4/14/2018

Playstation All Stars Patch 1.12

Playstation All Stars Ps4Playstation All Stars Patch 1.12

GENERAL CHANGES • Isaac’s alternate “Engineering R.I.G.” costume and Zeus’ alternate “Young Zeus” costume have been unlocked. • Every character’s throw attempts have been standardized to 9 startup frames, 3 active frames, and 18 recovery frames, with the exception of Isaac, Kat, and Ratchet. Road Map Europe Professional Free Download more.

PlayStation All-Stars Battle Royale Patch 1.12 is Massive, Includes Tons of Balancing. April 8, 2014Written by Jason Dunning. The giant PlayStation All-Stars Battle Royale patch is finally upon us, featuring over 100 balance updates across all characters and more:. Occasionally, PlayStation All-Stars Battle Royale receives updates. These updates may include.

• The minimum effective range of throws has been increased to 1 meter (previously 0.75m) for all characters except Parappa, Sackboy, and Toro. • In online matches, jumping out of an opponent’s throw attempt is now resolved through the throw clash system. • Every character’s air dodge has been standardized to 27 invincible frames followed by 9 vulnerable frames (previously 29 invincible plus 7 vulnerable). • Every character’s directional rolls have been standardized to 18 invincible frames followed by 16 vulnerable frames, with the exception of Fat Princess, Spike, and Zeus. • Characters can no longer perform actions for 3 frames after landing from air idle. • Characters can no longer double jump during down tech. • Landing during down tech or down tech canceled into air dodge now triggers the same recovery as landing during an attack.

• Getting hit in the air no longer renews a character’s double jump ability. • All timed transformation Level 2 Supers can now be ended manually by pressing L2.

• The AP eject formula has been refined to drain a higher percentage of AP orbs at low levels and a lower percentage of AP orbs at high levels. • (Previously, AP eject amounts were calculated using fixed percentages: 3/5/10% for items and 10/12.5/15% for throws.) • Throws have been grouped into two general categories: • Throws that cause eject or flatten reactions eject Heavy amounts of AP orbs. • Throws which act as combo starters eject Light amounts of AP orbs (33% of Heavy).

• Jak’s Up Throw and Sweet Tooth’s Up Throw eject Medium amounts of AP orbs (67% of Heavy). • Throws, items, level hazards, and other AP eject attacks now produce 50% more orbs during 2X AP Overtime, 100% more orbs during 3X AP Overtime, and 150% more orbs during 4X AP Overtime. AP multipliers no longer increase the value of individual orbs. • Explosion radii of all mines have been standardized to 0.375 meters, explosion durations have been standardized to 8 frames, and maximum lifetimes have been standardized to 5 seconds. • Double-tapping L2 now causes characters to eject 50 AP as orbs while taunting. • All character-specific combo tutorials have been revised in light of the following changes.