Updates

Occasionally, PlayStation All-Stars Battle Royale receives updates. These updates may include the following:
 * Glitch/Netcode Fixes
 * Character Balancing
 * Online Stability
 * Addition of new DLC characters, stages, costumes, minions, items, etc.
 * Added features

In order to use the online features of this game, the player must download the latest update.

On August 2, 2013, Sony Santa Monica stated that there would be a substantial balance update slated for late Fall 2013. However, a more recent, unconfirmed statement explained that the update was delayed to early 2014.

Update 1.12
GENERAL CHANGES CHARACTER CHANGES
 * Isaac’s alternate “Elite Advanced Suit” costume and Zeus’ alternate “Young Zeus” costume have been unlocked.
 * Every character’s throw attempts have been standardized to 9 startup frames, 3 active frames, and 18 recovery frames, with the exception of Isaac, Kat, and Ratchet.
 * The minimum effective range of throws has been increased to 1 meter (previously 0.75m) for all characters except Parappa, Sackboy, and Toro.
 * In online matches, jumping out of an opponent’s throw attempt is now resolved through the throw clash system.
 * Every character’s air dodge has been standardized to 27 invincible frames followed by 9 vulnerable frames (previously 29 invincible plus 7 vulnerable).
 * Every character’s directional rolls have been standardized to 18 invincible frames followed by 16 vulnerable frames, with the exception of Fat Princess, Spike, and Zeus.
 * Characters can no longer perform actions for 3 frames after landing from air idle.
 * Characters can no longer double jump during down tech.
 * Landing during down tech or down tech canceled into air dodge now triggers the same recovery as landing during an attack.
 * Getting hit in the air no longer renews a character’s double jump ability.
 * All timed transformation Level 2 Supers can now be ended manually by pressing L2.
 * The AP eject formula has been refined to drain a higher percentage of AP orbs at low levels and a lower percentage of AP orbs at high levels.(Previously, AP eject amounts were calculated using fixed percentages: 3/5/10% for items and 10/12.5/15% for throws.)
 * Throws have been grouped into two general categories:
 * Throws that cause eject or flatten reactions eject Heavy amounts of AP orbs.
 * Throws which act as combo starters eject Light amounts of AP orbs (33% of Heavy).
 * Jak’s Up Throw and Sweet Tooth’s Up Throw eject Medium amounts of AP orbs (67% of Heavy).
 * Throws, items, level hazards, and other AP eject attacks now produce 50% more orbs during 2X AP Overtime, 100% more orbs during 3X AP Overtime, and 150% more orbs during 4X AP Overtime. AP multipliers no longer increase the value of individual orbs.
 * Explosion radii of all mines have been standardized to 0.375 meters, explosion durations have been standardized to 8 frames, and maximum lifetimes have been standardized to 5 seconds.
 * Double-tapping L2 now causes characters to eject 50 AP as orbs while taunting.
 * All character-specific combo tutorials have been revised in light of the following changes.

Big Daddy Cole MacGrath Dante Nathan Drake Emmett Evil Cole Fat Princess Heihachi Mishima Isaac Jak and Daxter Kat Kratos Nariko Parappa Radec Raiden Ratchet Sackboy Sir Daniel Sly Cooper Spike Sweet Tooth Toro Zeus ITEMS MISCELLANEOUS BUG FIXES
 * 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.
 * 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).
 * 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.
 * 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.
 * 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).
 * 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).
 * 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.
 * 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.
 * 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).
 * 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.
 * 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.
 * 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.
 * 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).
 * 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.
 * 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).
 * 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.
 * 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).
 * 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.
 * 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.
 * 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).
 * 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.
 * 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.
 * 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.
 * 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.)
 * Leech Beam now siphons 100 AP (previously 140) in 4 AP increments (previously 5).
 * Fusion Bomb bouncing Nitroballs now eject Medium amounts of AP orbs (previously Light).
 * Online synchronization after Infinite Avoidance state has been improved.
 * PS Vita version now ignores D-Pad inputs while holding opposite directions on the L-Stick and D-Pad, to match PS3 version behavior.
 * Environment Stun reactions can no longer be thrown, which prevents inescapable Ratchet Suck Cannon loops on certain stages.
 * Cole’s AP gain timing during neutral Triangle Overload has been corrected.
 * Dante can no longer turn around mid-dash when F+Circle carries him off a ledge.
 * Dante’s F+Circle and air F+Circle can now be canceled into B+Square and air B+Square, respectively.
 * Drake’s Up Throw no longer counts toward the Infinite Avoidance limit.
 * Drake’s lvl3 super Descendants can no longer be thrown when dizzy.
 * Emmett’s air U+Circle and air D+Circle supply bunkers no longer fail to appear if summoned while landing.
 * Emmett can no longer interact with supply bunkers while throwing, being thrown, or using Circle button moves. However, Square and Triangle attacks can still be canceled by pressing R1 (near supply bunkers).
 * Emmett and Kat’s block stun durations have been standardized to 15 frames to match the rest of the cast.
 * Isaac’s lvl1 super reticule stability has been greatly improved in online games.
 * Isaac and Raiden’s air attack landing states have been standardized, preventing them from performing supers for 11 frames (previously 5).
 * Jak’s U+Square now cancels into air F+Square with consistent timing in both directions.
 * Jak’s air Triangle and air Circle attacks now transition properly to corresponding ground states when used immediately before landing.
 * Jak’s charged D+Circle is now considered airborne 5 frames after the button is released.
 * Jak can now use items correctly after pickup during Blue Mod gun stance.
 * Jak now reacts properly to the Sonic Rift item and his own lvl2 super.
 * Jak’s lvl2 super explosion hit volume has been extended 0.25 meters downward to reach ground level and clear out mines.
 * Jak, Parappa, and Sir Daniel no longer negate pushback from multi-hit attacks while in block stun reaction.
 * Kat’s neutral Circle and air neutral Circle debris online desync issues have been greatly reduced.
 * Kat can now perform backward diagonal air dashes without turning around beforehand.
 * Kat decelerates properly upon landing from air dashes while attacking or holding items.
 * Kat’s crumple forward reaction timing has been standardized.
 * Nariko’s neutral Circle and air neutral Circle now register all of their AP on the last hit, to trigger AP burst more consistently online.
 * Nariko’s lvl2 super activation and cannon spin attacks can no longer be blocked.
 * Nariko can no longer perform air attacks after her lvl3 super timer expires.
 * Parappa and Raiden’s lvl2 supers are no longer considered grounded during air recovery.
 * Ratchet’s air neutral Triangle now transitions properly to corresponding ground states.
 * Ratchet’s F+Triangle and air F+Triangle wrench no longer hits twice on the way back.
 * Ratchet’s air attack landing state has been standardized. (Previously Ratchet was able to attack or block immediately upon landing after using air Triangle and air Circle attacks.)
 * Sackboy’s neutral Triangle and air neutral Triangle projectiles no longer cause a twitch reaction on impact (previously generating an additional undocumented 10 AP).
 * Sackboy can no longer perform ground actions in mid-air during air F+Circle recovery.
 * Sly’s air neutral Circle is now considered airborne during recovery.
 * Toro’s air stance changes no longer allow canceling into Torobi air neutral Triangle, Oni air F+Triangle, and Oni air U+Triangle multiple times per jump.
 * Toro can no longer turn around more than once during lvl1 super and lvl2 super startup.
 * Zeus’ D+Circle and air D+Circle startup has been readjusted to always activate hit volumes and lightning bolts, even if the Circle button is released after 1 frame
 * Zeus’ lvl3 super activation now destroys existing Sackboy D+Triangle checkpoints.
 * ZBoots of Hermes, Killer Bees, Leech Beam, and Razor Claws buffs are no longer removed by Infinite Avoidance state.
 * Minor VFX timing fixes for Big Daddy’s air Square attacks, Big Daddy’s lvl2 super, Cole’s U+Circle, Dante’s lvl2 super, Emmett’s air Square attacks, Fat Princess’ charged neutral Square, Isaac’s neutral Square, Isaac’s item-equipped double jump, Jak’s lvl2 super, Kat’s U+Circle, Raiden’s air F+Triangle, Raiden’s D+Circle, Ratchet’s lvl1 super, Sir Daniel’s F+Square, Spike’s lvl1 super, Zeus’ D+Circle, LR-3 Railgun aim cancellation, and Murder of Crows projectile.

Update 1.11
Glitch/Netcode Fixes
 * Fixed error with DLC costume availability
 * Fixed bug when players escape Zeus's Level 3 Super [Wrath of Zeus] by hiding in water
 * Fixed various online bugs in case of combos
 * Fixed various PSVita UI issues

Update 1.10
This is the largest update to the game, giving all characters either buffs or nerfs. Several physics and items were modified. Also, two new characters have been added to the roster, making it a total of 24 characters, as well as a new stage.

New Content
 * Zeus and Isaac Clarke added as DLC characters.
 * Poseidon and John Carver added as Minions.
 * Zeus and Isaac's bios added.
 * The Graveyard stage added.
 * New God of War and Dead Space Icons and Backgrounds added.

General Combat Changes


 * Characters can no longer Block or Evade until frame 5 after landing during an air attack; previously they were able to do so on the first frame if landing during air attacks. This does not apply to Sly Cooper.


 * Characters have been standardized to not be able to Super until frame 12 after landing during an aerial attack.


 * While blocking a hit while already in Block Hit reaction, character’s X velocity no longer gets set to zero.

Character Changes
 * Big Daddy
 * Air F+Triangle [Charging Rush] - Start-up increased by 11 frames.
 * Air D+Square [Down Punch]
 * Increased AP generation to 20 from 10 AP.
 * Victim’s reaction reduced by 3 frames.
 * Level 1 Super [Little Sister Gather]
 * Added additional hit volume that occurs on frame 3. Victim now has Butt-Drop reaction.
 * Little Sister will then land as a killing blow to most victims of this earlier hit.
 * Level 2 Super [Frenzy] - Triangle attacks sped up
 * Level 3 Super [Flood]
 * Attacks now breakout 6 frames earlier.
 * Attacks now become active on frame 9 (previously 12).
 * Adjusted hit volume on attack to be more centered around Big Daddy.
 * Victims can now swim faster.
 * Fixed bug where floating characters would get stuck upon entering Infinite Avoidance.


 * Cole
 * F+Square-Square [GigaWatt Blades Combo] hit volume enlarged to hit small characters even if they are in Crumple reaction.
 * N+Triangle [Lightning Bolts] - Moved 4 frames of recovery time from active frames to recovery frames.
 * Ground N+Circle [Frost Shield] - Recovery reduced from 28 frames to 20 frames.
 * Level 3 Super [Electric Tornado] - Movement speed of tornado increased.


 * Dante
 * Can now change facing direction between attacks during  N+Square [Hacker] and F+Square [Karma] combo strings.
 * Ground Square attacks can now be cancelled into Triangle attacks on block.
 * U+Square [High Time] - Now jump-cancellable on both active frames.
 * Air N+Square [Aerial Rave] - Hit volumes adjusted to combo more consistently against short characters.
 * Air D+Square [Helm Breaker] - Now generates 20 AP (previously 10).
 * Canceling Ground U+Triangle [Rainstorm] into Air N+Circle [Parry] now takes 2 frames longer.
 * N+Circle [Parry] has reduced active frames (25 frames, down from 30) and increased recovery by 5 frames.
 * Level 1 Super [Overdrive] - Cost reduced to 125 (previously 150).
 * Level 2 Super [Stinger] - Cost reduced to 325 (previously 400).


 * Emmett Graves
 * Level 2 Super [Rift Bomb] - Cost reduced to 325 (previously 350).


 * Evil Cole
 * F+Square-Square [GigaWatt Blades Combo] - Hit volume enlarged to hit small characters even if they are in a Crumple reaction.
 * N+Triangle [Lightning Bolts]
 * Moved 4 frames of recovery time from active frames to recovery frames.
 * Overload (Lightning Blast) has an increased explosion hit box (from 5 meters to 5.5 meters).
 * Evil Cole now recovers from Overload state after 40 frames (previously 70).
 * N+Circle [Giga-Punch]
 * Max punch start-up increased by 4 frames from 6 to 10.
 * Super armor reduced to 10 AP.
 * Active hitbox decreased from 13 to 11.
 * Increased recovery by 2 frames.
 * U+Circle [Hellfire Rockets] - AP standardized to 5, 5, 20.
 * U+Throw [Amp Launch] - Trajectory changed to no longer allow guaranteed follow up into Level 1 Super [Human Bullet].
 * Level 2 Super (Ionic Drain]
 * Start-up reduced from 26 frames to 16.
 * Now blows up its victims faster but can be extended to the full length by holding R2 (R on the PlayStation Vita).
 * Can now drain AP from the victims as Evil Cole catches them instead of at the very end of the super.


 * Fat Princess
 * N+Square [Scepter Bash] - Now causes light Hitstun instead of Kneel reaction and gains 5 AP.
 * (Hold) N+Square [Scepter Bash (Charged)] - Super armor now activates on frame 6 instead of frame 1.
 * Air F+Circle [Warrior Lunge] - Now has 21 additional frames of start-up as well as longer recovery.
 * Fat Princess now lands in Attack Land state instead of the normal land state when summoning any assists in the air.
 * Level 3 Super [Protect the Princess] - Increased number of mages and bombs that show up and removed delay of warriors showing up.


 * Heihachi
 * U+Square [Demon Uppercut] - No longer collides with other players for the first 26 frames of the attack, allowing second hit to land more easily if first hit whiffs.
 * Air U+Triangle [Rising Toe Kick] - Now gains 20 AP (previously 10).
 * F+Circle-Square [Electric Wind God Fist] - Visual effects for Wind God Fist and Electric Wind God Fist changed to be more distinguishable.
 * Level 2 Super [Kuma Tag Team] - Will no longer be extended if Heihachi is hit by a freeze missile.


 * Jak
 * Air F+Square [Jet Board Dash] - Now activates on frame 6 so it no longer drives through opponents.
 * N+Triangle [Arc Wielder]
 * Now causes a heavy reaction and gains 20 AP (previously 10).
 * Decreased start-up (20 frames, previously 28) and increased recovery (18 frames, previously 8).
 * F+Triangle [Blaster]
 * Last hit no longer causes Eject Roll and each shot now gains 6 AP (previously 10).
 * Fire rate increased (12 frames apart, down from 15).
 * Range decreased by 2 meters (down to 9 meters).
 * Can now hold the button down to continue to fire.
 * N+Circle [Gyro Burster]
 * Now bounces off of walls and level bounds instead of exploding on contact (currently glitched, still explodes on contact).
 * Now lasts 1 second longer so that it can fire a total of 21 shots (previously 12).
 * Shots have increased lifetime (from 0.225 seconds to 0.3).
 * F+Circle [Needle Laser]
 * Has increased range (~8 meters) and speed
 * Now causes Lift reaction.
 * Now gains 20 AP (previously 10).
 * U+Circle [Mass Inverter] - Now has reduced start up (25 frames, previously 41) and 2 frames more frames of recovery.
 * D+Circle [Wave Concussor] - Has reduced hit volume (50% smaller) and no longer hits behind Jak.
 * Level 1 Super [Precursor Legacy] - Cost reduced to 125 (previously 150).
 * Level 2 Super [Dark Bomb]
 * Jump speed increase of 25%.
 * Anyone who touches Dark Jak is KO'd.
 * An additional hit volume in the form of a Dark Eco shock at the start of the super stuns enemies hit by it, opening them for the attack.


 * Kat
 * Now considered grounded for the first 10 frames of jumping (previously 9).
 * Kat's Backward Dodge now works like the rest of the cast.
 * Ground D+Square’s [Quick Kick] reaction caused is 1 frame less (50 to 49) and D+Triangle [Gravity Slide] cancel times have increased by 1 frame (9 to 10 frames) to prevent D+Square > D+Triangle-Square [Sliding Kick] infinite.
 * Level 1 Super [Gravity Crush] - Will no longer kill players who have a Gravity Shield.


 * Kratos
 * N+Square option on 3rd hit of N+Square combo string [Olympic Fury 3] now has decreased frame advantage from 0 to -10 on block.
 * 2nd N+Square [Olympic Fury 2] frame advantage increased from -14 to -10.
 * N+Triangle [Plume of Prometheus] - In certain situations, this move could previously gain up to 40 AP. It should now only gain 20 AP in all situations.
 * New Apollo head in Kratos Level 3 Super [Rage of Sparta] with a Warrior of Apollo.
 * Nariko
 * Air U+Square [Unfurled Sky] - Increased start-up by 2 frames; Gravity turns back on later in the attack reducing instant short hop spam.
 * Ground U+Triangle [Aerial Moment] - No longer jump-cancellable on whiff.
 * Air D+Triangle [Reunion] - Causes Knockdown when aerial opponent is grabbed (currently glitched online, causes desynchronization).
 * Air U+Circle [The Basics] - Will complete entire animation on land instead of prematurely truncating it.
 * F+Throw [Possession] - Now causes Mini-Launch Lift instead of Eject Spiral, removing false wall infinite loop with Air Down Triangle.
 * Level 2 Super [Dawn Siege]
 * AP Cost decreased to 325 (previously 350).
 * Fire limit has been removed and rate of fire has been decreased.
 * Turning the cannon around will cause Eject Roll on grounded opponents and Eject Tornado on aerial opponents (currently glitched online, can be blocked online but not offline).
 * Level 3 Super [The Goddess]
 * Ends Super during Circle [Adoring Traveller] move if the timer is done.
 * Fixed bug where super would not end if Nariko held block.


 * Nathan Drake
 * N+Circle [Oil Drum]
 * No longer explodes if countered or destroyed by opponents.
 * Increased size of hurtbox.
 * Explosion is now only active for 5 frames (previously 30).
 * Lifetime reduced 24 frames.
 * Teammates will no longer cause damage to barrel.
 * If Drake is hit by twitch attacks while creating the barrel, the barrel will still come out.
 * U+Triangle [Grenade Launcher] - Explosion is now only active for 5 frames (previously 15).
 * U+Square [Throw Grenade] - Explosion is now only active for 5 frames (previously 15).
 * Level 1 Super [Propane Tank Toss] - Hit volume reduced (from 2.25 meters to 1.85 meters).
 * Level 3 Super [El Dorado Sarcophagus] - Drake and the Descendants now become controllable at the same time, 50 frames after the Super is initiated.


 * PaRappa
 * Ground F+Square [Body Check] - No longer pushes victim as far away, allowing Parappa to follow up with more attacks.
 * Ground D+Square [Trip] link with Ground F+Square removed to allow easier input into U+Square [Uppercut] combo.
 * D+Circle [Boxy Groove] - No longer repeatedly ejects AP when dropped inside a ledge.
 * Level 2 Super [Skater Boy] - Super time shortened to 4 seconds (previously 5 seconds).


 * Radec
 * U+Circle [Teslite Grenade] - Active frames increased by 30 (upped from 40 to 70 frames).


 * Ratchet
 * Now considered grounded for the first 10 frames of jumping (previously 9).
 * U+Circle [Mr. Zurkon] - Now shoots 15 shots (previously 17) and each shot is worth 2 AP (previously 1 AP).
 * D+Circle [Tesla Spike] - Has 6 AP of durability (previously 1).
 * Removed hit volumes on Ratchet's throw victims.
 * Level 1 Super [RYNO V] - Shrunk physics collision hitboxes on projectiles by 90% to make kills when firing up ramps work better.
 * Level 2 Super [Clank Goes Commando] - Clank can now be hit by Raiden’s Level 2 Super initial burst hit and Jak’s Level 2 Super initial shock hit.


 * Raiden
 * Air F+Triangle [Falling Lightning], Air D+Triangle [Slam Slice], and Air F+Circle [Charging Cut] are now more punishable on block.
 * D+Throw [Zan-Datsu] - Now causes Bounce reaction, allowing combo follow-ups.
 * Level 1 Super [Stormbringer]
 * Can now change facing direction during start-up frames of Super.
 * Can no longer steer during active frames of Super.
 * Increased recovery by 8 frames.
 * Level 2 Super [Blade Mode] - Air Square and Air Triangle attacks are no longer blockable.
 * Level 3 Super [The Box Revengeance]
 * Game camera will now follow boxes controlled by NPCs (previously the camera only followed boxes controlled by players).
 * Fixed bug where NPC Boxes would not disappear.
 * Air Up Circle move (during Super 3) will not puppet the Box or victim.


 * Sackboy
 * N+Triangle [Jam Session] - Has start-up reduced to 40 frames (previously 57).
 * F+Triangle [Jetpack Corkscrew]
 * Can now dodge- and jump-cancel during charge portion of attack.
 * Frame advantage increased by 5 on hit.
 * Now considered on the ground for the first 10 frames of jumping (previously 9).
 * Ground D+Square [Bounce Pad Shield] - Now goes away after 0.3 seconds (previously, the Bounce Pad would stay out as long as the button was held down), in line with the behavior of the air version.
 * D+Circle [Electric Panel]
 * Has 16 more frames of start-up
 * Panel no longer comes out if Sackboy is hit before frame 16.
 * Breakout on move removed.
 * Can now be absorbed and reflected.
 * N+Circle (Cakeinator) - Will now disappear after 5 seconds after landing on ground.
 * Level 1 Super [Costume Clash] - Cost reduced to 125 (previously 150).
 * Level 2 Super [Bad Guy BBQ] - Cost reduced to 325 (previously 400).
 * Level 3 Super [Prize Bubble Roundup] - Victims are able to move 50% faster in bubbles.


 * Sir Daniel
 * D+Throw [The Stomp] - Sir Daniel will no longer end up on the wrong side of the victim after throw.
 * Level 1 Super [Lightning Blast]
 * Active hit frames increased by 8.
 * Recovery reduced by 4 frames.
 * Level 2 Super [Chalice of Souls]
 * Homing Spirits now have delayed activation.
 * Will no longer blow up on opponents as they leave the Chalice, improving consistency of the Super and the chance that there will be one Homing Spirit per opponent in a FFA.
 * Cost reduced to 325 (previously 350).


 * Sly Cooper
 * Now considered on the ground for the first 10 frames of jumping (previously 9).
 * N+Circle (Decoy)
 * Now only active for 15 frames (previously 26)
 * Has 25 additional frames of ground recovery (previously 11).
 * Level 1 Super [Unstoppable Ally]
 * Cancelled if Sly is hit during start up
 * Vulnerable from frames 5 until the first frame of Murray’s hit volume.
 * Hit volume that appears when Murray splats onto the ground has been made smaller.


 * Spike
 * Now considered on the ground for the first 10 frames of jumping (previously 9).
 * Ground F+Square [Stun Club Dash] - Victim's reaction changed from Eject Tornado to Butt-Drop reaction if not fully charged.
 * Air D+Triangle [B-Launcher]
 * Now gains 5 AP (previously 10 AP)
 * Added Shock reaction and has correct hit stun.
 * Can be countered by projectile counters.
 * N+Circle [Super Hoola-Hoop] - Has an extra 5 AP running hit added to second stage of the attack.
 * Throws remapped for more intuitiveness:
 * D+Throw [Crash Hurricane] - Causes Knockdown.
 * F+Throw [Monkey Trip!] - Causes Eject Roll.
 * No longer frame negative on success.
 * U+Throw [Sonic Revolution] - Causes Eject Tornado.
 * Level 1 Super [Monkey Net] and Level 2 Super [Sword Frenzy] can now change facing direction at start of super.
 * Level 2 Super - Projectile travels faster and explodes on impact with solid walls.


 * Sweet Tooth
 * Ground N+Triangle [Chainsaw Slaughter]
 * Can now be directed while it is active.
 * Now gains 30 AP (upped from 8 AP) from a victim caught in front with all hits.
 * Victims hit on the back side get Ejected (Light reaction before) and also earn 30 AP (upped from 10).
 * Air N+Triangle - AP gain upped to 30 on all hits (used to be 25 for front hits and 15 on back hits).
 * U+Triangle (Spinning Machete)
 * Now continues through all opponents after a successful hit.
 * Machete on ground no longer has a hit volume.
 * Level 2 Super [Death by Missile]
 * Explosion radius increased by 0.5 meters.
 * Control strength and speed increased.
 * Minimum detonation time decreased by 9 frames to 6 (previously 15).
 * Level 3 Super [The Rise of Mecha Tooth] - Reduced active time from 15 second to 13.5.

Item Changes Miscellaneous Changes
 * Toro
 * Ground N+Circle [Toro Nap] - Now has infinite duration.
 * (Oni Form) Air U+Triangle [Oni Flip] - Can only be used once per jump.
 * (Oni Form) Air D+Triangle [Oni Divekick] - Has 9 frames increased start-up and 4 frames more recovery.
 * Level 1 Super [Kuro is So Mean] and Level 2 Super [Toro Makes a Wish] - Can now turn around during the first 5 frames of activation and will no longer slide.
 * Doubled LR-3 Railgun hit volume thickness and reduced aiming sensitivity.
 * Added 21 AP of armor to Spear of Destiny start-up and active framescand increased initial AP gain amount from 10 to 20.
 * Increased Sonic Rift hit volume sizes.
 * Extended Sturgeon power swing armor to end of active period.
 * Opponents can no longer generate AP or pick up AP orbs while Sackbot is attached.
 * Opponents can no longer counter the AP eject attacks caused by Sackbot or Murder of Crows.
 * Score counter now functional on the PSVita version.
 * Credits now skipped after clearing Arcade Mode.

Update 1.08
Store Items Glitch/Netcode Fixes
 * Two free Minions, Chimera and Tag, added
 * New costumes for Kat, Emmett Graves, Nathan Drake, Fat Princess, Sly, PaRappa, Kratos, and Sackboy added
 * Second wave of DLC Minions added; now three pages of minions
 * AI now uses minions corresponding to the character as well as different intros, outros, and victory music.
 * AI opponents will wear alternate costumes in Arcade Mode
 * Music glitch occurring on Rival Arena fixed.

Update 1.07
General Changes Character Changes
 * Gravity Rush and Starhawk related Icons and Backgrounds added.
 * Number of Minion pages restored to two; two new Minions added, Curtis the Panda and Dr. Nefarious
 * Fearless stage added to game
 * Rival Arena now playable outside Arcade Mode
 * PS3 Only Changes
 * Labels for select screen changed from "Page 1" and "Page 2" to "Versus" and "Practice", respectively
 * Star borders in character select screen removed
 * PS Vita Only Changes
 * Character Select screen now has 2 pages: first for original characters, second for DLC characters
 * Kat and Emmett Graves added to selection screen
 * Bios for Kat and Emmett Graves added to "Character Bios" section of main menu
 * Dante's artwork for Selection Portrait, Background Theme, and AP Gauge portrait changed. All but Selection Portrait not changed in PS Vita version.

Update 1.05
General Changes Glitch/Netcode Fixes Character Changes
 * "Store" option added to main menu (In PSVita version, found in "Extras".)
 * PS3 Only Changes:
 * A spinning highlight now appears around the rank of the selected character.
 * The highlight around a selected character glows brighter.
 * The number of pages in the Minion menu were reduced to one, and Kiya was placed with the rest of the Minions.
 * Network stability improved
 * 2v2 match summary disconnect fixed
 * AP orbs not always awarded online fixed
 * Fix to ensure all players will be awarded proper titles at the end of a season
 * Fixed belt display on Quick Match loading screen
 * Kratos
 * F+Square [Combat Grapple]
 * Recovery time on block and whiff increased.
 * Homing angle decreased. (The targeting angle has been reduced from 70° to 45° which has reduced the effective area from 140° down to 90° total.)
 * Nathan Drake
 * Ability to chain D+Circle-Triangle [Blind Fire] to B+Triangle [Run and Gun Retreat] removed
 * D+Circle [Cover Wall] - Increased start-up.
 * Raiden
 * F+Throw [Forward Throw] - Reaction changed from Crumple to Knockdown.

Update 1.03
General Glitch/Netcode Fixes Characters Store Items (See also: DLC)
 * Medusa’s Gaze, new item, added
 * "View Invites" added to Party Bar Menu
 * Voice chat icon added to loading screens
 * Character themes in the main menu can be viewed in full when connecting to opponents
 * Network performance improvements
 * Issue where players were stuck with a different character than the one picked has been addressed (However, as of v1.11, the bug still occurs.)
 * Issue with matchmaking in regards to player skill addressed
 * Overall improvements to network connectivity
 * AI Characters
 * AI logic enhancements
 * Sackboy
 * N+Triangle (Jam Session) - Reduced AP generation from 25 down to 10 AP
 * N+Circle (Cakeinator) - Reduced AP generation from 25 down to 20 AP
 * Level 1 Super [Costume Clash] - Increased cost from 100 to 150 AP
 * Level 2 Super [Bad Guy BBQ] - Increased cost from 325 to 400 AP
 * Level 3 Super [Prize Bubble Roundup] - Increased cost from 600 to 750 AP
 * Bad Dudes Costume Pack
 * Classic Pack Costumes
 * Fun Pack Costumes
 * Heroes Pack Costumes
 * Super Pack Costumes

Update 1.02
Customize Item Store Items
 * The Jin Kazama icon on the Customize menu has been replaced by the King icon.
 * PlayStation All-Stars Battle Royale Online Pass
 * PlayStation All-Stars Battle Royale Pre-Order Costumes