Fantasy Strike Update: October 2020

Fantasy Strike

A fighting game designed from the ground up to be so easy to control that even non-fighting game players can play it, yet deep enough to play in tournaments. Vibrant graphics and excellent online play.

his patch is live now on all platforms. [h1]NEW FEATURES:[/h1] [h2]Dummy Recording[/h2] You can now record and playback actions of the dummy character in practice mode. The default controls are pressing in left thumbstick button to record, and the right thumbstick to playback. (You can change these controls on the button config screen.) While using this feature, handy on-screen icons show you whether you’re about to record, are actually recording, or in playback mode. [h2]Gifting Items[/h2] You can now gift items bought with gems to other players. This includes cosmetics such as costumes, alternate intro animations, etc, as well as Fantasy+ membership. The checkout screen for these things includes a new option to send as gift. When you choose that, you can pick anyone on your friends list to send it to, and you can also search for players who are not on your friends list to gift to. When you receive a gift, you get a new icon on the main menu that will tell you about it. Note that before this patch you could already gift the core pack to other players, and you still can. Gifting of the core pack will not work if either player is on PlayStation 4, due to Sony’s rules, but this new gifting feature (of things bought with gems) is useable fully cross-platform, including with PS4 players. [h2]CHARACTERS[/h2] [b]GRAVE[/b] --Ground super’s 2-damage hitbox is barely taller so that it doesn’t sometimes fail to trigger the cinematic against Rook’s Landslide when the move is very close and seems like it should trigger it. --Fixed a bug with Grave’s ground super introduced last patch that could cause the “2-damage cinematic” to sometimes deal only 1 damage if it hit an opponent’s armor move. Now the cinematic sequence is back to always dealing 2 damage. [b]ROOK[/b] --Rook’s Landslide (B attack) adjusted. The hitbox has slightly worse priority vs jumpers. Also, the first hit has fewer active frames, 17 -> 7f. (This also means the startup is increased 21f -> 25f.) Pushback is barely less on block, so that Geiger and Setsuki can now throw punish it on block like all other characters can. [b]SETSUKI[/b] --Divekicks’ hitstun/blockstun reverted back to 22 / 20f (from 19 /16f in previous patch). --Air C has 4f more startup. --Super cooldown time increased 11s -> 13s [b]DEGREY[/b] --Removed real-time light on DeGrey’s bA ground punch and B,B tyrant crusher. Yeah it looked nice, but it’s a performance hit to ever use real-time lights and the framerate drop was especially noticeable on Switch. [b]ARGAGARG[/b] --Argagarg’s opponent is no longer cured of poison when Argagarg picks up a Lum cherry or cake. Also, Argagarg no longer loses his bubble shield when he picks up a Lum cherry or cake. [b]ONIMARU[/b] --Onimaru’s neutral A attack has higher priority as anti-air (especially so it can hit DeGrey’s jump A). --The parry (B then C) can armor break so that after Rook blocks your B (from less than max range), you have some answer to him doing landslide other than retreating. --The parry (B then C) no longer triggers his parry's attack when Onimaru picks up a Lum cherry or cake. --The visual effects of the ghost heads during the B,B attack have been moved forward to fix an alignment problem from last patch. (No gameplay change.) [b]QUINCE[/b] --When AI real-illusions are out (Patriot Mirror has hit and Consent of the Governed has summoned illusion Quinces) and they get hit by the opponent, they get resummoned after 2.5s of inactivity instead of staying off forever. --Air super no longer auto-corrects to face the opponent (after you jump over them), since no other supers do. --Fixed a problem with Quince that triggered whenever you played consecutive games with him where he starts on the same side of the screen (for example, you play 3 games in a row, and all three you are p2 side Quince). Each consecutive game with Quince would stack more computations behind the scenes regarding his illusions. This reduced framerate each game, was the source of online desyncs, and also could cause your air super (which summons extra illusions) to have only very short-lived illusions that disappeared much too soon. --Fixed a bug where the round timer would pause when any Quince illusions were on the screen. [h2]EVENT MODE[/h2] Event mode (turn it on/off in the game options) has always been a feature, but we’ve recently cleaned it up. The purpose of this feature is for in-person events where you might not have or want to use internet connectivity. This mode hides several internet-related things that players might click on to avoid as many problems as possible in that sort of setting. It has always (and still does) changed the main menu so that it starts with “play” (meaning local play) and removes online play entirely from the menu. --Fixed a bug that has been going on since our free-to-play patch, where the main menu in event mode was showing the store icon. It now correctly shows the tutorial and watch icons, like it used to. --Fixed a bug in event mode where trying to do an online thing (such as navigating to the friends list) could crash the game. Now it doesn’t crash and instead shows a popup saying that online features are disabled in event mode. --In event mode, the main menu still says “EVENT MODE” in the lower right corner. Now it also says “ONLINE FEATURES ARE DISABLED” right under that, to make it even more clear what’s going on. [h2]MISC[/h2] --All four survival modes now give the player +2 starting hit points. --In “Cruel 10” survival, when you face metal Quince, the announcer no longer says “Metal Boss!” three times as loud as it should. --In practice mode, the character-specific tab (with options for choosing Lum’s random item, staying in Midori’s dragon form forever, etc) now has small portraits of the appropriate character next to each line item. (A bit of polish to help you quickly see who the line item is for.) --In menu screens, the outlines on character graphics are thinner than before. These outlines were always a bit too thick on menu screens, we finally adjusted them. --Geiger's pocket watch on character select and VS screen is no longer offset to the wrong position when he starts his "selected" anim while still sliding in from offscreen. This means his pocket watch is no longer in the wrong position just before you face him in arcade mode. It’s also no longer in the wrong position on the 2p character select screen when you quickly go from another character to Geiger then press Accept twice. --[Steam] Fixed a crash in the button config screen when you place the P1 cursor on a keyboard key, then press P2 keyboard left or right. --When you use a macro (such as B+C) to do a move, there always was and still is a slop factor of a couple frames so you can press B then C or C then B (rather than both on exactly the same frame). This means you can see a frame or two of that move before the macro of B+C is recognized. Now, if the frame or two of that move was an armored move and if that move actually gets hit (so the armor did something), you will no longer be able to get the macro’d move from that input. This has very little effect on anything, but it does prevent Rook from using the A+B throw macro if he pressed “B then A” and had the B Landslide (armored move) get hit on that specific frame. He can no longer absorb that hit then throw with the A+B. --Fixed the ranked score screen failing to start the countdown for the next match when you're in master league.