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楼主: John_Stockton

[多平台] 【格斗游戏】漫威斗魂MARVEL Tōkon: Fighting Souls专楼

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发表于 2026-9-2 10:17 | 显示全部楼层
本帖最后由 Dai-Dai-Dai-Dai 于 2026-9-2 10:25 编辑
John_Stockton 发表于 2026-9-2 09:52
虽说各花各眼,但主流格斗游戏的制作水平也不是上个时代能比的,不知道您这个还差点和不够看的具体方面在 ...

动画帧数,我知道抽帧是一种技巧但看看arc使出全力的ggst是什么样子的。

建模和渲染是否廉价,整体偏亮加上阴影过淡导致缺乏立体感,考虑到美漫的风格arc用这种渲染实在匪夷所思。有个很阴谋论的猜想,阴影淡能掩盖arc在手K阴影上偷懒了。
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 楼主| 发表于 2026-9-15 10:16 | 显示全部楼层
更新:感觉这游戏在国内实在没啥热度,但是鉴于游戏本体的优秀素质还是坚持追加内容吧。
今天游戏追加了第一次制作人公告,对后续更新给明方向。看下来整体思路还是很正的,几个大方向都是当前痛点所在。但是从推特看,很多人大喊的艹死Sony脱钩PSN恐怕就难了……
三大方向:
1.输入优化;
正确。这游戏整体手感没问题,但少部分输入莫名严苛(主要是空中必杀技落地取消超杀等),还有时候会产生预期外的串招(我用钢铁侠这种角色特别明显),虽然不知道是不是被街霸6惯坏了。官方能注意到是个好事情。
2.减少过多的援护和换人;
正确。即使从一个多年龙珠斗士Z玩家的视角来看有时也会略嫌游戏画面杂乱,也是部分观众不喜欢Tag 格斗的原因之一。而且从游玩角度来讲援护+换人的系统可循环率过高了,很多时候可以实现几乎0资源的持续压制,中间带各种50/50择。
3.角色平衡调整
正确。角色平衡确实是pvp游戏永远的话题,团队不急于进行大幅度平衡改造确实是靠谱的。


后面附上全文翻译:




**致所有的斗魂战士们:**

我是《漫威斗魂:格斗之魂》(MARVEL Tōkon: Fighting Souls)的制作人关根。

距离我们 8 月 6 日发售已经过去一个月了。不得不说,玩家们每天都能挖掘出新的发现、开发出充满创意的战术,这让我每一天都感到惊讶。
看到游戏内容获得如此积极的反响,玩家们在享受游戏的同时也不断获得启发、愿意继续玩下去,这对整个开发团队来说是莫大的喜悦。
但我们也认识到,游戏发售初期受到了 PC 端稳定性问题的影响,由此给玩家带来的挫败感,我们在此诚挚道歉。让玩家无法按我们设想的方式享受游戏,绝非我们的本意。目前我们正在推进 PC 版的改进工作,希望所有人都能尽情体验这款游戏。

今天,我想与大家分享几点内容。

**■ 后续更新的方向**
首先,开发团队已经确定了以下几个我们认为需要着手处理的方面。

**关于输入响应的重新评估**
我们观察到,某些特定的输入——例如空中冲刺(aerial dash)或自由飞行(Free Flight)状态下的攻击——有时无法被正确识别,甚至完全无法识别。
为了解决这些问题,我们计划调整当前的输入窗口(input window),以实现更流畅、响应更及时的操作体验。
在当前版本中,按住按键时存在 6 帧的输入缓冲(input buffer)。但我们计划调整输入的处理方式,使得在某些情况下,即使松开按键,动作依然会被执行。
如果各位能通过以下链接,反馈任何你们觉得响应迟钝的特定输入,将对我们的改进工作有极大帮助:https://marveltokon.zendesk.com/
大家提供的细节越具体,对改进工作就越有帮助。

**过于频繁的援护(Assists)与换人(Tags)**
本作当前的平衡性设计,最初的愿景是允许玩家大量呼叫援护、在角色之间相互切换(tag)以互相支援,从而再现漫画最后几页中那种混乱的战斗氛围。
然而,得益于玩家们海量的实践与优化开发,援护的使用频率已经超出了我们最初的预期,许多玩家也对此表达了担忧。
考虑到这一点,开发团队希望在保留那些瞬间混乱感的同时,尽可能提升整体的辨识度(visibility),并减少因频繁换人而导致的、玩家无法进行任何输入的僵持时间(downtime)。

更具体地说,我们正在考虑如下调整:
- 增加部分援护与换人(Switches)的冷却时间。
如此一来,我们既能保留压制(rushdown)能力,也能为中立局面(neutral play)阶段创造更多空间。
我们目前正努力尽快将这些想法落实到更新中。
分享一点开发幕后:在援护系统的最初版本中,中立状态(neutral)下的援护需要消耗气槽(gauge)才能发动,这一点我们曾做过详细测试。
但在这个系统下,在连段中呼叫援护反而成了最优的使用方式,**压缩了中立状态下援护的使用场景。
这与上述“角色随时跳入战局”的愿景相悖,同时也让对局变得非常被动——玩家还需要时刻盯着自己的气槽,这增加了游戏难度。
这正是我们当初让中立援护不消耗气槽的原因,而如今对援护频率的调整,正是当初那一选择的延伸。

**关于角色平衡性**
首先必须说明的是,修复游戏存在的问题仍是开发团队的最高优先级。
至于角色平衡,虽然我们收到了大量反馈,但就目前而言,我们认为游戏仍处于“开发挖掘期”(discovery phase)。
无论是单个角色,还是各种队伍组合,每天都有新的发现不断涌现。这向我们表明,现在着手修改角色特性还为时过早。
另外,由于我们先前提到过的援护/换人调整,整体战斗平衡预计也会受到影响,因此我们即便进行角色平衡调整,幅度也会很小。
在撰写这封信时,我们仍处在一个有可能发现新技术、新环境(metas)的阶段。目前我们打算将重心放在上述方向上, upcoming 的更新将尽快以机制与输入调整为中心。
我们计划在尽可能不影响大型赛事的时间点实施这些改动,包括 Arc World Tour(ARC 世界巡回赛)的预选赛。

**题外话:各角色最新胜率**
| 角色 | 胜率 |
|---|---|
| 刀锋战士(Blade) | 52% |
| 秘客(Magik) | 52% |
| 潘妮·帕克(Peni Parker) | 51% |
| 万磁王(Magneto) | 51% |
| 洛基(Loki) | 51% |
| 星爵(Star Lord) | 51% |
| 黑豹(Black Panther) | 51% |
| 惊奇女士(Ms. Marvel) | 50% |
| 暴风女(Storm) | 50% |
| 钢铁侠(Iron Man) | 50% |
| 危境(Danger) | 50% |
| 毁灭博士(Doctor Doom) | 50% |
| 屠杀(Carnage) | 50% |
| 美国队长(Captain America) | 49% |
| 绿魔(Green Goblin) | 49% |
| 蜘蛛侠(Spider-Man) | 49% |
| 恶灵骑士(Ghost Rider) | 49% |
| 浩克(Hulk) | 49% |
| 金刚狼(Wolverine) | 48% |
| 死侍(Deadpool) | 48% |
| 冠军(Champion) | 48% |

*上述胜率已排除镜像对战(mirror match)的结果。
这些数据可能看起来有些出人意料,但统计显示各角色胜率相当稳定,波动范围很窄(48%–52%)。
如果按队伍(team)维度来看,结果或许会有所不同;但至少就单个角色的对阵(matchup)而言,相性看起来相当均衡。就我个人而言,我也很期待看到这些数据随时间推移会如何演变。
当然,数据并不能代表一切,我分享这些只是作为参考和讨论的话题。
我们真心希望这款游戏的进化不仅依靠我们自己,也能与各位玩家一同完成。感谢大家的热情、耐心,感谢你们持续帮助我们让《漫威斗魂:格斗之魂》变得更好。

**战场上见!**
**《漫威斗魂》开发团队**
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 楼主| 发表于 2026-10-8 11:18 | 显示全部楼层
今日更新首个DLC角色:凤凰镭射眼,一同公布了经典造型皮肤
11月2日上线,看视频够炫酷的,不知道实际性能如何







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 楼主| 发表于 2026-10-8 11:26 | 显示全部楼层

视频如下
一气是Beam类飞行道具,二气是类似黑豹和魔剑客的强化类+攻击追加


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发表于 2026-10-8 20:15 来自手机 | 显示全部楼层
只能变吊打复联叉人的黑凤凰变不了被神君杜姆秒的白凤凰还行
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发表于 2026-10-11 20:21 来自手机 | 显示全部楼层
剧情把锤哥写失踪原来是为了dlc出女雷神,第一季几个角色dlc只有镭射眼不是常态战力还挺怪的
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 楼主| 发表于 2026-10-11 22:50 | 显示全部楼层
本游戏首个Evo冠军,来自以色列的Zando

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 楼主| 发表于 2026-10-12 13:23 | 显示全部楼层
evo赛后,第一季4个角色全部放出

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 楼主| 发表于 2026-11-3 08:13 | 显示全部楼层
首次大版本更新,镭射眼上线
系统大调整,角色改动很小,以下是Patch Notes:

In addition to the new playable character Phoenix Cyclops and additional DLC costumes, we have made various fixes and adjustments to improve the gameplay experience.
🆕 Newly Added Content 
Overall/Game Modes
Added the new playable character, Phoenix Cyclops.
Added his battle music “Fallen Phoenix,” lobby avatar, profile customization items, and gallery content.
Added the “PHOENIX CYCLOPS” Arena Course to All-Star Arena, and the Phoenix Cyclops Support Soul to Survival in All-Star Arena.
Added the Phoenix Cyclops Fighter Soul to Arcadia Rumble.
These items are available in each mode after purchasing either the MARVEL Tōkon: Fighting Souls Ultimate Edition, Digital Deluxe Edition, the Year 1 Character & Stage Pass or Phoenix Cyclops DLC.

🖥️ PC Version
Benchmark Test
Added the Benchmark Test feature to check the game’s performance within your PC environment before playing online.
Players that pass the benchmark may use this as a filter in online matchmaking to play with others who have also passed it.
Shader Warmup
The shader warmup is now required upon launching the game.
Other
Made adjustments to improve the stability and consistency of online matches, helping reduce unexpected interruptions and disruptions during gameplay for the PC version.

🎮 PS5 Version and PC Version 
Online Matches
Made adjustments to improve online match stability and reduce unexpected disruptions during gameplay.
Implemented an icon to indicate slowdown during online matches on the player or opponent side.
Spectating
Fixed an issue causing desynchronization issues to occur sometimes while spectating online matches.
Fixed an issue causing the game to become unresponsive when attempting to spectate in the Open Lobby or Room Matches under certain conditions.
Replays
Fixed an issue causing the match results to differ from the actual match during replay playback in rare instances.
Fixed an issue causing unintended controls to be possible during playback.
Casual Match & Ranked Match
Expanded the search range when selecting “Nearby Regions” under the Region Settings.
It remains possible to avoid matching with players with incompatible network connections by using the “Connection Speed” option.  
This adjustment will make it easier to find matches, especially if you have set the “Connection Speed” restrictions low.
When selecting “All” under the Region Settings, “Connection Speed” restrictions no longer apply.
This adjustment skips unnecessary checks regarding connection strength, providing the fast matchmaking expected of the “All” region option.
If you prefer to prioritize matchmaking with strong network connections, please set the “Connection Speed” restriction with your Region Settings adjusted to either “Same Area Only” or “Nearby Regions.”
When this patch is applied, the Platform Settings will be reset to the default setting, “All.”
As the performance of the PC version has been improved, this reset intends to provide a better matchmaking environment.
If you prefer to match with only the same platform, please choose the “Same Platform Only” option from the Matching Settings.
Added an item to the Matching Settings providing the choice to limit your matchmaking only to players who meet the performance standards from the benchmark test.
Ranked Match
Revised the rating fluctuation calculations for the Master rank.
Adjusted the conditions to move from Vibranium to Master.
We had set the conditions to rank up from Vibranium to Master to be highly challenging, but this resulted in fewer players reaching Master rank than anticipated.
This led to longer wait times for matches as well as matches between players with a large difference in rating within the Master rank.
To provide the intended, smooth matchmaking experience for more players, we have changed the conditions as follows.
Rank Up Conditions Before Change: 4 wins out of 5 matches
Rank Up Conditions After Change: 3 wins out of 5 matches
Our goal with this change is to achieve the intended number of players active in Master rank, making it easier to find opponents and match with players closer to your level.
Set a limit on the difference in rating between players in Master Ranked Matches.
To preserve the concept of matching with players close to your current level, we have set a limit to prevent players from matching with others of a rating greatly above or below their own.
This adjustment aims to provide fair matchmaking by avoiding matches with an extreme gap in player ability.
We expect the impact on matchmaking speed for all players to be very minimal.
Fixed an issue where even when the rank-up challenge was failed, the rank-up matches would not end and the remaining matches would play out.
Fixed an issue causing rating fluctuation to occur when rematching a Vibranium player directly after the rank-up match to go from Vibranium to Master rank.
Room Match
A pop-up will now be displayed to indicate the Room Code when creating a room after setting a Room Code.
After selecting Disband Room or Exit Room, you will now transition to the Battle Menu.
Training Mode
Added “Assist Cooldown” item to the Gauge Settings within the Training Menu.
Added “Playback Method” item for the Recreate Battle State feature within the Training Menu.
Character Lessons
Wolverine
Fixed an issue where one use of Eviscerate (214+Attack) would be counted multiple times during the Action Check.
Star-Lord
Fixed an issue in Level Up Mission 5 where the grounded version would count as the aerial version of Ravager Rush (214+Attack mid-air).
Ghost Rider
Corrected Action Check Skill 4 to no longer count the action when performed with a different input than the button shown.
Loki
Fixed an issue in Level Up Mission 5 where the M version would count as the H version of Serpent Spike (623+Attack).

⚔️Battle: Universal
In this patch, we have made adjustments to game mechanics and addressed issues with characters. For game mechanic adjustments, we have taken into account the requests from the in-game survey along with the expectations of the development team. We have extended the cooldown for calling Assists, increased the regain values of the Assemble Gauge, and improved the responsiveness for various inputs.
For the increase to Assemble Gauge gain values, the extended cooldown would result in gaining less Assemble Gauge if kept as-is, so we have adjusted to ensure a similar rate of Assemble Gauge will be gained as in the current version.
The concept behind the game mechanic adjustments is to maintain the current battle mechanics while somewhat reducing the amount of information on the screen at one time and improving legibility.
While the moments of spontaneous chaos in matches are intended, currently the frequency of calling Assists and tagging is higher than anticipated, creating situations where the screen is overly busy or the match loses momentum.
We have made these adjustments after seeing players also requested to extend the cooldown and decrease the frequency of Assists, in alignment with the concept described above.
As a result of the reduced frequency of calling Assists, the player will need to play neutral either solo or with fewer Assists more often. This creates more variation throughout the match, moving from strings using Assists to fighting either solo or with fewer Assists, while also improving legibility.
While we have not made direct character adjustments, as a result of mechanic adjustments and fixes for issues, there are several impacts on the characters in battle such as making the Champion more powerful. Please refer to the character section for more details.
The link to the survey page is available from the in-game top page. Sharing your opinions and impressions, as well as reporting issues, helps improve the game’s development. Your feedback is always greatly appreciated.
Summoning Assists
Adjusted the cooldown time when calling any version Assist until it can be used again.
All Assemble Assist versions: 180F
Assemble Assist Shooter (→+A), Assembe Assist Vertical (↓+A), Assemble Assist Assault (←+A), Assemble Assist Aerial (aerial directional input+A), Assemble Rush (N+A during combo)
When the Assist is attacked: 300F
Super Assemble: 300F (A during Super Skill)
Member Switch: 300F (Tag)
Member Switch during round start sequence: 1F
Removed cooldown during the round start sequence.
Other Assemble actions remain unchanged at 10F.
Change to UI displaying cooldown time
When each Assist enters cooldown and cannot be used, the character icon at the top of the screen changes, clearly showing the state and remaining duration.
Adjusted the cooldown time after attacking while an ally Assist is out.
Slightly increased duration of reduced cooldown recovery after attacking the opponent and putting them into hitstun during an ally Assist action.
As a result of the above change, it now takes time before the character can be summoned as an Assist again if a Member Switch is performed with the character on-screen.
Assemble Assist
Upon successful Assist input, inputting another direction at the beginning of the action no longer changes the Assist that appears.
In the current version, it was possible to overwrite to another direction within 3 frames after the A input, but we have removed this as it often resulted in unintended behavior.
Assemble Gauge
We have increased the regain rate of the Assemble Gauge to maintain the same rate in practice as the current version, given the newly extended Assist cooldown duration.
Default state: 25→60 (every 1 frame)
During knockback and blocking: 25→30 (every 1 frame)
Assemble Rush
Fixed an issue resulting in less Skill Gauge value gained when used for the first time in a combo under certain conditions.
Assemble Smash
The Assemble Gauge no longer recovers until the action ends.
This adjustment is in line with the increased recovery speed of the Assemble Gauge.
Fixed an issue causing the “Reversal!” system message not to appear even when the conditions are met.
Fixed an issue causing the weapons of certain characters not to be displayed during Assemble Smash at times.
Assemble Counter
The Assemble Gauge no longer recovers until the action ends.
This adjustment is in line with the increased recovery speed of the Assemble Gauge.
The blowback when the ally follow-up hits the opponent’s Assist upon successful counter has been adjusted to be the same as when it hits their leader character.
Crossover
Adjusted so that the Assist cooldown pauses during the sequence, so it can no longer become possible to perform Crossover Reflect partway through the sequence.
Fixed an issue that made it possible to activate the Assist without expending Assemble Gauge when input directly after the input window for Crossover Reflect ends under certain conditions.
Corrected the resulting behavior when a Member Switch and Crossover trigger simultaneously.
Fixed an issue where the slowdown effect from Green Goblin’s Sticky Bomb would result in less backwards distance covered when performing Crossover.
Crossover Reflect
Increased the Skill Gauge gain from a successful Crossover Reflect from 10→20.
Perfect Reflect
Increased the Skill Gauge gain from a successful Perfect Reflect from 12→40.
Once sent flying, the opponent will no longer get caught on anything but the leader character.
This change is to fix issues caused when the opponent character would not be hit at times if caught between the player and a summoned Assist.
Decreased Assist cooldown, speeding up the timing before Assists can be used again for the player who successfully performed the Perfect Reflect when putting the opponent in the Disassembled state.
This affects all Assists with cooldown effective.
Member Switch
Changed so that it is no longer possible to perform a Member Switch with the on-screen ally character after blocking an attack while any version of Assemble Assist is active.
This now behaves the same way as when taking damage. This makes it no longer possible to take advantage of the fast startup of Member Switch and place an Assist on the opposite side of the opponent, then perform a Member Switch while under attack. This put the opponent on the offensive at a disadvantage, which was not an intended situation.
Adjusted the effect when the leader character changes to differ between P1 and P2.
Disassembled
Fixed an issue causing the Assemble Gauge to increase during the effect.
Dash
Extended the input buffer window for dash when using directional inputs, making it similarly easy to perform as Quick Dash.
Aerial Dash
Added input buffer to make the move easier to perform, improving the responsiveness of the controls.
Free Flight
Added input buffer to make the move easier to perform, improving the responsiveness of the controls.
Multi-Dash
Fixed an issue causing the input buffer window afterwards to become shorter sometimes when performed with L+M.
Jumping →+H
The start of Jumping H can now be overwritten to Jumping →+H when performed without any attacks in between, making it easier to perform Jumping →+H.
Crouching H
Adjusted to make it easier to perform Skills when canceling Crouching H late during a combo.
Throw Escape
Adjusted the input window to only succeed after being grabbed by the opponent.
Jump
Fixed an issue causing brief throw invincibility when performing a jump mid-air.
Break
Fixed an issue causing landing recovery to trigger the next time a jump is performed after a stage transition at times.
Character Icon
Fixed an issue causing the character icon not to be displayed properly when performing Crossover or Member Switch under certain conditions.
Other
Fixed minor visual issues.
🥊Battle: Per Character
Captain America
Assemble Assist Assault (←+A)
Fixed an issue resulting in incorrect movement values when the attack is performed in certain positions.
Black Panther
Bast’s Blessing Gauge
Fixed an issue causing the Bast’s Blessing Gauge value not to be calculated properly when a projectile hits as the first hit in a combo.
Grounded Assemble Smash (L+A)
Adjusted behavior so that the recovery would match that of other characters.
Magik
Teleport (U near Dark Portal)
Adjusted input priority of the neutral version, making it easier to perform after normal moves, etc.
Danger
Holoseeker (236+Attack, held)
Fixed an issue causing the explosion to occur at the wrong position at times after coming into contact with Calibrate.
Fixed an issue causing a beam to be fired from a position with no Calibrate when using Synchrobeam after coming into contact with Calibrate.
Kill Switch (L Version) (214+L)
Fixed an issue causing Break to trigger after the Combo Limit under certain conditions.
Grounded Finisher Attack (L→L→L Link Attack, etc.)
Fixed an issue causing her hurtbox to extend unintentionally.
Spider-Man
Arachnid Assault (H Version) (214+H)
Fixed an issue causing it to trigger unintentionally when using certain inputs.
Spidey Sense (M Version, H version) (623+MorH)
Fixed an issue causing unintended opponent behavior when triggering a Break stage transition.
Web Slam/Web Snare (Hold ←+U during U)
Fixed an issue causing unintended landing recovery after use.
Star-Lord
Elemental Outlaw (Aerial) (236+M+H)
Fixed an issue causing the attack to miss during the cinematic camera when hitting under certain conditions.
Peni Parker
Wheel Bomb (Weapon from U)
Fixed an issue causing the Vital Gauge never to hit 0 when hitting the player.
Ghost Rider
Judgement Cradle (214+Attack)
Fixed an issue causing the follow-up direction to be reversed from the input under certain conditions.
Fixed an issue causing the blowback value not to behave as intended depending on the positioning of the attack.
Blade
Glaive Strike (H Version) (22+H)
Fixed an issue causing a great increase in the number of hits when hitting under certain conditions.
Deadpool
Foot Dive (Attack during 22+M/22M mid-air/623M mid-air with Healing Gauge)
Fixed it to no longer expend the grenade when not entering the dedicated sequence on hit while holding the Explosive Grenade.
Adjusted the behavior on clash to a rebound animation.
Rope-a-Dope (236+M with Healing Gauge)
Fixed an issue granting the opponent invincibility on hit, making the attack whiff under certain conditions.
Faulty Grenade/Headpool (←+U after ←+U)
Fixed an issue causing the Vital Gauge never to hit 0 when hitting the player.
Fever Dream: Ranbu (236+H→L)
Decreased button input window, making it less likely to activate unintentionally.
Loki
Laevateinn (632146+M+H)
Fixed an issue causing the damage to increase more than intended under certain conditions.
Magneto
Magnetic Blast (236+Attack)
Adjusted the timing of the power-up levels when held with three clouds of debris present, making it easier to perform the second level.
Fixed an issue causing the recovery to be longer than the standard version when the charged version is blocked.
Return Animation after Assist Attack
Fixed an issue causing him to enter an aerial state when performing a Member Switch at certain timings.
Green Goblin
Flyby Kick (U)
Fixed an issue causing him to enter the on-glider state at times when the glider has not been summoned.
Sticky Bomb (623+Attack)
Fixed an issue causing the effect to remain visible after the effect wears off at times.
Glider Raid (M Version) (22+M)
Fixed an issue causing the Vital Gauge never to hit 0 when hitting the player.
Sky Scraper (236+M+H)
Fixed an issue causing the cinematic not to play as intended on hit under certain conditions.
Carnage
Parasite Fang (U)
Fixed an issue causing the attack data not to switch as intended between close range and the edge of the range at times.
Guillotine Axe (H Version) (22+H)
Fixed an issue causing the hitbox to extend when the button is held under certain conditions.
Champion
Grounded Assemble Smash (L+A)
Corrected the behavior to result in the same recovery as other characters.
Lone Champion (directional input+A)
Corrected so that when performed at the expense of Assemble Gauge, it no longer increases the Combo Limit (follow-up limit) when the attack hits.
Lone Champion Rush (A during Attack)
Fixed an issue causing increased Skill Gauge gain when used multiple times in a combo compared to other characters.
Pride Gauge
Fixed an issue causing the Pride Gauge gain to be lower than intended when activating certain moves.
Super Nova Slam (2+U/U mid-air)
Fixed an issue causing him to turn around when performing the follow-up at times after a successful grab.
Void Knuckle (H Version) (236+H)
Fixed an issue causing the Counter Hit effect not to trigger against the leader character if it hits an Assist first.
Cosmic Crush (623+Attack)
Fixed an issue causing some of the armor (attack endure) area to disappear when enduring a projectile in the Awakened Form.
Fixed an issue causing other attacks to be able to hit during the sequence, interrupting it.
Star Duster (M Version, H Version) (214+MorH)
Fixed an issue causing Break to trigger when it should not upon clash.
📝 Additional Notices 
Regarding Replay Data 
After updating the game, replays from previous versions cannot be searched for or played back.
Replay data saved locally remains on your system but cannot be played back.

Thank you to everyone who has sent an issue reports and feedback.
We will continue to work to improve the gameplay experience, including performance and stability.
The next battle is starting. See you all online!





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