boost no longer drain the Flow Gauge
- Boosts (except Admiral Zhao Support air Boost) have increased glide distance
- Admiral Zhao: Ground Boost time extended by 2f (it is still shorter than other supports)
BUGFIX: fixed damage scaling bug with Boosted attacks
BUGFIX: one-Boost-per-combo lockout correctly resets as soon as opponent begins wakeup animation (or ground tech)
BUGFIX: Bugs involving Boost Gauge penalty for trijumps have been fixed
Behavior of all attacks adjusted against Flow Stance: shorter freezes; frame data should be similar to blocking (mostly, there are exceptions)
Critical Hits
Universal Throw Critical Hit: Now causes a new double-bounce reaction
Unyielding: New Critical Hit! Land 214X against an opponent using Flow Stance, or an Unbalanced opponent (causes a higher bounce)
Chosen Moment: New Critical Hit! Land a fully-charged 236B without storing the charge (causes more damage)
Tyrant's Gambit (Sozin): New Critical Hit! Activate a Boost that will Unbalance Ozai, then land a downward Boosting j.B! (grants extra Boost duration)
BUGFIX: Imperial Brand (throw vs Zuko): can only be used once per Round; now properly gives +4 Redemption to Zuko
SUPPORT // Imperial Firebender
- jC!: reduced glide speed if preceded by a j.B!
- 236A: startup -2 (faster); now results in an Aerial Throw on successful counter; now can also counter projectiles, which results in a different follow-up attack
- 236B: now gives feedback on fastest-possible cancel
- 214EX: move changed; now is an EX version of Royal Retribution (236A)
SUPPORT // Admiral Zhao
- 5C! and 2C!: can now be canceled into a new feint animation by pressing A or B
- j2C!: causes a Ground Bounce on Counter Hit, only against airborne opponents
- 236A: startup -1 (faster), now results in Rift Breaker on successful counter (cannot be Boosted)
- 214X: max damage with Boosted velocity is now 301 (from 320)
- j214X: increased air travel speed when Boosted
- j214EX: increased minimum damage when damage scaled
Bug Fixes
BUGFIX: Ozai Air Super Technique last hit properly makes the Hard Knockdown UI callout, and doesn't spam callouts against Unbalanced enemies
BUGFIX: Ozai 5C! VFX are properly attached to him
BUGFIX: Super Technique activations now cuts off any Ozai voice lines
AVATAR STATE AANG
BUGFIX: Fixed bug with 5A only having 1 frame of active hitboxes
BUGFIX: Fixed Frigid Snap (j2B) and Fire Fist (Air) (j2C) having active physical hitboxes during some frames, causing strange hit properties
BUGFIX: Fixed Tornado Shot (214X>B) causing Avatar's Fury (236X>B) to lose a projectile when used
BUGFIX: Fixed Avatar's Fury (236X>B) not counting towards infinite prevention
BUGFIX: Fixed Final Technique not instantly defeating unbalanced opponents
BUGFIX: Fixed Avatar's Judgement (236X>C) awarding an Energy Point after EX moves were used in the combo
Story Mode Notes
CPU difficulty adjusted to be easier to fight against in Story Mode.
As the player continues throughout story mode, CPU difficulty will increase.
Added major player buffs for first 7 story fights.
Player is immune to being KO’d.
Player will automatically recover their lifebar.
CPU cannot throw; has extremely limited combo potential.
Added in-game damage/health modifiers to each story fight, teaching newcomers how to quickly jump in and develop a basic winning strategy.
Popups now include how to perform moves (ie: Auto Combo) and awards significant damage boost.
Challenges have been temporarily removed as they are being reworked for a future patch.
