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Fantasy Strike News

Fantasy Strike Update: September 2019

This update is live on all platforms right now.

(While we know these are the Steam forums, we include notes on changes to all platforms, for the sake of completeness.)

This month, we have lots of bug fixes for you, all aimed at making things work even more smoothly. There is a new feature for music that allows you to sit in silence in the menus while waiting for an online match, but then still have music when you actually play. Also, Setsuki has one balance change, that fixes an accidentally-too-good thing about her air C (Flying Fox) that she’s had for the last few months.

ONLINE

--If your Master Rank changes when the tournament ends, the score screen now shows the change correctly. It used to wrongly show your same rank on this screen only (and update everywhere else) if your rank changed.

--After spectating a ranked match, you now correctly see your own player data on various UI screens such as the rank shown in the online play menu. Before, you’d wrongly see the data of the player you previously spectated.

--Now we actually show the correct player names on the character roulette screen when spectating a friend match involving a team battle.

--In the rematch menu for casual online matches, if you choose “Next opponent,” your opponent now immediately moves on, rather than waiting for the full 10 second countdown to finish. We now realize this bug has been happening for the last 10 months. Now fixed.

--[Switch] Fixed a serious bug accidentally introduced last patch that occurred when playing a second (or more) ranked match per session. When you did, the character roulette screen would sometimes suddenly send you to the main menu, ending the match, or perhaps send you to a black screen forever if your opponent suffered the “sent to main menu” bug. (Note, this was hotfixed already on Steam/PS4, but Nintendo Switch patches take up to 20 days for approval so for that period of time, the Switch version had this serious problem. Thankfully Valve and Sony allow for immediate patches.)

--When your previously-sent challenge gets accepted *right after* you would start a casual online or ranked online game, during the short "Here comes a new challenger" animation, we now drop the challenge and continue with your queued online match. The queued match got there first. This fixes you getting stuck in a black screen, your casual online opponent having their online match interrupted as it starts, and your friend match opponent being set in a silent bad state where mysterious bad things happen.

MISC

--New music option. In addition to music on or off, there is now “gameplay only”. When this is set, there will not be music in the menus, but there will be music in gameplay. An example use of this is idling (in silence) in the menus while you wait for an online match, while getting to hear music during your actual match.

--Setsuki’s air C (Flying Fox) has a little more upward force. This fixes an issue accidentally introduced many months ago that allowed Setsuki to do air C towards the opponent, let it finish, then do it again (the same direction) and be so low that she cancelled the rest of the move by landing and ended up at +12 on block. In much older builds, she would pull up at the end which made her unsafe, rather than land instantly. This change restores it to more like it was meant to be. Note that if you want to make the opponent block air C, then have a lot of frame advantage, you still can. Just do air C -> A (divekick). But this sequence triggers only one point of flashing block damage (from the air C), rather than two (from air C x 2). Alternatively, you can STILL do air C -> air C and end up at frame advantage, but only if you do it from a precise, far away distance or if you do it from close on the way down from a jump. Either way, you can no longer repeat that sequence as a lockdown.

--Fixed a bug with the tutorial dummies in the section about combos. When you press B to combo a projectile into them, if you happened to hold B for a certain number of frames, the dummy would have no hitbox and the projectile would pass through. Rare because of the specific timing involved, but now fixed.

--Fixed buggy controls for the top-right menu when on the 1p character select screen (e.g. Arcade Mode’s character select).

--[Steam] Fixed a bug on the friends list screen where dropdown menus could appear partially off screen at certain resolution settings.

--[Switch] When using detached joycons, pressing the analog stick in no longer calls the Friends screen.

--[Steam] Fixed a category of bad states when you use a secondary monitor and attempt to use a fullscreen resolution that's not supported for that monitor. (Instead of getting stuck in a loop of either refreshing the list of resolutions every frame (merely breaks the resolution dropdown UI), or remembering an incorrect resolution for next launch, or actually setting an incorrect resolution every frame (disaster!), the game now accepts the resulting lower resolution than what it attempted to set.)

--Fixed a memory leak with arcade mode. This particular issue also caused the game to crash if the leak happened, then you later entered arcade mode again.

--Fixed a crash that could happen when DeGrey’s ghost deals block damage that wins the round (meaning, when the opponent loses their last hit point to this block damage).

--Fixed a camera bug introduced last patch where the camera would not scroll up enough when both characters jumped. Now reverted to how it always was.

--Fixed a camera bug introduced last patch having to do with moves that briefly lock the camera in place. This issue was barely noticeable in most cases, except for Setsuki’s B ninjaport kick/throw, where the camera issue was very noticeable and buggy (too jerky).

Fantasy Strike Update: August 2019

This update is live on all platforms right now.

(While we know these are the Steam forums, we include notes on changes to all platforms, for the sake of completeness.)

We’ve been busy fixing as many issues as possible that came to light after our launch last month. We fixed a lot of problems that could cause either crashes or hangs during online play, fixed lots of little user interface things, and improved controller support on Steam. We also set the - (minus) button on Switch to instantly bring up the friends list (very useful, but Steam players can already access this with the Tab key) and did a small balance change to Rook’s Thunderclap.

MISC

--Rook’s back+A Thunderclap can cancel to specials in the case where the Thunderclap destroys a projectile. It could always cancel to specials on hit or block, and for about a year we wanted it to also cancel to specials when he claps a projectile, but we had technical problems with that until now. The point of this slight balance adjustment is to help him get in just a bit more against projectile characters. He can clap and if it destroy a projectile, then he can use B landslide to approach. In this case he now gets to skip the recovery frames of the Thunderclap.

--Fixed two memory leaks. In each case, playing the game would, over time, slowly take up more RAM until you restarted the game. These two memory leaks could each eventually cause crashes, especially on Switch and PlayStation 4. Now fixed.

--When you throw a dummy in the tutorial, all the dummies on screen no longer flicker briefly for no reason.

--Fixed a minor bug with armor (blue) highlighting in Boss Rush mode that affected throw confirms and moves that trigger a cinematic sequence. An example of what this fixes is Rook taking "All special moves gain +1 armor", then getting his C-throw hit twice (down to 0 armor, losing the blue outline), then confirming the throw and regaining the armored blue outline for no reason.

CONTROLLERS

--[Steam] Added several more controllers to the game’s auto-detect database. (Controllers that auto-detect “just work” when you plug them in; controllers that aren’t in the database still work but require an extra step where you’re prompted to press each button in sequence the first time you try to use them.)

--[Steam] The popular Logitech F310 and F710 gamepads now auto-detect as Xbox brand. These controllers already auto-detected before, meaning you didn’t have to do any kind of manual setup to tell the game which button is which. The new thing is specifically that the game’s help text will be set to Xbox button graphics when using these controllers without you having to manually set the help text type in the game options.

--[Steam] Fixed a bug that would sometimes cause “double inputs” on a controller (do one input, but the game registers that you did two). This bug could happen the first time you set up a new controller and would fix itself after restarting the game. Should be fixed all the time now.

--[Steam] Fixed ANOTHER bug that would sometimes cause “double inputs” on a controller. This happened when the game auto-detected a controller but didn’t have information for the controller’s analog stick. Not having that info is fine, the controller should still work, but this bug caused the profile to fill in the “missing” data with whatever the previously loaded controller profile had for analog sticks. This bad data caused the double inputs to happen.

--[Steam] Fixed a bug that could corrupt your controller and keyboard settings. When you got into this bad state, some of your buttons could mysteriously seem to not work. On Windows, this required that you edit the registry to fix.

--[Steam] Fixed a bug that made the game not recognize controllers anymore (usually until restarting the game) after you plugged in and unplugged a series of 5 or more controllers.

USER INTERFACE

--[Switch] The '-' button (minus button) now brings up the friends screen, just like the Tab key does in the Steam version.

--You are now able to access the friends list screen during all team battle UI screens: character roulette, tournament bracket screen, and score screen. This lets you more easily check who is spectating you during team battles online.

--[Switch] The help text for “cancel online matchmaking” is no longer in the wrong place on the screen.

--[Steam] The matchmaking search box and cancel search box now show the correct platform of button help. Before, for example, it was possible to have your overall UI showing PlayStation buttons but this one place in the UI to accidentally show Xbox buttons.

--[Steam] When the option "Help text icons" is set to "PlayStation", "Xbox" or "Switch", all images will show that brand’s icons, not just button help (so now this includes the Moves List and Button Config screen too).

--[PS4] When you try to add a friend in-game, the pop-up with text entry is no longer auto-filled with YOUR FantasyTag by default. This made you have to delete the text there before entering the name of your friend, but now correctly defaults to a blank text entry field.

--Fixed a visual bug with button highlights on the rematch screen and score screens. On these screens, if you chose some option (for example “leave queue”) then later went to that screen again, the thing you picked last time (such as “leave queue”) would wrongly appear highlighted. This means it was possible to see two highlights at once: the real one and a phantom one from your last visit to that screen. Now fixed.

--Fixed "best boss rush run" in the player profile wrongly showing the sum of your previous boss rush attempts. Now really shows the best run’s stats.

--[Steam] The "Return" keyboard key now actually works in the rematch screen when playing as player 2 online.

--Fixed the Boss Rush powerup screen's powerup cards incorrectly displaying on top of overlays like the friends screen or the "here comes a new challenger" overlay.

--The "Show FPS" and "Ping Display" options now get correctly saved.

--Fixed some navigation issues on the friends list screen.

ONLINE PLAY

--The matchmaking server sometimes broke and stopped actually doing matchmaking, but gave players no indication that this was happening (there could just appear to be no opponents sometimes, even if there were lots of people attempting to play). The main problem there is now fixed and in addition, a new process on the server automatically restarts the server to fix matchmaking just in case it somehow silently breaks in the future.

--Starting a Daily Challenge removes player from casual and ranked matchmaking queues. (You can only do it once per day, and you were always intended to do that run without being interrupted by an online match.)

--When you play Boss Rush while in the online queue, if you get an online match then get returned to Boss Rush afterwards, your Boss Rush run is no longer broken. Before, this situation would allow you to pick an extra powerup, which broke the UI and caused other problems.

--When playing any single player mode, then playing an online match via a friend challenge, you now correctly resume to the single player mode afterwards. Before, the ability to resume your single player mode broke depending on how many times you entered "Standard" or "Team Battle" modes in the friend match UI. (It only worked if you entered a mode exactly once, but broke if you entered zero, or more than once.)

--When playing any single player mode, then playing online in a casual or ranked match and choosing "Change character", you’re now able to actually resume your single player mode’s progress.

--Fixed a crash that could happen when you quit an online game on the character select screen.

--Fixed a crash caused by characters ground shadows(!) that could happen when interrupting gameplay to start an online game.

--Fixed a crash on the team battle character roulette screen that happened if you lost connection to the opponent while on this screen.

--Disconnect timeout for online games increased 10s -> 15s. This applies to all platforms but is mostly to fix some edge cases in the Nintendo Switch version.

--If you create a new online account, then immediately go into online ranked mode and happen to get a bye before your first opponent, the tournament bracket UI no longer breaks.

--Fixed a crash that could happen when returning to the main menu after a match ended from an online desync. (There shouldn’t be desyncs anyway; a “desync” specifically means a problem in our game, as opposed to “lost connection with the opponent” which means a problem with your flaky internet connection. That said, if a desync does somehow happen, it no longer can crash the main menu.)

--Grave’s wind summon (air C) has been optimized to use far less CPU. While this affects all platforms, including offline and online play, we list it in the “online play” section because the biggest problem the wind summon caused was a framerate drop during online play in the Nintendo Switch version. So while all modes and platforms benefit from this, online play in the Switch version benefits the most.

--When the friend you're spectating disconnects from the server, you now correctly stop trying to watch them.

--Fixed a spectating issue when watching ranked matches of bronze players specifically that could glitch out the spectator.

--Fixed a crash that could occur when spectating any ranked match.

--When spectating a ranked match, if there’s a connection problem on or just before the character roulette screen, you’ll now time out after 15 seconds and return to the main menu. Before in this case, you’d be stuck on the roulette screen forever.

--When spectating any match, there is a more lenient disconnect timer (2 seconds -> 5 seconds). This makes spectators less likely to disconnect whenever the slightest thing goes wrong with the connection.

Fantasy Strike Launch!



Fantasy Strike has now launched on Nintendo Switch, PlayStation 4, and Steam (Windows, Mac, and Linux)! Thank you to our Patreon patrons for supporting us for so long as well as everyone who played the game during Steam Early Access.

In celebration of our launch, here is a cinematic trailer featuring the Fantasy Strike characters:

https://www.youtube.com/watch?v=yK2sx6Z1hsI

You can read the patch notes for the launch version here.***

Join our Discord chat at discord.gg/FantasyStrike to find opponents, discuss strategy, or just hang out.

Check out our media page for, screenshots, video, gifs, logos, even a printable handout that’s great to use at events.

We’d like to call attention to some exciting and innovative features. Our lead designer has a long, complete rundown here, but here’s the bullet points.

  • Depth vs Complexity — Preserving depth with only a fraction of the complexity
  • User Interface for Friend Matches — One-click challenge / spectating, rare or unique in fighting games
  • Netcode — Pushing the technical envelope
  • Frame Advantage Visual Effects — The first fighting game in history to do this
  • Frame Step Mode — Possibly unique in its implementation, high value feature
  • Instructional Videos — Rare inclusion within the game itself
  • Ranked Mode Builds Tournaments On-the-fly — pushing the envelope on this rare feature
  • Team Battle Format — Unique implementation in the history of fighting games and has very good properties
  • Yomi counter mechanic — A new form of throw-escape
  • Single Player Content — Just a few notes


Again, check out the whole article about these features here.

We’re super excited to finally launch. We’ll see you online!

Game Update and Launch Patch: July 2019


After over four years of development, Fantasy Strike launches today on Nintendo Switch, PlayStation 4, and Steam (Mac / Windows / Linux)!

This update brings out of Steam Early Access to full release, and is live right now.

BOSS RUSH MODE

Our new, biggest single player mode is now available.


Boss Rush is where we can stop worrying about making things competitively fair and just let you do ridiculous things that are fun. You fight a series of eight (CPU-controlled) boss characters, and they get increasingly difficult. Part of that is their AI becomes smarter, but they also get crazy powerups like bombs dropping from the sky, dragons flying by, rivers with dangerous fish washing across the screen, and so on.


In order to deal with all that, you get powerups too. Before each fight, you pick one of three powerups. And before half the fights you get to pick a second, really powerful gold powerup from a random set of three. All of these are cumulative over the course of your run. So you’re building a “deck” of powerups and you get to think about synergies and combos amongst them.


The mode is like a rogue-like in that you keep your deck until you lose. If you lose, we throw your deck away and you have to start over with a new run. Can you make it through all eight bosses? Playing as every character?


In testing this mode, we found that it was more fun when your super moves still mattered against later bosses even though they have a lot of hit points. Some powerups give you bonus damage to supers, but in order to keep super moves more relevant for everyone as you gain various other wild powerups, you always get +1 damage on supers starting at the 4th boss. And then +2 damage on super for the next boss, and +3 for the next, etc. This stacks with any powerups that might also increase the damage of your super moves.

Some super moves don’t deal damage in Fantasy Strike, such as Geiger’s Time Stop or Midori’s Dragon Form transformation. For these, we added new properties to these supers that just happen in Boss Rush. Midori’s Dragon transform roar now sends out a damaging shockwave in addition to him taking on the new form. And Geiger throws out a series of Time Spiral projectiles in addition to the usual powers of Time Stop whenever he has bonus super damage.

New AI

AI opponents in all single player moves are greatly improved. Rather than playing almost totally randomly, they ramp up in sophistication as you progress through arcade / survival / daily challenge / boss rush modes. In addition, you can pick if you want generally Easy / Medium / Hard AI in arcade mode and in single match mode.

RANK RESET

As part of the game’s launch, everyone’s ranked play stats have been reset. Profile data of pre-release has also been reset so everyone has a fresh start.

This marks the beginning of Season 1 of ranked play. Seasons will last 3 months, after which ranks are reset, but starting with Season 2 you’ll get an initial boost after the reset based on how well you did the previous season.

CINEMATIC TRAILER

The Fantasy Strike cinematic trailer now plays automatically the first time you launch the game. The trailer is also available to watch any time in the “Learn” tab on main menu.

CONTROLLERS

There are now several new convenience features for game controllers in the Steam version.

--The first time you do any input on a plugged in controller, now one of two things will happen:

1) Fantasy Strike looks up in our database if it knows about your specific controller in your specific operating system. If it does, then your controller will “just work” without you doing anything, or even knowing that anything had to happen.

2) If your controller is not auto-detected in this way, then you will be shown a setup screen with a picture of a PS4 controller (but ANY type of controller will work, not just PS4). Here, you press each button on your controller in the sequence prompted so the game knows what’s what. Note that this is unrelated to “button config” where you set if you want X to be jump and so on. Rather, this step tells the game which physical button on your controller is X.

--If you have to do step 2 above, you’ll only have to do it once for that controller. After that, the game remembers your previous setup. Also, in future patches, we’ll add your controller to the database that all players benefit from. So over time, more and more controllers will just magically work with no setup step at all.

--Improved hot-swapping of controllers. Before, if you plugged in a controller, then unplugged it, then plugged in a second controller, that second controller could wrongly be set to player2. Now, it will be set to player1 when it’s the only controller that’s plugged in. Furthermore, this problem also sometimes caused controllers to be assigned to nonsense, non-functional slots such as “player 3” or “player 4” at which point you controller would no longer work until you restarted the game. This only affected players who plugged and unplugged several controllers per session, but is now fixed for everyone.

--In-game help text now supports keyboard, PlayStation 4 button icons, Xbox One button icons, and Nintendo Switch button icons. The in-game help text automatically displays the correct kind of icons based on the controls you’re using at the moment. There is also a new feature in game options that lets you lock the help text to a particular type. An example use-case of this is that perhaps you have a 3rd party Xbox One controller that is not auto-detected, so you do the manual setup step. It works fine, but you would like the game to display Xbox One help text to match the buttons on your controller. Now you can set that.

PERFORMANCE IMPROVEMENTS

Improved CPU performance by yet another 12-14%, plus an additional 6% in practice mode specifically. This comes from about 8 different cases of improving efficiency in facial animation, hit reactions, particle systems, and more. You’ll see higher fps and less strain from rollbacks online because of this optimization.

ONLINE PLAY

--Fixed a multiple black screen crashes when resuming a single-player mode after an online match.

--Fixed a black screen crash at the start of a ranked online game when you lose connection to the opponent.

--Fixed a crash during online play (a GGPO assertion) having to do with incorrect handling of particle some effects.

--When you quit an online match voluntarily (pause -> Disconnect), you no longer get disconnected from the server a few seconds later.

--Fixed a spectator issue during ranked games that could cause spectators to kick each other out, or disconnect the players’ game.

--Fixed spectators seeing three characters for one player (!) when they join spectating from the ranked score screen, or after they let the ranked score screen countdown run out. This would of course immediately desync the spectator.

--Fixed a visual bug when ranking up from Diamond league to Master league. The score screen would wrongly show you an infinite loop of increasing ranks, but now correctly handles the transition to Master league.

--Fixed a UI bug in the following sequence: play online, have someone spectate you, go to your friends list (which defaults to showing you who is watching you), then resume play and have them stop watching you, then go to your friends list again. In this case, your friends list wrongly defaulted to showing you a blank screen of who is watching you. In the case where no one is watching you, going to your friends list now correctly defaults to showing your actual friends rather than the blank who’s-watching-you tab.

--Profile screen: When selecting "All Seasons", Daily Challenge shows your best run rather than the nonsensical value of the sum of all your runs.

CHARACTERS


GRAVE

--Fixed a bug that caused Grave’s super to do 3 damage, rather than 2 damage, in the case when it was done exactly 1 frame before Rook inputs his own ground super.

--Corrected Grave's air super to be highlighted green for f1-21, which is the correct parry window, rather than f1-23 which included 2 green frames for no reason.

VALERIE

--Fixed a small animation error in Valerie’s knockdown that caused her to slide too far away, then pop to a closer position. This was visual only and didn’t affect gameplay.

SETSUKI

--Fixed a visual bug at the end of Setsuki’s forward throw which caused her wrists to rotate 360 degrees nonsensically.

--Setsuki’s B teleport kick now has a white highlight during the frames where you can see her on screen, but she is invulnerable. There is no change to gameplay here, the highlight was just missing before.

GEIGER

--Fixed Geiger's watch sometimes being desynced from Geiger's "selected" animation in the VS screen.

MIDORI

--Dragon B and Dragon air B (the body torpedo moves) have slightly worse hitboxes. It’s a very small nerf from the front. Also, ground B is more vulnerable to being attacked from above, but is still very good. And air B has 14f landing recovery on hit or block. This change is to encourage a wider variety of moves in Dragon Form than just using B over and over.

LUM

--The mini-lum item used to appear with Lum’s default costume colors for a few frames, then it took on the correct colors of Lum’s costume. Now, mini-Lum has the correct colors that match Lum’s current colors on all frames.

--Lum’s animation smear colors now reflect the color of his paws rather than his fingernails.

--Air B’s smears now match the yellow highlights on his paws. Those yellow highlights are also now a brighter yellow.

FRAME DATA DISPLAY

The following fixes do not affect gameplay. They are all fixes to the information display of frame stats in practice mode, and to the information display of “frame advantage visual effects” in all modes.

--Fixed a bug that was causing incorrect frame data to display for active frames of these moves: Jaina S, Grave S, Setsuki S, Rook air S.

--Fixed an error in the frames-to-landing prediction code, which had a wrong order of operations within a frame when forces on the character changed. This could cause frame stats for jumping moves to display errors in frame data sometimes. For instance, if Grave jumped straight up, then pressed B at a certain time, the display would wrongly show 0 active frames but now correctly shows 4 active frames in that case.

--Fixed an off-by-one-frame error in the frame advantage display code for airborne moves. This caused most airborne moves to have -1 displayed frame advantage relative to the truth, and also caused the display 1f of landing recovery rather than correct 2f of landing recovery.

--Fixed an error in the landing recovery prediction code, which still thought that default airborne moves had a landing recovery of 1f, rather than 2f. This caused most airborne moves to have +1 displayed frame advantage, basically canceling the previous problem's effect on displayed frame advantage. Though these two errors cancelled each other out, how about having no errors instead.

--Fixed frame advantage visual effects for all knockdown moves. The previous patch introduced a problem where knockdown moves would wrongly show a circle of the same size as whatever the LAST frame advantage effect you did was. Now it correctly shows the largest sized circle (most frame advantage) for knockdown moves such as Grave’s C, etc.

--Dragon Midori’s neutral A now shows frame advantage effects at all. They were accidentally omitted before.

--Human Midori now shows frame advantage effects at all in the case where he does neutral jump A, then steers it left or right. The steered version of the move used to wrongly omit them.

MISC

--In the Linux version, the videos in the “Learn” screen (character spotlight videos) now work at all.

--On the character select screen, selecting, then deselecting a character now correctly destroys the particles that the “selected” animation might create. This fixes the issue where you could make Valerie's paintbrush glow super brightly if you kept selecting and deselecting her, and same for Jaina's bow.

--Fixed a lighting issue on main menu characters where the seeing a win pose after a match then returning to main menu could cause the main menu character to be lit too dark and from the side.

--Fixed the Survival score screen always wrongly showing default costume color. Now it shows the costume color you actually played Survival with.

--The announcer now says “Congratulations!” after winning a team battle.

--The team battle roulette screen has minor audio improvements. The shuffling sound effect transitions better to the “character locked in” sound effect. Also, in the case where there’s only one character left on each side, so no shuffling happens, it no longer wrongly plays a shuffling sound effect.

--Pausing the game is now disallowed during the 30 frame fade in from black. This saves you from being in black or way too dark state if you mash pause as a match starts.

Game Update: May 2019

This update to Fantasy Strike is live right now.

This month has lots of bug fixes as we polish things up during this beta period. The biggest fix is to a problem we had with spectating online matches. Sometimes, spectating a match would cause a disconnect for the players actually playing the match. That should be fixed now. Also, there’s a spiffy new energy background on the two-player character select screen now.

ONLINE


We have great UI for watching a match online. Just click the eyeball icon next to any friend in your in-game friends list to watch them play. (You even automatically follow them as they play online games across casual, ranked, and friend-match modes.) This is great for streamers because you can easily do commentary on other people’s matches.

Unfortunately this feature has been somewhat crippled by a technical problem that sometimes blew up the match you were trying to spectate. We believe this is fixed. Please give us feedback if you still encounter this problem.

--Fixed an occasional crash when clicking "Leave Queue" on the ranked score screen.

--When you get an online match while in the “local versus” mode character select screen, we now show the correct characters for your match in the VS screen, not the two characters you happened to have selected on the character select screen.

--Fixed incorrect handling of facial animation during rollbacks in online play. This would notably leave DeGrey's win pose with a bad facial state after doing a Yomi Counter, then winning.

UI


--There’s a new purplish energy background behind the two-player character select screen. It has neato colors and a bit of oomph once you pick the characters. This replaces the old orange lights background.

--On the Daily Challenge score screen, "Retry" and "Change Character" buttons were invisible, but they were still accessible by navigating with a keyboard’s arrow keys. The buttons are now correctly deleted from that screen.

--You can no longer call the gamepad setup overlay (hold 2 buttons) on the “versus screen” (which is for loading the match) or the "roulette" team battle screen. In each case, we’re just moments from starting a match and it causes too many problems to setup a controller right at that moment. Even worse, players often accidentally summoned this screen just before their matches started.

--After playing Survival Mode, then returning to the mode select screen, “back” would wrongly take you “back” to the score screen from your previous survival run. Now it correctly takes you “back” to the main menu.

--Fixed an issue where the character on the main menu would sometimes have accidentally too-dark lighting after playing an online match.

CHARACTERS


JAINA

--Fixed alignment on her ground super’s hit reaction. Some characters appeared much too high or too low during the cinematic, but now are at the correct heights. (This probably looks simple but it was a lot of work to fix these alignments.)

VALERIE

--Fixed a slight checkerboard pattern on her skin that was happening on some computer hardware.

--Valerie’s practice routine animation (where she does pushups) no longer wrongly shows the shadow of her paintbrush going through the floor.

MIDORI

--In Dragon Form, you can no longer "reversal jump" out of the human form revert when getting up from a knockdown while your dragon meter is empty. You’re now forced to revert before you can jump.

--The Dragon’s Yomi Counter no longer has the graphics for the acid spit going the wrong direction.

ARGAGARG

--Argagarg's C -> back+C goldfish now correctly deals block damage.

--Argagarg’s practice routine animation (where he does pushups) no longer wrongly shows the shadow of his staff. He doesn’t even have a staff during that, so it was pretty weird to show the shadow.

MISC


--Fixed a bug that incorrectly showed blue armor highlights starting on the first frame of any move with armor, even if the armor only actually started on some later frame. (For example, Rook’s C throw.)

--Fixed a bug where 0-damage hits of multi-hitting moves could "break your armor" when you're at 1 hp. For instance, this could cause your Dragon C's armor to fail against multi-hitting Lum Slots, Midori flurry punches, or Lum cartwheel, when you start your Dragon C at 2 hp. The first hit would bring you to 1 hp, then the second hit for 0 dmg would cause your armor to fail.