Game Update: June 2017

A new build of Fantasy Strike is available to our patrons on Patreon.

This month there are several balance changes and more and more polish. Each character now does a fun animation when they win a game. Setsuki has several new visual effects, and Midori and Lum and many new sound effects. The dojo stage has some great new plants and foliage, and the tavern stage's lighting has been changed substantially, as well as several elements of it remodeled. We've also fixed several bugs.


--When you win a game, each character now does a fancy animation (except Lum, we didn’t get to him yet).


--His wind meter no longer fills to max at the start of every round (but still starts full at the beginning of round 1).
--Fixed a bug where f+A double palm, when done as a combo after jump A, had a hitspark in the wrong place.
--Fixed a bug that caused Jaina’s block damage to be cleared any time she did C (dragonheart) while at 1 life.
--Air C and ground B (level 1 shot) have slightly less pushback now.
--Ground super is no longer always safe on block against Rook. Instead, it’s now very unsafe on block against Rook.
--Super throw is now throw invulnerable enough to beat another Rook’s C throw.
--Air B has bigger defensive hitboxes, so it’s easier to hit. It’s still good priority though. This change isn’t so much a “nerf” as a bug fix. We’ve had a long-standing problem for months that made it impossible to implement correct hitboxes for this move, but now we can.
--B armor punch is now armored from frame 1, rather than from frame 12. Note that it always showed a blue highlight starting from frame 1, which was a lie until now.
--B armor punch animation changed to be lower so that it goes under Jaina’s air B, even when she does it low to the ground on the way down.
--The version of Rook’s C throw that happens after you cancel back+A (thunderclap) -> C now has 15 active frames instead of 2, so that it matches his main C throw. It also makes this move a lot more useable because you can threaten it even when the opponent blocks thunderclap.
Developer’s note: Rook vs Jaina has always been a hard match, but we’ve recently realized it’s absurdly too hard when Jaina is very skilled. Jaina’s head-height air B (combined with backup air C arrow shot) is generally very difficult for him to deal with, and even if he does his air B through her projectiles, she can usually punish him for that with knee -> B. Furthermore, her ground super was always safe vs Rook, but not vs any other character. To help this matchup, her super is now very unsafe on block vs Rook, she doesn’t push back quite as much with her most commonly used arrow shots, and Rook can now at least attempt to avoid some of her shots with his lower-to-the-ground armored punch.
--Starlight Tumbler throw (C, then C again) now has 7 more frames of recovery for Setsuki to prevent her from doing too good of a setup afterwards with jump B kunai, then C throw again. There’s now more gap for the opponent to get out of that.
--Fixed a bug where Setsuki dealing what should be the killing blow with block damage by her super caused the victim to be healed to 1 life with no flashing block damage.
--Slide (back+A) no longer goes under fireballs. It was never really supposed to, so this is basically a bug fix.
--New visual effects. Updated effects for to B (teleport kick), new effects for air B (kunai throw), new effects for ground super, adjusted effects for air super, including effects if she whiffs the parry attempt. The new kunai throw animation is especially an improvement because we now see the kunai in her hand before throwing it, we see it release from her hand rather than suddenly appearing somewhat near her, we see the swipe trail behind her hand’s movement, and the kunai itself has been remodelled.
--Facial animation. This took us many weeks to implement. Her main menu animation as well as character select screen animations now have her face animated as well. The specific facial movements she now has were not the hard part (and we can easily adjust her expressions if needed). The difficulty was in setting up the tech to allow her face to move at all. We have to do this process separately for each character, but the good news is that it will be substantially easier for all other characters because they will share at least some tech with Setsuki’s face.
--Air super deals its damage on the last hit rather than the first hit. (This might have been accidentally changed to first hit when Valerie’s air super behavior changed.)
--Air super duration down from 8 seconds -> 5 seconds (still long).
--Ghost (ground and air version) now destroys projectiles and keeps going.
--Air ghost travels much faster (and therefore farther) than before.
--Ground ghost now spawns from wherever she was floating rather than always right behind DeGrey. Also she travels faster now.
--Ground and air ghosts now have the same cooldown as each other. Ground ghost cooldown 4.5 seconds -> 3.5 seconds. Air ghost cooldown “buggy number that was less than 3.5 seconds and different in different situations” -> 3.5 seconds.
--Fixed a bug that caused the ghost to travel back to DeGrey much too slowly after he landed a successful yomi counter or ground super. (This was very annoying!)
Developer’s note: DeGrey was a little weak so these changes overall buff him. Before, the air C ghost was mostly for doing tricky stuff as you jump over the opponent. It can still do that, but now it’s also great for using on approach, to help DeGrey get close. The ground ghost spawning wherever the ghost was floating (rather than always behind DeGrey) creates some new setups for him. Sometimes he can summon her pretty close to the opponent as a trick if she happened to be near them while she’s lit up. Also, the ghost used to trade with projectiles, but she has a cooldown so that was kind of sad for DeGrey. Now, the ghost destroys projectiles and keeps going, allowing him to get in more easily.
--Lots of new sound effects for his dragon form moves.
--Fixed a bug that made Midori totally invulnerable for several frames whenever his empowered throw attempted to trigger (the auto-throw that he can do after successfully parrying).
--Fixed an oversight that made Midori’s leg totally invulnerable during his neutral A jump kick.
--Neutral A jump kick is now slightly less steerable (but still quite a bit) and has 10 frames of landing lag instead of 1.
--Air B now has less landing lag, 15f -> 10f.

--Lots of new sound effects.
--New graphics for his trampoline (during air B).
--New item: cloud. It travels diagonally up, then it strikes lighting straight down.
[Reminder: all of Lum’s animations and visual effects are still placeholder.]
--Neutral A punch startup 10f -> 7f.
--Super used to have 5f startup that was fully vulnerable. Now the 5f startup is invulnerable. The first frame the move can hit, it’s no longer invulnerable. This means it’s now a real reversal attack, but it’s similar in nature to Blanka’s balls in SF2 in that it will trade with meaty attacks rather than beat them. In Lum’s case, the items won’t even come out if it trades, but at least it gives him a way to get people off him when he really needs it.

--Main menu layout slightly changed for better aesthetics.
--New debug option for setting input mode to Auto / Mouse / Gamepad. The real setting is “auto” (which automatically sets the menus to gamepad mode when you touch anything on your gamepad and sets the menus back to mouse mode when you touch your mouse.) The other two are for testing purposes.
--New graphics for the “how to play” screen for both keyboard and PS4 controllers.
--Fixed a bug that caused block damage not to register in the case where you were in blockstun from a strike, then during that short period of blockstun, you then blocked a special move.
--Fixed a bug that caused environmental sound effects to be turned on when you launch the game even if you turned them off the last time you launched. (Note: even though that bug is fixed, we are aware that the environmental sound effects slider is not working correctly.)
--Changed the rules in practice mode for life regenerating. Before, after 2.4 seconds of not getting hit, all hit points were regenerated. This was confusing in the case where a chunk of life was flashing from potential block damage, because it appeared that after 2.4 seconds, the period of block damage danger ended. But in non-practice modes, block damage danger time lasts 4.0 seconds, not 2.4 seconds. So now, in practice mode if you have flashing life, it will continue to flash for the full 4.0 seconds, then life will refill. This lets you better practice sequences of attacks that deal block damage.
--Fixed a bug in arcade mode that caused the wrong music to play on the versus screen before each CPU opponent after the first one, if you were playing any character other than DeGrey.
--Improved the lighting during all cinematics (meaning anything that changes the camera angle, such as Rook's air super for example) so that the characters are much less shadowy and black.
--Grass in the dojo stage has been replaced with a variety of plants. A lush visual upgrade!
--Tavern adjusted quite a bit, made deeper and several objects remodelled.
--Lighting on tavern stage changed significantly. Now has many more shadows from various objects where it should, a different style of lighting, and a slightly different color scheme.

Game Update: May 2017

A new build of Fantasy Strike is available to our patrons on Patreon.

This month there are several gameplay changes: Valerie buffs, Setsuki and Rook nerfs, and a change to DeGrey. We also fixed a lot of problems with the frame data display in training mode, and we added the ability for you to step frame-by-frame in training mode when using a controller. We also have a lot of new sounds this month: for characters, for environments, and better handling of sound when you pause gameplay.


--Air super now causes Grave to glow green, to signify it’s a parry move.


--Rook’s C throw now has only 1 hit of super armor, rather than infinite hits.
--Rook’s ground super is no longer totally invulnerable during the active frames, and instead has infinite hits of super armor.
--Fixed a bug that made Rook’s blob shadow (in low graphics settings) use default values rather than the correct size for Rook.

Developer’s note: The change to Rook’s C throw is a targeted change. In the vast majority of cases, it doesn’t matter if he has one hit or infinite hits of super armor. Where it matters the most is against Valerie. This change allows her C attack (rainbow stroke) and back+A (double kick) to actually beat Rook’s special throw. She struggles in this match, so these are important boosts her in that particular matchup.

--Jump A can cancel to another jump A.
--Jump A now causes airborne opponents to be knocked down. This means hitting with jump A gives time for Valerie to put her air super disc over them as they get up. Also note that Jump A, A, land, standing A is now a 3-damage combo. The standing A can cancel to f+B for a crossup attempt too. And in the corner, jump A, A, land, ground super, standing A is a 4 damage combo (that you can also end with f+B for a crossup attempt afterwards).
--Air super’s behavior has changed because of her new ability to get two damage from jump A,A. When the super hits air-to-air, it now gets one hit and then the victim flips out. The air super starts falling downward more quickly, too. If you know what you’re doing, after an air-to-air hit you can still force an additional damage from block damage afterwards. Also, if the air super hits a grounded opponent, they no longer get knocked down. This slightly changes how combos work against grounded victims, but it’s overall a similar level of deadly against grounded opponents.
--Air super now activates its hitboxes 5 frames after the super’s cinematic ends, rather than instantly after.
--Valerie’s forward throw now causes the victim to stay down just as long as the back throw. This was an oversight before, and now either throw (not just the back throw) gives you enough time to jump and put the air super disc over them.
--The third hit of Valerie’s B,B,B sequence (the yellow hit) has been adjusted so that if you hold back during it, it’s now a retreat that cannot hit. This leaves Valerie safe from any throw attept against Rook, for example. This retreat is also available in the A -> B sequence. Now, holding NEUTRAL rather than back during the last B is the “non-crossup” version of the move. Holding forward during this hit gives the same crossup version as before, and has not been changed.
--On the character select screen, her brush has even more visual effects.
--New hitsparks that look like paint effects for her various paint-based attacks.
--Throws now have new visual effects.
--The cyan trail on her B attack doesn’t appear quite as far forward now so it better matches the hitbox.
--Air super and ground super now a white highlight on Valerie during the frames she’s invulnerable at the beginning of these moves. The highlight was missing before.

Developer’s note: The change to allow Valerie’s air A to knock down (which then gives her time to place her air super disc over them as they get up) and the change that allows her to do air A twice are both to increase her general power level. It’s now possible for her to do 4 damage jump in combos, which is probably appropriate given that she’s a rushdown character with only 5 hit points of her own. The change to her air super is just to make it not broken given the new jump A, A sequence.

The change to her B,B,back+B sequence that gives her a new retreat move is mostly to fix the broken guessing game against Rook, where he can always beat every possible action of hers after B,B (including B,B, nothing!). The addition of the retreat restores real mixup status to this situation. That said, it’s also a general pressure tool she can use in any matchup: B,B, retreat, B,B, retreat etc.

--Improved visuals for her cape during air C.
--Kunai (air B) has shorter hitstun and blockstun. 20f / 18f -> 12f / 10f.
--Kunai has longer startup 18f -> 22f
--Kunai done after air C causes Setsuki to bounce back slightly instead of forward.
--Air B has landing recovery. 0f -> 5f.
--Divekick has more landing recovery. 3f -> 5f.
----Air super now causes Setsuki to glow green, to signify it’s a parry move.

Developer’s note: special thanks to patron Lofobal, who provided us with specific data about Setsuki’s air B kunai in various situations. Much to our surprise, its power level was objectively broken and allowed actually inescapable lockdowns. We somehow overlooked this for months, as we had mostly explored other aspects of her rushdown. The fix involves slowing the startup slightly, adding slight landing recovery, and greatly reducing the hitstun and blockstun of the move. When you do the move immediately after a blocked air C, it now pushes Setsuki back and it also gives the opponent time to jump out before the kunai reaches them. If they block it, setsuki can still continue pressure with f+A when she lands, but overall her pressure sequence now has some gaps and is more fair.

--New sounds for several moves such as ghost, pilebunker, and air super.
--When DeGrey wins a match, he now plays a special win animation.
--Air B hardly ever crosses up now. Also has different movement, and is slower.
--Air B can be cancelled into itself for a 2nd hit. The 2nd hit knocks down and floats slightly upward.
--Ghost now does block damage.
--Air super has less ability to cross up because the feet can no longer hit. Also the front of it (around the fist) has a bigger hitbox now.

Developer’s note: For a long time, DeGrey’s air B kick has been key to his gameplay. Too key. It was great air-to-air, great air to ground, a crossup, great mobility, and an opener that leads to a 3 damage combo. It’s not really a signature move of his, but so much of his gameplay revolved around it. Most importantly, DeGrey had the worst ability to deal block damage in the game, so his B kick’s ability to open up a blocking opponent was necessary for him, whether we liked the dynamics or not.

DeGrey’s new air B actually offers even more mobility. It also can combo to a second hit for 2 damage now, but that’s often (intentionally) worse than the old version that could hit a grounded opponent for 3, because of following up with A,A. It also no longer crosses up. This allows us to put some power in other areas. His ghost now does block damage. This significantly improves his overall ability to pressure with block damage, especially when blocked ghost plus blocked air B,B now does a total of 3 “flashing blocks”, which result in one full real point of damage. We’ll keep an eye on if he needs even more power or not.

--New sounds for many of his human form moves and dragon form moves.
--Ground C now causes Midori to glow green, to signify it’s a parry move.


--Snowy mountains, dojo, and clocktower all have environmental sounds now.
--The dojo stage now has several (animated!) animals in the background.


--The frame data display in training mode has many various bugs fixed. For example, Grave and Jaina’s projectiles, Setsuki’s telepork kick, and many other moves that showed wrong data have been fixed.
--Super moves now show startup in the very helpful format of X+Y frames, where X is the number of frames before the super’s startup cinematic and Y is the number of frames afterward. The length of the cinematic is not important because it doesn’t affect gameplay, but we previously showed the totally useless stat of “entire number of frames of startup before, after, and DURING the cinematic, all as a single number.” Now, if a super says something like 0+2 startup then you know it’s guaranteed if you have at least 3 frames of advantage time. Before, it would have said something like 97 startup, which told you basically nothing.
--Parry moves now display their parry window as the active frames (the middle of the three stats) and the number is now green if the active frames are for a parry move.


--Training mode’s options menu now shows all non-default settings in green so you can easily tell default from non-default at a glance.
--Training mode's options menu has a new layout. This is to accomodate future bits of UI that will be there once the game has online play (not quite yet).
--The background of wooden doors and curtains on the character select screen in local versus and training is now a 3D version rather than a 2D image. When you lock in your characters, the gates open.
--The help text is now all mouse clickable in cases where it makes sense to click it.
--The audio options screen now has the ability to turn music/sfx/environmental on/off in addition to volume sliders.
--The game now detects if you’re using a controller or not in the menus. If you are not, then the menus show the mouse/keyboard help-text and layouts. If you are, then they use the helptext and layout designed for a controller.
--Fixed a bug that caused the music to play louder when you paused the game.
--Implemented a new feature that causes the music to play much quieter when pausing the game, as well as transition sound effects to and from the quieter state.
--Implemented a new frame step feature on gamepads. Pause the game, choose “hide pause menu” and then press R1. This advances the game by 1 frame.


Game Update: April 2017

A new build of Fantasy Strike is available to our patrons on Patreon.

The biggest new thing is that Midori's dragon form now has correctly working animation. This was a very big task for us, see the notes below. Valerie also has new visual effects, the clock tower stage is even more polished, and there are lots of new sound effects in the game. We also polished the menus more, fixing several bugs and implementing new features such as dropdown menus for screen resolution, improved highlight states for tabbed menu headings, and adding the ABCS notation to the move list.


--Dragon form (super) is now has fully implemented animations for all moves.
--New transform animations (air and ground) for turning into dragon and for reverting to human.
--Fixed NUMEROUS animation bugs having to do with the dragon reacting to hits, throws, and supers.

Developer’s note: Midori’s dragon form was a major development effort. Even though it’s just his super move, dragon form took longer to implement than TWO entire characters would. The dragon has the moveset of an entire character, but it was much more work than just that. The dragon uses a different type of skeleton than the other characters, and it was a major technical hurdle for us to be able to support this properly. The good news is two-fold: first we did it, and second, the same tech will make it easier to implement Argagarg later on.

Note that while the dragon’s animations are now complete, he still only has placeholder visual effects and sound effects.

--Camera tweaked at the start of C throw to be smoother.

--New visual effects for lots of moves:
neutral A, back+A, forward+A, air A, air B, air C, and yomi counter.
--Ground super, new visual effects and animation changed to be shorter.
--On the character select screen, her brush has some new visual effects.

--New visual effects for B teleport kick.

--Lots more new sound effects.
--There is now a sound for attempting to do ground B or C when you don't have full gear meter.
--Time Stop super now has 4 vulnerable frames at the end, like it used to (was accidentally removed a few builds ago).

--Ghost can no longer hit victims who are ground/wall bouncing. This means after counterhit back+A or counterhit pilebunker, you can just do another pilebunker and be “playing correctly” rather than needing to do the combo: ghost -> air B -> A,A.
--Lots of new sound effects.


--Clock tower stage has more modeling and texture work on numerous background objects.
--Thumbnail image of clock tower stage updated to be more representative of what the stage now looks like.


--In video options, the settings for resolution and for graphics quality now use dropdown menus. This is helpful in that it lets you see all possible choices at once.
--Move list shows keyboard or gamepad buttons depending on which input device called it
--Move list now shows A B C S buttons in addition to which keyboard or controller button you actually push. This makes it easier to refer to moves regardless of what your personal button setup is (e.g. Valerie’s rainbow stroke is her “C attack”.)
--Button config: keyboard and gamepad input always tries to access their own column
--How to play shows keyboard or gamepad controls depending on which input device called it
--New background on character select screen
--Slightly adjusted character shadows on character select screen. This fixes black splotches on Jaina’s headband and Rook’s overly dark chest.
--The tabs at the top of the training mode pause screen have been updated. They now light up yellow if you move up to them, whereas before they gave no visual indication in this case. Also, in controller-mode of our UI, these tabs now show L1/R1 help text. (It’s possible to change tabs with these triggers OR by moving up to the tab itself and going left/right on d-pad or keyboard.)
--The tabs at the top of the options screen (video / audio / debug) have been updated to match the same style as the training mode pause screen tabs. They too light up yellow when you move up to them, so that you can see the difference between a tab that’s active and a tab heading that you’ve moved the selection cursor to.
--In mouse control mode, if you use the keyboard to arrive at a new screen, the mouse will no longer cause a mouseover state on whatever it happened to be resting on until you actually move the mouse.


--Fixed a bug that caused characters to clip through each other if they were close together while one was getting up from a throw.
--Fixed a bug introduced in last month’s build where juggle combos involving projectiles would not deal damage from the projectile hits.
--AI characters now sometimes do button-hold moves. Grave can do his big fireball, Jaina can charge to level 2 and 3 with her arrows, and Setsuki can hold-B teleport throw.
--Fixed a bug that made shadows too prominent on characters any time the camera moved away from standard side view. This was especially apparent during Midori’s throw, as we saw his shadows pop from one state to another as the camera moved at the end.
--Fixed a bug that prevented you from yomi countering if you were pressing trigger buttons (L and R) used in menus in cases where those buttons were NOT mapped to any gameplay action.
--Fixed a bug that caused the Ready button to not always appear on the arcade character select screen while in mouse-mode.
--When your lifebar is flashing from potential block damage, the timer until it reverts back to normal now pauses while you’re in blockstun.

Game Update: March 2017

A new build of Fantasy Strike is available to our patrons on Patreon.

This month we added a new character, Lum the Gambling Panda. We fleshed out Midori's animations (in his human form at least!), added more visual effects to Rook and Valerie, and sound effects for lots of characters. Geiger's clocktower stage looks cooler. There's an all-new options menu and the character select screen now organizes the characters by archetype and also is generally more robust in handling controller/keyboard/mouse commands and states. Plus, you can now access button config and the move list directly from character select.

Patreon Levels

  • Geiger is now available to bronze and above patrons, rather than silver and above.
  • DeGrey is now available to silver and above patrons, rather than gold and above.
  • Lum is new and now available to gold and above patrons.


--New character! Lum has all placeholder animations and placeholder visual effects / sound effects. His gameplay is in place though so we wanted to give him to you even though he is in a rough state.
--His ground C move is item toss, and throws one of several random items. The fireworks are the best item, and a good reason to throw as many as you can in hopes of getting them.
--Air B causes lum to jump downward onto a trampoline, then launch up into a cartwheel. Overall, this move has long startup but it is safe on block and covers a lot of the screen.
--Air C is a downward projectile, and it’s especially useful to extend Lum’s hang time, especially if there is a bomb below him.
--Ground super throws several items at once.
--Air super summons 3 huge dice that he can knock around the screen in various ways by hitting them.

--Adjusted walk speeds for all characters except for rook. The overall point is to increase forward walk speed and decrease backward walk speed.

Grave: walk forward is faster
Jaina: walk forward is barely faster; walk back is slower
Setsuki: walk backward is slower
DeGrey: walk forward is faster; walk back is slower
Valerie: walk forward is barely faster; walk back is slower
Geiger: walk forward is barely slower; walk back is slower
Midori: walk forward is faster

--Removed blood on sword slash

--A game-wide change to hitboxes results in the C throw having less range than before, but still huge range.
--Rook’s normal throws also have slightly less range than before, but still a lot.
--Thunderclap (back+A) has 8 frames more recovery. It also causes less pushback, which is a buff in that back+A -> C is now easier to hit with. After a counterhit splash (jump A), it is no longer possible to back+A, f+A for a total of 4 damage because of the extra recovery on back+A, but it is now easier to back+A, C for a total of 3 damage and the opponent left knocked down right next to you. That said, all things considered, the changes to Thunderclap are overall a slight nerf.
--Kick (f+A) has 5 less active frames.

Based on feedback from players, and especially based on seeing the game in action all day every day at 3 different trade shows, we believe Rook was just too powerful at low levels of play. His power level amongst experts remains to be seen, but for now these nerfs will help the game for beginners. They are all slight and he is likely still very strong at low skill levels.

--Thunderclap (back+A) effects updated
--Ground super now has new visual effects.
--Air super now has birds around the victim’s head when they are dizzy.
--Yomi counter visual effects updated.
--All of Rook’s moves now have new sound effects.

--New visual effects for ground C rainbow.
--New visual effects for Three Colors (B,B,B) with cyan, magenta, yellow trails.
--New visual effects for air super disc.
--Most of Valerie’s moves now have new sound effects.

--During her air super, Setsuki now flails around trying to parry, rather than sitting frozen in the air while trying to parry.
--During her air super, the log that appears now falls all the way to the ground before disappearing, rather than disappearing when it hits, because it often hits instantly so you couldn’t see what happened.

--Can no longer cancel normals to Time Stop super. Too much of his gameplay was centering around this. He could reliably poke for 3 damage with a fast, long range move and that’s not what he’s supposed to be about.
--Several of Geiger’s moves have new sound effects.

--Air C ghost is just slightly faster and travels at a slightly different angle that results in a bit more range.
--Fixed ghost's animation stopping completely for half a second at the end of her C attacks, she should now smoothly animate in place during that delay before she returns to DeGrey.
--Fixed several problems where the ghost could get stuck facing backwards, or in a wrong animation as she follows DeGrey.
--Fixed a bug where the ghost would flicker briefly between active and cooldown states when she should just be in the cooldown state.
--Ghost now has a turn around animation (left to right and right to left) rather than instantly popping left/right.
--Ghost now has cel-shading that matches the art style of the rest of the game.

--Updated walk animations with a bit more polish
--New animations for B flying kick on the ground and in the air.
--New throw animations for normal throw.
--New animations for parry attempt and successful parry strike (C button).
--New animation for “empowered throw” (the throw he can do after a successful parry).
--New animation for yomi counter.
--New animation for jump neutral A. The animation has a higher hitting zone than the old one, and stays out longer. Just like before, this move can be steered forward or back after you jump straight up, making it good to maneuver over enemy projectiles.
--New animation for jump forward/back A.
--New animation for jump C.
--Fixed issues where his skin was poking through his clothes during some moves.
--New animations for transforming into a Dragon (super), both ground and air versions.
--Using super to turn into Dragon Form makes the meter turn directly from purple to green, rather than emptying then quickly filling to green. No gameplay change, but it looks much better.
--While in Dragon Form, the green super meter is now sparkly rather than solid green.


--Clock tower stage has many more background objects that have been modeled and textured for real.
--Clock tower now has animated gears and weights in the background, showing the clock’s machinery in action!


--Character select. The character select screen used in training mode and local versus mode has been overhauled to a completely new version.
--It now labels characters as zoner / rushdown / grappler / wildcard.
--It has much more sophisticated handling of mouseover states. Mousing over a character flashes the background of that selection box with red or blue depending on which player will get that character if you mouse click.
--The visual display of the red and blue character select boxes is much more sophisticated. A flashing box means you are still able to move the box around and a solid one means it’s locked in. When both boxes are on the same character, it creates a 4-split where the red part is flashing or solid based on if the red player has locked in the character or not, and same for the blue player.
--The screen now has shortcuts to move list and button config.
--The character names and “vs” that appear after locking in characters are now all using flat colors rather than the fancier text effects from before, so that it all matches the rest of the UI better.

--The options screen has been totally redesigned. It’s much more professional looking now and has better organization of the various kinds of options.
--The training mode options now have a new character-specific entry for Lum’s items. You can set it to make him throw a particular item always (in training mode) to test things.


--Try not losing a round in arcade mode.
--Fixed a bug that made the training mode dummy perform reversal actions 1 frame too late after getup / blockstun.
--Fixed a bug that caused CPU opponents to never block attacks as they got up from knockdowns. Bonus: they can block meaty projectiles extra-hard. Also a bit of character-specific reversal logic.
--Fixed timer-related bugs that caused the game timer to start counting down before the round even started, and keep counting down after the end of the round.
--Fixed the blue round win icons accidentally being too low resolution before.
--Added Global Jump Dust puffs (like Grave’s) to all character’s jumps
--Added Rook’s B dust puff to Setsuki Ground C, Valerie Ground C and Midori Ground B
--Added Jaina’s bA dust puff to Midori’s fA and Lum Ground B (in reverse)
--The rematch menu at the end of a local versus game no longer shows help text for “back”.


This build is now updated to v8735 (from 8724).

--Player 2's button config using keyboard was accidentally broken in v8724, now fixed.
--Fixed a bug where the keyboard left arrow would activate "apply" on the video settings screen for no reason.
--Fixed the main menu character getting stuck in a loaded state, when we start a character load in 1P char-select then go to gameplay before that character's assets finish loading.
--Geiger's Time Spiral (B) fast and slow versions both have new sound effects.
--Geiger and Rook have different sound effects when landing from a jump.

Game Update: February 2017

A new build of Fantasy Strike is available to our patrons on Patreon.

This month we've addressed a major bug, we have the beginnings of a new stage, and have a whole new set of training mode options and UI. We also have more visual effects, sound effects, and some minor gameplay tuning.


Fixed a horrible issue on Windows that triggered at seemingly random times, causing music to sound distorted (as if you had too weak of a CPU to play it) and that caused sound effects to sound like they were playing multiple times on top of each other. This is not a bug in our game specifically, but rather a bug in the Unity engine that is used by many games. Although Unity has not yet fixed this bug, we have a workaround we’re using for now. For Windows users, this is probably the most important thing in our entire update.


Our characters are now loaded when they are needed, rather than ALL at the same time on game launch. It’s possible you will see faster loading times between launching the game and seeing the main menu, though it might have been so fast before that you don’t notice the speed increase. Much more noticeable is the way characters load on the character select screen. Now, you can move the selection box around instantly. Before, when you tried to move it, it would not actually move until the game was able to draw the next 3D character on the screen. Now that the characters load “asynchronously”, the selection box moves right away and the 3D character will appear as soon as it can without interrupting your inputs of moving the character select box. It feels more responsive now.


New Stage: Clock Tower. The stage is now blocked out in an early form. Many textures and effects missing, but it shows which objects go where.

The Tavern stage received a shipment of new curtains with better modeling than the old curtains.


When you pause the game in training mode, you now get a completely new menu. This menu has 3 tabs: basics, dummy settings, and character-specific settings. This new pause menu really helps UI-wise in that it pulls in some settings that we previously hid away in the debug menu. You can now turn yomi counters on/off and counter-hits from normal to always-on-first-hit right in the pause menu. We have also implemented several new training mode functions in the new menu. For example, you can now make the dummy jump. You can make it always block, or only block after getting hit once (to show if you were too slow to combo your second hit).

The training menu also now has options for making the dummy do either a reversal move or a throw right after it leaves blockstun, and also right after it gets up from a knockdown. This is helpful in testing lots of things to see if they are safe or not. Note that some characters such as Setsuki and Midori do not have true (invulnerable) reversals, so they do the fastest move they can.


At the end of a local versus game, the rematch menu has updated graphics. It now matches the UI style of the rest of the game and has proper button highlights that work with mouseovers and with controller input. The functionality is the same great functionality as before, where either player can choose to change character or quit the match, or both players can choose "rematch" in order to play again instantly, with no loading.


--Sword attack now has a new huge visual effect
--Sword attack has a new big hispark instead of old, incorrect hitspark.
--New visual effects for all Grave’s many projectiles (normal, big, and electric-during-wind versions). The new look better fits our overall art style.
--New impact effects for when Grave’s projectiles hit an opponent.
--Fixed a bug that made it possible for Grave’s wind sound effects to play if he got hit out of the move and no wind occurred.

--White clothes a bit less shadowy
--New sound effects for hitting with C attack Dragonheart, yomi counter, and ground super.
--Removed the illuminating effect Jaina’s flame arrows had on characters. They do not work with our cel-shaded style.

--Air super replaced with a new move. Rook now does a headbutt in the air, then falls straight down. If the headbutt hits in the first 2 frames, it dizzies the opponent (in a cutscene) and Rook throws them for 1 extra damage.
--Updated hit effect on back+A (thunderclap) and B (armor punch).
--Fixed a bug on B (armor punch) where if he was hit out of it, he wouldn’t leap into the air but the dust effects for him leaping would still happen.
--Updated rook yomi counter effects and hitsparks
--New hit effect for Rook air C when it’s a direct opponent hit, hitspark directed down
--New visual effects for trails behind C throw

--Inside of dress is now darker / more shadowy.
--New main menu animation.
--Valerie now blinks during her main menu and character select animations. Also, the resting state of her eyes is no longer maximum-wide-open.
--Valerie’s eyes are now closed during knockdowns.
--Valerie now blinks occasionally during her standing idle animation.

--The teleport throw (hold B) no longer has old, incorrect hitsparks.
--Setsuki has numerous new sound effects for almost all her moves.
--Setsuki now blinks during her main menu and character select animations. Also, the resting state of her eyes is no longer maximum-wide-open.
--Setsuki’s eyes are now closed during knockdowns.
--Setsuki now blinks occasionally during her standing idle animation.

--Air B now has a fixed duration instead of variable duration that depended on how long you held down the button.
--Adjusted colors of costume 6.
--Yomi counter animation is now about 20% shorter, and the kick at the end is a bit more powerful looking.

--Air super’s minimum height is slightly higher now. (Still pretty low though, and similar to other characters.)
--Fixed ghost grabbing an airborne victim not resetting the air juggle count when the victim goes back to neutral, so their next launcher would launch them lower from the juggle count persisting.
--The ghost’s animation now pauses during Geiger’s Time Stop super.
--The ghost now has a new animation when DeGrey loses.
--During DeGrey’s yomi counter, the ghost’s animation has been adjusted. No longer disappears instantly near the beginning; no longer wrongly shows the ghost at top right of the screen at the end.
--The bottom part of the ghost now appears faded away, for more ghostlieness 

--New move: flurry punches. When you press A (chop) or forward+A (two-hit strike) you can press A again to cancel to a flurry of punches that do a total of 1 extra damage. During the flurry of punches, you can press A again to do another flurry, but there is a delay between flurries so that they do not combo into each other.
--New animations for standing idle, walk back/forward, jump back/up/forward, A, forward+A, and back+A.
--New main menu animation.
--New character select animations.
--When you enter Dragon Form, your super meter now becomes green and counts down--rather than up--to show how much time you have left in this form.
--Fixed a bug where if Midori has his empowered throw buff, then gets dragon form, then returns to human form, he will still be empowered but the visual for his buff doesn’t display.


--Fixed a bug that sometimes caused the keyboard escape key to do nothing sometimes rather than bring up the pause menu as it should. This happened more often when running at high framerates with vsync off.
--Fixed a bug that sometimes caused pressing “start” (aka “options”) on controllers such as PS4 to bring up the pause menu during gameplay, then instantly dismiss it.
--Fixed a bug where hitting a falling victim on the one frame they touch the ground could re-stand them, allowing you to continue the combo when you shouldn’t be able to.
--Fixed a bug where some moves showed incorrect frame data in training mode if you get a counter-hit, such as DeGrey’s B->A punch.
--The mouse cursor now disappears during gameplay if it hasn’t been used recently.

New mouse cursor behavior:
• On initial launch and on pause, cursor is visible in mouse mode, hidden in gamepad mode.
• In mouse mode, cursor is always visible in menus. Toggling mouse mode on immediately makes cursor visible.
• In gamepad mode, cursor disappears after a couple seconds of inactivity.
• On gameplay start and unpause, cursor is hidden (in both input modes).
• During gameplay, cursor disappears after a couple seconds of inactivity (in both input modes).

Game Update: January 2017

A new build of Fantasy Strike is available to our patrons on Patreon. v7845

This is a major graphical update for Fantasy Strike. We’ve focused on production values and polish across the board. The highlights are:

  • New anime style rendering for all characters.
  • All hitsparks and blocksparks updated to look much better. Knockdown puffs of dust too.
  • All text that appears in game has a new graphic style (Round 1 Fight, 3 Damage, KO, etc).
  • The timing of events when you get a KO is much more satisfying now.
  • DeGrey went from all placeholder animations to all real animations
  • All of Grave’s placeholder sound effects have been replaced with real sound effects.


All characters have a new anime graphic style, which is fitting given their history of 2D art in card game such as Yomi. This is not simply a default cel shader we flipped on. We’ve created our own shaders and developed tech that allows us precise control over the shading of every part of a character as well as where lines get drawn and where they don’t, and what color those lines are. We’ve meticulously gone over every part of every character and hand tweaked the anime look. This includes every costume color of every character, all of which have been updated to work well with the new look.

Special thanks to the team behind Guilty Gear. They set an amazing example with high quality cel shading, and shared their best practices about how they did it at the Game Developer’s Conference here.

The tech we’re using is very much like theirs. We also think Guilty Gear is an excellently designed fighting game overall (though on the opposite end of complexity as Fantasy Strike), and we encourage you to support them too!

In addition to all the cel shading tech, we’ve implemented additional shading and lighting on our characters. Characters now cast subtle shadows on themselves in the right places. We’ve found that combining the anime style look with advanced lighting and shadow tech creates an exciting look!

More images of the game are here.


Our hitsparks went from wimpy and questionable in style, to big, bold, bright, and glowy. You can see them everywhere throughout the game. They are also directional, meaning the spew off in the direction of the attack that caused them. If you get wall bounced, there’s an enormous new spark there too.

Blocking a move now causes a big blue circular block spark. This makes it really clear when a block has happened.

We’ve also implemented new visual effects for knockdowns. There are are two kinds of effects for that now. When your character hits the ground, you get one version of dust puffs on the ground if you will not bounce and a different, bigger and fancier version if you will bounce.


When you hit with a super, there is now an exciting orange energy explosion. For some supers it's a starburst patter, others have vertical or horizontal lines, and some have a tube of energy, all depending on the motion of the super. This intentionally does not appear for supers that have their hits during gameplay (as opposed to cinematics) such as Jaina / Valerie / Geiger's air supers.


--New text for everything that appears during gameplay. This includes Round 1 Fight, 3 Hit Combo, Perfect, KO, etc.
--There are now transition animations for this text. Round 1 have the word and number slide in from opposite sides of the screen. It also flashes and squashes as it disappears. Same with the new KO text.
--When you land the finishing blow of a round, several things are now different. It now says “KO” in both text and voice, there is now a sound effect accompanying the last hit, and there is now a long pause to emphasize that last hit and make it feel satisfying. When you land the finishing hit in the final round of a game, the pause is a little bit longer.
--You can no longer start moving around while it says “fight” on the screen at the start of each round. Gameplay now starts after “fight” disappears.


All sound and music volumes normalized. This fixed two problems. First, almost every sound in our game was WAY too loud before. This made our sound and music volume sliders annoying to use because you probably had to keep both at like 5%. Second, some of our sound effects were much louder than others for no particular reason. Even though most sounds are still placeholder, this update to get everything at a reasonable loudness level puts us in a good position to work on new sound effects.

Also, we replaced ALL of Grave’s sound effects with new sounds. They were all placeholder before, but we’ve begun work on sound design now. [Edit: Grave’s yomi counter sounds are still placeholder.] Jaina also has a several new sounds.


If you have a controller plugged in, you can press any two buttons to activate it in our game. When you do, a new overlay comes up asking you to map every button to a PS4 button (the d-pad directions, X, Square, Triangle, etc). You can also map your buttons in this way by going to button config, then to the “other controls” pane and then “controller setup”. In the future, we will auto-detect your controller and set all this stuff for you, so at that point you’d only ever use “controller setup” if you’re using a controller we can’t detect.

Before, when you used a PS4 controller and set your buttons to various game functions just as jump, attack, super, etc, our game would call the buttons you pressed things like “Button1” and “Button2”. Now, when you press the square button (for example), our game shows the icon for the square button. (We will eventually support Xbox buttons in this same way.)

We’ve also fixed a few bugs with the workings of the button config stuff behind the scenes, so if you had any trouble getting controller to work, please try again in this build.


--Snow stage. New buildings in the background.
--Tavern stage. Numerous elements of this stage have been re-modeled and re-textured in an effort to hit the right art style. Also, the lighting has been adjusted to be more visually pleasing. We have plans for even more aesthetically pleasing lights in a future build, which will require us to implement a bit more lighting tech first.
--Training stage. There is a new, different looking training stage with a circular dragon logo on the back wall. In this build, Setsuki's stage is currently set as the new training stage. Most other characters' stages are set to the old training stage. The new training stage looks better, but might have slower framerate? Please report differences in framerate between the training stage with dragon logo and without. (We plan to eventually not even have a training stage; its existence is just to help us during development.)
--New thumbnail images for stage select.


--Training mode now starts immediately rather than saying “Round 1, Fight” at the start.
--Fixed a bug that made some cinematic cameras, such as the super startup camera angle for Valerie and Setsuki’s supers, destroy projectiles because they were “out of camera view”.
--Fixed a bug that made ground bounces bounce too high (and look bad) on their second bounce. This was especially visible when hitting people with Rook’s air super or counter-hitting jumping opponents with DeGrey’s jump forward A.


--Complete overhaul of his sound effects; they’re ALL new.
--Air super damage 1 -> 2.
--Sword attack is now invulnerable to throws during startup (it was already invulnerable to strikes during startup).

--Dragonheart (C attack) is now invulnerable to throws during startup (it was already invulnerable to strikes during startup).
--The hitspark from Jaina’s air C shot now travels diagonally down when it hits the opponent, rather than horizontally. Also, this hitspark now appears in front of the victim rather than behind them.
--New sound effects for all Jaina's A button attacks, her throw, and her ground C attack.

--Fixed a bug that made the hitsparks of his thunderclap (back+A) appear behind him instead of in front of his hands. (Also, entirely new, huge hitspark for this move.)
--Updated Rook's f+A kick dust effect.
--New visual effects for neutral B attack.
--New visual effects when air C earthquake hits the ground.

--Cloth physics on her dress greatly improved. Better at not clipping through her body all the time. Better at not bunching up into a glitchy state where it’s clipping through itself. 

--Ground super has a slightly taller hitbox so that it combos better after B teleport kick.
--Fixed a bug that made her regular air B kunai give too much hitstun. Now gives the same (lesser) amount as her air back+B kunai.
--The hitspark from her air B kunai now travels diagonally down when it hits the opponent, rather than horizontally.
--Setsuki's special throw with C can no longer be yomi countered. Now you can jump out of it. It still throws opponents in the air, but not opponents who are just taking off. This, along with the change to Midori's Dragon's similar move means that the universal rule for yomi counters is now simply "yomi counters work against NORMAL throws (not special throws)."

--See note immediately above about Setsuki's C throw. Midori's air C throw while in Dragon Form now has the same new property that opponents cannot yomi counter it, but they can jump out.

--All animations have been replaced. This includes all attacks, throws, yomi counter, supers, hit reactions, block reactions, knockdowns, get up, jumps, idle, walk, and menu animations.
--The workings of DeGrey's ghost are now fully implemented; she is on screen all the time and follows DeGrey around. She is lit up when she’s available to do her moves and dimmed when she’s on cooldown.
--The ghost now starts her descent from air C wherever she happened to be when you press the button, rather than from DeGrey's position. This allows for more setups. You can intentionally get far from her by using air B, then jump again and air C to have her attack farther away from you than usual.
--The air C and ground C moves now share the same cooldown for the ghost, but the cooldown is much shorter for air C than for ground C.
--When the ghost hits, it now counts as a hit in the combo counter.
--In training mode, if you have “counterhits in training mode: on” set, the opponent will no longer be counterhit if they are already being grabbed by the ghost. (Fyi, “counterhits in training mode: on” will be renamed to be more clear later. What it actually means is that the first hit of your combo counterhits, but not later hits of a combo.)
--DeGrey’s f+A kick works differently now and bounces air opponents, allowing him to combo a pilebunker after, even without getting a counterhit on the f+A.
--When DeGrey’s air B counter-hits a grounded opponent, they no longer get knocked down. This allows counter-hit air B to combo to A,A in just the same way that non-counter-hit air B already comboed to A,A.
--DeGrey can now do A,A even on whiff. (The second A will come out even if the first A whiffed.)
--Air super starts traveling 5 frames earlier than before. This is important because this move does 3 damage if you counter-hit, so traveling forward sooner makes getting a counterhit easier.

Game Update: December 2016

A new build of Fantasy Strike is available to our patrons on Patreon.

EDIT: now version v7361. (Was version v7350. See note at the end.)

This month we cleaned up a lot of our current content. Setsuki has a new character model that is much higher quality and matches her Yomi art better. (The fixes to the modeling of her shirt are especially improved.) Several characters had their placeholder hit reaction animations replaced, so they don’t slide and pop in glitchy ways when they get hit. We have new visual effects on more of Jaina’s moves as well as a new tech for exaggerating limbs on Rook. Midori’s Dojo stage looks even better now that it has more highlights and contrast as well as some effects. There are a few balance changes, the most fun of which is Setsuki’s ability to cancel her teleport kick (B button) with a super. Also try out Grave’s new, faster sword attack.

Here's old and new Setsuki:

And the old Midori's Dojo stage followed by the new one:


PlayStation 4
--We put in a lot of work making the game run properly on PlayStation 4, for the PlayStation Experience trade show. It generally ran well and maintained 60fps during the 19 hours of play at our booth. That said, we did experience some jittery framerate and sudden frame skips after it had been running a while, so we had to restart the build every so often to get back to non-jittery framerate.
--After the show, we investigated the problem and found a memory leak that our game has probably had for a long time (on all platforms). We have now fixed this. We hope this allows the game to stay solid feeling even after hours of play. (But it needs more testing.)

--Air super has new animation.
--All of Grave’s hit reactions are now animated for real.
--Fixed a bug that made Grave’s big fireball during wind play a successful-hit sound even when it didn’t hit.
--Grave’s sword (C button) is now 5 frames faster.
--Grave’s projectile (B button) no longer knocks down.

--On the local versus and training mode character select screen, she now has fire effects on her bow and arrow.
--After firing a level 1, 2, or 3 arrow, her feet no longer slide around during recovery.
--Jaina’s fire arrows have new visual effects when they impact the opponent. This is for the level 1 ground arrow as well as the air B, C, and super arrows.
--When Jaina causes the victim’s body to be on fire, they effects are all new. This happens when she hits with a level 2 or level 3 arrow with the B button, or her Dragonheart C attack, or her ground super.
--New visual effects when the fire arrows hit the ground (from air super or air C)
--Flame arrows from air super and air C now form during startup instead of instantly popping into existence.
--New fire effects during her Dragonheart (C button) attack, including fire effects on Jaina herself at the end to hint that she takes damage.
--New dust visual effects on the ground during her back+A kick.
--New dust visual effects on the ground during her f+A knee.
--All of Jaina’s hit reactions are now animated for real.
--New visual effects for her ground super, including a corkscrew of fire and a fire dragon.

--Valerie f+A hitbox now extends into her body. This fixes a problem where she could get a “meaty attack” mid combo after air B because the first part of the f+A would whiff.
--Fixed an animation problem when she gets up from a knockdown. Before, when she appeared to be fully standing up, there were still many more frames of this pose that didn’t count as “fully standing up,” which made it very hard to time your attack to hit her right as she got up.

--All of Rook’s hit reactions are now animated for real. This is a bigger improvement than for other characters because Rook’s placeholder animations had several technical problems where his body scrunched up or collapsed in on itself. His new hit reactions are animated just for him and make more sense for his size and weight.
--Improved his turn around animation (for example, from when someone jumps over him.)
--Rook’s air B now has a new animation where he spins around with his vines extended.
--New visual effects for Rook’s air B
--Thunderclap (back+A) no longer has a hitting zone above rook’s arms and head, so that the hitbox better matches the animation.
--Kick (forward+A) no longer has the hitboxes extending slightly beyond the tip of his foot (very small change).
--Rook’s ground super has way less range now. That said, the range is still really far (farther than his already very far normal throw). We think he probably doesn’t need that anymore as he has enough tools to get in, and a fast 3 damage throw that can’t be yomi countered is good even when it’s only “really far” rather than “3/4ths of the screen”. Also, the startup is slightly faster now, only 1 frame startup.
--Air C now has the statue tilted to the side a bit. (No gameplay change.)
--New dust effects on his kick (forward+A)
--New tech: we can now scale parts of characters during moves to exaggerate attacks. This is currently used by Rook’s b+A, A, f+A, and B attacks. Do you like it? (No gameplay change.)

--Setsuki has a new character model. It fixes several technical and aesthetic problems of the previous version and better matches her Yomi art now.
--Adjusted all of Setsuki’s costume colors.
--All of Setsuki’s hit reactions are now animated for real.
--Fixed a bug that caused A-button kick done in neutral state to fail to combo to super if the super input used A+B (rather than the dedicated super button).
--Setsuki’s teleport kick (B button) now has bigger hitboxes so it can better hit jumpers.
--Setsuki’s teleport kick (B button) can now be cancelled into her super. If the kick hits, this allows her to combo into the super. If the kick was blocked, doing the super allows her to potentially be safe from retaliation.
--Setsuki’s slide (back+A) gives a couple more frames of hitstun and blockstun. It’s now barely possible to combo into f+A double palm. On counterhit, this is much easier so counterhit slide, f+A, super is possible as a combo.

--Fixed Geiger low punch (neutral A) causing the wrong hit reaction. It used to trigger a heavier hit reaction animation than intended. This doesn’t change frame stats.
--All of Geiger’s hit reactions are now animated for real.
--New main menu idle animation.

--Air super can be done much lower to the ground now.
--Pilebunker (B, then B again) now uses our new character scaling tech to make DeGrey’s fist bigger during this move. (No gameplay change.)

--Doing a yomi counter while in dragon form now resets your dragon form meter so that you can stay in dragon from longer, rather than instantly leaving dragon form. It was always supposed to do this.

--Snow stage. Fixed a lighting issue on this stage that was slightly hurting the framerate.
--Dojo stage. New sunlight effects, dust-in-sunlight effects, and falling leaves.
--Dojo stage. More shading on the rocks. Better use of highlight / shading on the building. Highlights on on the grass too. Slight adjustments to the waterfall.

--Fixed bug where finishing a game of local versus would show the rematch menus partially off screen on resolutions larger than 1080p.
--Fixed a bug that accidentally removed the “crossup” message during gameplay in the last build.
--The keyboard buttons shown for each move in the move list are now your currently set buttons, rather than always the default buttons.
--Training mode now displays “S” rather than “AB” when you input a super.
--Fixed a bug that triggered if you landed a killing blow just as the timer hit zero. No longer causes the following round to end instantly(!).


We have done an emergency from version v7350 to v7361. The purpose of the update is to fix a bug that the grass on Midori's Dojo stage appear as large black rectangles on some computers. Please download new builds at the patreon link at the top of this post.

Though the black grass fix is the reason for the update, there also happen to be these changes too:

--Geiger Main menu animation changed so that he doesn't put his hands in his pockets.
--Removed the empty stage from the game (not the training stage, but the completely empty gray stage.)
--Fixed a bug that made Rook’s "blob shadow" way too small.
--Fixed bug where blob shadows weren’t correctly mirrored on p1 / p2 sides.
--Jaina's character select screen arrow rotated so the arrow's dragon head looks better.
--Fixed a bug when selecting Jaina, after she shoots her arrow when you confirm your selection of her, her next arrow instantly appeared instead of forming over time.
--Fixed big hands/feet being stuck big bug (e.g. when hit out of DeGrey’s pile bunker)
--Fixed rotation of Rook Air C on hit/block
--Fixed Rook’s Ground super reaction causing opponent to have and opened mouth after the super.