This update to Fantasy Strike is live right now. This month, we updated Geiger, DeGrey, Midori (Human and Dragon Form), Lum, and Argagarg to our new hitbox system. This was a huge amount of effort, though from your point of view, it will have a mostly intangible effect of making hits with those characters feel a little more solid. Various edge cases where moves missed when they shouldnt (or vice versa) have been fixed and the hitboxes are generally more precise. We also reset online ranks for a new season (as a test of seasons), and we focused on fixing a lot of bugs, especially issues that affected online play.
CHARACTERS
GRAVE --Neutral A knifehand attack was accidentally changed from 8/8/8 frame stats to 7/6/7 frame stas for no reason last patch. Now reverted to the correct 8/8/8 speed. ROOK --Thunderclaps vacuum force is no longer 2x too powerful for no reason against all air moves other than jump-straight-up. It functioned correctly vs opponents jumping straight and opponents on the ground, but opponents who had any forward or backward movement in the air got 2x the suction force accidentally. VALERIE --Valerie has a new animation for throwing Rook specifically. Rook is extra heavy, so as a bit of polish, Valerie struggles a little more when throwing him. GEIGER --During Time Stop ground super, fixed a stray single frame (after the start where the camera moves around, and just before he starts actually walking forward) where the opponents inputs were valid. The way ALL supers work is that during the cinematic for their activation, the opponents inputs are locked out for all frames EXCEPT the first 8 and the last 8. Geigers ALSO had one extra frame for no reason that didnt lock out inputs. This extra frame meant that opponents who expected the Time Stop, waited for it, then started mashing throw the entire time to throw at the end of it, would accidentally input during the single bugged frame and could end up throwing the wrong way and whiffing. Now, the only time you can realistically throw the wrong way is if you pressed throw during the FIRST eight frames, which is not a bug because that means Geiger baited you to throw at a wrong time (you didnt react to his Time Stop in that case, but rather tried to throw right as he did Time Stop). Once you see the Time Stop start, you can now react by mashing however you want, and all of it will be ignored by the game except your inputs during the last 8f of the Time Stop. --Geiger has a new animation for throwing Rook specifically. Rook is extra heavy, so as a bit of polish, Geiger struggles a little more when throwing him. DEGREY --Real hitboxes for all of DeGreys moves. Notes on that: --Air super has 2f invuln instead of 1f. Also, is higher priority. --fA has more pushback, but this is just to make it work similarly to before when it had wonky pushboxes. Also it has less throw invuln so it matches the animation better. --B->B tyrant crusher is no longer throw invulnerable. --B->C justice kicks are now throw invulnerable during the frames they are off the ground. --DeGrey has a new animation for throwing Rook specifically. Rook is extra heavy, so as a bit of polish, DeGrey struggles a little more when throwing him. --Fixed a bug with DeGrey where he could lose the ability to hit the opponent with various moves (A-A, ground C, air C) after winning a round with a counter-hit Tyrant Crusher (B->B) that causes a wall bounce. --Fixed a graphics issue that wrongly showed several dark polygons on the cape on DeGreys shoulder; it was especially visible on the character select screen. --Reworked sounds for ground super now that the ground super pauses on the parried hit before cutting to the cinematic. The sounds better support the action on-screen now. MIDORI --Real hitboxes for all of Midoris moves, both in human form and Dragon form. --While Midori is in his empowered state (glows yellow, happens after you successfully parry a strike), his walk forward no longer accidentally shows an animation of him walking backwards. Theres no functional change here, its just that the graphics showed a confusing thing before. --Midori has a new animation for throwing Rook specifically. Rook is extra heavy, so as a bit of polish, Midori struggles a little more when throwing him. LUM --Real hitboxes for all of Lums moves. --Its now possible for opponents to hit Lums (super) dice out of the air as they fly across the screen. Opponents could already hit and destroy the stationary dice, but couldnt destroy dice flying across the screen until now. We tried to set the dice this way months ago but had technical difficulties doing so, but we finally sorted it out. Its not always easy to hit the dice though because moves with low priority might end up getting hit BY the dice if you try. ARGAGARG --Real hitboxes for all of Argagargs moves. --Argagarg has a new animation for throwing Rook specifically. Rook is extra heavy, so as a bit of polish, Argagarg struggles a little more when throwing him.
ONLINE
--The first season has ended. After release, seasons will be about 3 months long, but were resetting it now as a test. Your rank is reset to the lowest possible (bronze E), but you get bonus stars based on your best rank last season. You get one bonus star for each RANK up you achieved. For example, if your best rank last season was Silver C, then youll get 7 bonus stars immediately at the start of this new season (the 7 rank ups you achieved were to Bronze D, then C, then B, then A, then Silver E, then Silver D, then Silver C). Also, the crown markers showing which survival modes you beat are reset for this new season. --Frame advantage visual effects now work correctly with rollback. In the previous version, a technical error caused them to be a little more flickery than all other types of effects. --Fixed a bug in Ranked mode which could sometimes cause a certain character wrongly appear twice on a team. --Fixed a bug that could cause some Master rank players to be the 0th best. The best possible rank is really 1st and the next best is 2nd etc. --Fixed a bug that could sometimes cause the server and your client to disagree on the results of your ranked match (e.g. the server counts it as a loss, but your screen accidentally could show a bracket screen where you won). --Fixed a bug that sometimes cause you to be matched with yourself online. --If two players are matched for a Casual or Ranked game, but they join the queue again before finishing the match, they won't try to connect to each other again immediately. It means their connection failed at some point, so they will first try to match with other players before trying again. --Fixed long FantasyTag names overlapping level / platform info on ranked team battle screen. --Expanded the online "presence" state so it's more descriptive. Before, the three possible states were "Offline", "Playing Fantasy Strike", and "In menus". Now, it says which game mode you're playing, or "In menus". --From the search results screen when trying to add a friend, clicking on one of the search results then choosing View Steam profile" for that player will now actually view their Steam profile, rather than doing nothing. --If you do not currently have an active internet connection, or if there is some problem connecting to our servers, we now mark various features with a disconnected icon if they require an internet connection. If you attempt to access an online feature while in this state, the game will try to reestablish a link to our servers, and if it cant, a popup will say that it cant connect to the server. All of this is functionally similar to before, its just more clear whats going on.
MISC
--The team battle screen before each match now animates faster, meaning a shorter duration overall. --Team Battles now correctly resolve mirror match colors. For example, if you put Grave with color 4 on your team, the opponent is now unable to put Grave with color 4 on their team. It used to wrongly allow this in some situations. --Jumps. If you initiate a jump (meaning reach the first frame of pre-jump) with a command to jump forward or back, you will now actually jump forward or back, respectively, regardless of what inputs you do during the rest of pre-jump (you used to be able to input, for example, jump forward then a couple frames later before you leave the ground, change it to jump back). In our old system, sometimes players intended jump forward, but accidentally got a jump straight up, and this should address that. --In practice mode, the frame step help text in the upper left corner of the screen now shows button help for controllers OR keyboard, depending on which mode youre in. This was accidentally disabled before for controllers, and it only showed help text for keyboard. --When characters are in a spinning-through-the-air hit react, they now have a spinning sound effect. (For example, if you hit with Degreys B-> B Tyrant Crusher when its not a counter-hit.)
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]
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.
- 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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