Avatar Legends: The Fighting Game Patch 3.0 Now Live

Featuring new Lobby mechanics and an overhaul to Ozai.

Published:

Gameplay Group International and PM Studios have released patch 3.0 of Avatar Legends: The Fighting Game. The update adds new features to the Lobby system, as well as an overhaul to Ozai. 

The patch notes are as follows:

 
LOBBIES/SPECTATE
Private Lobbies have been upgraded to Open Lobbies (with the ability to spectate other games)! In a future update, Lobbies will support queuing and winner-stays-on settings.

LOBBY CREATION

  • PLAYER COUNT: Choose between 2–16 players
  • PRIVACY: Create a Private (invite/codes only) or Public lobby
  • ROUND TIME: Select Normal (60 seconds) or Infinite
  • WIN LIMIT: Set matches from First-to-1 through First-to-10

IN-LOBBY FEATURES

  • GAME SESSIONS: Create a game session for other lobby members to join
  • SPECTATING: Joining a full game session allows you to spectate the ongoing match
  • LIVE MATCH PLAYBACK CONTROL: Spectators can control match playback in real time, including rewinding and fast-forwarding
  • PLAYER PROFILES: View profiles and send friend requests
  • MODERATION: Lobby hosts can kick or ban players (Be nice!)
  • LOBBY CODES: Easily share the displayed lobby code to connect with others, with the ability to hide the code for streamers

LOBBY SEARCH

  • BROWSE LOBBIES: View open lobbies displaying the lobby capacity, host’s name, country, Round Time and Win Limit
  • CROSS-PLATFORM JOINING: Enter Lobby Codes to join supported cross-platform lobbies
  • REFRESH: Updates the lobby list to find newly created rooms

CHARACTER/STAGE UPDATES

SYSTEM CHANGES

STAGE UPDATE: Ba Sing Se NPCs added – Freedom Fighters, Bosco and the King
BALANCING: Character-specific bonus Flow regeneration is not applied during hitstun or blockstun; affects Kyoshi and Ozai
TRIALS: Additional Ozai trials and tutorials have been added. A few of the previous trials have been replaced.
BUGFIX: Fixed “no hitstop on moves that hit flow-dodge hitbox + point character simultaneously” BUGFIX: Removed screen freeze on low projectile Flow reactions BUGFIX: Fixed projectiles causing screen freeze on Flow reactions at long ranges BUGFIX: Fixed several instances across cast where throwing Unbalanced opponents while also being Unbalanced did not trigger Critical Hit throw

CHARACTERS

Editor’s Note: These patch notes use numpad notation to denote executing moves. For example: 4 means backwards, 6 means forwards. 236 is a Quarter-Circle Forward otherwise known as a “Millennial Input” according to some people on social media

KORRA

ART: Korra VFX Helix removed from Final Technique
BUGFIX: Fixing bug with j214A/B forcing Korra to instantly land if done high enough
BUGFIX: Fixed bugged low projectile Flow reaction so it properly puts her airborne
BUGFIX: Fixed bug with projectile flow reaction where one of the variations would play through both exit animations, extending reaction/flow defense time
BUGFIX: Fixed bug with Avatar’s Descent (214EX) and Avatar’s Path (Avatar’s Descent) Followup not causing proper scaling and ignoring infinite prevention during followup 
BUGFIX: Fixed bug with Fearless Critical Hit activating on 2nd hit in a combo, leading to extremely high output situations

ZUKO

ART: Animation for Final Technique has been updated
BUGFIX: Fixing reaction vs low projectiles not landing properly
BUGFIX: Fixed hitboxes not matching on P1/P2 side for Burning Strike (6F>A) and Burning Lift/Launch (6F>B)

KATARA

ART: Animation for Final Technique has been updated
BUGFIX: Whip Stance B (Kanna): no longer can be canceled against Flow Stance
BUGFIX: Water Whip follow-ups properly apply damage scaling when done from C version. Previously all counted as a singular move.

SOKKA

BUGFIX: Additional bugfix to other scenarios where Sokka would be unable to catch his boomerang

TOPH

BUGFIX: Toph being knocked off her pillar correctly sets up the juggle timer / IPS.

KYOSHI

BUGFIX: Fixed Peacemaker Critical Hit not activating under certain conditions.

AZULA

ART: Azula’s 214ABC fire now starts further than her palm
ART: Her victory poses have expressions on both versions changed to be less exaggerated
BUGFIX: Fixed bug contributing to minor rollbacks during netplay
BUGFIX: Fixed Lo and Li causing behavior oddities on double KOs
BUGFIX: Fixed standing B, crouching B, crouching C and Prodigious Flash not triggering Flow Evade bonus.
Rolling Blaze (Focused: 236A or B): now causes a different Flow reaction animation. Prevents situations where Azula freezes when being hit while Flow reaction happens.

ZAHEER

BUGFIX: Fixed strange behavior when hitting Ghazan and Lava at same time with projectile during grounded assist call.
BUGFIX: Opponent will no longer freeze when the kick portion of the throw attack fails to make contact

OZAI

Editor’s Note: “!” [such as 2C!] means the move is “Boosted.”
General
– Ozai is now fully animated! However, we kept his 1990s music video slide because we love the fans.
– Backdash now cancelable into crouch on frame 4
– 2F: Now also activates with 1F, where previously 2F could be difficult to perform on reaction without an accidental crouching Boost. Pressing 1B+F should still result in a backwards-Boosting 2C!
2F can’t be done until past the halfway point of a Boost, to prevent unintentional Flow Cancels.
– 2A: now 6f startup with Sozin support. 7f for all others
– 5AA: damage -10; hitstun increased
– 2B: startup -1 (faster), horizontal range increased
– 5C: damage -10, Boosted damage unchanged
– 2C: can no longer be canceled against Flow Stance
– 2C!: launch height increased against standing opponents; can no longer be canceled against Flow Stance
– jA: recovery +4 (longer)
– jB: crossup hitbox expanded, active +1; damage -5
– jB!: startup changed to 13/14/15 across supports
– jC: damage -5; after jC has been used once in a combo, subsequent uses of jC will take longer to land
– jC!: startup changed to 13/15/17 across supports; causes a mid-reaction animation against Flow Stance; damage -5
– j8C!: reduced launch height
– 236A (all): startup -1 (faster); will face the correct direction when countering an opponent behind him
– Fully Charged 236B: on hit, stops Boost Gauge drain
– 236C: now causes mid-reaction against Flow Stance; hitbox increased downward (hits most 2Fs). After the Boosted version has been used in a combo, subsequent uses have 1 less frame of hitstun. With Sozin, the Boosted version faces the opponent after hit
– 214X: un-Boosted damage +20 (200); recovery -3 (faster) on landing; if un-Boosted, stops Boost Gauge drain
– 236EX: +1f hitstun and +25 damage on the first hit
– j236A: damage +5 (55)
– j236B: now causes mid-reaction animation against Flow Stance
– j236B!: functionality added; now causes ground bounce, additional damage, and additional hitstop and camera shake on hit
– j236EX: second hit hitstun reduced by 1f; recovery behavior changed: Ozai lands more slowly when he is close to the ground; opponent reaction changed to be left in the air and closer to him to differentiate it from ground lightning
j236ABC: damage per hit increased
Jump-reaction animation from Flow Stance (what he does when he uses Flow Stance against most lows): Lower height for Imperial Firebender and Zhao
BUGFIX: ground throw – correctly does 150 damage now
Boost Changes
– Accidental kara throws with Boost no longer drain the Flow Gauge
– Boosts (except Admiral Zhao Support air Boost) have increased glide distance
– Admiral Zhao: Ground Boost time extended by 2f (it is still shorter than other supports)
BUGFIX: fixed damage scaling bug with Boosted attacks
BUGFIX: one-Boost-per-combo lockout correctly resets as soon as opponent begins wakeup animation (or ground tech)
BUGFIX: Bugs involving Boost Gauge penalty for trijumps have been fixed
Behavior of all attacks adjusted against Flow Stance: shorter freezes; frame data should be similar to blocking (mostly, there are exceptions)
Critical Hits
Universal Throw Critical Hit: Now causes a new double-bounce reaction
Unyielding: New Critical Hit! Land 214X against an opponent using Flow Stance, or an Unbalanced opponent (causes a higher bounce)
Chosen Moment: New Critical Hit! Land a fully-charged 236B without storing the charge (causes more damage)
Tyrant’s Gambit (Sozin): New Critical Hit! Activate a Boost that will Unbalance Ozai, then land a downward Boosting j.B! (grants extra Boost duration)
BUGFIX: Imperial Brand (throw vs Zuko): can only be used once per Round; now properly gives +4 Redemption to Zuko
SUPPORT // Imperial Firebender
– jC!: reduced glide speed if preceded by a j.B!
– 236A: startup -2 (faster); now results in an Aerial Throw on successful counter; now can also counter projectiles, which results in a different follow-up attack
– 236B: now gives feedback on fastest-possible cancel
– 214EX: move changed; now is an EX version of Royal Retribution (236A)
SUPPORT // Admiral Zhao
– 5C! and 2C!: can now be canceled into a new feint animation by pressing A or B
– j2C!: causes a Ground Bounce on Counter Hit, only against airborne opponents
– 236A: startup -1 (faster), now results in Rift Breaker on successful counter (cannot be Boosted)
– 214X: max damage with Boosted velocity is now 301 (from 320)
– j214X: increased air travel speed when Boosted
– j214EX: increased minimum damage when damage scaled
Bug Fixes
BUGFIX: Ozai Air Super Technique last hit properly makes the Hard Knockdown UI callout, and doesn’t spam callouts against Unbalanced enemies
BUGFIX: Ozai 5C! VFX are properly attached to him
BUGFIX: Super Technique activations now cuts off any Ozai voice lines

AVATAR STATE AANG

BUGFIX: Fixed bug with 5A only having 1 frame of active hitboxes
BUGFIX: Fixed Frigid Snap (j2B) and Fire Fist (Air) (j2C) having active physical hitboxes during some frames, causing strange hit properties
BUGFIX: Fixed Tornado Shot (214X>B) causing Avatar’s Fury (236X>B) to lose a projectile when used
BUGFIX: Fixed Avatar’s Fury (236X>B) not counting towards infinite prevention
BUGFIX: Fixed Final Technique not instantly defeating unbalanced opponents
BUGFIX: Fixed Avatar’s Judgement (236X>C) awarding an Energy Point after EX moves were used in the combo

Story Mode Notes

  • CPU difficulty adjusted to be easier to fight against in Story Mode.
  • As the player continues throughout story mode, CPU difficulty will increase.
  • Added major player buffs for first 7 story fights.
    • Player is immune to being KO’d.
    • Player will automatically recover their lifebar.
    • CPU cannot throw; has extremely limited combo potential.
  • Added in-game damage/health modifiers to each story fight, teaching newcomers how to quickly jump in and develop a basic winning strategy.
  • Popups now include how to perform moves (ie: Auto Combo) and awards significant damage boost.
  • Challenges have been temporarily removed as they are being reworked for a future patch.

Avatar Legends: The Fighting Game is available now on Xbox Series X|S, Nintendo Switch, PlayStation 5, and PC via Steam. Final Weapon reviewed the game and gave it 3.5/5 stars, saying “Avatar Legends: The Fighting Game will likely disappoint fans of the show and fail to ease a new audience into the genre. At the same time, it’s also a very good and refreshing fighting game. Instead of bringing Avatar fans into the FGC, this game is likely to make a sizeable portion of the FGC into Avatar fans.”

Saras Rajpal
Saras Rajpal
Saras is a passionate writer, with a love for immersive sims, superhero games, and Persona. He graduated college with a Bachelor of Arts with a concentration in creative writing. He's been with Final Weapon since 2023.

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