New Patch for Avatar Legends Adds Missing Features and Extra Polish

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Gundroog
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New Patch for Avatar Legends Adds Missing Features and Extra Polish
The funny slide has survived.

Avatar Legends: The Fighting Game is back with another substantial patch. As some of you know, the game launched with quite a few things missing, and several of the characters obviously missing another pass at their art and animations.

With Patch 3 this should no longer be a concern. Most notably Ozai got a lot of love this patch, though the community favorite slide pose is going to remain, in a rare case of community turning a flaw into a feature.

Aside from that, the game now has proper lobby support, with spectators and a lot of settings to customize your experience. Like round time, "first to" format from 1 to 10 (as well as infinite rematches), and other nice things. 

Right now it supports up to 16 players, and future patch will add extra options, like queuing from lobby or the winner-stays-on option.

If you're more interested in the balance changes, you'll find them listed below!

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.

2F>C: Instant fast fall tech using 6B now costs a third of the flow gauge

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.

BUGFIX: Fixed flame carpets not inflicting damage during blockstun on Focused Azula

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 1C+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.

- 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

Flow Reversal has additional travel distance and speed buffs.

236B is no longer cancelable.

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

Flow regeneration no longer applies during hitstun or blockstun, applies to only Kyoshi and Ozai. New Ozai trials and tutorials have been added. And the cast gets a round of bug fixes, from projectile Flow reactions to throw behavior.

Fixed an issue that caused poor quality relay connections in lobbies.

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.

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