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Dojo Masters - Expansion Pack 2NewsPre-Ranked Balance Patch (v1.0.9.0b)
In-game event

Pre-Ranked Balance Patch (v1.0.9.0b)

Dojo Masters - Expansion Pack 2 · published 22 Oct 2024, 09:29 UTC

All newsPlayers around this dateRead on Steam

Pre-Ranked Balance Patch


We are unfortunately a little behind schedule (Not just because of prepping for our recent showing at East Coast Throwdown, but our lead dev came down with the flu). With that said, we think it would be best to at least push the most recent balance changes (and bug fixes) in preparation for Ranked.

We still need a little bit longer to get Ranked Mode up and ready, but as soon as we have additional details to share we will let you know!

Patchnotes

❖ System Changes ❖

  • Introduced a new Pseudo-Hitstun and Pseudo-Blockstun mechanic.
    • Acts similarly to normal stun states but doesn't interrupt your current action, and locks you out of performing actions.
    • This was introduced to address an oversight in Krav Maga's Hit-Counters weren't interacting properly On Blocked.

❖ Balance Changes ❖

Shotokan Karate

  • Crouch:
    Re-Crouching now properly plays the correct Hurt Reaction.
    Hitstun now properly carries over when hit while crouching.

Muay Thai

  • Kick on whiffed Perfect Sweep:
    On Hit (-2 → -5)
    On Blocked (-28 → -33)
  • Forward Kick on whiffed Perfect Sweep:
    On Hit (-2 → -5)
    On Blocked (-20 → -25)
  • Knee:
    AI is now slightly less likely to spam the Knee.
  • Clinch:
    Recovery on Grab Broken increased (-14 → -25)
    Break window of Non-Perfect Sweeps increased (1 → 6)

Kendo

  • Counter Stance:
    No longer allowed to break Initial Grabs while in Stance.
  • Dash Counter Stance:
    No longer allowed to break Initial Grabs while in Stance.
    Getting Parried will now always allow you to be punished appropriately.

Taekwondo

  • High Kick:
    Less likely to hit targets standing behind them
  • Backward Feint:
    Readjusted Hurtbox to allow for slightly easier grab escapes.
  • Super Feint Forward Kick:
    Blockstun increased (8 → 17)

Boxing

  • Uppercut:
    Updated Hitbox to be less likely to hit airborne targets on cross-up.
    Reduced upward knockback of Spindash Uppercut from (-3 → -2)
  • Spindash(Green):
    Activation Hitstop has been reduced (20 → 15)
  • SpinDash Uppercut:
    Hitstop against airborne targets reduced (20 → 15)
  • SpinDash Hook:
    Hitstop against airborne targets reduced (25 → 15)
  • SpinDash:
    All strong attacks now deal 50% less damage against airborne targets.

Krav Maga

  • Combat Roll:
    Blockstun increased (+8 → +16)
    Backwards Momentum is now completely killed upon use to prevent accidental stalling.
  • Hit-Counters:
    Both Punch and Kick Hit-Counters now deal 5 Frames of Pseudo-Blockstun.
    Getting Parried will now always allow you to be punished appropriately.
  • Total Takedown:
    Every consecutive Total Takedown that has been initiated will now decrease the amount of necessary guesses needed to confirm the Knockdown.
    • Will reset to 3 guesses on Round Reset.
    • Number of guesses will never drop below 1.

❖ Training Mode ❖

  • Fixed a bug that would cause the Training Dummy to perform Behavior Acts multiple times on Blockstun-Recovery.
  • Fixed the "Grabbed" Behavior(While) state for the Training Dummy as it was treating Hitstun as being Grabbed.
  • Resetting the Scene no longer clears the displayed info from the FrameData Timeline.

❖ Netplay ❖

Stability

  • Fixed the illusive community named "Top" bug where you would get a connection error after certain network interactions after being in an online match for too long.
  • Addressed a massive oversight in Hitbox/Hurtbox interactions that would eventually lead to desyncs across Online Matches.
  • You can now properly pause the game during match transitions while playing online.
  • Potentially fixed some edge-case netplay softlocks.

Lobbies

  • Updated default Custom Lobby settings to be
    • Room A: VS ∞ Matches
    • Room B: VS 10 Matches
    • Room C: VS 10 Matches
    • Room D: Training Mode

  • New Lobby Welcome Message

❖ Misc. ❖

  • Addressed some input related oversights where the game would register unassigned controllers.
  • Addressed an a very rare oversight that would prevent a character from interacting with a Hurtbox that they have previously interacted with.
  • Players will no longer interact with the Pushbox of the a Player that they are grabbing.
    • This was adversely affecting Muay Thai's Clinch Grab Pummel interactions.

  • Added a delay when pressing the {B} button at the results screen so that you're less likely to accidentally quit a match due to mashing.
  • Stage Change Button at Results Screen (As well as for Spectators) now always randomizes on the first click, and cycles in order on repeated presses.
  • Fixed an unexpected graphical image involving after images on certain stages.

    • Ex. ARENA-1's screen projector

  • Changed the text "SETTINGS" for the ONLINE Menu to "CONFIG".
  • Fixed a minor visual bug involving Grab Indicators for P3 and P4 in Free-For-All.
  • Minor improvements to Arabic localization in the Activity Feed.
  • Potentially fixed a bug that would cause a text entry field to linger on screen.
  • Minor improvements to character select box ordering/positioning.

❖ Workshop ❖

  • Doodle Chan has been updated to fix a few graphical issues.
  • Potentially fixed a bug that could cause the wrong Workshop Mods to show up in the wrong Manage Menus.
  • Editor has been updated to DX11 to prevent graphical crashes.
  • Fixed multiple UX issues with the Editor.
  • Updated the Frame Data Timeline to display GoTo tooltips if pointing to the same Sequence.
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