Added new stage: Zack Island. After installing Ver.1.03, players can download the free Zack Island stage, which will appear in the Stage Select menu.
Added the ability to upload screenshots to Facebook from Album mode.
Added the ability to upload video replays to Facebook from Spectator mode.
Added the ability to upload video replays to YouTube from Spectator mode. PS3
Changed default health from 300 to 270 for all modes except Story.
Some scoring rules for Arcade and Survival mode have changed based on the default health change.
Unlocked all courses in Arcade, Time Attack and Survival Modes.
Improved lag for online fights in some stages. (Scramble, Hot Zone, Home, Fuel)
Reduced lag for online fights by 1 frame. PS3
Fixed an issue that played the "GET READY - FIGHT!" voice later than when the players were actually able to move.
Added the ability to accept a "Ranked Match Throwdown". This will match players players who are waiting for a ranked match and players who have set the game to accept ranked match Throwdowns.
Change the Throwdown icon to distinguish between the sender (blue) and receiver (red).
Added the ability to search by connection quality. When this is set, a player matching will give priority to other players with the specified connection quality or better. (Due to network conditions, there may be times when players are matched with others of a lower quality connection.)
Added the ability to display the opponent's profile (wins/losses, connection quality, etc.) when matching for a ranked match. Also added the ability to cancel a match while the opponent's data is displayed.
Added the number of ranked matches as an unlock condition for some characters and costumes. (Please refer to the separate chart for details of the unlock conditions.)
Set the number of rounds for ranked matches at 3 rounds per match.
Changed so a player's selection in the Character Select screen will not be visible to the opponent.
Removed player stage selection from ranked matches, making all matches occur in randomly selected stages. (The selection will use the default random filter.)
Grade Point variables have been balanced.
Fixed an issue with ranked match searches that would match opponents from outside the player's Grade search setting.
Added the ability to save a replay after lobby matches.
Added a connection quality setting when creating a lobby. Setting this will make the lobby accessible only to players of the specified connection quality or better. (If the connection quality drops after joining a lobby, that player will not be kicked out.)
Added the ability to search by connection quality for lobby matches. Setting this will display only lobbies of the specified connection quality or better in the search results.
Added a "Wait Time" setting when creating a lobby to specify the time to wait for a match. Regardless of this setting, the champion (player with the ?) can start a match at any time by pressing OK.
Added the ability in lobby matches to buffer the "Return to Lobby" command during the victory/loss scene.
Changed to display the lobby name in the search results for a lobby match. (Players can switch between lobby name and player name displays.)
Changed to input a default lobby name if no name is specified when an lobby is created for an online lobby match.
Changed to set Fighter/Spectator in lobby matches with the OK (confirmation) button.
Changed the text chat in lobby matches to display a player's own comments in a different color.
Changed to allow a full-screen display of the text chat window while watching lobby matches.
Changed the menu profile display in lobby matches so they do not cover up the cursor.
Players can now be kicked out of lobby matches while watching or waiting for a match. (Players currently fighting in a match cannot be kicked out.)
Fixed an issue that caused the game to hang after canceling character selection in a lobby match.
Fixed an issue that would occasionally cause the game to be unable to progress when a player was invited to a lobby match in any mode other than the Main Menu. Xbox360
Added an Exhibition Mode to the offline Versus Mode. Setting Exhibition Mode to on will unlock all characters, stages and most costumes. Some features will not be available in Exhibition Mode, such as unlocking trophies and saving fight records.
Fixed an issue that occurred after a loss in Versus Mode which caused incorrect AI behavior in the next match.
Added a shortcut (PS3: SELECT + R1/Xbox 360: BACK + RB) to change hit settings in Training Mode.
Changed the shortcut (PS3: SELECT + L1/Xbox 360: BACK + LB) for replaying an example move in Command Training.
Fixed an issue that would cause the game to hang when restarting in Training Mode.
Fixed an issue that would make it impossible to restart in Command Training.
Corrected the game so it maintains Command Training progress until the end of the game. (Note: the in-progress state itself is not saved.)
Speeded up the timing of opponent AI rising in Command Training.
Change throw escape behavior in Training Mode. Before, COM throw escapes would always succeed, regardless of player input timing, if the Throw Escapes setting was set to fastest. This has been changed to allow COM throw escapes to fail if the player inputs a command with perfect timing.
Fixed an issue that caused characters to move offscreen when completing Command Training.
Fixed an issue that caused replays to be saved incorrectly.
Changed to allow switching UI display on/off in steps while watching a replay. (Players can hide the replay time display and just display the same UI as a normal match.)
Changed to display the online ID/gamertag when watching a saved replay of an online match.
Corrected the Xbox 360 version so cursor position in the replay or album menu is preserved after watching a replay or displaying a photo. Xbox360
Added a display for uncleared missions on the timeline in Story Mode. Uncleared missions are shown with a different color icon and message.
Added the following special displays to the move lists: SP - notes special conditions such as back-turned stance, OH - notes Offensive Holds, CB - notes Critical Burst moves, PB - notes Power Blows
Added a Grade Point gauge on the fight result display in the Main Menu.
Added a confirmation window when quitting the game when PlayStation®Store is selected in the Main Menu. PS3
Changed so COM opponents select DLC costumes randomly if DLC costumes have been downloaded.
Changed the 4-bar antenna indicator in online modes to green to make it easier to understand.
Changed the sound effect when selecting Danger Zones On/Off on the Stage Select screen.
Made "NEW" display on the PlayStation®Store or Xbox Marketplace menu item in the Main Menu when new DLC is available.
Fixed an issue that occasionally made the game hang when selecting an online mode while PlayStation®Network was undergoing maintenance. PS3
Fixed an issue on the Home stage that occasionally made a character not display when KO-ing a character and performing a down attack.
Fixed an issue on the Home stage that occasionally made a character pass through a wall.
Fixed an issue that caused the language settings in the Options Menu not to be saved.
Fixed an issue that set character selection to random after accepting a Throwdown.
Fixed an issue when accepting a Throwdown in Tag Mode that caused a stage to be selected which was unusable with Tag.
Fixed incorrect data in the Move List.
Corrected to maintain online search settings until the game is quit.
Corrected issues with the Critical Damage display in Move Details, where the color change was different than when the actual Critical state change.
Sidestep settings moved to the CONTROLLER screen.
Fixed a bug that caused the sidestep settings to change in online matches.
Balanced the fighting system and characters. details
COMMON
Fixed voice playback at the start of a match because it was actually playing back 15f later than the start.
Tripled crouching speed against high attacks.
Changed standing/crouching switch frame during normal status, when guarding, etc. from 5?3F.
However, you can guard against at low attack in 1F, and crouch against a high attack in 2F.
Fixed a bug just after guard recovery, etc. that caused a frame where the player was unable to perform a hold and could only guard.
The one frame in which a player could guard but not hold has been changed to allow both guards and holds.
Changed default health to 270.
Change affects Arcade, Time Attack, Survival and other modes as well.
Removed Counter adjustments after ceiling throws. Even Hi Counter follow up attacks act like normal hits.
Changed to allow a strike if throws overlap after rising/tech rolling.
Changed normal sidestep properties for all characters to 0(20)5.
Improved control input to make it harder for derivative followup moves to be triggered accidentally from sidestep.
Improved control input to make it harder to trigger taunts accidentally when pressing up/down when sidestep controls are set to 8 or 2H+P+K.
Fixed an issue that retained a hold input performed while the player could not hold until the unholdable interval had ended. The input buffer for Critical Holds was also changed to 12F, just like strikes. This improves play by reducing unintended moves triggered by inputs during unholdable periods.
Made H Cancel work better when used during a status other than strike. For example, it is harder when inputting 7PHK to mistakenly trigger 7PK.
Fixed reach for down throws being too long when the opponent's head was close.
Adjusted the back rising motion for Mila, Rig and VF characters. This corrects the weird speed that they could move back with.
The latter half of stuns from moves like Helena's 3KK are fixed to be invulnerable just like other of the same kinds of stuns.
Changed stuns from mid and low rising kicks on normal hit to small stuns.
Changed all back-turned stuns that do not down the player to end with the player facing front.
Added a ground shake effect to make sit-down stuns easier to spot.
All drop (vertical) kicks cannot be tech rolled.
Fixed a bug that made stuns after certain characters' moves the same as a Critical Finish stun.
Fixed a bug when an opponent was already in some stuns which cannot be tech rolled and a followup attack was made, then the un-tech-rollable status was maintained.
Lengthened the Critical Burst stun 5F, making followup attacks easier.
Changed behavior when near a wall to cause a Critical Burst even if the opponent uses a Critical Hold.
Fixed an issue that displayed a red "CRITICAL STUN" during a Critical state from which a Critical Burst cannot be performed, for example after breaking an object after a Critical Burst.
Fixed some objects that would not turn transparent when covering a character.
Changed the way Danger Zone damage is calculated (except for Cliffhangers). Changed all Danger Zone damage from throws and holds from to 16%+4 to 20%.
Changed Slip Zones to only cause slipping on Counter Hit or higher.
When an opponent's throw or OH lands during the entrance or exit of a tag change, it is now treated as a Counter Hit.
Fixed an issue that added the combo adjustment when performing a tag throw after a juggle in Tag Mode.
Fixed an issue that added the combo adjustment when performing an air throw or down throw during a juggle in Tag Mode.