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http://community.wbgames.com/t5/Latest-Updates/Patch-Notes-PS4-5-14-15/ba-p/505762 May 14, 2015
Hi, you said that hitboxes were adjusted. Cassie still ducks under mids with block.
plz fix dis
That's because mids are still all sorts of fucked up in this game. That was a QoL change that was super important and somehow didn't make the list with the other QoL fixes.
What in the flying fuck have you done to Kano? Surely it wasn't on purpose....
*sigh* Then let it happen, bitches will complain that his B1 doesn't reach far enough anyway and we'll be fine. Stop trying to nerf him BibleThump
Well of course I hope it stays, but the game is always more important than a single character. Maybe I'm overreacting but it does look suspicious.
It's not like he's stronger than some of the top tier variations in the game, never mind the fact it's been LESS THAN A DAY. Give it time first.
Hi Paulo, quick question. Is there a reason you haven't responded to any profile messages in the last 3 months?
2 busy kountin den billz https://www.pehub.com/wp-content/uploads/2012/10/man-with-money.jpg
fix johnnys hitbox issues thanks
Ronin Takeda's Quick Kall cannot be 2-in-1 cancelled from Blade Drop. However, Blade Kall and Blade Summon can be 2-in-1 cancelled from Blade Drop. Quick Kall was added in late, so this may have been overlooked. Also, Whirlwind Strike is not a hard knockdown against juggled opponents. Are these both intentional?
I'd like to know this as well because it doesn't make sense to me
Here's the Whirlwind Strike thing: https://www.youtube.com/watch?v=AplRaTwvkV0
Hey Paulo, I'm sure you have a busy schedule but I'd like to bring to your attention that Kung Lao's enhanced Spin, and Cyclone (the Tempest equivalent) are unable to be parried. I would presume this is unintentional since the regular version can be parried, and leaves characters like Flame Fist Liu Kang unable to defend against it after a blocked Windmill Punch.
Hi Paulo, can you please advise if something is being done about the long wait on the Connecting to Online screen?
Seriously please fix this. It also seems that it acts like my nat is set to strict and I can hardly join anyone
I was wondering the same thing as qwark28. Specifically raidens second hit on b1,1. It wiffs on most of the cast, Are these issues known?
Are you aware of the multiple whiff issues with mids regarding a lot of characters? Low hurtbox chars like subzero and cassie have certain strings whiff on crouch block, like Jason's 3 hit running punch, Kotal's second 1 in 114, B1, etc.
Also, Kotal's command grab whiffs on certain crouching characters randomly http://testyourmight.com/threads/kotal-kahn-general-discussion.50059/page-33
hello paulo, did you know the MKX netcode is terrible? k thx
Hi Paulo, I have sent a message by inbox.
I always wondered this. Was at any point of testing Scorpion's ninjutsu F2 an overhead in any part of the two hit normal?
Hi Paulo. Just a general question: I am wondering if you play the game yourself. Like do you play online and so on?
will Kotal's Blood Totem be fixed in the next patch? it's all kinds of bugged right now
Hello, could you please say if this is intentional or not? Cassie can duck with block under mids.
Paulo I have a quick question about Ferra's behavior when off Torr's back. Obviously she won't get on if Torr is in the air, but in matches it feels inconsistent when on the ground. Sometimes she will just sort of run back and forth and I miss my opportunity to reversal out of pressure. Can she not get on if you are in block stun or something weird like that that I am missing? Thanks
Paulo is this known yet?
Not a big deal but seems like a bug to me
nope, it's a visual issue so not at the top of my list of stuff to look into but I'll pass the info along. thx
@Tim Static I've known about this for a long time but didn't think of it as a big deal. I'm just glad the Noxious Reptile mirror issue was fixed
haha i dipped out my last comment since Paulo replied :p
The feature of reducing the life from 100% to 10% is great, sadly Johnny's seido power boost only activates with 5% health, i have to jab him everytime i reset the training mode to use related setups.
I was told you work for NRS? I have a possible bug/glitch perhaps? Maybe it's intentional, maybe it's not. But Jason's ex command grab Crippler whiffs on opponents who use certain strings, normals and special moves. Sometimes these moves will eat through the hit of armor too and the command grab still whiffs. Some specials will not only avoid the grab altogether but punish. I assume other characters can do the same.
I want to expand on this. His 3 hit punch string completely whiffs on some characters who crouch in the corner, same with his B1 or whichever 11f move is supposed to be mid.
His 3 hit punch string is b122 in non Slasher variations.
That would completely whiff on a crouching subzero in the corner.
Hi Paulo, will Mileena's Ethereal variation be looked at soon? Currently it seems the enhanced Fade moves do nothing different to the normal ones other than spend a bar of meter. In addition, she can still be thrown when holding down 2 to remain invisible/invincible (applies to all fade directions and both normal and enhanced variations).
Hey Paulo, never been one to randomly tag you in stuff, but there is this bug that kung lao's x ray will just go through the opponent on hit. So I got my x ray to succesfully hit but instead of the xray comboing I go through the opponent. I hope this can be fixed.
Hey Paulo can you confirm if it's intentional that Reptile loses his DoT effect when causing regular or chip damage during EX Acid Spit and/or Poison Gas and/or EX Poison Gas?
This goes for regular DD3 and EX Acid Spit
Update on this: It seems to only happen on Noxious Reptile Mirrors
This was fixed in the patch. Thank You Based Paulo
(more question than complaint) is there a reason why mileena non ex telekick is minus frames on hit when all other non ex teleport attacks give either plus frames,a combo or knockdown??
doesn't seem fair she gets put in defensive guessing game after hitting with very unsafe move, (this isnt on a list of upcoming changes by chance is it?)
what use is there to ever hit with this move and not throw a sai? or to cover missed inputs?
as a example if you hit a grounded character throwing a projectile or whiff punishing with tele where roll wouldnt reach, missed anti air etc
if you throw a sai then shes slighty more minus frames as sai flys over the head than the -8(seems more -6) normal telekick on hit is, if you wait till she drops lower and throw a sai then its super minus as sai blocked or sai can be just plain ducked also.
so after normal telekick hits grounded opponent mileena is in defensive guessing game of block or armor (backdash/backjump get blown up if try) because she hit you
Hello Paulo, will we be get the full run down of the recent patch to any patched characters? Please and thank you