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Showing posts with label Xbox One. Show all posts
Showing posts with label Xbox One. Show all posts

Tuesday, March 1, 2016

Mortal Kombat X Patch Notes for March 2016



These notes are from the developers for the new update that went live today for Mortal Kombat X(L):

General Gameplay fixes
•New rollback based enhanced online multiplayer is now active
•Reduced chipdamage from most normals
•Reduced metergain from having most normals blocked
•Round timer now operates in real time seconds
•Neutral jumping attacks are more negative on block on the way up
•After a breaker or block breaker stamina is removed from both players
•Stamina now starts to refill 2 secs after a breaker (down from 2.5 secs) at a 50% faster rate
•Lowered the trade priority of most jumping attacks and increased hurt regions after their startup frames
•Reduced the meter gain on most multi-hitting strings and some multi-hitting special moves
•Grab background interactions now function as true command grabs which can combo from a hit
•Most projectile background interactions can now have their trajectory lowered by holding Down which can make them harder to low profile
•Adjusted the background collision at the ends of some arenas which would cancel out some profiles sooner than desired
•Added 2 more recovery frames after a blocked or missed attack while jumping backwards
•Adjusted the throw immunity of most special moves
•Increased combo damage scaling after a throw tech
•Combos do not end after a meter burned throw at the end of a match
•Some hit sparks are now red when the move connects during an opponent's recovery frames
•Fixed some incorrect framedata in the movelist
•Adjusted many combos which were inconsistent if the player and opponent were not both chest to screen or chest away from screen
•Added 3 more frames to the throw tech window
•A teched throw at the beginning of a match will no longer grant first hit bonus



Character Specific Fixes
•Cassie - Flip Kick now has 7 startup frames (up from 6)
•Cassie - Flip KickEx no longer has armor
•Cassie - Down+FP is now -6 on block (up from -8)
•Cassie - Away+BK has increased pushback and is now -4 on block (up from -9)
•Cassie - Change the last input of the Cage Raged combo from Away+BP, FP, BP, Down+FP+BP to Down+BP+BK
•Cassie - Reduced the cancel advantage of the 4th hit of the Away+BP, FP, BP, Down+BP+BK combo
•Cassie - Away+BP, FP, BP is now -14 on block with less pushback (down from -4)
•Cassie (Hollywood) - The hit advantage of Nut Buster and Nut Kracker are now more consistent regardless of the height it connects at
•Cassie (Brawler) - Added Haymaker (enhanced version of Take Down) which is armored and does more damage
•Cassie (Brawler) - Added Bone Breaker (enhanced version of Bow Breaker) which is armored, does more damage, and can combo from a hit


•D'Vorah - Increased the damage of Ovipositor Charge & Ovipositor Rush by 2
•D'Vorah - Ovipositor Rush now has 14 startup frames (down from 20)
•D'Vorah - Ovipositor Rush is now -17 on block (down from -12)
•D'Vorah - Away+FK is now a high block and +11 on block (up from +2 and a mid)
•D'Vorah - Away+BK has increased pushback and is now -11 on block (down from -15)
•D’Vorah (Swarm Queen) - increased combo damage scaling after dash cancelling out of Wasp Grenade
•D'Vorah (Brood Mother) - reduced the cooldown on Krawler to 3 seconds (down from 4)
•D'Vorah (Venomous) - Bug Spray &Bug Burst is now max -23 on block and +12 on hit (down from -20 on block and +15 on hit)


•Ermac - Away+FP is now a high block and has 9 startup frames and 3 active frames (down from 11 start and up from 2 active)
•Ermac - Down+FP is now -6 on block (down from -10)
•Ermac - Increased the block advantage of Away+BP by 1 and it is now more plus on block the longer it is charged
•Ermac - Towards+FK now has 11 startup frames and is -4 on block (down from 13 startup and -3 on block)
•Ermac - Towards+FK, BK is now -1 on block (up from -6)
•Ermac - Towards+BK, FK is now -6 on block (up from -11)
•Ermac - Away+BK has increased pushback and is now -10 on block (up from -16)
•Ermac - Changed the command input of Hover to Down, Up+Block (from Down, Down, Up)
•Ermac (Mystic) - Levitate (Tele-Choke) is now -6 on block and has 9 startup frames (up from -14 on block and down from 11 startup frames)
•Ermac (Spectral) - Changed the command input of Soul Ascension to Down, Up+Block (from Down, Down, Up)


•Erron Black - Increased pushback on block for Sand Shot and it is now +6 on block (down from +7)
•Erron Black - Increased range on Sand Trap Tackle and it now has13 startup frames (down from16)
•Erron Black - Quick Sand Tackle will now combo from a hit
•Erron Black - Increased the hit advantage of Quick Sand Tackle &Sand Trap Tackle by 10
•Erron Black - Down+FP now has 7 startup frames (down from 8)
•Erron Black - Towards+BK is now -12 on block and +17 on hit (down from -21 on block and up +7 on hit)
•Erron Black - Away+BK has increased pushback and is now -7 on block (up from -12)
•Erron Black - Increased hit advantage and hit cancel advantage by 1-3 on most normals and strings


•Ferra/Torr - Added Little One Slide (enhanced Bowl Girl) special move which can allow for a combo afterwards
•Ferra/Torr - Added Ferra Throw (enhanced Ferra Toss) special move which can allow for a combo afterwards
•Ferra/Torr - BP, Towards+BK is now -5 on block (up from -8), does 1 less damage, and can now be special canceled
•Ferra/Torr - Down+BP is now +4 on block (up from -11)
•Ferra/Torr - Away+BK has increased pushback and is now -9 on block (down from -18)
•Ferra/Torr - Down+FP (sans Ferra) is now -6 on block (down from -3)
•Ferra/Torr - Away+BK (sans Ferra) is now -6 on block (up from -17)
•Ferra/Torr - Towards+BP can no longer be used twice to extend the same combo
•Ferra/Torr - Grab 'n' Stab can now combo from a hit
•Ferra/Torr - Away+2 can now be special canceled into X-Ray or background interactions
•Ferra/Torr - Increased hit advantage and hit cancel advantage by 2-4 on most normals and strings
•Ferra/Torr (Vicious) - Added Boss Launch (enhanced Boss Toss) which goes farther
•Ferra/Torr (Vicious) - Slightly reduced the range of Boss Toss
•Ferra/Torr (Vicious) - Gut Ripper can now combo from a hit
•Ferra/Torr (Lackey) - Boulder Roll&Double Boulder Roll are now -10 and -6 on block (down from -12 and -9)
•Ferra/Torr (Lackey) - Increased combo damage scaling on Boulder Roll&Double Boulder Roll
•Ferra/Torr (Lackey) - Colossal Crush can now combo from a hit


•Goro - Increased the active frames on jumping FP
•Goro - Shokan Slam can now combo from a hit
•Goro - armor on X-Ray now lasts until the active frames
•Goro - Towards+BK is now +4 on block (up from +2)
•Goro - Away+BK has increased pushback and is now -9 on block (down from -13)
•Goro - Reduced run startup frames and increased it distance traveled
•Goro - Slightly sped up his step forward
•Goro (Kuatan Warrior) - Tremor will be combo damage scaled after combo when used in an unavoidable off the ground situation
•Goro (Dragon Fangs) - Shokan Massacre can now combo from a hit


•Jacqui - Bionic Dash & Bionic Blast are now -9 and 0 on block (down from -19 and -21) with increased pushback on block
•Jacqui - BP, FK is now a low block
•Jacqui - Increased hit advantage and hit cancel advantage by 1-3 on most normals and strings
•Jacqui - added 5 more frames to buffer the Stanky Leg input from BK
•Jacqui - Away+BK has increased pushback and is now -6 on block (up from -10)
•Jacqui (Shotgun) - Single Barrel is now +17 on hit (up from +1)


•Jason - added 5 recovery frames to Back Breaker & Spine Shatter
•Jason - Choke & Choke Slam now have 12 startup frames (down from 15)
•Jason - You can now throw the opponent forward by holding Towards after Spine Shatter connects
•Jason - Down+FP now has 6 startup frames (down from 8)
•Jason - Down+BP now has 6 startup frames (down from 9)
•Jason - Away+FK now has 9 startup frames and is -11 on block (down from 12 startup and -9 on block)
•Jason - Away+FK, FP+FK is now a command throw
•Jason - Added Away+FK, Up+FP combo string
•Jason - Added Away+FK, Down+FP combo string
•Jason - Towards+FK is now +7 on block (up from -1)
•Jason - Down+FK now has 10 startup frames and is -3 on block (down from 11 startup and up -8 on block)
•Jason - Away+BK has increased pushback and is now -3 on block (up from -14)
•Jason - Down+BK now has 13 startup frames and is -2 on block (down from 16 startup and up -3 on block)
•Jason (Slasher) - removed 9 recovery frames from Machete Toss & Machete Throw
•Jason (Slasher) - Away+FP now has 9 startup frames and is -11 on block (down from 11 startup and -10 on block)
•Jason (Relentless) - Increased the scaling damage boost from Damned to 1.1x / 1.25x / 1.45x / 1.75x (from 1.1x / 1.2x / 1.33x / 1.5x)
•Jason (Unstoppable) - removed 12 recovery frames from Corpse Walk
•Jason (Unstoppable) - slightly increased the health gain from Rise & Corpse Walk
•Jason (Unstoppable) - Rise & Corpse Walk now also gain meter while active
•Jason (Unstoppable) - while Punishment & Rampant are active most of your attacks will break through opponents armor
•Jason (Unstoppable) - Punishment & Rampant now lasts 7 seconds (up from 5 seconds)
•Jason (Unstoppable) - Rampant now lasts 10 seconds (up from 5 seconds)


•Jax - Reduced the hit region of Towards+FK
•Jax - Down+FP, Down+BP is now -2 on block (up from -7)
•Jax - Increased combo damage scaling after Gotcha Beatdown, Downward Dash Punch, &Downward Dash Fist
•Jax - Away+BP is now -13 on block (down from -8)
•Jax - Down+FK is now -2 on block (down from 0)
•Jax - Away+BK has increased pushback and is now -13 on block (up from -17)
•Jax - Ground Shake will be combo damage scaled after combo when used in an unavoidable off the ground situation
•Jax (Pumped Up) - Air Drill Punch &Ground Quake will be combo damage scaled after combo when used in an unavoidable off the ground situation
•Jax (Wrestler) - Added 8 recovery frames to Quad Grab&Quad Grapple
•Jax (Wrestler) - increased hit advantage after Back Breaker by 10
•Jax (Wrestler) -Quad Grapple can now combo from a hit


•Johnny Cage - Increased the active frames on jumping BP
•Johnny Cage - Nutcracker is now -14 on block (down from -12)
•Johnny Cage - Down+FK now has 7 startup frames and is -9 on block (down from 10 startup and -4 on block)
•Johnny Cage - Away+BK has increased pushback and is now -12 on block (up from -22)
•Johnny Cage - Down+BK now has 5 more recovery frames and is-6 on block (down from -1)
•Johnny Cage - Increased damage of throw when Red Shadow is active
•Johnny Cage (Fisticuffs) - Fist Bump now recovers 4 frames faster and lasts for 9 seconds (up from 8 seconds)
•Johnny Cage (Fisticuffs) - Away+1 now has 10 startup frames (down from 11)
•Johnny Cage (Fisticuffs) - Hits of Speed Bag string do additional damage on hit and block if Fist Bump is active
•Johnny Cage (Fisticuffs) - does the increased damage throw while Fist Bump is active
•Johnny Cage (A-List) - Nut Breaker is now -21 on block (down from -11)
•Johnny Cage (A-List) - Nut Breaker when meter burned is now -14 on block (down from -12)


•Kano - Up Ball&Uprise Ball will hit more consistently after 7 startup frames
•Kano - Away+FP is now -8 on block (down -2)
•Kano - Away+FP, FK is now -2 on block (down from -1)
•Kano - Down+FP is now -7 on block (down from -9)
•Kano - Down+FK now has 7 startup frames (down from 8)
•Kano - Away+BK has increased pushback and is now -6 on block (up from -10)
•Kano - Down+BK is now -12 on block (up from -7)
•Kano - Air Ball now hits overhead
•Kano (CutThroat) - Blade Slice is now -5 on block (up from -8)
•Kano (CutThroat) - Bloody Slice is now -15 on block (down from -8)
•Kano (CutThroat) - Away+FP has slightly increased range
•Kano (Cybernetic) - Upward Laser now has 6 startup frames and 21 recovery frames (down from 10 startup and up from 18 recovery)
•Kano (Commando) - Added 8 recovery frames to Rib Strike &Rib Breaker
•Kano (Commando) - Choke &Strangle are now +15 and +23 on hit (up from -5 and +5)
•Kano (Commando) - Gains a new BP, BP combo string
•Kano (Commando) - Gains a new Away+FP, FK, FP+FK string
•Kano (Commando) - Rib Breaker&Power Bomb can now combo from a hit


•Kenshi - Blade Reflect & Blade Absorb now have 7 startup frames (down from 10)
•Kenshi - Blade Reflect & Blade Absorb can now parry most non low attacks
•Kenshi - After a successful parry from Blade Reflect &Blade Absorb you can special cancel into another special move
•Kenshi - Away+FP now has 13 startup frames and is -1 on block (down from 17 startup and up from -6 on block)
•Kenshi - Down+FP now has 7 startup frames (down from 8)
•Kenshi - BP now has 9 startup frames and is -14 on block (down from 11 and -9 on block)
•Kenshi - BP, BP can now be meter burned to reset the combo string
•Kenshi - Added Towards+BP, FP, FP / BK combo strings
•Kenshi - Away+BK has increased pushback and is now -9 on block (up from -13)
•Kenshi - Away+BP is now -4 on block (up from -18)
•Kenshi - adjusted the reaction of BP, FP, FP, BP+BK to make comboing afterwards easier
•Kenshi - Increased the damage of BK by 2 and decreased the damage of BK, FP by 2
•Kenshi - Towards+BK is now a high block, has extended range, and has 16 startup frames (down from 18)
•Kenshi - BP, FP, BP is now -2 on block (up from -5)
•Kenshi (Possessed) - After Demon Port & Demon Beam you can hold Towards to perform directional jumping attacks instead of neutral jumping attacks
•Kenshi (Possessed) - Increased damage of Soul Push & Soul Charge by 2 and 5
•Kenshi (Kenjutsu) - FK, BP, BP is now -4 on block (up from -8)
•Kenshi (Kenjutsu) - Away+BP is now -4 on block (up from -18)


•Kitana - Down+FK now has 6 startup frames and is -3 on block (down from 9 startup and up from -5 on block)
•Kitana - BK is now +11 on block (up from +2)
•Kitana - Away+BK has increased pushback and is now -2 on block (up from -6)
•Kitana (Assassin) - Sharpen &Razor Blade now has 54 and 30 recovery frames (down from 73 & 55)
•Kitana (Assassin) - Increased armor frames on Assassin Impale
•Kitana (Mournful) - reduced block stun frames on the first hit of Glaive Return


•Kotal Kahn - Away+BK has increased pushback and is now -8 on block (up from -13)
•Kotal Kahn - Sunstone & Burning Sunstone now breaks through Ice Klone
•Kotal Kahn - Towards+BK now has 23 startup frames and is now +9 on block (up from 20 startup frames and -2)
•Kotal Kahn (War God) - Sword Quake will be combo damage scaled after combo when used in an unavoidable off the ground situation
•Kotal Kahn (Sun God) - Moon God Choke can now combo from a hit


•Kung Lao - Reduced the hit region of Jumping BP
•Kung Lao (Tempest) - Orbiting Hat is now +7 on block (down from +12)
•Kung Lao (Tempest) - Orbiting Hat is now +40 on hit (up from +17)
•Kung Lao (Tempest) - Cyclone pulls the opponent closer when blocked


•Kung Jin - Towards+BK is now +4 on block (up from -1)
•Kung Jin - Away+BK has increased pushback and is now -8 on block (up from -12)


•Liu kang - Away+BK has increased pushback and is now -9 on block (up from -13)
•Liu kang (Dragon Fire) - Flip Kick from Bicycle Kick is now 0 on block (down from +2)
•Liu kang (Dualist) - Yang damage buff no longer goes away when you get hit


•Mileena - Removed 5 recovery frames from Double Sai Blast
•Mileena - Removed 3 recovery frames from Sai Blast
•Mileena - Removed 3 recovery frames from Air Sai Blast
•Mileena - Down+FP now has 6 startup frames and is -5 on block (down from 9 startup and -4 on block)
•Mileena - Down+FK now has 8 startup frames and is -6 on block (down from 10 startup and -1 on block)
•Mileena - Away+BK has increased pushback and is now -4 on block (up from -8)
•Mileena - Towards+BK now has 15 startup frames and is -8 on block (down from 17 startup and -31 on block)
•Mileena (Piercing) - Removed 5 recovery frames from Low Sai & Double Low Sai
•Mileena (Piercing) - Away+FP is now -2 on block (down from -5)
•Mileena (Piercing) - Away+FP, BP is now -1 on block (down from +2)
•Mileena (Ravenous) - High Pounce now has 12 startup frames, is -3 on block, and has 9 less recovery frames (down from 15 startup and -7 on block) and has increased range
•Mileena (Ravenous) - Low Pounce now has 8 startup frames and has 8 less recovery frames (down from 13 startup)


•Predator - Down+FP now has 8 startup frames and is -6 on block (down from 9 startup and -3 on block)
•Predator - Down+FK is now -6 on block (down from -3)
•Predator - Away+BK has increased pushback and is now -10 on block (up from -15)
•Predator (Warrior) - Dread Slam now has 13 startup frames and is -4 on block (down from 29 startup and up from -9 on block)
•Predator (Warrior) - Dread Launch now has 13 startup frames and is -14 on block (down from 29 startup and down from -9 on block)
•Predator (Warrior) - removed 3 recovery frames from Self-Detonate & Self-Destruct
•Predator (Hish-Qu-Ten) - lowered damage of all Plasma Shots by 1
•Predator (Hish-Qu-Ten) - added 3 recovery frames with Cancel from Plasma Shot when the opponent is in block stun


•Quan Chi - Trance is now +46 on hit (down from 80)
•Quan Chi - Removed 9 startup frames from Sky Crush
•Quan Chi - removed 5 startup frames from Sky Drop
•Quan Chi - Ground Burst meter burn is now -1 on block (down from +14) but it can now be delayed to increase the block advantage
•Quan Chi - Increased combo damage scaling after Ground Burst
•Quan Chi - Away+BK has increased pushback and is now -8 on block (up from -12)
•Quan Chi (Sorcerer) - Black Magic now activates in 29 frames and has 30 recovery frames (down from activates in 53 frames and 70 recovery frames)
•Quan Chi (Sorcerer) - Final Hex now activates in 31 frames and has 53 recovery frames (down from activates in 47 frames and 55 recovery frames)
•Quan Chi (Sorcerer) - Dark Curse now activates in 36 frames and has 59 recovery frames (down from activates in 45 frames and 62 recovery frames)
•Quan Chi (Summoner) - Increased combo damage scaling after Bat attacks


•Raiden - Towards+FP, BP is now 0 on block (up from -3)
•Raiden - Down+FP is now -7 on block (down from -9)
•Raiden - Away+BK has increased pushback and is now -3 on block (up from -17)
•Raiden - Towards+BK is now +6 on block (up from -3)
•Raiden - Increased the cancel advantage of Towards+FP, BP
•Raiden (Master of Storms) - Static Traps now last 20 seconds (up from 10 seconds)


•Reptile - Increased active frames on jumping FP
•Reptile - Away+BK has increased pushback and is now -9 on block (up from -13)
•Reptile (Deceptive) - added 5 recovery frames with Stealth & Invisibility when the opponent is in block stun
•Reptile (Nimble) - Basilisk now recovers in 31 frames (down from 36)
•Reptile (Nimble) - Basilisk Runner now recovers in 61 frames (down from 71)


•Scorpion - Takedown & Takeout are now +15 on hit (up from -5)
•Scorpion - FP, FP is now +1 on block (up from -4)
•Scorpion - FP, BP is now -6 on block (up from -11)
•Scorpion - Down+FP is now -7 on block (up from -9)
•Scorpion - BP, FP is now +2 on block (up from -7)
•Scorpion - BP, FP, BK is now +2 on block (up from -14)
•Scorpion - FK now has 7 startup frames and is +2 on block (down from 11 startup frames and down from -3 on block)
•Scorpion - Away+BK has increased pushback and is now -9 on block (up from -18)
•Scorpion (Ninjutsu) - Away+BK has increased pushback and is now -4 on block (up from -16)
•Scorpion (Ninjutsu) - The 2nd hit of Towards+BP is now an overhead block
•Scorpion (Ninjutsu) - Away+BK can now be special canceled before the 2nd hit
•Scorpion (Hellfire) - Hell-Ferno will be combo damage scaled after combo when used in an unavoidable off the ground situation


•Shinnok - Amulet Curse has increased pushback on block
•Shinnok - Down+FP is now -7 on block (up from -9)
•Shinnok - Down+BP is now a high block
•Shinnok - Away+BK has increased pushback and is now -8 on block (up from -19)
•Shinnok (Impostor) - After Air Tricky Portal you can hold Towards to perform directional jumping attacks instead of neutral jumping attacks
•Shinnok (Necromancer) - Judgment Fist & Judgment Smash now has 52 startup frames and is +2 on hit (down from 58 startup and -3 on hit)


•Sonya - Away+BK has increased pushback and is now -10 on block (up from -14)
•Sonya (Demolition) - Grenades no longer bounce when they hit the ground
•Sonya (Demolition) - Drone Drop now reloads 5 frames faster and recovers 3 frames faster
•Sonya (Demolition) - Increased combo damage scaling on Stun Grenade
•Sonya (Demolition) - Drone Drop now adds combo damage scaling


•Subzero - Down+FP is now -4 on block (up from -6)
•Subzero - Away+BK has increased pushback and is now -5 on block (up from -16)
•Subzero (Unbreakable) - Icy Slide will now leave the opponent frozen if it connects while Frozen Aura or Ice Aura is active
•Subzero (Grand Master) - Klone Toss can now have its trajectory lowered by holding Down




•Takeda - Down+FP now has 7 startup frames (up from 8)
•Takeda - Away+BK has increased pushback and is now -5 on block (up from -9)
•Takeda - Towards+BK is now +9 on block (up from +2)
•Takeda (Ronin) - Blade Kall and Blade Summon is now -13 on block and only hits once on block or armor (down from -5)
•Takeda (Ronin) - Away+BP now has 15 startup frames (up from 12)


•Tanya - Away+BK has increased pushback and is now -7 on block (up from -12)
•Tanya - FK, BK can no longer be canceled on the first active frame
•Tanya (Kobu Jutsu) - reduced the blockstun on Tonfa Throw
•Tanya (Kobu Jutsu) - Away+FP now has 10 startup frames (up from 9)
•Tanya (Kobu Jutsu) - Reduced the pushback on block from the last hit of Tonfa Swipe
•Tanya (Kobu Jutsu) - Away+FP, BP+BK is now -10 on block (down from -4)
•Tanya (Dragon Naginata) - Increased damage of Away+BP by 2
•Tanya (Dragon Naginata) - Increased damage of Down+Away+BP by 2
•Tanya (Pyromancer) - removed 5 recovery frames from Low Fireball & High Fireball
•Tanya (Pyromancer) - removed 2 recovery frames from Air Far Fire Blast & Air Close Fire Blast


•Tremor - Rock Shower now activates 6 frames later and has 6 more recovery frames
•Tremor - Rock Drop now activates 6 frames later and has 10 more recovery frames
•Tremor - Down+FK is now -2 on block (down from +1)
•Tremor - Down+BK is now -11 on block (down from -8)
•Tremor - Ground Pulse & Ground Quake will be combo damage scaled after combo when used in an unavoidable off the ground situation
•Tremor (Crystalline) - Krystal Blast Down Shatter is now -5 on block (down from 0)
General Gameplay fixes
•New rollback based enhanced online multiplayer is now active
•Reduced chipdamage from most normals
•Reduced metergain from having most normals blocked
•Round timer now operates in real time seconds
•Neutral jumping attacks are more negative on block on the way up
•After a breaker or block breaker stamina is removed from both players
•Stamina now starts to refill 2 secs after a breaker (down from 2.5 secs) at a 50% faster rate
•Lowered the trade priority of most jumping attacks and increased hurt regions after their startup frames
•Reduced the meter gain on most multi-hitting strings and some multi-hitting special moves
•Grab background interactions now function as true command grabs which can combo from a hit
•Most projectile background interactions can now have their trajectory lowered by holding Down which can make them harder to low profile
•Adjusted the background collision at the ends of some arenas which would cancel out some profiles sooner than desired
•Added 2 more recovery frames after a blocked or missed attack while jumping backwards
•Adjusted the throw immunity of most special moves
•Increased combo damage scaling after a throw tech
•Combos do not end after a meter burned throw at the end of a match
•Some hit sparks are now red when the move connects during an opponent's recovery frames
•Fixed some incorrect framedata in the movelist
•Adjusted many combos which were inconsistent if the player and opponent were not both chest to screen or chest away from screen
•Added 3 more frames to the throw tech window
•A teched throw at the beginning of a match will no longer grant first hit bonus



Character Specific Fixes
•Cassie - Flip Kick now has 7 startup frames (up from 6)
•Cassie - Flip KickEx no longer has armor
•Cassie - Down+FP is now -6 on block (up from -8)
•Cassie - Away+BK has increased pushback and is now -4 on block (up from -9)
•Cassie - Change the last input of the Cage Raged combo from Away+BP, FP, BP, Down+FP+BP to Down+BP+BK
•Cassie - Reduced the cancel advantage of the 4th hit of the Away+BP, FP, BP, Down+BP+BK combo
•Cassie - Away+BP, FP, BP is now -14 on block with less pushback (down from -4)
•Cassie (Hollywood) - The hit advantage of Nut Buster and Nut Kracker are now more consistent regardless of the height it connects at
•Cassie (Brawler) - Added Haymaker (enhanced version of Take Down) which is armored and does more damage
•Cassie (Brawler) - Added Bone Breaker (enhanced version of Bow Breaker) which is armored, does more damage, and can combo from a hit


•D'Vorah - Increased the damage of Ovipositor Charge & Ovipositor Rush by 2
•D'Vorah - Ovipositor Rush now has 14 startup frames (down from 20)
•D'Vorah - Ovipositor Rush is now -17 on block (down from -12)
•D'Vorah - Away+FK is now a high block and +11 on block (up from +2 and a mid)
•D'Vorah - Away+BK has increased pushback and is now -11 on block (down from -15)
•D’Vorah (Swarm Queen) - increased combo damage scaling after dash cancelling out of Wasp Grenade
•D'Vorah (Brood Mother) - reduced the cooldown on Krawler to 3 seconds (down from 4)
•D'Vorah (Venomous) - Bug Spray &Bug Burst is now max -23 on block and +12 on hit (down from -20 on block and +15 on hit)


•Ermac - Away+FP is now a high block and has 9 startup frames and 3 active frames (down from 11 start and up from 2 active)
•Ermac - Down+FP is now -6 on block (down from -10)
•Ermac - Increased the block advantage of Away+BP by 1 and it is now more plus on block the longer it is charged
•Ermac - Towards+FK now has 11 startup frames and is -4 on block (down from 13 startup and -3 on block)
•Ermac - Towards+FK, BK is now -1 on block (up from -6)
•Ermac - Towards+BK, FK is now -6 on block (up from -11)
•Ermac - Away+BK has increased pushback and is now -10 on block (up from -16)
•Ermac - Changed the command input of Hover to Down, Up+Block (from Down, Down, Up)
•Ermac (Mystic) - Levitate (Tele-Choke) is now -6 on block and has 9 startup frames (up from -14 on block and down from 11 startup frames)
•Ermac (Spectral) - Changed the command input of Soul Ascension to Down, Up+Block (from Down, Down, Up)


•Erron Black - Increased pushback on block for Sand Shot and it is now +6 on block (down from +7)
•Erron Black - Increased range on Sand Trap Tackle and it now has13 startup frames (down from16)
•Erron Black - Quick Sand Tackle will now combo from a hit
•Erron Black - Increased the hit advantage of Quick Sand Tackle &Sand Trap Tackle by 10
•Erron Black - Down+FP now has 7 startup frames (down from 8)
•Erron Black - Towards+BK is now -12 on block and +17 on hit (down from -21 on block and up +7 on hit)
•Erron Black - Away+BK has increased pushback and is now -7 on block (up from -12)
•Erron Black - Increased hit advantage and hit cancel advantage by 1-3 on most normals and strings


•Ferra/Torr - Added Little One Slide (enhanced Bowl Girl) special move which can allow for a combo afterwards
•Ferra/Torr - Added Ferra Throw (enhanced Ferra Toss) special move which can allow for a combo afterwards
•Ferra/Torr - BP, Towards+BK is now -5 on block (up from -8), does 1 less damage, and can now be special canceled
•Ferra/Torr - Down+BP is now +4 on block (up from -11)
•Ferra/Torr - Away+BK has increased pushback and is now -9 on block (down from -18)
•Ferra/Torr - Down+FP (sans Ferra) is now -6 on block (down from -3)
•Ferra/Torr - Away+BK (sans Ferra) is now -6 on block (up from -17)
•Ferra/Torr - Towards+BP can no longer be used twice to extend the same combo
•Ferra/Torr - Grab 'n' Stab can now combo from a hit
•Ferra/Torr - Away+2 can now be special canceled into X-Ray or background interactions
•Ferra/Torr - Increased hit advantage and hit cancel advantage by 2-4 on most normals and strings
•Ferra/Torr (Vicious) - Added Boss Launch (enhanced Boss Toss) which goes farther
•Ferra/Torr (Vicious) - Slightly reduced the range of Boss Toss
•Ferra/Torr (Vicious) - Gut Ripper can now combo from a hit
•Ferra/Torr (Lackey) - Boulder Roll&Double Boulder Roll are now -10 and -6 on block (down from -12 and -9)
•Ferra/Torr (Lackey) - Increased combo damage scaling on Boulder Roll&Double Boulder Roll
•Ferra/Torr (Lackey) - Colossal Crush can now combo from a hit


•Goro - Increased the active frames on jumping FP
•Goro - Shokan Slam can now combo from a hit
•Goro - armor on X-Ray now lasts until the active frames
•Goro - Towards+BK is now +4 on block (up from +2)
•Goro - Away+BK has increased pushback and is now -9 on block (down from -13)
•Goro - Reduced run startup frames and increased it distance traveled
•Goro - Slightly sped up his step forward
•Goro (Kuatan Warrior) - Tremor will be combo damage scaled after combo when used in an unavoidable off the ground situation
•Goro (Dragon Fangs) - Shokan Massacre can now combo from a hit


•Jacqui - Bionic Dash & Bionic Blast are now -9 and 0 on block (down from -19 and -21) with increased pushback on block
•Jacqui - BP, FK is now a low block
•Jacqui - Increased hit advantage and hit cancel advantage by 1-3 on most normals and strings
•Jacqui - added 5 more frames to buffer the Stanky Leg input from BK
•Jacqui - Away+BK has increased pushback and is now -6 on block (up from -10)
•Jacqui (Shotgun) - Single Barrel is now +17 on hit (up from +1)


•Jason - added 5 recovery frames to Back Breaker & Spine Shatter
•Jason - Choke & Choke Slam now have 12 startup frames (down from 15)
•Jason - You can now throw the opponent forward by holding Towards after Spine Shatter connects
•Jason - Down+FP now has 6 startup frames (down from 8)
•Jason - Down+BP now has 6 startup frames (down from 9)
•Jason - Away+FK now has 9 startup frames and is -11 on block (down from 12 startup and -9 on block)
•Jason - Away+FK, FP+FK is now a command throw
•Jason - Added Away+FK, Up+FP combo string
•Jason - Added Away+FK, Down+FP combo string
•Jason - Towards+FK is now +7 on block (up from -1)
•Jason - Down+FK now has 10 startup frames and is -3 on block (down from 11 startup and up -8 on block)
•Jason - Away+BK has increased pushback and is now -3 on block (up from -14)
•Jason - Down+BK now has 13 startup frames and is -2 on block (down from 16 startup and up -3 on block)
•Jason (Slasher) - removed 9 recovery frames from Machete Toss & Machete Throw
•Jason (Slasher) - Away+FP now has 9 startup frames and is -11 on block (down from 11 startup and -10 on block)
•Jason (Relentless) - Increased the scaling damage boost from Damned to 1.1x / 1.25x / 1.45x / 1.75x (from 1.1x / 1.2x / 1.33x / 1.5x)
•Jason (Unstoppable) - removed 12 recovery frames from Corpse Walk
•Jason (Unstoppable) - slightly increased the health gain from Rise & Corpse Walk
•Jason (Unstoppable) - Rise & Corpse Walk now also gain meter while active
•Jason (Unstoppable) - while Punishment & Rampant are active most of your attacks will break through opponents armor
•Jason (Unstoppable) - Punishment & Rampant now lasts 7 seconds (up from 5 seconds)
•Jason (Unstoppable) - Rampant now lasts 10 seconds (up from 5 seconds)


•Jax - Reduced the hit region of Towards+FK
•Jax - Down+FP, Down+BP is now -2 on block (up from -7)
•Jax - Increased combo damage scaling after Gotcha Beatdown, Downward Dash Punch, &Downward Dash Fist
•Jax - Away+BP is now -13 on block (down from -8)
•Jax - Down+FK is now -2 on block (down from 0)
•Jax - Away+BK has increased pushback and is now -13 on block (up from -17)
•Jax - Ground Shake will be combo damage scaled after combo when used in an unavoidable off the ground situation
•Jax (Pumped Up) - Air Drill Punch &Ground Quake will be combo damage scaled after combo when used in an unavoidable off the ground situation
•Jax (Wrestler) - Added 8 recovery frames to Quad Grab&Quad Grapple
•Jax (Wrestler) - increased hit advantage after Back Breaker by 10
•Jax (Wrestler) -Quad Grapple can now combo from a hit


•Johnny Cage - Increased the active frames on jumping BP
•Johnny Cage - Nutcracker is now -14 on block (down from -12)
•Johnny Cage - Down+FK now has 7 startup frames and is -9 on block (down from 10 startup and -4 on block)
•Johnny Cage - Away+BK has increased pushback and is now -12 on block (up from -22)
•Johnny Cage - Down+BK now has 5 more recovery frames and is-6 on block (down from -1)
•Johnny Cage - Increased damage of throw when Red Shadow is active
•Johnny Cage (Fisticuffs) - Fist Bump now recovers 4 frames faster and lasts for 9 seconds (up from 8 seconds)
•Johnny Cage (Fisticuffs) - Away+1 now has 10 startup frames (down from 11)
•Johnny Cage (Fisticuffs) - Hits of Speed Bag string do additional damage on hit and block if Fist Bump is active
•Johnny Cage (Fisticuffs) - does the increased damage throw while Fist Bump is active
•Johnny Cage (A-List) - Nut Breaker is now -21 on block (down from -11)
•Johnny Cage (A-List) - Nut Breaker when meter burned is now -14 on block (down from -12)


•Kano - Up Ball&Uprise Ball will hit more consistently after 7 startup frames
•Kano - Away+FP is now -8 on block (down -2)
•Kano - Away+FP, FK is now -2 on block (down from -1)
•Kano - Down+FP is now -7 on block (down from -9)
•Kano - Down+FK now has 7 startup frames (down from 8)
•Kano - Away+BK has increased pushback and is now -6 on block (up from -10)
•Kano - Down+BK is now -12 on block (up from -7)
•Kano - Air Ball now hits overhead
•Kano (CutThroat) - Blade Slice is now -5 on block (up from -8)
•Kano (CutThroat) - Bloody Slice is now -15 on block (down from -8)
•Kano (CutThroat) - Away+FP has slightly increased range
•Kano (Cybernetic) - Upward Laser now has 6 startup frames and 21 recovery frames (down from 10 startup and up from 18 recovery)
•Kano (Commando) - Added 8 recovery frames to Rib Strike &Rib Breaker
•Kano (Commando) - Choke &Strangle are now +15 and +23 on hit (up from -5 and +5)
•Kano (Commando) - Gains a new BP, BP combo string
•Kano (Commando) - Gains a new Away+FP, FK, FP+FK string
•Kano (Commando) - Rib Breaker&Power Bomb can now combo from a hit


•Kenshi - Blade Reflect & Blade Absorb now have 7 startup frames (down from 10)
•Kenshi - Blade Reflect & Blade Absorb can now parry most non low attacks
•Kenshi - After a successful parry from Blade Reflect &Blade Absorb you can special cancel into another special move
•Kenshi - Away+FP now has 13 startup frames and is -1 on block (down from 17 startup and up from -6 on block)
•Kenshi - Down+FP now has 7 startup frames (down from 8)
•Kenshi - BP now has 9 startup frames and is -14 on block (down from 11 and -9 on block)
•Kenshi - BP, BP can now be meter burned to reset the combo string
•Kenshi - Added Towards+BP, FP, FP / BK combo strings
•Kenshi - Away+BK has increased pushback and is now -9 on block (up from -13)
•Kenshi - Away+BP is now -4 on block (up from -18)
•Kenshi - adjusted the reaction of BP, FP, FP, BP+BK to make comboing afterwards easier
•Kenshi - Increased the damage of BK by 2 and decreased the damage of BK, FP by 2
•Kenshi - Towards+BK is now a high block, has extended range, and has 16 startup frames (down from 18)
•Kenshi - BP, FP, BP is now -2 on block (up from -5)
•Kenshi (Possessed) - After Demon Port & Demon Beam you can hold Towards to perform directional jumping attacks instead of neutral jumping attacks
•Kenshi (Possessed) - Increased damage of Soul Push & Soul Charge by 2 and 5
•Kenshi (Kenjutsu) - FK, BP, BP is now -4 on block (up from -8)
•Kenshi (Kenjutsu) - Away+BP is now -4 on block (up from -18)


•Kitana - Down+FK now has 6 startup frames and is -3 on block (down from 9 startup and up from -5 on block)
•Kitana - BK is now +11 on block (up from +2)
•Kitana - Away+BK has increased pushback and is now -2 on block (up from -6)
•Kitana (Assassin) - Sharpen &Razor Blade now has 54 and 30 recovery frames (down from 73 & 55)
•Kitana (Assassin) - Increased armor frames on Assassin Impale
•Kitana (Mournful) - reduced block stun frames on the first hit of Glaive Return


•Kotal Kahn - Away+BK has increased pushback and is now -8 on block (up from -13)
•Kotal Kahn - Sunstone & Burning Sunstone now breaks through Ice Klone
•Kotal Kahn - Towards+BK now has 23 startup frames and is now +9 on block (up from 20 startup frames and -2)
•Kotal Kahn (War God) - Sword Quake will be combo damage scaled after combo when used in an unavoidable off the ground situation
•Kotal Kahn (Sun God) - Moon God Choke can now combo from a hit


•Kung Lao - Reduced the hit region of Jumping BP
•Kung Lao (Tempest) - Orbiting Hat is now +7 on block (down from +12)
•Kung Lao (Tempest) - Orbiting Hat is now +40 on hit (up from +17)
•Kung Lao (Tempest) - Cyclone pulls the opponent closer when blocked


•Kung Jin - Towards+BK is now +4 on block (up from -1)
•Kung Jin - Away+BK has increased pushback and is now -8 on block (up from -12)


•Liu kang - Away+BK has increased pushback and is now -9 on block (up from -13)
•Liu kang (Dragon Fire) - Flip Kick from Bicycle Kick is now 0 on block (down from +2)
•Liu kang (Dualist) - Yang damage buff no longer goes away when you get hit


•Mileena - Removed 5 recovery frames from Double Sai Blast
•Mileena - Removed 3 recovery frames from Sai Blast
•Mileena - Removed 3 recovery frames from Air Sai Blast
•Mileena - Down+FP now has 6 startup frames and is -5 on block (down from 9 startup and -4 on block)
•Mileena - Down+FK now has 8 startup frames and is -6 on block (down from 10 startup and -1 on block)
•Mileena - Away+BK has increased pushback and is now -4 on block (up from -8)
•Mileena - Towards+BK now has 15 startup frames and is -8 on block (down from 17 startup and -31 on block)
•Mileena (Piercing) - Removed 5 recovery frames from Low Sai & Double Low Sai
•Mileena (Piercing) - Away+FP is now -2 on block (down from -5)
•Mileena (Piercing) - Away+FP, BP is now -1 on block (down from +2)
•Mileena (Ravenous) - High Pounce now has 12 startup frames, is -3 on block, and has 9 less recovery frames (down from 15 startup and -7 on block) and has increased range
•Mileena (Ravenous) - Low Pounce now has 8 startup frames and has 8 less recovery frames (down from 13 startup)


•Predator - Down+FP now has 8 startup frames and is -6 on block (down from 9 startup and -3 on block)
•Predator - Down+FK is now -6 on block (down from -3)
•Predator - Away+BK has increased pushback and is now -10 on block (up from -15)
•Predator (Warrior) - Dread Slam now has 13 startup frames and is -4 on block (down from 29 startup and up from -9 on block)
•Predator (Warrior) - Dread Launch now has 13 startup frames and is -14 on block (down from 29 startup and down from -9 on block)
•Predator (Warrior) - removed 3 recovery frames from Self-Detonate & Self-Destruct
•Predator (Hish-Qu-Ten) - lowered damage of all Plasma Shots by 1
•Predator (Hish-Qu-Ten) - added 3 recovery frames with Cancel from Plasma Shot when the opponent is in block stun


•Quan Chi - Trance is now +46 on hit (down from 80)
•Quan Chi - Removed 9 startup frames from Sky Crush
•Quan Chi - removed 5 startup frames from Sky Drop
•Quan Chi - Ground Burst meter burn is now -1 on block (down from +14) but it can now be delayed to increase the block advantage
•Quan Chi - Increased combo damage scaling after Ground Burst
•Quan Chi - Away+BK has increased pushback and is now -8 on block (up from -12)
•Quan Chi (Sorcerer) - Black Magic now activates in 29 frames and has 30 recovery frames (down from activates in 53 frames and 70 recovery frames)
•Quan Chi (Sorcerer) - Final Hex now activates in 31 frames and has 53 recovery frames (down from activates in 47 frames and 55 recovery frames)
•Quan Chi (Sorcerer) - Dark Curse now activates in 36 frames and has 59 recovery frames (down from activates in 45 frames and 62 recovery frames)
•Quan Chi (Summoner) - Increased combo damage scaling after Bat attacks


•Raiden - Towards+FP, BP is now 0 on block (up from -3)
•Raiden - Down+FP is now -7 on block (down from -9)
•Raiden - Away+BK has increased pushback and is now -3 on block (up from -17)
•Raiden - Towards+BK is now +6 on block (up from -3)
•Raiden - Increased the cancel advantage of Towards+FP, BP
•Raiden (Master of Storms) - Static Traps now last 20 seconds (up from 10 seconds)


•Reptile - Increased active frames on jumping FP
•Reptile - Away+BK has increased pushback and is now -9 on block (up from -13)
•Reptile (Deceptive) - added 5 recovery frames with Stealth & Invisibility when the opponent is in block stun
•Reptile (Nimble) - Basilisk now recovers in 31 frames (down from 36)
•Reptile (Nimble) - Basilisk Runner now recovers in 61 frames (down from 71)


•Scorpion - Takedown & Takeout are now +15 on hit (up from -5)
•Scorpion - FP, FP is now +1 on block (up from -4)
•Scorpion - FP, BP is now -6 on block (up from -11)
•Scorpion - Down+FP is now -7 on block (up from -9)
•Scorpion - BP, FP is now +2 on block (up from -7)
•Scorpion - BP, FP, BK is now +2 on block (up from -14)
•Scorpion - FK now has 7 startup frames and is +2 on block (down from 11 startup frames and down from -3 on block)
•Scorpion - Away+BK has increased pushback and is now -9 on block (up from -18)
•Scorpion (Ninjutsu) - Away+BK has increased pushback and is now -4 on block (up from -16)
•Scorpion (Ninjutsu) - The 2nd hit of Towards+BP is now an overhead block
•Scorpion (Ninjutsu) - Away+BK can now be special canceled before the 2nd hit
•Scorpion (Hellfire) - Hell-Ferno will be combo damage scaled after combo when used in an unavoidable off the ground situation


•Shinnok - Amulet Curse has increased pushback on block
•Shinnok - Down+FP is now -7 on block (up from -9)
•Shinnok - Down+BP is now a high block
•Shinnok - Away+BK has increased pushback and is now -8 on block (up from -19)
•Shinnok (Impostor) - After Air Tricky Portal you can hold Towards to perform directional jumping attacks instead of neutral jumping attacks
•Shinnok (Necromancer) - Judgment Fist & Judgment Smash now has 52 startup frames and is +2 on hit (down from 58 startup and -3 on hit)


•Sonya - Away+BK has increased pushback and is now -10 on block (up from -14)
•Sonya (Demolition) - Grenades no longer bounce when they hit the ground
•Sonya (Demolition) - Drone Drop now reloads 5 frames faster and recovers 3 frames faster
•Sonya (Demolition) - Increased combo damage scaling on Stun Grenade
•Sonya (Demolition) - Drone Drop now adds combo damage scaling


•Subzero - Down+FP is now -4 on block (up from -6)
•Subzero - Away+BK has increased pushback and is now -5 on block (up from -16)
•Subzero (Unbreakable) - Icy Slide will now leave the opponent frozen if it connects while Frozen Aura or Ice Aura is active
•Subzero (Grand Master) - Klone Toss can now have its trajectory lowered by holding Down




•Takeda - Down+FP now has 7 startup frames (up from 8)
•Takeda - Away+BK has increased pushback and is now -5 on block (up from -9)
•Takeda - Towards+BK is now +9 on block (up from +2)
•Takeda (Ronin) - Blade Kall and Blade Summon is now -13 on block and only hits once on block or armor (down from -5)
•Takeda (Ronin) - Away+BP now has 15 startup frames (up from 12)


•Tanya - Away+BK has increased pushback and is now -7 on block (up from -12)
•Tanya - FK, BK can no longer be canceled on the first active frame
•Tanya (Kobu Jutsu) - reduced the blockstun on Tonfa Throw
•Tanya (Kobu Jutsu) - Away+FP now has 10 startup frames (up from 9)
•Tanya (Kobu Jutsu) - Reduced the pushback on block from the last hit of Tonfa Swipe
•Tanya (Kobu Jutsu) - Away+FP, BP+BK is now -10 on block (down from -4)
•Tanya (Dragon Naginata) - Increased damage of Away+BP by 2
•Tanya (Dragon Naginata) - Increased damage of Down+Away+BP by 2
•Tanya (Pyromancer) - removed 5 recovery frames from Low Fireball & High Fireball
•Tanya (Pyromancer) - removed 2 recovery frames from Air Far Fire Blast & Air Close Fire Blast


•Tremor - Rock Shower now activates 6 frames later and has 6 more recovery frames
•Tremor - Rock Drop now activates 6 frames later and has 10 more recovery frames
•Tremor - Down+FK is now -2 on block (down from +1)
•Tremor - Down+BK is now -11 on block (down from -8)
•Tremor - Ground Pulse & Ground Quake will be combo damage scaled after combo when used in an unavoidable off the ground situation
•Tremor (Crystalline) - Krystal Blast Down Shatter is now -5 on block (down from 0)

credit to @NetherRealm NetherRealm Studios

Tuesday, February 23, 2016

Gears of War: Ultimate Edition Title Update (February 2016)

This title update is mandatory as is set to be 5gb big. Here are the notes released from Gearsofwar.com




Title Update Details


The latest Title Update for Gears of War: Ultimate Edition brings the following improvements and fixes:
◾Kills in Social playlists now also count towards the ‘Seriously’ achievement

When we introduced our new Competitive Playlists to make our offering more focused, ‘Seriously’ only counting kills in Competitive didn’t make as much sense. As such, we’ve now updated the achievement to count both Social and Competitive playlist kills so you can work towards the achievement in any mode you want!
◾Improvements to Boomshot hit registration

At times, the Boomshot has had inconsistent performance. We’ve addressed a few of these items that should help the Boomshot perform more consistently – including a fix that should resolve the issue where the Boomshot fails to damage an enemy when fired at their feet. Thanks you to all our fans who provided detailed feedback and videos that helped us improve the way the Boomshot performs.
◾Addressed some matchmaking issues that caused long wait times
◾Improvements to hit registration on downed enemies (sponging)
◾Small improvements to the Left Trigger Issue
◾Fixed hit detection when shooting an enemy in cover against the top pillars on Clocktower
◾Removed POI on Right Stick for Alternate Control Scheme
◾Bug fixes and general improvements

These issues were chosen based on a mix of community feedback and design decisions to improve the quality of life for our fans playing Ultimate Edition!



Playlist Update Details


Along with the improvements for Title Update 2, we've also been working on a new format for our playlists based on the recent Blitz feedback among other items. The changes going live alongside the Title Update are below:
◾Increased Execution XP to better match the gain in other modes

Execution is a mode that can be highly rewarding, but also extremely punishing. To better reward players who take on the challenge of Execution, we've increased the XP gain in the mode significantly.
◾Moved Blitz from Competitive to Social
◾Added a new Competitive TDM playlist

We’ve been excited to see such a positive reaction to the new, faster Blitz mode. We wanted to address community feedback about quitters impacting games - as such, we’ve moved Blitz to Social so join in progress backfilling can replace any teammates who quit. To ensure fans of Respawn Gametypes have an option to play a competitive matchmaking experience, we’ve added an additional TDM playlist to the game in the Competitive category.
◾Returned Warzone as a permanent playlist
◾Returned Assassination as a playlist for a limited time

Warzone is also returning as a permanent social playlist based on fan feedback. While Assassination has returned as a playlist, this is for a limited time only – we will be returning the event to ‘special event’ status in the future.





Special Event: Seriously TDM

To celebrate the update to the Seriously achievement, which now counts kills in any mode across Social and Competitive Playlists, we're running a special one-week only event called 'Seriously TDM'.

Grab some friends and get slaying with 30 respawn TDM in a first to two round scenario, helping you rack up the kills on your march towards Seriously in Ultimate Edition. This mode can be found in the 'Social' category until 12pm PST on February 29th.




FAQs


How big is the update?
The update is around 5GB and is mandatory to install in order to play while connected to LIVE. We recommend you leave your Xbox in the Always On power mode so the update can download in the background once it's deployed.

Will Seriously count my kills in Social from before the update?
The achievement will not retroactively add your kills from social games before the update to your achievement progress. From the update onwards, you'll be able to add to your kill count in any Social or Competitive playlist.

How does moving Blitz to Social combat quitters?
With the move to 2 rounds to win, following in the footsteps of King of the Hill, Blitz suffered in Competitive because a quitting team member would have a big impact on the team. We're moving Blitz to Social in order to allow 'joining in progress', where players can be matchmade into empty slots on an active team, which Competitive does not allow. This works effectively for King of the Hill, and we expect the same success for Blitz.

What happens to the TDM Leaderboards?
TDM leaderboards will now only register in Competitive TDM matches. All your leaderboard stats will transfer to this leaderboard, even if they were earned in Social matches before the update.

Why is Assassination only returning as a playlist temporarily?
Assassination is notably behind the other modes in terms of player population, which results in a less than ideal matchmaking experience. While we have returned it for now to offer a bigger window for players to earn the 'Mix It Up' achievement, the mode will be moving back to being a 'Special Event' playlist only at some point in the future.

Will Warzone disappear during Special Event periods?
It will not! At this time, Warzone is sticking around permanently, even when a Special Event is running.

What is POI?
POI (Point of Interest) is the 'Y Button to Look' prompt for default control users. Users using alternate controls for Multiplayer reported accidental stick clenching causing them deaths in multiplayer, so the function was removed on alternate controls.

Friday, February 12, 2016

Mortal Kombat X Fatality List


(Photo : NetherRealm Studios)
 

Here's a list of all the known Fatalities in the game. Choose the character, win the match, and make sure you're the appropriate distance from your stunned opponent before you start entering the moves. 

Close should be right on top of them, 
Mid should be about a sweep length away, 
and far can be on the other side of the screen.

Cassie Cage
Bubble Head (Mid) - Forward, Down, Back, Forward, Square
Selfie (Close) - Down, Forward, Down, Back, Circle
D'Vorah
Bug Me (Mid) - Back, Forward, Back, X
Heart Broken (Close) - Forward, Back, Forward, Triangle
Ermac
Inner Workings (Mid) - Down, Up, Back, Square
Head Out (Mid) - Forward, Down, Down, Up
Erron Black
Sandstorm (Mid) - Down, Back, Forward, Down, Square
Six-Shooter (Far) - Back, Forward, Back, Forward, Triangle
Ferra / Torr
Better Than One (Close) - Forward, Back, Forward, Back, X
Play Time (Mid) - Down, Back, Forward, Back, Back
Goro
Peek-A-Boo (Close) - Back, Forward, Down, Circle
Shokan Amputation (Close) - Back, Dpwn, Down, Up
Jacqui Briggs
Blown Out (Close) - Back, Forward, Back, Forward, Triangle
Fist Pump (Close) - Forward, Down, Back, Circle
Jax
T-Wrecks (Close) - Forward, Back, Down, Triangle
Jack the Ribber (Close) - Down, Back, Forward, Forward
Johnny Cage
Here's Johnny (Close) - Back, Forward, Back, Forward, Square
Little Improv (Mid) - Forward, Back, Forward, Forward
Kano
Head Case (Close) - Down, Forward, Down, Back, X
Knife to Meet You (Far) - Down, Down, Forward, Square
Kenshi
Tele-Copter (Far) - Back, Forwad, Back, Back
My Puppet (Far) - Forward, Down, Back, Up
Kitana
DarkFan-tasy (Mid) - Down, Forward, Back, Forward, Triangle
Splitting Hairs (Mid) - Back, Forward, Down, Down
Khotal Khan
Be Mine (Close) - Down, Back, Forward, Square
Tight Squeeze (Close) - Forward, Back, Forward, Back, Triangle
Kung Jin
Target Practice (Close) - Down, Forward, Down, Back, Triangle
Pinned Down (Mid) - Forward, Back, Down, Down, Square
Kung Lao
Face Grind (Close) - Down, Back, Down, Forward, Circle
Flower Pot (Close) - Down, Forward, Down, Back, Square
Liu Kang
Sore Throat (Close) - Down, Down, Back, Forward, Forward
Splitter (Close) - Back, Forward, Down, Up
Mileena
Face Feast (Close) - Down, Back, Down, Back, X
Tasty Treat (Close) - Forward, Back, Forward, Back, Triangle
Quan Chi
Mid Game (Far) - Forward, Back, Forward, Back, Circle
Both Ends (Close) - Down, Forward, Back, Forward, Triangle
Raiden
Bug Eyes (Close) - Forward, Back, Forward, Square
Conducting Rod (Far) - Down, Forward, Back, Forward, Circle
Reptile
Bad Breath (Far) - Down, Forward, Down, Forward, Circle
Acid Bath (Close) - Down, Down, Back, Forward, Square
Scorpion
Stop Ahead (Mid) - Down, Back, Forward, Triangle
Who's Next? (Mid) - Down, Back, Forward, Up
Shinnok
The Grinder (Mid) - Down, Back, Forward, Down, Up
Flick Trick (Mid) - Down, Up+R2, Down, Up+R2
Sonya Blade
Target Marked (Close) - Down, Down, Back, Forward, R2
Head Hunter (Close) - Forward, Back, Down, Back, Triangle
Sub-Zero
Chest Kold (Close) - Back, Forward, Down, Back, Circle
Bed of Ice (Close) - Dadn, Back, Down, Forward, Circle
Takeda
Whip It Good (Mid) - Down, Forward, Down, Back, Triangle
Head Cage (Mid) - Forward, Back, Down, Down, Square

Wednesday, February 3, 2016

WWE 2K16 Patch 1.05 notes (Live as of 02/03/2016)


WWE 2K16 - Patch 1.05 Xbox One

GAMEPLAY
• Fixed an issue where Superstars were able to perform Finishers and OMG! moves with insufficient stamina
• Fixed an issue where Superstars were unable to perform the Announce Table OMG! move when having both a signature and a Finisher stored during a match
• Addressed an issue where COM Superstars would continuously perform Irish whips against opponents when competing in multiman matches
• Weight detection now functions properly against Super Heavyweight Custom Superstars
• Fixed an issue where the illegal man in a tag team match could get stuck on the ropes after pulling an opponent down from the top turnbuckle
• The fourth strike in Roman Reigns’s strike combo will now connect properly
• Fixed an issue where COM players would not take action when another Superstar was leaning against a ladder
• Fixed a significant warping issue when trying to lift a prone opponent on top of the cell in a Hell in A Cell match
• Superkick 5 is now reversible
• The Rock and Ultimate Warrior will now perform signature/Finisher combos rather than going for a pin immediately after a signature is performed
• The AI will perform corner grapples and strikes more often to a cornered opponent rather than always putting them in a Tree of Woe position or performing a top rope seated attack
• Addressed additional warping issues with several moves
• Fixed an issue where COM Superstars would trigger a comeback after a Finisher rather than going for a pin
• Addressed issues where a certain move could be triggered at an incorrect range
• Fixed several issues where an incorrect move was performed when the opponent was in certain positions
• Adjusted the aerial range attribute to have a more notable effect on how far a Superstar can jump with diving/springboard attacks
• Addressed an exploit with the Testicular Claw move


VISUAL PRESENTATION
• Fixed an issue with how Superstars appeared in the ring during pre-match scenes of several tag team match types
• Fixed a clipping issue with Triple H’s water bottle in a steel cage match
• Fixed an issue where the opponent didn’t appear during JBL’s victory scene
• Addressed multiple presentation issues with Rick Rude’s robe during his entrance
• Fixed issues with how necklace accessories appear while entering with a Championship
• Fixed an issue with the in-match appearance of hair after editing a long-haired Superstar’s alternate attire

WWE CREATIONS
• Added the ability for a creator to delete self-uploaded logos from WWE Community Creations and the My Logos area in Logo Manager
• Created another pattern option for stage display elements in WWE Creations - Arena to support both static and non-static presentation. Stage display elements set to “Pattern A” will remain static. Elements set to “Pattern B” will be replaced by Superstar trons when appropriate (such as during entrances)
• Adjusted additional clipping conflicts with clothing parts combinations
• Fixed an issue with Title Motions not looping properly when previewed in Advanced Entrance Creation
• Fixed an issue with black bars flashing at the top of the screen when playing custom arenas using Venue Size 4

2K SHOWCASE
• Fixed an issue with the ladder moving unnaturally after Stone Cold obtains the briefcase in the King of the Ring 1999 Match
• Fixed an issue with gameplay and QTE commentary overlapping during the Rock Bottom 1998 match
• Users are now able to switch targets at will when using Manual Targeting in multi-man matches in 2K Showcase matches

WWE UNIVERSE
• Addressed an issue that occurred when the “WWE 2K16 Future Stars Pack” was installed where certain WWE Universe elements would reset (ongoing rivalries, calendar changes, edited shows, championship rankings) and changes wouldn’t save properly when exiting the mode or restarting the title. The level of impact varied by user, but users who replaced a default show slot with a Custom Show are more likely to have been impacted. Rivalries, calendar changes, custom shows, and championship rankings can now be manually readjusted.

Users who installed the WWE 2K16 Future Stars Pack on Patch 4 and encountered issues with Universe elements resetting may not be able to recover all data from their pre-WWE 2K16 Future Stars Pack installation WWE Universe save state, particularly with regards to statistics and ongoing rivalry stories for shows impacted by the reset. Affected users should not have to reset their entire Universe save state to continue playing the mode, which will now save changes properly.
• The “Weeks Held” statistic for a Championship now reflects total weeks held and not just consecutive weeks held
• Fixed an exploit that could allow Diva v. Superstar matches under specific conditions
• Addressed an issues with Survivor Series rivalries failing to resolve as a 6-Man Elimination Tag Team Match
• Rivalry matches are no longer removed when simulating normal matches on a card and then altering one of the Rivalry Superstars in the Customize Universe menu
• Reduced the frequency at which tag team matches would be auto-generated as Elimination Tag Team matches
• Addressed a stability issue with Alicia Fox’s entrance in Rivalry matches
• Fixed an issue where Superstars not assigned to the host shows could appear in Royal Rumble matches

MENU
• Fixed an issue that prevented play in tag team tournaments with a COM partner or two player-controlled Superstars that each had multiple attires

AUDIO
• The ring announcement now properly triggers when announcing a Custom Tag Team Title match featuring a Custom Superstar
• Fixed issue with audio playing in the menus after winning a match as Bray Wyatt
• Fixed audio issues with R-Truth’s “What’s Up?” chant during his victory scene
• Addressed an audio delay when introduce a custom team using The Shield tag entrance
• Addressed several issues of incorrect commentary triggering for certain moves
• Resolved several missing sound effects

DOWNLOADABLE CONTENT
• Added support for the “2015 Hall of Fame Showcase” downloadable content ahead of release. Players who have not purchased the downloadable content will still be able to matchmake with and participate in matches against those who have the downloadable content installed.


WWE 2K16 - Patch 1.05 Xbox 360

WWE CREATIONS
• Fixed an issue where a Superstar’s title can’t be seen when previewing their own title motion in Create an Entrance

WWE UNIVERSE
• Addressed an issue that occurred when the “WWE 2K16 Future Stars Pack” was installed where certain WWE Universe elements would reset (ongoing rivalries, calendar changes, edited shows, championship rankings) and changes wouldn’t save properly when exiting the mode or restarting the title. The level of impact varied by user, but users who replaced a default show slot with a Custom Show are more likely to have been impacted. Rivalries, calendar changes, custom shows, and championship rankings can now be manually readjusted.

Users who installed the WWE 2K16 Future Stars Pack on Patch 4 and encountered issues with Universe elements resetting may not be able to recover all data from their pre-WWE 2K16 Future Stars Pack installation WWE Universe save state, particularly with regards to statistics and ongoing rivalry stories for shows impacted by the reset. Affected users should not have to reset their entire Universe save state to continue playing the mode, which will now save changes properly.

VISUAL PRESENTATION
• Fixed an issue where Finn Balor’s Demon attire used an incorrect entrance motion
• Undertaker ’01 will now display his proper victory scene after winning a match

AUDIO
• Fixed an issue with audio overlap between the ring announcer and commentators during Damien Mizdow’s entrance

DOWLOADABLE CONTENT
• Made a number of essential fixes and updates related to functionality for the “2015 Hall of Fame Showcase” downloadable content ahead of release.

Tuesday, February 2, 2016

WWE 2K16 Full Roster (plus DLC)

WWE 2K16 Wrestlers:

  • Bad News Barrett
  • Booker T
  • Colonel Mustafa
  • Daniel Bryan
  • Emma
  • Eva Marie
  • Finn Bálor
  • General Adnan
  • John Cena
  • Kalisto
  • Kane
  • Lord Steven Regal
  • Paige
  • Seth Rollins
  • Sin Cara
  • "Stone Cold" Steve Austin & "Stunning" Steve Austin
  • Summer Rae
  • Tamina
  • Triple H
  • Adam Rose
  • Bo Dallas
  • Brie Bella
  • Brock Lesnar
  • Goldust
  • Heath Slater
  • Hideo Itami
  • Jack Swagger
  • Kevin Owens
  • Neville
  • Nikki Bella
  • Ric Flair
  • Roman Reigns
  • Sami Zayn
  • Stardust
  • Sting (Current, Late 1990s and Classic)
  • Tyler Breeze
  • Ultimate Warrior
  • Zack Ryder
  • Alicia Fox
  • Bam Bam Bigelow
  • Big Show & The Giant
  • Cameron
  • Cesaro
  • Darren Young
  • Diamond Dallas Page
  • Dolph Ziggler
  • Fit Finlay
  • Kevin Nash
  • Layla
  • Lex Luger
  • The Miz
  • Naomi
  • Randy Orton
  • Sheamus
  • Titus O'Neil
  • Tyson Kidd
  • Aiden English
  • Andre the Giant
  • Batista
  • Chris Jericho
  • Curtis Axel
  • Dean Ambrose
  • Edge
  • Erick Rowan
  • Fandango
  • JBL
  • Luke Harper
  • "Macho Man" Randy Savage
  • Natalya
  • "Ravishing" Rick Rude
  • R-Truth
  • Ryback
  • Santino Marella
  • Sgt. Slaughter
  • Simon Gotch
  • Stephanie McMahon & Stephanie McMahon-Helmsley
  • The Rock
  • The Undertaker (Current, Early 2000s and The Ministry)
  • Billy Gunn
  • Bret "Hit Man" Hart
  • The British Bulldog
  • Cactus Jack
  • Christian
  • Damien Sandow
  • D-Lo Brown
  • Dude Love
  • Farooq
  • Haku
  • The Honky Tonk Man
  • Jake "The Snake" Roberts
  • Jim "The Anvil" Neidhart
  • Kama
  • Ken Shamrock
  • Mankind
  • Mr. McMahon
  • Rikishi
  • Shane McMahon
  • Shawn Michaels
  • Vader
  • X-Pac
  • Baron Corbin
  • Big E
  • Bray Wyatt
  • Brian Pillman
  • Colin Cassady
  • Enzo Amore
  • Jey Uso
  • Jimmy Uso
  • Kofi Kingston
  • Konnor
  • Mark Henry
  • Mikey Whipwreck
  • Ricky "The Dragon" Steamboat
  • Rusev
  • Savio Vega
  • Viktor
  • Xavier Woods
  • The Terminator (preorder bonus) 
---------------------------------------------------------------------------------------------------------------
DLC is below

Legends Pack
  • Big Boss Man
  • Dusty Rhodes
  • Lita
  • Trish Stratus
  • "Rowdy" Roddy Piper 
  • Mr. Perfect
Future Stars Pack
  • Samoa Joe
  • Diego
  • Fernando
  • Blake
  • Murphy 

Thursday, January 28, 2016

WWE 2K16 Custom Championship Belts

One of my favorite features from this game will always be the ability to customize your own championship belts... For example


Exhibit A


Do you have some favorites? Link them below!

Saturday, January 23, 2016

Xbox One Backwards Compatibility Games list (Complete)

Per Xbox's Major Nelson, Here is the complete list of games available for Xbox One's Backwards Compatibility.

List is accurate as of March 30, 2016

Click here to view complete list

(Files opens in PDF format).

Friday, January 22, 2016

Unlocking All Achievements in Gears of War Ultimate Edition

 Below is a walk through on how to unlock all achievements in Gears of War: Ultimate Edition for the Xbox One-



Prison Breakout 10G Complete tutorial path on any difficulty [Offline or Online]
 [Solo or Co-op]   [Story-related] 
Story related and can't be missed.

Welcome to Delta Squad 20G Story progression in Act 1 Chapter 1 (on any difficulty) [Offline or Online]   [Solo or Co-op]   [Story-related] 
Story related and can't be missed.

Cole? As in Cole Train? 20G Story progression in Act 1 Chapter 6 (on any difficulty)
[Offline or Online]   [Solo or Co-op]   [Story-related]  
Story related and can't be missed.

Yeah, yeah, Group Hug 20G Story progression in Act 1 Chapter 7 (on any difficulty)
[Offline or Online]   [Solo or Co-op]   [Story-related]  
Story related and can't be missed.

My Love for You Is Like a Truck 20G Story progression in Act 1 Chapter 8 (on any difficulty)
 [Offline or Online]   [Solo or Co-op]   [Story-related]  
Story related and can't be missed.

No More Favors 20G Story progression in Act 2 Chapter 2 (on any difficulty)
[Offline or Online]   [Solo or Co-op]   [Story-related]  
Story related and can't be missed.

Lights, Action! 20G Story progression in Act 2 Chapter 4 (on any difficulty)
[Offline or Online]   [Solo or Co-op]   [Story-related]
Story related and can't be missed.

Taking Laverne for a Ride 20G Story progression in Act 2 Chapter 6 (on any difficulty)
[Offline or Online]   [Solo or Co-op]   [Story-related]  
Story related and can't be missed.

The Biggest E-hole 20G Story progression in Act 2 Chapter 8 (on any difficulty)
[Offline or Online]   [Solo or Co-op]   [Story-related]  
Story related and can't be missed.

Smell Good Too... 20G Story progression in Act 3 Chapter 2 (on any difficulty)
[Offline or Online]   [Solo or Co-op]   [Story-related]   
Story related and can't be missed.

Go Time, Show Time 20G Story progression in Act 3 Chapter 4 (on any difficulty)
[Offline or Online]   [Solo or Co-op]   [Story-related]  
Story related and can't be missed.

Broken Fingers 20G Story progression in Act 3 Chapter 5 (on any difficulty)
[Offline or Online]   [Solo or Co-op]   [Story-related]  
Story related and can't be missed.

Lethal Acoustics 20G Story progression in Act 3 Chapter 6 (on any difficulty)
[Offline or Online]   [Solo or Co-op]   [Story-related]  
Story related and can't be missed.

I Can See You! 10G Spot 100 enemies ending in a kill in Versus (social or competitive)
[Multiplayer]   [Online

This achievement must be done in online multiplayer; you can't do this in local online versus play. You can 'spot' players by clicking while aiming at them. This allows your fellow teammates to see their whereabouts, because an icon will show above their head, for a short time. This feature was not implemented in the original Gears of War.

Spot enemy players and hope that spot results in kill by a teammate. It is recommended you use spots at choke points where multiple players congregate and shotguns are being used then spot as many enemy players as you can. You can only spot one enemy player at any given time.

Raven Down 20G Story progression in Act 4 Chapter 1 (on any difficulty) [
Offline or Online]   [Solo or Co-op]   [Story-related]  
Story related and can't be missed.

Fry Up With a Side of Greens 20G Story progression in Act 4 Chapter 2 (on any difficulty)
[Offline or Online]   [Solo or Co-op]   [Story-related]  
Story related and can't be missed.

Know Place Like Home 20G Story progression in Act 4 Chapter 6 (on any difficulty)
[Offline or Online]   [Solo or Co-op]   [Story-related]  
Story related and can't be missed.

YEEEEHAAAAA! 20G Story progression in Act 4 Chapter 6 (on any difficulty)
[Offline or Online]   [Solo or Co-op]   [Story-related]
Story related and can't be missed.

Power Up 20G Story progression in Act 5 Chapter 2
[Offline or Online]   [Solo or Co-op]   [Story-related]  
Story related and can't be missed.

Marcus? Is That You? 20G Story progression in Act 5 Chapter 3 (on any difficulty)
[Offline or Online]   [Solo or Co-op]   [Story-related]  
Story related and can't be missed.

Shock Therapy 20G Story progression in Act 5 Chapter 5 (on any difficulty)
[Offline or Online]   [Solo or Co-op]   [Story-related]  
Story related and can't be missed.

All Aboard! Uh... We're Aboard! 20G Story progression in Act 5 Chapter 6 (on any difficulty)
[Offline or Online]   [Solo or Co-op]   [Story-related]  
Story related and can't be missed.

A Dish Best Served Cold 20G Story progression in Act 5 Chapter 8 (on any difficulty)
[Offline or Online]   [Solo or Co-op]   [Story-related]
Story related and can't be missed.

Mercenary 50G Complete all acts on Casual Difficulty
[Offline or Online]   [Solo or Co-op]   [Story-related]
Please reference "Commando" achievement description below.

Classic Mercenary 50G Complete all acts on Normal Difficulty
[Offline or Online]   [Solo or Co-op]   [Story-related]
Please reference "Commando" achievement description below.

Soldier 50G Complete all acts on Hardcore Difficulty
[Offline or Online]   [Solo or Co-op]   [Story-related]
Please reference "Commando" achievement description below.

Commando 75G Complete all acts on Insane Difficulty
[Offline or Online]   [Solo or Co-op]   [Story-related]

You can actually start on Insane mode instead of having to unlock it. Complete all acts on Insane difficulty and the subsequent difficulty achievements will unlock as well; they all stack.

If for some reason you've missed an act, you can check which one in the 'Mission Select' section. There it will show the list of acts per chapter, you may notice an icon next to each act you've completed. The image below is basically what the Insane icon looks like.

Time to Remember 10G Recover 11 COG tags (on any difficulty)
[Offline or Online]   [Solo or Co-op]
Please reference "For the Fallen" achievement description below.

Honor-Bound 20G Recover 22 COG tags (on any difficulty)
[Offline or Online]   [Solo or Co-op]
Please reference "For the Fallen" achievement description below.

For the Fallen 30G Recover all 33 COG tags (on any difficulty)
[Offline or Online]   [Solo or Co-op]

There were only 30 in the original Gears on the 360; but 3 have been added with the addition of the bonus campaign levels from the PC version of the game. There is generally one per act. Don't despair if you miss one in the process; you can go back via chapter select and collect it at any time. If you've missed one, you can track it in the War Journal, then Cog Tags menu. Once you open that, it will bring you to the comics. If you have pages missing from the comics, it should indicate what tag you've missed. Once you pick it up, it is automatically saved, so if you die or reload your checkpoint, your collection will still count.

Zen and the Art of Reloading 10G Perform 25 perfect active reloads (on any difficulty)
[Offline or Online]   [Solo or Co-op]

You can reload your weapon with . As you do this, you'll see a line move across the reload icon in the upper right corner of the screen. There's an opaque white line in front, followed by a tapering, translucent line, usually about midway through the icon. The opaque line represents the perfect reload. You must then hit again in this section to activate it. This gives you bonus damage to the amount of bullets you've reloaded for a short time. You should easily have this done within the first couple acts.

Zen and the Art Part 2 20G Perform 5 perfect active reloads in a row (on any difficulty)
[Offline or Online]   [Solo or Co-op]

Do the same as above, just do it 5 times in a row. Some weapons are easier to do, like the Lancer or Hammerburst. Pistols are very quick to reload and could prove difficult to newer players. You can do this right at the beginning of the game if you wish; just fire a few bullets and reload with . You'll get the hang of it eventually.

Clusterluck 30G Kill 3 enemies at once 10 different times (on any difficulty)
[Offline or Online]   [Solo or Co-op]

You probably won't achieve this during casual play, so you'll have to do a little grinding for it, but it's not that difficult to do. Grenades, Boomshot, and the Hammer of Dawn will make this easier if you get clusters of enemies.

You can do this as early as Chapter 1, Act 1, which is the tutorial level. When the Grubs are plasma cutting through the door, wait until the door drops and three Grubs will enter the room. Toss a grenade at their feet and hopefully blow them all up at once; then rinse and repeat.

Dom-curious 10G Complete 1 co-op chapter in co-op (on any difficulty)
[Co-op]   [Offline or Online]
Please reference "I can't quit you Dom" achievement description below.

Domination 20G Complete 10 different chapters in co-op (on any difficulty)
[Co-op]   [Offline or Online]
Please reference "I can't quit you Dom" achievement description below.

I Can't Quit You Dom 30G Complete all acts in co-op (on any difficulty)
[Co-op]   [Offline or Online]

You must complete all 36 acts either in local or online co-op. This can be done two different ways. First, you can play local split-screen co-op with two controllers. Second, you can utilize the online campaign feature and play with random people

Don't You Die On Me 20G Revive 100 teammates in Versus multiplayer (social or competitive) [Multiplayer]   [Online]

Self explanatory- when a teammate gets downed during battle, walk over to them and press (x). Do this 100 times. Does not have to be done in one game.

Always Remember Your First 20G Finish playing a Versus match (social or competitive)
[Multiplayer]   [Online]

Unlocks after completing your first online match.

Don't Hate the Player 10G Finish with the highest point in a Versus match (social or competitive) [Multiplayer]   [Online]

This could prove to be difficult for some. You gain points for kills, executions, revives, assists, spots that result in kills and capture points. You must have the highest total out of both teams, not just your team. You can even get the highest point total and be on the losing team. Just do your best and you'll get it eventually.

Mix It Up 20G Win a match in every Versus game type (social or competitive)
[Multiplayer]   [Online]

Play and win a match of the following five game types:

    Execution
    Warzone
    Team Deathmatch
    King of the Hill (KotH)
    Assassination

Around the World 30G Win a match in every Versus map (social or competitive)
[Multiplayer]   [Online]  

You must win one match of any game type on the following 20 maps. This can't be done in private matches!

    Boxes
    Bullet Marsh
    Canals
    Clocktower
    Courtyard
    Escalation
    Fuel Depot
    Garden
    Gold Rush
    Gridlock
    Mansion
    Mausoleum
    Old Bones
    Process
    Raven Down
    Rooftops
    Sanctuary
    Subway
    Tryo Station
    War Machine

Can't Touch Me 20G Win 10 Versus matches without losing a round (social or competitive)
[Multiplayer]   [Online] 

It is recommended that you play the KotH (King of the Hill) or Blitz game types as there is only one round to complete. So in reality, you can't lose a round even if you wanted to. Obviously you can do this in any game type if your team is good enough. This can't be done in private matches!

Seriously...50G Kill 10,000 people in Versus competitive matches
[Multiplayer]   [Online]

Seriously kill lots and lots of people... seriously. This can only be done in Competitive matches! Playing KotH is a surefire way to rack up lots of kills as there is no kill limit, just a score. The boosting method would consist of two players with two controllers playing the 2v2 Gnasher execution matches; choose a region that is not your own and search at the same time and hopefully you find each other.

THIS! IS! ANNEX! 40G Complete 100 matches 3+ rounds in Annex on Xbox Live and capture 3 objectives in each match
 [Multiplayer]   [Online]

You just have to complete 100 matches (not win); but you must capture at least three 'rings' during the match. Since this Annex achievement can now be done via Koth and Blitz gametypes (which are only one round) you have to be on point with ring captures. Annex is very similar to the King of the Hill gametype. In Annex the rings always spawn at a weapon spawn point.

Easy way: Using a second controller logged in as guest, you can create an Xbox Live, private Blitz match. Have the settings at one round, 180 second win timer. It's you verse your bot. So just cap the points and win with ease. This can be done anywhere, but use a smaller map to make things go quicker. Using this method, a one round match should take no longer than four minutes each.

If you don't have a second controller: You can play online in an Xbox Live private match with a second person and exchange wins. Or if the second person has a second controller, you can both be on the winning team against an idle bot.

This can now be done in social or competitive matches, as the achievement description does not specify. So jump into your favorite ring-based game type and blast away. Remember, you must cap at least three rings during the match or it will not count!

Nub Pwn3r 30G Win 20 rounds in Annex on Xbox Live by shutting out the opposing team
[Multiplayer]   [Online]

You must shut out the opposing team during any given round. With this being added to public matches; the Koth and Blitz game types are only one round. So you must blank the opposing team for the entire match. In Annex the rings always spawn at a weapon spawn point.
If you don't have a second controller: You can play online in an Xbox Live private match with a second person and exchange wins. Or if the second person has a second controller, you can both be on the winning team against an idle bot.

This can be done in social or competitive matches, as the achievement description does not specify. So jump into your favorite ring-based game type and blast away. Remember, you can't allow the opposing team to score a single point or it will not count!

CQC 20G Win 25 matches in Boxes (social or competitive)
[Multiplayer]   [Online]

CQC = Close Quarters Combat. Boxes is basically the War Machine map with a re-skin and the sides cut off. It is a small map which is only used for the 2v2 Gnasher Execution gametype. Though my understanding is that 2v2 Gnasher Execution is only available in the competitive playlist. I've yet to come across it in the social playlist.

Level 5 5G Reach level 5
[Multiplayer]   [Online]  
 Please reference "Re-up" achievement description below.

Level 10 10G Reach level 10
[Multiplayer]   [Online]  
Please reference "Re-up" achievement description below.

Level 25 25G Reached level 25
[Multiplayer]   [Online]
Please reference "Re-up" achievement description below.

Re-up 20G Reach level 100 and re-up
[Multiplayer]   [Online]

You can only gain experience in versus online game modes. You can gain experience in Xbox Live private matches; but it's minimal at best and not a sustainable source of XP. You will gain experience for everything you do; but it mostly boils down to kills, wins and the consecutive match bonus. Without a doubt, this will take some time to accomplish.

Once you reach level 100, which requires you earn 3,851,750 experience, you'll have to visit the Statistics page to 're-up'. Once there, press to re-up; the game will ask if you're sure, then press to confirm. You'll revert back to level 1 and net yourself the achievement. If you're a Gears 3 veteran, you know all about re-upping; for those that don't.. think of it as a prestige.

Handyman 25G Killed an enemy with every weapon in Versus (social or competitive)
[Multiplayer]   [Online]

Just get one kill with each weapon in the game. There are 10 weapons total, and if you're bad at certain weapons, you'll eventually get a kill with one by blind dumb luck. Besides your starting weapons, the rest of the weapons are spawned on the map that you must get. Sometimes other players are doing the same, so get there first, or try to take turns.

Make sure that you actually get the kill.. a person downing an enemy and you shooting them will only count as an assist. You can down an enemy with one weapon and kill them with another if you wish.

Press (Tac/Com) while in a multiplayer match and it will show the weapon spawns on the map.

Starting Weapons:

Lancer
Gnasher Shotgun
Snub Pistol

Map Weapons:

Hammerburst
Boltok Pistol
Longshot Rifle
Boomshot
Torque Bow
Hammer of Dawn
Frag Grenade

G-reader 10G Read one full comic
[Offline or Online]   [Solo or Co-op]

To unlock a full comic, you must collect Cog Tags to unlock the pages. There are five total comics that you can read, but you only need to read one of them. Once you have unlocked a full comic you can view it in the 'Extras' menu and select the comic you wish to read. You can then scroll through the comic using the to the end and the achievement should unlock. If it does not, utilize the zoom function with and slowly 'read' each page.

This can be a little glitchy for some reason. I had to 'read' a comic a few times slowly to get it to unlock. Some have reported that coming back the next day and reading the same comic has resulted in the achievement.

Brothers To The End 10G Defeat General RAAM in co-op on Insane without either player being DBNO [Co-op]   [Difficulty]   [Offline or Online]

This will probably prove to be the most difficult campaign achievement. You can do this in local or online co-op. You must defeat RAAM without either playing being downed on the Insane difficulty. As the most common strategy goes, one player uses the Torque Bow while the other snipes with perfect active reload head shots. The exploding arrows disperse the Kryll around RAAM leaving him vulnerable to fire; lay into him with head shots.

Optional: your teammate can switch to a primary weapon, like a Lancer, and put some extra damage on him in between Torque Bow shots. As he moves closer, use grenades and pump him full of lead! Should you fail, just reload the last checkpoint and try again.

Gimme Some Skin 10G Play one Versus Match with a Custom Weapon Skin
[Multiplayer]   [Online] 

This can be done locally with two controllers or simply by playing online in any versus match. Once the gametype and map are set, the game will go to a loading screen and then you'll reach the Loadout Screen. Here you can choose your character and weapon skins. Scroll down to the weapon you wish to change and hit or . If you currently don't have any skins, you will earn the Gold skins after September 4th just for playing the game from launch to the end of August. You also have the option to buy skins in the Xbox Store; but you're not obligated to do so.

If you do not have any skins at all; you didn't play beta, didn't play it during launch week or didn't get a special edition game... you can still earn a skin when backwards compatibility comes to the Xbox One. All four Gears games will be backwards compatible at that time. Just earning one achievement on either Gears 1, 2 or 3 will earn you the Crimson Omen skin in the Ultimate Edition. Just play it on the same gamertag.


Better Late Than Never 20G Win 25 matches in Team Deathmatch
[Multiplayer]   [Online]

Play and win 25 matches of Team Deathmatch. Team Deathmatch pits 4v4 with a finite amount of lives. In social or competitive matches the number of lives is 10. Once a team exhausts their 10 'extra lives' they will be down to their last spawns. So the team to bring that number to zero, and kills the remaining players on the map, wins. This will come eventually if you put in enough time and effort. You can complete this in Social or Competitive matches; or a mixture of both.

Even though the achievement description does not say specifically "social or competitive", this can NOT be done in private matches; it's been tested.

Whack-A-Grub 10G Closed all 4 E-holes around the fountain in Fish in a Barrel without any Locust fully emerging
[Offline or Online]   [Solo or Co-op]

This must be done in Chapter 1, Act 3. After you find some of Alpha Squad, you'll move down the street while fighting through some Locust. You'll then come to a low, circular structure with a tall monument in the middle. Once you are in the area, you'll be ambushed by Locust emergence holes; there are four total that you must close before any Locust can crawl out. The first three e-holes are in random order, the fourth is always in the same spot. To make life easier, you can do this on Casual difficulty; you can even do it while playing co-op.