Playstation All Stars Battle Royale Major Balance Patch 1.12 Released

is people coming back to thread and post their feedbacks on the characters. I want to see people's opinions based on the change list.
 
I always thought that this game should have came on PS4 instead. It's not that it was struggling to run on PS3, but at least a PS4 version with better graphics, or something to wow people would have been nice to have.
 
I really enjoyed this game. I'm not a fighting game aficionado but I thought it was pretty fun. I'd like to see a sequel (seems unlikely now Sony & Superbot have parted ways), and while I think there's lots of room for improvement (maybe just have standard health meters, better characters) I think the foundations were solid.
 
I really enjoyed this game. I'm not a fighting game aficionado but I thought it was pretty fun. I'd like to see a sequel (seems unlikely now Sony & Superbot have parted ways), and while I think there's lots of room for improvement (maybe just have standard health meters, better characters) I think the foundations were solid.
hey Tel **waves**
UI/presentation were my biggest gripes, probably as a result of the small (ish) budget.
 
Playstation All Stars Battle Royale HD Remix Definitive PS4 Edition!!

- Features:

- 1080p/60fps resolution
- HD textures
- New character models
- F2p model

Game is already 60 FPS, and apparently supports 1080i. Still, getting some more fancy effects such as AA and super sampling would be nice. Don't think they'd bother with new textures or models. F2P is a similair style to Killer Instinct would be a good idea.
 
Daaamn, I wasn't expecting this. I haven't played PSASBR in a good while.

Perfect timing too. All the Smash hype today has gotten me in the mood to pick up Cole and start playing again.
 
I really hope for a sequel. I still want my Crash Bandicoot spinning everyone out of existence.

Gonna geek out a bit here and suggest some obscure characters:

Sony characters I'd like to see (in descending order of priority) -
A car from Gran Turismo which 'transforms' into a robot
Alundra
Jen from Primal
Garl Vinland from Demon's Souls
Rau from The Mark of Kri
Delsin from Infamous: SS
Something from Tokyo Jungle (a beagle?)
Dart from The Legend of Dragoon
The White Knight from White Knight Chronicles
The protagonist from Shadow of the Beast
Gabe Logan from Syphon Filter
A Hybrid from Resistance
Someone from Genji? It would be cool to have a samurai in there
Something from War of the Monsters

Obviously I'd like to see Crash, Spyro, Cloud etc, but the above are all copyright of Sony so would be no problem to include.
 
Thanks OP, but jesus christ at the formatting.

Yeah my fault for that was just gonna copy and paste it before bed but I fixed the image and bolded the section names. Still recommend reading the link over that tho.

is people coming back to thread and post their feedbacks on the characters. I want to see people's opinions based on the change list.

From a few matches online tonight:
RIP Raiden fwd square level 1 confirm :(.
Either all the Kratos were bad-average or the nerfs are helping since Kratos players wasn't getting to level 3 as fast as they used to.
Sackboys are still annoying to fight in FFA

right b4 smash direct, that strategic planning!

I didn't even think about it till you pointed it out lol

An option for 1v1 ranked. That's all I ask for lol.

I know right. I was at least hoping there would be a option for 1v1 quick match in the patch but nope. Oh well

Also another note: For some reason since the patch the Vita version matchmaking is finding literally 0 matches for some reason while the PS3 version is finding matches just fine. That's at least in my experience. I'll try again later.
 
There's enough space for character slots, in this game or so it seems that there's more DLC or just unlockable characters. Either way IMO i think this game has more potential then the new smash bros. Just please give us an option for 1v1 ranked. I don't think there's anyone that plays rank and does not expect an option for 1v1. Well anyway, hopefully it comes out. Cuz alot of people would definitely enjoy it. Especiallyyyyy myself lol
 
As someone who never played the original game beyond a few minutes at a friend's house, wow, that's awesome that they're still supporting it.

Wish Capcom could have that sort of support.
 
As long as it's all cross-compatible, i'm up for anything as long as the playerbase stays as one pool!

I don't see why it couldn't be, SFxT is cross plat PS3 to PSV, So Especially with this being developed by Santa Monica and representing PlayStation it's definitely possible.
 
There's enough space for character slots, in this game or so it seems that there's more DLC or just unlockable characters.

There were plans for more DLC from Superbot (which included Abe from Oddworld and Dart from Legend of Dragoon), and there was presumably even more, but those were thrown out after Superbot was cut off from development.
 
If Im reading this right, they kinda nerfed BD's level 2 but upped his other attacks. I guess Im ok with this. Now, my last concern, has this patch fixed the stupid broken networking?
 
Man what's up with people still ragequitting in this game? Do people really care that much about the ranks which I still don't understand that much? Had 3 different host ragequit in a row when I start winning. At least I won 3 matches right after which surprises me because I'm not even good yet.

Gonna call it wrap for now and play later after work and hopefully my UMVC3 gaf tourney match with racketpunch.

Raiden still godlike.
 
200px-0%2C480%2C44%2C284-Avatar_big_daddy_1.png


Big Daddy
Air F+Square armor amount has been increased to 21 AP (previously 11).

U+Circle recovery has been reduced by 2 frames.

D+Circle and air D+Circle ice mine duration has been increased to 150 frames (previously 96 ground and 114 air).

Forward Throw and Up Throw recoveries have been reduced by 7 frames.

Up Throw can now be canceled into U+Circle.

Level 2 Super no longer allows rolling or air dodging, no longer remains invincible during recovery, and duration has been shortened to 6.5 seconds (previously 7 sec).

Big Daddy’s reaction volume has been extended slightly further downward during common launch reactions.

200px-0,480,44,284-Avatar_cole_macgrath_1.png


Cole MacGrath
Second air neutral Square hit volume has been enlarged by 25%.

F+Circle recovery has been increased to 23 frames (previously 20).

Air U+Circle ice platform is now destroyed when interrupted during startup.

Air D+Circle recovery has been increased to 27 frames (previously 24).

Level 1 Super hit volume has been lowered to 1 meter above ground (previously 2.25m).

200px-0%2C480%2C44%2C284-Avatar_dante_1.png


Dante
Second neutral Square moves slightly further forward to prevent whiffing after the first neutral Square connects at maximum range.

Third neutral Square now generates 15 AP (previously 10).

Successful neutral Circle and air neutral Circle counters can be canceled into Triangle attacks.

Air neutral Circle hit volume now covers the area slightly below Dante.

U+Circle and air U+Circle now generate AP evenly across all hits and final hit volume has been enlarged by 17%.

D+Circle projectile durability has been increased to 15 AP (previously 5) and air D+Circle projectile durability has been increased to 10 AP (previously 5).

Level 1 Super startup has been increased to 35 frames (previously 30).

Level 1 Super can be canceled into Triangle attacks for 15 frames after the fireball is thrown.

Level 2 Super can turn around properly during the first 5 frames of activation and no longer remains invincible during recovery.

200px-0%2C480%2C44%2C284-Avatar_nathan_drake_1.png


Nathan Drake

U+Square and air U+Square explosion timers have been reduced to 2 seconds (previously 2.5 sec).

Neutral Triangle -> D+Circle now extends the initiation period of Drake’s cover wall to 25 frames (normally 20).

Up Throw recovery has been reduced by 13 frames, and Drake can jump an additional 10 frames prior.

200px-0%2C480%2C44%2C284-Avatar_emmett_1.png


Emmett
Third U+Square recovery has been reduced to 33 frames (previously 36).

Kinetic Rifle F+Triangle now generates 5 AP per shot (previously 3+3+4).

MAW Launcher neutral Triangle recovery has been increased to 29 frames (previously 27), increasing the total duration to 42 frames (previously 40).

Union Shotgun neutral Triangle recovery has been increased to 32 frames (previously 28), increasing the total duration to 42 frames (previously 40).

Union Shotgun F+Triangle, air F+Triangle, U+Triangle, air U+Triangle, D+Triangle, and air D+Triangle active periods have been extended to 3 frames (previously 1).

Union Shotgun air D+Triangle recovery has been reduced by 20 frames to match air F+Triangle and air U+Triangle.

MAW Launcher and Union Shotgun discard timing has been standardized, in many cases occurring 3-6 frames earlier.

Ground weapon discard animation can now be canceled into R1 bunker interact and landing during air weapon discard no longer triggers air attack landing state.

Forward Throw recovery has been reduced by 7 frames.

Level 2 Super startup has been reduced to 1 frame (previously 4).

200px-0,480,44,284-Avatar_cole_macgrath_evil_1.png


Evil Cole
Second air neutral Square hit volume has been enlarged by 25%.

Fully charged neutral Circle and air neutral Circle punch startup has been increased to 13 frames (previously 10). (All other versions remain unchanged at 12 frames startup from idle or 6 frames startup from charge windup.)

Level 1 Super startup has been increased to 23 frames (previously 20).

200px-0,480,44,284-Avatar_fat_princess_1.png


Fat Princess
Air neutral Square startup has been increased to 11 frames (previously 8).

D+Square recovery has been reduced by 1 frame and reverse swing now causes a light reaction.

U+Triangle now remains on the ground for the first 10 frames of startup.

Neutral Circle, air neutral Circle, U+Circle, and air U+Circle explosion radius has been reduced to 1.25 meters (previously 1.75m) and explosion duration has been reduced to 8 frames (previously 14).

D+Circle and air D+Circle explosion duration has been increased to 5 frames (previously 2).

Up Throw recovery has been reduced by 2 frames.

Directional rolls have been shortened to 18 invincible frames followed by 19 vulnerable frames (previously 18 invincible plus 22 vulnerable).

Level 1 Super can no longer be performed while an assist is on screen.

Level 2 Super activation period has been reduced by 2 frames and duration has been shortened to 6 seconds (previously 7 sec).

Level 2 Super ground attack can now turn around during the first 3 frames of startup.

200px-0%2C480%2C44%2C284-Avatar_heihachi_mishima_1.png


Heihachi Mishima
Air neutral Square now generates 20 AP (previously 15) and the stagger kneel reaction caused by the second hit has been shortened to 40 frames (normally 50).

Air D+Square now generates 20 AP (previously 15), causes a slam-down bounce reaction, and hit volume has been extended 0.5 meters beyond Heihachi’s fist.

F+Triangle follow-up hit volume has been extended 0.25 meters downward to hit short characters consistently.

U+Triangle recovery has been increased by 3 frames, making it -7 on block.

D+Circle -> Square becomes a guard crush attack when performed with full D+Circle Raijin charge.

200px-0%2C480%2C44%2C284-Avatar_isaac_1.png


Isaac
Neutral Square now generates 5 AP per shot (previously 10) and recovery time has been standardized across all states.

F+Triangle, air F+Triangle, U+Triangle, air U+Triangle, and air D+Triangle reaction lengths have been standardized.

F+Circle recovery has been increased to 20 frames (previously 11) and air F+Circle now begins descending after 40 frames (previously 32).

F+Circle can now be canceled into F+Triangle after a successful hit.

F+Circle and air F+Circle blade now reflects off all walls and level boundaries.

Throw attempt timing has been readjusted to 9 startup frames, 3 active frames, and 23 recovery frames. (Projectile sensor stays active from frame 4 to frame 20.)

Level 1 Super cost has been increased to 150 AP (previously 125).

Level 1 Super startup has been increased to 40 frames (previously 35).

Level 2 Super cost has been increased to 400 AP (previously 325).

Level 2 Super startup has been increased to 20 frames (previously 14).

Level 3 Super duration has been shortened to 11 seconds (previously 12 sec).

HfB4D9l.png


Jak and Daxter
Neutral Square and air neutral Square now generate 35 AP (previously 30), with Jak’s primary strikes gaining 30 AP while Daxter’s strikes gain 5 AP (previously 26+4).

F+Square now generates 10 AP (previously 5), recovery has been reduced to 29 frames (previously 31), and can be canceled into U+Circle.

Air F+Square -> Square timing has been readjusted, punch hit volume has been enlarged by 50%, and turning is enabled during the first 3 frames of punch startup.

U+Square now remains on the ground for the first 14 frames of startup, and can be moved slightly further forward during the first 5 frames of startup.

Air U+Square can now be canceled into air neutral Square and air F+Square with similar timing to ground U+Square, but only after a successful hit.

F+Triangle now generates 5 AP per shot (previously 6).

U+Triangle and air U+Triangle now generate 10 AP (previously 10), startup has been reduced to 20 frames (previously 24), and explosion radius has been reduced to 1.5 meters (previously 1.65m).

Neutral Circle and air neutral Circle drone durability has been increased to 11 AP (previously 1), and the drone now bounces off walls and level bounds instead of exploding on contact.

U+Circle now generates 10 AP (previously 5).

D+Circle and air D+Circle projectiles can no longer be reflected or absorbed, and uncharged explosion hit volumes have been enlarged by 20%.

Forward Throw and Down Throw recoveries have been reduced by 7 frames.

Up Throw can now be canceled into air F+Square.

200px-0,480,44,284-Avatar_kat_1.png


Kat
Neutral Square recovery has been increased by 2 frames, making it -5 on block.

Second neutral Square recovery has been increased by 6 frames, making it -9 on block.

Third neutral Square recovery has been increased by 9 frames, making it -15 on block.

U+Square recovery has been increased by 2 frames, making it -20 on block.

Neutral Triangle now has 10 additional frames of recovery when it doesn’t register a successful hit, making it -15 on block.

D+Triangle -> Square recovery has been increased by 5 frames, making it -12 on block.

D+Triangle no longer retains respawn invincibility.

Air neutral Circle debris summon now begins descending after 10 frames (previously 65).

Gravity Shift air dash and wall stand dismount can no longer be canceled into air dodge.

Wall stand duration has been reduced to 2 seconds (previously 4).

Level 1 Super can no longer be performed during neutral Circle debris heave cooldown.

200px-0,480,44,284-Avatar_kratos_1.png


Kratos
Neutral Square recovery has been increased by 1 frame, making it -5 on block. (Second neutral Square recovery remains unchanged at -10 on block.)

Third neutral Square now generates 25 AP (previously 30) and recovery has been increased by 9 frames, making it -18 on block.

Air neutral Square and air F+Square now require a successful hit to be canceled into double jump.

Third air neutral Square now generates 25 AP (previously 30).

U+Square recovery has been increased by 3 frames, making it -12 on block.

D+Square recovery has been increased by 6 frames, making it -12 on block. (Second D+Square recovery remains
unchanged at -10 on block.)

Neutral Triangle recovery has been increased by 11 frames, making it -12 on block.

D+Triangle recovery has been reduced by 10 frames to match the air version, making it -23 on block.

200px-0%2C480%2C44%2C284-Avatar_nariko_1.png


Nariko
After neutral Square Key Pose, secondary neutral Square sequence now generates 30 AP total and consistently causes a stagger kneel reaction.

Third air neutral Square now generates 25 AP (previously 30).

After F+Square Key Pose, secondary F+Square sequence opener recovery has been reduced to 48 frames (previously 51).

Square attack Key Poses can now be canceled into F+Triangle.

Air U+Triangle can now be canceled into air attacks on frame 42 (previously 43).

D+Triangle now generates 10 AP (previously 20) and combos reliably into neutral Square from maximum range.

Air D+Triangle now causes a mini-launch lift reaction against both grounded and airborne opponents, but can only be performed once per jump.

U+Circle recovery has been reduced to 39 frames (previously 47).

Forward Throw now causes a mini-launch lift reaction and can be canceled into U+Triangle.

Forward Throw and Up Throw commands have been swapped to match the reactions they cause more intuitively.

Level 1 Super cost has been reduced to 125 AP (previously 150).

Level 2 Super cost has been increased to 400 AP (previously 325).

Level 2 Super activation attack startup has been increased to 15 frames (previously 2).

Level 2 Super initial hit volume length has been reduced to 5 meters (previously 6m) and shifted slightly forward, so most of the reduction affects the area behind Nariko.

Level 2 Super activation attack now causes a full launch reaction.

Level 3 Super duration has been shortened to 14 seconds (previously 15 sec).

200px-0%2C480%2C44%2C284-Avatar_parappa_1.png


Parappa
Neutral Square sequence now generates 40 AP total (previously 43).

U+Square startup has been increased to 11 frames (previously 9).

D+Square hit volume has been extended 0.25 meters forward to connect more consistently after neutral Square.

D+Square can be canceled into F+Square 4 frames prior to normal recovery.

F+Triangle recovery has been reduced by 5 frames, making it -7 on block.

200px-0%2C480%2C44%2C284-Avatar_colonel_radec_1.png


Radec
Neutral Square hit volume has been extended 0.25 meters downward to hit short characters more consistently.

Second neutral Square hit volume has been enlarged by 40% and can now be canceled into D+Circle.

Second air neutral Square hit volume has been enlarged by 50% and recovery has been reduced to 21 frames (previously 24).

U+Square recovery has been reduced to 23 frames (previously 26).

D+Square now generates 20 AP (previously 10) and causes a stagger drop reaction.

Up Throw recovery has been reduced by 3 frames.

Level 2 Super startup has been reduced to 25 frames (previously 30).
 
200px-0%2C480%2C44%2C284-Avatar_raiden_1.png


Raiden
Fourth neutral Square and fifth air neutral Square now generate 25 AP (previously 30).

Air D+Triangle landing can now be canceled into attacks after 5 frames, or blocking and jumping after 10 frames, but movement and supers are prohibited for the full 20 frames.

Air neutral Circle counter now causes a mini-launch lift reaction.

F+Circle -> B+Square now has a 5-frame cancel delay, and F+Circle can be canceled into D+Square with the same timing.

Level 1 Super startup has been increased to 32 frames (previously 26) and recovery has been increased to 70 frames (previously 64).

Level 1 Super no longer allows turning after the first 5 frames, but movement is enabled after Raiden begins spinning.

Level 2 Super no longer allows blocking, rolling, or air dodging, no longer remains invincible during recovery, and duration has been shortened to 6.5 seconds (previously 7 sec).

Level 2 Super activation EMP stun can be reduced from 3 seconds to 2 seconds by rapidly mashing inputs, and Circle attack stun can be similarly reduced from 1.5 seconds to 1 second.

200px-0%2C480%2C44%2C284-Avatar_ratchet_clank_1.png


Ratchet
Air neutral Square, air F+Square, and air U+Square now require a successful hit to be canceled into double jump.

U+Square startup has been reduced to 14 frames (previously 16).

Air neutral Triangle regains fall gravity after 10 frames (previously 1) and recovery has been increased to 25 frames (previously 20).

200px-0,480,44,284-Avatar_sack_boy_1.png


Sackboy
Neutral Triangle and air neutral Triangle serve now causes a mini-launch lift reaction with 14 frames of startup followed by 7 active frames, generating 10 AP. (Projectile startup remains unchanged at 40 frames.)

Air D+Triangle checkpoint placement is permitted only when Sackboy has a double jump available.

U+Circle and air U+Circle startup has been increased to 12 frames (previously 7) and bouncepad is now destroyed when interrupted during startup.

Level 3 Super now begins with a 70-frame taunt to give the helpless bubbles a head start.

200px-0%2C480%2C44%2C284-Avatar_sir_daniel_1.png


Sir Daniel
Second neutral Square hit volume has been enlarged by 25% and can now be canceled into F+Square.

Third neutral Square now generates 25 AP (previously 20).

Shielded F+Square now gains 21 AP of armor after 8 frames of startup, lasting until the quick sword thrust begins or until the fully charged sword thrust’s active period ends.

D+Square now generates 20 AP per hit (previously 10) during the first spin.

Air D+Square startup has been reduced to 21 frames (previously 26).

F+Triangle causes less pushback on impact without the Golden Shield, allowing Sir Daniel to follow up with neutral Square midscreen.

Shielded F+Triangle armor amount has been increased to 21 AP (previously 11) and turning is briefly enabled after a successful hit.

D+Triangle startup has been reduced to 15 frames (previously 21).

Air D+Triangle now activates a small hit volume near Sir Daniel’s feet after 31 frames of startup, causing a light reaction and generating 5 AP. The hammer smash hit volume has been extended 0.5 meters backward.

F+Circle now causes a twitch reaction upon contact with opponents, generating an additional 5 AP.

Up Throw recovery has been reduced by 10 frames.

Down Throw recovery has been reduced by 5 frames.

Level 1 Super cost has been reduced to 100 AP (previously 125).

Level 2 Super now creates a 1 meter by 1 meter hit volume around the Chalice of Souls, active for 4 frames starting when the projectiles appear.

200px-0%2C480%2C44%2C284-Avatar_sly_cooper_1.png


Sly Cooper
Neutral Circle and air neutral Circle counter attack recovery has been increased by 4 frames, making it -2 on block.

U+Circle now reflects projectiles during frames 9-24 while hopping into the barrel only, and air U+Circle reflects projectiles during frames 17-30 only.

U+Circle barrel exit now requires a successful or blocked hit to be canceled into air attacks, double jump, and hover.

D+Circle explosion now launches opponents 10% higher.

Up Throw recovery has been reduced by 2 frames.

L1 invisibility now reduces Sly’s movement speed by 25% and his transparency level decreases from 90% to 67% after 2 seconds.

Level 1 Super no longer becomes invincible at any point during recovery (previously invincible during frames 34-57).

200px-0%2C480%2C44%2C284-Avatar_spike_1.png


Spike
Air F+Square charge requirement has been increased to 20 frames (previously 15).

Charged U+Triangle and air U+Triangle now generate 30 AP (previously 20) and cause an eject tornado reaction.

Neutral Circle now causes a stagger kneel reaction on the first hit, followed by a stagger drop reaction on the second hit. Quick dash recovery has been increased by 2 frames, making it -7 on block. Fully charged dash now generates 30 AP total (previously 25) and guard crushes while running forward.

Air neutral Circle timing has been readjusted to combo properly and the first hit now generates 5 AP (previously 4).

Up Throw now causes a full launch reaction and recovery has been increased by 2 frames.

Directional rolls have been shortened to 18 invincible frames followed by 13 vulnerable frames.

200px-0%2C480%2C44%2C284-Avatar_sweet_tooth_1.png


Sweet Tooth
Neutral Square can now be canceled into U+Square, and both neutral Square hit volumes have been enlarged slightly to juggle more consistently after U+Square.

U+Square hit volumes have been extended 0.1 meters forward.

D+Square secondary gust now generates 20 AP (previously 10) and causes a crumple reaction to match the initial stomp.

Air D+Square recovery has been reduced by 1 frame, making it -4 on block.

Air neutral Triangle now allows movement while spinning, similar to the ground version.

F+Triangle hit volume has been extended 0.25 meters forward during its 3rd and 4th active frames.

Air D+Triangle hit volume has been extended 0.25 meters backward to cover the entire muzzle flash.

F+Circle and air F+Circle molotov bottles now generate 10 AP (previously 5) from a direct hit.

Forward Throw recovery has been reduced by 5 frames.

Up Throw can now be canceled into Level 2 Super.

Level 2 Super missile maximum speed has been increased by 50% and turning control has been improved.

200px-0%2C480%2C44%2C284-Avatar_toro_inoue_1.png


Toro
Torobi neutral Triangle and air neutral Triangle now generate 20 AP (previously 26 and 36) and can be canceled into double jump after a successful hit.

Torobi air F+Triangle final hit volume has been enlarged by 25%.

Oni F+Triangle can now be canceled into Level 2 Super upon landing from the first spin.

Oni air D+Triangle landing can now be canceled into block 5 frames prior to normal recovery.

Forward Throw and Up Throw recoveries have been reduced by 3 frames.

200px-0%2C480%2C44%2C284-Avatar_zeus_1.png


Zeus
Air U+Square hit volume has been extended 0.5 meters downward and recovery has been reduced to 15 frames (previously 19).

Charged neutral Triangle hit volume thickness has been doubled to hit short characters consistently.

D+Circle and air D+Circle hit volumes have been extended further downward to cover Zeus’ entire body, similar to their charged versions.

Charged D+Circle lightning bolt now generates 20 AP (previously 10).

Forward Throw recovery has been reduced by 9 frames.

Up Throw now causes a slam-down bounce reaction and recovery has been reduced by 5 frames.

Down Throw recovery has been reduced by 6 frames.

Directional rolls have been adjusted to 21 invincible frames followed by 13 vulnerable frames. (Previously Zeus was able to remain completely invincible while evading.)
 
(Sorry for triple posts, but feel free to use those pictures in your OP to make it easier to separate the characters patch sections)
 
Nariko is back! :D
Kratos is still OP >:(
and Dante can no longer bold cancel into lvl 1super D:

lol
I was scared for a second, but Cole is still a viable character.
 
I appreciate it and updated :). All These pics this thread might as well be the |OT| for patch 1.12 :P

No problem, anytime for PSABR Community.


I'm sitting here and eager waiting for Sequel that are more likely not happening. ;_; I'm still salty that they cut three dlc contents. Dart, Abe and Kat's stage.
 
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