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Injustice 2's August Update Out Now, Here's What It Does
Injustice 2's August Update Out Now, Here's What It Does-January 2024
Jan 11, 2025 1:16 AM

  The latest update for Injustice 2 is now live, and as was the case last month, it's a rather sizable one. Along with the usual assortment of stability and bug fixes, the patch makes a long list of tweaks and improvements to the game.

  Like July's update, the bulk of the August patch is comprised of character fixes and adjustments. Most notably, today's update makes changes to a number of characters' moves to further improve the game's balancing. Developer NetherRealm has detailed all of the changes on the game's website, but you can find the full patch notes at the bottom of this story.

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  Now Playing: Injustice 2 Video Review

  The latest character for Injustice 2, Starfire, is set to make her debut sometime in August. At San Diego Comic-Con, NetherRealm gave fans their first close look at the Princess of Tamaran with a new trailer that highlighted her unique offense. She's the third confirmed DLC character for the game thus far, following Red Hood and the recently released Sub-Zero. All three are included in purchased the game's $20 Fighter Pack 1 DLC. At least six other DLC characters are planned for the game as well.

  Also live now is the game's latest Premier skin: Bizarro Superman. NetherRealm gave fans a glimpse at the skin last week when studio head Ed Boon shared a picture of it on Twitter. You can watch more footage of Bizarro Superman in action here.

  

Injustice 2 August Update Patch Notes

General Gameplay Fixes

General stability improvementsMany move list correctionsFixed some currency/mother box exploitsMany improvements to the stability of King of the HillImprovements to AI logicAttacks that collide with a Roll Escape's invulnerability now act as if they have missed (previously this acted as a block)Flip Stance button can no longer activate a roll when you are knocked downMedium Attack and Heavy Attack can no longer activate a roll when you are knocked down with Button Shortcuts On in controller settingsFixed a one frame window in which diagonals could be used for specials when performing a cancel or wakeup attack with Input Shortcuts set to OffHolding directions no longer stores that direction in the buffer for dashing with Alternate Controls set to OnFixed some rare occurrences of a match extension that would not cause both players to be reset to neutralFix for a one frame window that could cause a dash in the wrong direction if the opponent has just performed a teleportFixed issues with visual effects not disappearing correctly after being evaded by a projectile immune moveFixed bug causing some non-projectile attacks being able to be avoided by projectile immune moves in rare circumstancesImproved hotfix data application to apply right after boot when availableThere is now an Overflow Warning which notifies the player when their overflow is fullAdded icons to show when playing with Competitive Mode On or in Tournament Mode to the gameplay HUDImproved display of Daily Challenges in the Main MenuThe following changes previously disabled in Competitive/Tournament mode are now enabled for all modes: Atrocitus -- additional damage added after Napalm Vomit attacks inside of a combo will now use the correct combo damage scalingBane -- Mercenary’s Elbow when meter-burned will no longer do unscaled damageBlack Adam -- Adjusted Air Boot Stomp ability to be able to cross up when an opponent was in the cornerBraniac -- If a Beta Strike Character Power is active when a throw escape occurs, it is destroyedCaptain Cold -- No longer continues to gain Character Power meter if transitioned while holding Cyclotron ChargeSuperman -- Air Heat Vision follow up from Rising Grab is now a hard knockdown to prevent it from being punishable on hit in certain circumstances

Stage Specific Fixes

Batcave -- Fixed rare issue where players could use the chain swing interaction to move outside the boundaries of the stageBrainiac Ship -- Drone interaction respawn timer is now 4 seconds (from 2)Fortress of Solitude -- Wall punch interaction cooldown is now 4 seconds (from 3)Metropolis -- Fixed bug that could cause the camera to move away from the fighters when valve interaction was usedKahndaq -- Wall punch interaction cooldown is now 4 seconds (from 3)Red Sun Prison -- Drone summon interaction cooldown is now 4 seconds (from 2)

Character Specific Fixes

Aquaman

  Huzzah (Away + Light, Medium, Hard) has 3 more recovery framesRising Trident (Down + Medium) has 1 more startup frame and 3 less active framesTrident Rush & Trident Rush MeterBurn do less damage for each hitTentacle Strike MeterBurn now does an additional hit that causes a hard knockdownFrom The Deep MeterBurn Gear Ability base damage reduced from 6 to 4Atroticus

  Slightly Increased the amount of character power meter drained from Atrocitus when push-blocked while Dex-Starr is outSlightly increased the amount of Character Power Meter drained for using Blood Ball, Hate Pounce, or Regurgitate Rage Gear Ability while Dex-Starr is activeSignificantly increased the amount of Character Power Meter drained for using Blood Wall while Dex-Starr is activeReduced the cancel advantage of the second to last hit of Blood Ritual (Towards + Medium, Medium, Hard) by 3Napalm Vomit has 5 less active frames and 3 more frames of recovery on missNapalm Vomit block advantage properties adjusted to be more consistent between close and long rangesBane

  Base stats adjusted to have 50 less strength, 50 less health, and 100 more defenseBase damage of most normal attacks and special moves have been increased by 1Brutal Jab (Light) now has 7 startup frames (down from 9)Brutal Hammerfist (Medium) base damage increased to 5 (from 3)Spine Buster MeterBurn (Towards + Medium, Down, Light + Hard MeterBurn) base damage increased to 8 (from 3)Knightfall (Away + Medium, Light) base damage increased to 9 (from 6)Bane Bomb MeterBurn base damage increased to 16 (from 13)Body Press MeterBurn Gear Ability base damage increased to 18.8 (from 15.8)Batman

  Fixed bug preventing the use of negative edge to perform Bat Swarm with Release Check On in controller settingsPressing a button not bound to any attacks after performing Air Scatter Bombs MB will no longer prevent further inputsSlightly increased combo damage scaling after Mechanical Bats Character Power and it is now consistent regardless of how many bats hitBatarang MB and Up Batarang MB damage scaling increasedBatarang MeterBurn now has 8 active frames (from 9) and has 6 more recovery frames on hit/blockUp Batarang MeterBurn now has 8 active frames (from 9) and has 6 more recovery frames on hit/blockFixed bug which was preventing the AK Battle Armor 5U89R (Alternate) Shader from dropping from Mother-Boxes and end of match rewardsBlack Adam

  Riddle of The Sphinx (Towards + Light, Medium, Light + Hard) base damage reduced to 10 (from 13)Orbs of Seth Character Power base damage reduced to 2.5 (from 3) on each orb and now increase combo damage scalingBoot Dive and Boot Dive MeterBurn base damage has been reduced to 8 (from 10) and has increased combo damage scalingBlack Magic hit advantage has been reduced to 24 (from 47) and now triggers auto-block on a grounded opponentBlack Magic has increased gravity against an airborne opponentBlack Magic Meter burn has decreased combo damage scalingNo Turning Back (Light, Light, Medium) had 7 less recovery frames, 5 more frames of blockstun and increased pushback on blockBlack Canary

  New Wings (Light, Light, Medium, Light + Hard) is now a throw attack and has base damage increased by 1Soaring High (Away + Light, Medium) base damage increased to 7 (from 3), 5 more frames of blockstun and increased pushback on blockHigh Heel (Hard) has 5 more frames of blockstun and increased pushback on blockHolding Back (Hard, Hard) has 1 less recovery frame, 10 more frames of blockstunFront/Back Handspring into Flying Scissor Kick now recovers 3 frames faster with increased pushback on blockFront/Back Handspring into Thrust Kick now recovers 4 frames faster and has 15 more frames more blockstunBrainiac

  Coluan Form (Light, Light) base damage increased to 3 (from 2)Collector of Worlds (Light, Medium) base damage increased to 3 (from 2)Dual Strike (Away + Medium) base damage increased to 5 (from 4)Tendril Swarm (Hard) base damage increased to 7 (from 5) and has increased combo damage scalingThe delaying of Beta Strike and Beta Bomb no longer gets cancelled when Brainiac is hit or blocksBeta Strike can no longer be parried by low projectile parriesCaptain Cold

  Fixed bug with Upward Cold Blast Gear Ability not aligning properly when done from some 2in1 cancelsBig Freeze MB now ignores projectile immunityAdjusted hit regions on several normal attacksFreeze (Medium, Light, Hard) has 4 less recovery on hit/Miss, 7 less recovery on block, and causes 5 less frames of blockstunPrison Break (Away + Medium, Hard, Medium) has decreased combo damage scalingGrip Hit (Hard) now has 10 startup frames (from 12), active frames increased to 5 (from 3), 5 less recovery, and has 6 more blockstun framesFixed bug that caused Glacier Grenade to have higher input priority then Cryogenic Blast when performed as a cancelAbsolute Zero Supermove and Cryogenic Blast can no longer get destroyed by some Background InteractionsForce Field now activates 5 frames faster and has 5 less recovery framesThe Wall has reduced pushback on block, 9 less blockstun frames, and 9 less recovery on blockThe Wall MB startup is now 6 frames (from 14) and recovery increased by 2 frames and now ignores projectile immunityReduced the gap between The Wall missing and The Wall MeterBurn active frames to 1 (down from 6)Catwoman

  Tail Spin (Away + Hard) has pushback on block reduced and victim regions slightly increased during the active and recovery framesWhip Strike (Jump + Medium Attack) has its hit region angle slightly adjustedCat-Lateral Damage character power damage on each hit changed (overall reduced)Cat-Lateral Damage character power no longer has invulnerability on wakeupCat Stance Cat-Wheel has 13 more frames of recovery on block, 8 more frames of recovery on miss, and increased combo damage scalingCat Dash MeterBurn no longer has armor, has increased damage scaling when hitting airborne opponents, and decreased damage scaling when hitting grounded opponentsCat's Tail and Up Cat's Tail damage scaling increasedCheetah

  Fixed issue with Graceful Hunter (Away + Medium, Light + Hard) input window which made it difficult to perform follow ups with Input Shortcuts Off in controller settingsFixed bug that could cause her tail to no longer animate after losing a clash to Red HoodSilent Stalker (Medium, Medium, Hard) has 25 less recovery framesBlood Ritual (Hard, Hard, Medium) recovers 3 frames faster on hit, 6 frames faster on block/miss, has 5 more frames of blockstun, and increased pushback on blockLast hit of Blood Ritual (Hard, Hard, Medium) now causes a splat reaction instead of a juggle state when hitting airborne opponentsDarkseid

  Fixed bug that caused Boss Darkseid Supermove to get destroyed by some interactablesDeadshot

  Ops Strike (Towards + Light) now has 7 startup frames (up from 6)Low Burst (Down + Light) now has 7 startup frames (down from 8) , 5 less hit/miss recovery frames, 3 less block recovery frames, and blockstun increased by 2 framesKnee Burst (Away + Light) now has 14 startup frames (up from 13) and 3 more recovery framesTriggered (Away + Light, Medium) has 5 more recovery framesHammer Slam (Towards + Medium) now has 16 startup frames (up from 15)Reduced his effectiveness in fighting up close.Dr. Fate

  Can no longer spend meter trying to Meter Burn Displacer Orb after it has been projectile parriedAfter Displacer Orb is Meter Burned, it will ignore projectile immunity and cannot be projectile parriedFixed issue with his win screen being obstructed by foreground objects on some backgroundsFixed issue with some Displacer Orb effects lingering on screen during clashEvoking The Gods (Medium, Light, Light) and Blood Price (Medium, Light, Light, Hard) had their hit regions adjustedSummoned Force (Away + Medium) now has a growing hit region instead of a static one and has 9 startup frames (down from 10) and 3 more recovery framesGlyph of Osiris and Glyph of Anubis recover 1 frame faster on blockGlyph of Anubis MB has decreased combo damage scalingThe Pillar of Magic after connecting with 3 Ankhs of Final Judgment has decreased combo damage scalingFirestorm

  Fixed bug causing Energy Shield effects to persist during the win screenFlash

  Quantum Tunneling and Sonic Parry Gear Ability can now be selected in Wakeup Mode and Reversal Mode in Practice Mode > AI OptionsLightning Punches now has 10 startup frames (down from 12)Speed Zone Character Power has increased damage scalingOn Your Mark into Sonic Pound has its hit region adjusted, blockstun increased by 10 frames, has increased pushback on block, and hit advantage has increased to 30 or 49 (from 39) if the last hit only or both hits connectOn Your Mark into Charge now has a different reaction and has 30 hit advantage (down from 39)Freeze Tank interaction on Red Sun Prison now works correctly if Flash uses it while Speed Zone Character Power is activeGorilla Grodd

  Base stats adjusted to have 50 less Ability, 50 less health, and 100 more defenseSlaughtering Humans (Light, Light), Cutthroat King (Medium, Medium), Salvation Run (Away + Medium, Light + Hard) base damage increased by 1Low Bash (Away + Light) has 5 more frames of blockstun and 6 more hit advantageBloodthirsty Ruler (Away + Light, Light + Hard) and (Away + Light, Light + Hard Meter Burn) base damage increased by 1Hyper-Intelligence (Towards + Medium, Light) base damage increased to 7 (from 5)Carnivore Sweep (Down + Hard) has 2 more hit advantage, recovers 4 frames faster on block/miss, and has 3 more frames of blockstunSecret Sweep (Down + Towards + Hard) has more 10 more blockstunAfter using Leap 3 times during a combo Savage Kick (Jump + Hard) will cause a splat knockdownFixed bug that prevented meter build from occurring when exiting Psionic Lift then canceling into Primal Lunge, Savage Strength, or Mind ControlThe window for canceling into Psionic Push or Savage Strength from Telekinesis now starts 14 frames soonerTelekinesis recovery reduced by 4 framesStampede base damage increased to 9 (from 5)Stampede Meter Burn base damage increased to 18 (from 10)Stampede Carcass Toss Gear Ability Meter Burn base damage increased to 25 (from 18)Primal Lunge into Head Bash damage increased to 11 (from 10)Harley Quinn

  Fixed visual bug that caused her mallet to instantly disappear if she is hit by a freeze attack while performing Mallet Slap (Away + Hard)

  Joker

  Fixed bug that caused Side Order of Pie Gear Ability Supermove to get destroyed by some interactables

  Poison Ivy

  Rhytidome Skin, Thistle Coat Gear Ability, and Datura Hammer now requires a more precise input when bufferedUp Rooted (Down + Medium) now has a growing hit region instead of a static one, has 16 startup frames (down from 20), has 7 active frames (up from 3), and recovers 3 frames fasterQuick Bloom (Away + Hard) now has a growing hit region instead of a static one, has 26 startup frames (down from 29) and has 10 active frames (up from 4)Straight Datura and Up Datura have increased combo damage scalingSwinging Datura has greatly reduced combo damage scalingRed Hood

  Fixed bug causing Ground Mine explosion to have interactable propertiesBattle-Chain MB now has 20 advantage on hit (from 39)Lethal Lunge now has 9 startup frames (up from 8)Robin

  Haunting Legacy (Light, Medium) has 2 less recovery on hit / miss, 3 more recovery on block, and 5 more blockstunFighting Authority (Light, Medium, Hard) has 20 startup frames (up from 16)Family Secrets (Light, Medium, Down + Hard) has 2 less recovery and 5 more blockstunQuick Draw (Away + Light) has its hit region adjustedSkill And Training (Away + Light, Medium, Up + Hard) has increased pushback on blockDeep Laceration (Medium) hit region adjusted, has 5 less recovery, blockstun reduced by 5, and 3 less cancel advantageBlades And Blood (Medium, Light) has its hit region adjusted and 1 more active frameInner Darkness (Towards + Medium, Light) has its hit region adjustedNever Lose (Away + Medium, Light, Hard) has 1 more active frame and 12 less recovery framesFlip Kick (Towards + Hard) can now be directed closer or further by holding Towards or AwayFlip Kick (Towards + Hard) recovers 3 frames faster on hit, 8 frames faster on block, 13 frames faster on miss and has 10 less frames of blockstunLow Cutter (Down + Hard) now recovers 5 frames faster on blockAssassin Strike cancel input can now be bufferedSwoop has its hit region adjustedSwoop MB now auto faces the opponent, has 8 startup frames (down from 16), the projectile travels faster with improved initial trackingSupergirl

  Elseworld's Finest (Light, Light, Up + Hard) has 10 more frames of blockstunLast Daughter of Krypton (Away + Light, Medium, Hard) has its hit region adjusted and 5 less recovery on block and missFace Smash (Medium) has its hit region adjusted, starts up in 10 frames (up from 8), and is a mid attackForbidden Fortress (Medium, Light) has increased pushback on block, 5 less blockstun, and 3 less recovery framesCrossroads of Time (Medium, Light, Medium) now has 16 startup frames (down from 18)Matrix (Away + Medium, Light + Hard) has 5 less blockstun, 20 less recovery on block, 15 less recovery on blockFrost breath MB base damage increased to 2 (from 0) and combo damage scaling reducedKryptonian Force now recovers 4 frames fasterFixed bug that caused the hit region of Kryptonian Force MB to be offset when done on right side of the opponent(Air) Power Slam MB can now be Air EscapedAdjusted the stat distribution on her Epic Set Items to be more in line with similar items.Superman

  Fixed bug preventing superman from canceling Steel Fist (Jump + Light) or Double Strike (Jump + Medium) into Ankle Breaker (Down + Hard) or Flying Low (Down + Towards + Hard)Flying Punch is now a high attack and has had its repel proximity adjustedFlying Punch MB no longer has armor and has its hit region adjustedRising Grab has 4 more frames of recovery on block and 9 more frames of recovery on missSuper Breath base damage decreased to 9 (from 10)Super Breath MB base damage decreased to 6 (from 10)Fixed bug preventing combo damage scaling from applying to (Air) Flying Smash when used as an OTG in certain circumstancesSwamp Thing

  Base stats adjusted to have 50 less Ability, 50 less health, and 100 more defenseLog Slam (Towards + Hard) and Log Smack (Away + Hard) have their hit regions adjustedIncreased base damage of most special moves by 1Abigail's Garden recovery has been reduced by 9 framesIf Swamp Thing has Abigail's Garden character power active, hitting an opponent with Vine Grab or Green Thumb causes Swamp Thing to gain armor for a short durationAbigail's Garden will no longer stop growing when Swamp Thing blocks an attack, attacks with Healing The Breach (Towards + Medium, Light), hits with Bio-Fission MB, or does a dashWonder Woman

  Eyes of The Gorgon (Towards + Medium, Hard) has 5 less frames of recovery and 10 more frames of blockstunChallenge of The Gods (Away + Medium, Hard) now has 21 startup frames (down from 24), 10 more frames of blockstun with increased pushback, and recovers 15 frames faster on block / missUpward Shield Toss is now a high attack, recovers 17 frames faster and has increased hit advantageUpward Shield Toss MB has its hit region adjusted and has increased hit advantageAir Shield Toss is now a high attackAir Shield Toss MB is now a high attack, has 2 more active frames, recovers 12 frames faster, and no longer triggers autoblock on a grounded opponentAir Downward Shield Toss MB now recovers 9 frames faster and no longer triggers autoblock on a grounded opponentHippolyta's Light character power recovers 9 frames faster

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