NEW CHARACTER: ARGAGARG -- Fantasy Strike Update: January 2018
Argagarg is a water shaman and pacifist wise-fish. In gameplay, he’s a zoner and keep-away character. We won’t be able to create a video about him for quite a while, so we figured you’re rather be able to play him now than wait for that. Here are some tips about him: Normal Attacks --His back+A is a long-range anti-air attack. It has kind of low priority, but it’s still a good tool. If it counterhits a jumper, he can even combo to his long-ranged f+A punch. --Neutral A is a,fast anti-air attack with a good hitbox. It can cancel to specials on hit or block. --His forward+A is a long ranged punch. It can cancel to specials on hit or block. --Jump A is a long range diagonal attack. On hit or block, you can cancel it to air C. Special Attacks --The B button spits a blue fish (made of water) that does no damage, but on hit will stun long enough that usually he can hit with forward+A. --Hold the B button down to get a poison fish. This will travel through all enemy projectiles and not get destroyed (!) and it’s unblockable(!). It deals no immediate damage, but it poisons 2 of the opponent’s hit points. After a few seconds, they will lose 1 of those hit points, then after a few more, they will lose the other. You CAN stack this to poison 4 or 6 hit points, etc. If the opponent hits Argagarg while they are poisoned, they become cured of poison. --C rushing river pushes the opponent away. During the river, you can press C again to summon an orange fish that hits for 1 damage. You can hold back / neutral / forward + C to get three different versions of that fish. You CAN do this move even if you’re doing another move, or in blockstun! --Jump B is a pretty fast diagonally downward drill attack. --Jump C is a bubble that lets Argagarg float forward or back. During the bubble, press C again to pop it for an attack. Super Attacks --Ground super is Bubble Shield. When the shield is on him, if you block a strike, the bubble automatically pops and can hit. Also, if the bubble is on you then doing jump C -> C will pop the air bubble with a faster, better hitbox. --Air super is Giant Fish. Summons a huge fish that flies at the opponent and keeps them away, great for using when they are already poisoned. Argagarg is one of the most difficult characters to play, not because he is physically hard to control, but because the power of his keepaway increases massively if you are good enough to actually keep them away until poison damage has a chance to tick. In other words “half” keeping them away isn’t half as good as fully keeping them away, it’s much worse than that. Enjoy! He is our last new character for the foreseeable future. More new characters are entirely gated on our ability to pay for more development, so please help grow the community and then we’ll be happy to make more characters after launch.
Deep in the forest, the Fox’s Den is a hidden ninja dojo where Setsuki trains. The school even has a semi-invisibility field, making it harder to find.
--The performance during gameplay any time the camera moves away from the default side view has been massively improved. For example, when the camera moves during a yomi counter or a super. This used to drop framerate by about 50%(!), but will now drop framerate by very little, if any. --Performance during menus (including character select) has been significantly improved (finally!). --Reduced memory usage of all sounds in the game. --Added new video option for turning fullscreen antialiasing on. Leaving it off is fine, as it's only a minor visual improvement (that costs like 10-12fps possibly), but if you have a great computer then try it.
--All walk speeds have been increased a lot (25%). --There are new macros of jump+A as well as A+B for throw, and B+C for super. Also, the slop factor on these has been reduced so you don't get them accidentally as much as the old A+B command. This means that using default controls on a PS4 controller, for example, lets you use the left two face buttons for throw and the right two face buttons for super (you can still use the trigger buttons for throw and super if you want). Also, on a joystick, it means that your top row of buttons can be A, B, C and A+B = throw ; B+C = super.
JAINA --Fixed Jaina's ground super not triggering its cinematic when it hits the opponent in the very last frame of its final hit. (oops!) VALERIE --Last month we had to remove her hair’s ability to animate, for technical reasons. This month, her hair now moves and bounces again. This movement now looks better than before, does not glitch out on lower graphics settings, and no longer clips through her body. The part where it no longer clips through her body is the kind of thing that is one line in patch notes for you, but the end of a months-long struggle for us. SETSUKI --C -> C has 3f more landing recovery. --Holding C causes the throw attempt to lock in a few frames earlier, so that you can’t hold C then way late into the move still be able to air super. --Blockstun reduced on the first hit of B and hold B. (If she does the throw option, now Lum can block the first hit and hit back with neutral A.) --The window to choose between hold B (throw) and B (kick) is 6f shorter than before. So you can’t enter the throw command then change to the kick at the last moment. GEIGER --Jump A has slightly worse priority at the tip of the foot. --Delayed Time Spiral (hold B) has 4f more recovery, and travels faster once it starts moving. This is not for the sake of nerfing or buffing the move, but rather to interact reasonably with his new faster walk speed. MIDORI --Midori A,A flurry attack is safer, so that it’s not unsafe on hit against Rook most of the time. --Fixed a bug with air B kick that would cause Midori to hover just above the ground for one second if the move was done late in a jump, just before landing. LUM --Ground super now returns to gameplay cam almost instantly instead of over a period of 20 frames, so that it no longer allows the opponent to do moves off-camera. --Fixed a bug that appeared last month in Lum’s super that caused the startup to be vulnerable one frame too early. It’s now back to being vulnerable starting on the same frame that it can hit, rather than one frame before that. (In fighting game slang, it’s back to being a “bad reversal” rather than “not a reversal”.) --Fixed a bug when the opponent did an attack that touched one of Lum’s dice and also Lum himself. Before, such a hit would hit Lum, but deal 0 damage to him. Now, it deals damage as expected.
--In arcade mode, the ladder screen between fights has new sounds. --When you’re in arcade mode, then play an online game and return to arcade mode, you now return with the same costume color you had before. --Fixed a bug that randomly changed the music levels over the course of a session. --Fixed a bug on the score screen after online matches that made the top of the screen black. --Fixed a bug during the first frame of all super flashes. When an opponent’s super flash begins, if you input a move during the first 8 frames, you should be forced to do that move as gameplay resumes. This was true for frames 2 - 8 of the flash but was accidentally not true for frame 1. --Added flag icons to the language settings dropdown menu, so it’s easier to tell the languages apart. --Created a workaround for the very annoying bug in the Unity game engine that triggers when you’re in fullscreen mode, then alt-tab to another program, then return to our game. Before, this would secretly, silently set the game to your monitor’s native resolution, which could be massively too high to get good framerate. Now, you will return to the game at the same resolution that you left it.
[ 2018-01-19 05:08:58 CET ] [ Original post ]
This update to Fantasy Strike is live right now.
This is a big update because it has a NEW CHARACTER, a new stage, new button-macros for throw and super, faster walk speeds, and even more performance improvements. There are also several bug fixes and balance changes.
NEW CHARACTER: ARGAGARG
Argagarg is a water shaman and pacifist wise-fish. In gameplay, he’s a zoner and keep-away character. We won’t be able to create a video about him for quite a while, so we figured you’re rather be able to play him now than wait for that. Here are some tips about him: Normal Attacks --His back+A is a long-range anti-air attack. It has kind of low priority, but it’s still a good tool. If it counterhits a jumper, he can even combo to his long-ranged f+A punch. --Neutral A is a,fast anti-air attack with a good hitbox. It can cancel to specials on hit or block. --His forward+A is a long ranged punch. It can cancel to specials on hit or block. --Jump A is a long range diagonal attack. On hit or block, you can cancel it to air C. Special Attacks --The B button spits a blue fish (made of water) that does no damage, but on hit will stun long enough that usually he can hit with forward+A. --Hold the B button down to get a poison fish. This will travel through all enemy projectiles and not get destroyed (!) and it’s unblockable(!). It deals no immediate damage, but it poisons 2 of the opponent’s hit points. After a few seconds, they will lose 1 of those hit points, then after a few more, they will lose the other. You CAN stack this to poison 4 or 6 hit points, etc. If the opponent hits Argagarg while they are poisoned, they become cured of poison. --C rushing river pushes the opponent away. During the river, you can press C again to summon an orange fish that hits for 1 damage. You can hold back / neutral / forward + C to get three different versions of that fish. You CAN do this move even if you’re doing another move, or in blockstun! --Jump B is a pretty fast diagonally downward drill attack. --Jump C is a bubble that lets Argagarg float forward or back. During the bubble, press C again to pop it for an attack. Super Attacks --Ground super is Bubble Shield. When the shield is on him, if you block a strike, the bubble automatically pops and can hit. Also, if the bubble is on you then doing jump C -> C will pop the air bubble with a faster, better hitbox. --Air super is Giant Fish. Summons a huge fish that flies at the opponent and keeps them away, great for using when they are already poisoned. Argagarg is one of the most difficult characters to play, not because he is physically hard to control, but because the power of his keepaway increases massively if you are good enough to actually keep them away until poison damage has a chance to tick. In other words “half” keeping them away isn’t half as good as fully keeping them away, it’s much worse than that. Enjoy! He is our last new character for the foreseeable future. More new characters are entirely gated on our ability to pay for more development, so please help grow the community and then we’ll be happy to make more characters after launch.
NEW STAGE: FOX’S DEN
Deep in the forest, the Fox’s Den is a hidden ninja dojo where Setsuki trains. The school even has a semi-invisibility field, making it harder to find.
PERFORMANCE
--The performance during gameplay any time the camera moves away from the default side view has been massively improved. For example, when the camera moves during a yomi counter or a super. This used to drop framerate by about 50%(!), but will now drop framerate by very little, if any. --Performance during menus (including character select) has been significantly improved (finally!). --Reduced memory usage of all sounds in the game. --Added new video option for turning fullscreen antialiasing on. Leaving it off is fine, as it's only a minor visual improvement (that costs like 10-12fps possibly), but if you have a great computer then try it.
GENERAL GAMEPLAY
--All walk speeds have been increased a lot (25%). --There are new macros of jump+A as well as A+B for throw, and B+C for super. Also, the slop factor on these has been reduced so you don't get them accidentally as much as the old A+B command. This means that using default controls on a PS4 controller, for example, lets you use the left two face buttons for throw and the right two face buttons for super (you can still use the trigger buttons for throw and super if you want). Also, on a joystick, it means that your top row of buttons can be A, B, C and A+B = throw ; B+C = super.
CHARACTERS
JAINA --Fixed Jaina's ground super not triggering its cinematic when it hits the opponent in the very last frame of its final hit. (oops!) VALERIE --Last month we had to remove her hair’s ability to animate, for technical reasons. This month, her hair now moves and bounces again. This movement now looks better than before, does not glitch out on lower graphics settings, and no longer clips through her body. The part where it no longer clips through her body is the kind of thing that is one line in patch notes for you, but the end of a months-long struggle for us. SETSUKI --C -> C has 3f more landing recovery. --Holding C causes the throw attempt to lock in a few frames earlier, so that you can’t hold C then way late into the move still be able to air super. --Blockstun reduced on the first hit of B and hold B. (If she does the throw option, now Lum can block the first hit and hit back with neutral A.) --The window to choose between hold B (throw) and B (kick) is 6f shorter than before. So you can’t enter the throw command then change to the kick at the last moment. GEIGER --Jump A has slightly worse priority at the tip of the foot. --Delayed Time Spiral (hold B) has 4f more recovery, and travels faster once it starts moving. This is not for the sake of nerfing or buffing the move, but rather to interact reasonably with his new faster walk speed. MIDORI --Midori A,A flurry attack is safer, so that it’s not unsafe on hit against Rook most of the time. --Fixed a bug with air B kick that would cause Midori to hover just above the ground for one second if the move was done late in a jump, just before landing. LUM --Ground super now returns to gameplay cam almost instantly instead of over a period of 20 frames, so that it no longer allows the opponent to do moves off-camera. --Fixed a bug that appeared last month in Lum’s super that caused the startup to be vulnerable one frame too early. It’s now back to being vulnerable starting on the same frame that it can hit, rather than one frame before that. (In fighting game slang, it’s back to being a “bad reversal” rather than “not a reversal”.) --Fixed a bug when the opponent did an attack that touched one of Lum’s dice and also Lum himself. Before, such a hit would hit Lum, but deal 0 damage to him. Now, it deals damage as expected.
MISC
--In arcade mode, the ladder screen between fights has new sounds. --When you’re in arcade mode, then play an online game and return to arcade mode, you now return with the same costume color you had before. --Fixed a bug that randomly changed the music levels over the course of a session. --Fixed a bug on the score screen after online matches that made the top of the screen black. --Fixed a bug during the first frame of all super flashes. When an opponent’s super flash begins, if you input a move during the first 8 frames, you should be forced to do that move as gameplay resumes. This was true for frames 2 - 8 of the flash but was accidentally not true for frame 1. --Added flag icons to the language settings dropdown menu, so it’s easier to tell the languages apart. --Created a workaround for the very annoying bug in the Unity game engine that triggers when you’re in fullscreen mode, then alt-tab to another program, then return to our game. Before, this would secretly, silently set the game to your monitor’s native resolution, which could be massively too high to get good framerate. Now, you will return to the game at the same resolution that you left it.
Fantasy Strike
Sirlin Games
Sirlin Games
2017-09-14
Indie Singleplayer Multiplayer EA
Game News Posts 58
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mixed
(2044 reviews)
http://www.fantasystrike.com/
https://store.steampowered.com/app/390560 
Fantasy Strike Linux [4.98 G]Fantasy Strike Windows 64 [4.97 G]
Be an archer with fiery arrows, a colorful painter, a martial arts master who can transform into a dragon, and more! Fantasy meets martial arts in this vibrant world.
- Excellent online play. We are not aware of better networking tech in any other fighting game, and we're sorry about how that sounds. Custom implementation of GGPO networking technology.
- One-click challenges, one-click spectating. To play a friend, go to your in-game friends list and click on the crossed swords by any name to challenge them. Or click on the eyeball to watch them play. That’s it!
- Online quick match. Just pick a character, click ready, and you're playing online.
- Arcade mode. With illustrated, voiced story intros and endings.
- Survival modes. How long can you last in these four sub-modes? Each is a rapid-fire series of opponents with no loading times between them. Opponents get stronger as you go and include Shadow Bosses.
- Daily Challenge. An endless survival mode that you can only play ONCE per day.
See how you do compared everyone else that day.
- Practice mode. Includes dynamic frame data and frame-step features.
- Local versus. Play standard 1v1 and also 3v3 team battle (each player picks 3 characters and plays a special best 3 out of 5 series).
- Tutorial. A quick, 5-minute tutorial teaches you the basics of how the game works.
- Spotlight Videos. Every character has their own spotlight video, a narrated tour by game director David Sirlin. Each video goes though that character's moves and what their general gameplan and strategy is about.
- Unique throw escape. To escape (normal) throws, simply let go of all your controls! You'll automatically "yomi" counter any throw attempt.
- Simple controls. All moves are done with a single button press so you can play with any controller.
If You’re New To Fighting Games
Designed to work great on keyboard, no need for a special controller. We’ve streamlined the genre to get you to the fun decision-making part as soon as possible. All moves are just a single button press, combos are easy, move lists are concise. We’ve cut the chaff to focus on the heart of the genre so we can show you why fighting games are awesome.If You’re a Veteran
This game is designed by an ex-Street Fighter dev and hardcore player for play in tournaments. Mixups, rushdown, zoning, and the grapplers seeming too powerful on day 1. It’s got all that. And you can play it with pretty much anyone in the fighting game community, no matter what other fighting game they play, because you can all reach basic competency in Fantasy Strike in minutes and start playing for real. Plus you can play with a joystick, gamepad, Guitar Hero controller, or whatever else you want.Bullet Points
- Excellent online play. We are not aware of better networking tech in any other fighting game, and we're sorry about how that sounds. Custom implementation of GGPO networking technology.
- One-click challenges, one-click spectating. To play a friend, go to your in-game friends list and click on the crossed swords by any name to challenge them. Or click on the eyeball to watch them play. That’s it!
- Online quick match. Just pick a character, click ready, and you're playing online.
- Arcade mode. With illustrated, voiced story intros and endings.
- Survival modes. How long can you last in these four sub-modes? Each is a rapid-fire series of opponents with no loading times between them. Opponents get stronger as you go and include Shadow Bosses.
- Daily Challenge. An endless survival mode that you can only play ONCE per day.
See how you do compared everyone else that day.
- Practice mode. Includes dynamic frame data and frame-step features.
- Local versus. Play standard 1v1 and also 3v3 team battle (each player picks 3 characters and plays a special best 3 out of 5 series).
- Tutorial. A quick, 5-minute tutorial teaches you the basics of how the game works.
- Spotlight Videos. Every character has their own spotlight video, a narrated tour by game director David Sirlin. Each video goes though that character's moves and what their general gameplan and strategy is about.
- Unique throw escape. To escape (normal) throws, simply let go of all your controls! You'll automatically "yomi" counter any throw attempt.
- Simple controls. All moves are done with a single button press so you can play with any controller.
MINIMAL SETUP
- OS: Ubuntu 12.04 and newer
- Processor: Intel Core i5-4302Y @ 1.6GHz. Celeron G1840 @ 2.8 GHz / AMD Athlon II X3Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: GeForce GT 555M. 9800 GTX / Radeon R7. HD 8500
- Storage: 6 GB available space
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