I’m glad I haven’t bought this game yet, looking at all the patches that have been releasing since its release, but then again, when I do get the game, there is going to be a hell of an update waiting.
As part of the fourth DLC Compatibility Pack update releasing 7/02/13, NetherRealm will release v1.05 patch forInjustice: Gods Among Us. The v1.05 patch addresses several performance tweaks and enhancements to online battles and adjustments to key characters.
The list of changes for patch v1.05 include:
General Gameplay Fixes
- Additional frame data corrections.
- Slightly reduced opponent tracking on Metropolis’ Hover Drones when thrown by a power character.
- Normalized the splash hitbox Metropolis’ Hover Drones when thrown by a power character.
- Normalized the splash hitbox of the Arkham/Joker Asylum Chandelier when thrown by a power character.
- The input buffer window when using an Interactive Object inside of a combo with Medium + Hard Attack has been adjusted to prevent some unintentional attacks from happening.
- Universal improvement to everyone’s Down+Medium attack
- Made it harder to combo off the headslam on the Ship Interactive Object in the upper level of the Fortress Of Solitude.
Aquaman
- The Marine Marvel (Forward+1, 3) combo now has a block advantage of 0.
Bane
- The Raging Charge (Back+Forwad+X) can no longer be parried
Batgirl
- You now need a bar of Meter to perform the MB version of Bab’s Bola (Back+Forward+1)
Batman
- Batman can now 2in1 cancel from his Intimidation (1, 2) combo when Release Check is set to Off.
Black Adam
- The Boot Stomp now has 4 additional recovery frames when blocked by the opponent.
- Slightly increased Black Adam’s combo damage scaling.
Catwoman
- The Tomcat (1, Forward+2) Combo had it’s block advantage adjusted to +3 (from+8).
The Flash
- The speed of The Flash’s Forward Dash has been increased.
- Placing The Flash in his Running Man Stance (Down+Down+2) now also sets him to a “ducking” position.
Green Arrow
- There is now slightly less cancel advantage when the Queen’s Gambit (Forward+2, Down+1, 3) and Light It Up (Away+2, 3) combo is blocked.
Harley Quinn
- The Bag-O-Tricks (Character Power) now recovers faster.
- There is now slightly less damage scaling on attacks performed after Harley’s Mallet Bomb supermove.
- The Spinning Pistols (Down+2) attack now inflicts the correct damage amount and had it’s hitbox slightly improved.
Joker
- The level 2 HaHaHa (Character Power) buff now lasts 18 seconds and the level 3 HaHaHa buff now lasts 27 seconds.
- The Joker’s Wild (Character Power) parry is active for 4 more additional frames.
Killer Frost
- Slightly increased Killer Frost’s damage scaling on combos
- Freezing Cold (character power) now has 10 additional frames of recovery.
Lex
- You now need a bar of Meter to perform the MB version of the Gravity Mine (Down + Down + 3)
- The Geyser Uppercut (Down+2) now inflicts correct damage to the opponent.
Nightwing
- Staff Stance Down+Light is now +3 on block (down from +6).
Scorpion
- Shroud of Flames (Character Power)no longer starts it’s cooldown if it gets interrupted before it is activated.
- Flip Kick (Down + Forward + 2) is now -10 on block (up from -1).
- Teleport Punch (Down + Back + 3) now has more recovery time when blocked.
- Slightly adjusted the Teleport Punch (Down+Back+3) speed
- The Teleport Punch is now a High attack and has slightly more recovery when it misses.
- Increased Welcome to the Netherrealm (Supermove) damage to 37 (from33.75)
- Slightly adjusted his Jumping Light and Jumping Hard hit-boxes.
- The Teleport Punch (Down + Back + 3) on block is now -8 and slightly pushes back farther.
Sinestro
- The Arachnid Sting (Down+Forward+Y) now has 5 additional recovery frames on when it successfully hits.
Solomon Grundy
- There is now a slightly bigger hitbox on the Walking Corpse (Back+Forward+3).
Superman
- Kyrptonian Crush (Supermove) now does 4% less damage.
- Super Breath (Down+Back+2) now has 0 advantage when the opponent blocks.