In this update15
Full notes
Full Duels of Fortune update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- UI and audio
- Gameplay
- Maps
- Balance
- Fixes
- Events
Duels of Fortune changes
Miko & Mira Reach For the Stars!
Duels of Fortune's newest fighter is Miko & Mira, the cosmic power couple ready to take on the world together! ...Or, at least, the other fighters on the roster.
With a teamwork-oriented fighting style that emphasizes clever positioning, movement, and setplay, Miko & Mira are a tricky, yet versatile character with a very high skill ceiling! If flying around at high speed and attacking alongside an assist character sound like fun to you, these shining stars might just be your new main! Either way, we hope you'll at least give them a try!
If they're not your cup of tea though, that's okay, because there's plenty more to enjoy in this update! Here's a quick overview of what's included:
A new fighter, Miko & Mira!
A substantial rework for Red!
3 new stage variants!
6 new costumes!
2 new Missions!
UI improvements, including a new combo counter that shows the opponent's hitstun time!
New Character tutorials for Yosei and Miko & Mira!
Balance adjustments and bug fixes!
And check out the overview trailer below for a proper look at all the new stuff!
If you're curious about all the specifics, continue reading below to see the full patch notes! We hope you enjoy what this update has to offer, and we hope you look forward to what's next!
FULL PATCH NOTES
NEW FIGHTER
Miko & Mira join the fight! When these two soulmates fight as one, not even the sky is the limit!
Costumes
Added a new costume: Astronaut Miko & Mira (Unlocked by beating Arcade Mode as Miko & Mira)
- Added a new costumeClassic Miko & Mira (Unlocked by beating the new Mission "Light Up the Night")
Music
Added a new music track: Sparks and Stardust (Miko & Mira's Theme)
User Interface
Updated the appearance of the combo counter
The combo counter now includes a small bar which represents the opponent's hitstun time. The bar turns yellow once hitstun decay starts to kick in, and will turn redder as the decay increases
This change should help improve clarity of hitstun mechanics and make it more obvious when a combo is about to end
Burst
Blast Burst can now only be used when the opponent is in hitstun or blockstun
This means it can no longer be used to make whiffed attacks safe, or simply to throw out a large, invincible attack in neutral, as these were noted as prominent balance issues
Fixed an issue where it was not possible to perform a Burst while dashing, with the Burst meter even being consumed in some cases
Projectiles
Multi-hitting projectiles will no longer be destroyed when interacting with an armoured opponent, allowing them to potentially break the armour with enough hits
Fixed an issue where Super projectiles gave no meter to the opponent on hit or block
Midair Jumps
After leaving the ground from a normal jump, there is now a small window where a midair jump cannot be performed. This prevents situations where a player might waste a midair jump by accidentally using it too close to the ground
Hitstun Decay
Fixed an issue where non-Burst moves that pushed back hitstun decay progress, such as some Super moves, could push the progress value below 0
Fixed an issue where non-projectile moves tagged as launchers mistakenly did not apply additional hitstun decay progress when used multiple times in a combo (previously, this penalty was only functional on projectile launchers, such as Annie’s Hi-Volt Stun Grenade)
The amount of additional hitstun decay progress applied from this penalty has also been reduced from 2 to 1
Damage Scaling
Fixed an issue where a move would not correctly apply combo starter proration if the opponent escaped hitstun from a previous attack during the move's animation
Reversal
Fixed an issue where Reversals had their damage reduced based on the damage scaling value of the last attack the user landed
Corner
Made a potential fix to an issue where certain attacks could steal the corner from characters with thinner collision boxes
Miscellaneous
Removed a hidden debug hotkey that deleted all saved player preferences (such as video settings, keybindings, and other settings)
Some players have reported their settings being reverted to default for seemingly no reason, and we suspect this hotkey may have been the reason why. However, if you still encounter this issue after this update, please let us know!
Lore Journal
Added new lore entries:
Miko Starfinder (Unlocked by beating Arcade Mode as Miko & Mira)
Mira Celestice (Unlocked by beating Arcade Mode as Miko & Mira)
Arcade Mode
When playing with the Hardcore ruleset, losing to the secret boss will now send you to the Arcade Mode completion screen, just as it would when quitting out of the fight
When playing with the Hardcore ruleset, selecting Random now ensures that the percentage of health remaining is what carries over between fights, rather than the exact health value
Fixed an issue where, when playing with the Frightening Fray theme, fights against Shiverskull would mistakenly play Johnson's theme
Mission Mode
Added 2 new Missions:
Light Up the Night (Page 3)
The Cyber Punk (Page 4)
Knight in Super Armour -- Moved the Mission to Page 4, with Light Up the Night taking its place on Page 3
Rats All Tuesday -- Now takes place on Penny Avenue (Night)
Faceless Face Off -- Fixed an issue where holding the Burst button when landing a Break Burst would consume all your bullets
Training Mode
The Training Mode pause menu now includes a "Meter Options" submenu. The "Fill Super Meter" and "Fill Character Meter" options have been moved here, and a few new options have been added:
Player 1 Life/Player 2 Life -- Sets the HP of Player 1 and Player 2, respectively, to the specified percentage
Refill Life -- Toggles whether or not the dummy will have its HP refilled at the end of a combo. Enabled by default
Allow KO -- Toggles whether or not the KO screen will be triggered when the dummy's HP reaches 0. Disabled by default
Added a counter next to the Damage Data hitstun bar that shows the exact hitstun decay progress value. Once the progress exceeds 8 is when hitstun decay begins to take effect
Fixed an issue where, if a dummy was both set to Block All and set to use an attack on recovery, they would be completely invulnerable during that attack
Fixed various other issues relating to the "On Recovery" dummy option
Fixed an issue where resetting positions during a throw break would result in both fighters becoming invincible
Tutorial
Added new lessons in the Character section:
Yosei Kanji
Miko & Mira
Altered the dialogue sound used by Master Locks, Callowman, and Serge
Penny Avenue
Added a new “Night” stage variant
Port of Victory Island
Added a new “Night” stage variant
Beach Brawl
Added a new “Night” stage variant
Fixed an issue in the default and Sunset variants of the stage where the sun and clouds were mistakenly rendered on top of certain visual effects
Azu-Corps Holding Cells
Fixed an issue where certain background NPCs would remain visible during cinematics that hide the stage
Stats
Maximum HP reduced from 24000 to 23000
Turbo Accelerator Kick (Back Special)
Removed the Overhead property from the move
Portable Supercharged Tesla (Down Special)
Increased damage of the detonated projectile from 1000 to 1300
The detonated projectile will now start travelling upward 4 frames sooner, resulting in it reaching its maximum height more quickly
When hitting a Volatile Condensed Energy orb with the detonated projectile, the lingering explosion now lasts longer and causes Paralysis on hit
HSC Function 203-A (Down Super)
Gizmo’s laser now only fires for half as long, but the damage of each hit has been doubled. This makes it so the laser cannot keep the opponent trapped in blockstun for as long
Fixed an issue where the final hit of the laser progressed hitstun decay separately from the rest of the attack
Fixed an issue where the laser would not progress hitstun decay at all after the first use
Grab
Fixed an issue where the move progressed hitstun decay twice if used during Chivalrous Spirit
Skull Toss (Neutral Special)
Fixed an issue where Rattlebone would receive more hitstun than normal if his skull was hit by a Blast Burst
Hitting the skull with a Blast Burst will now cause Rattlebone to receive Blast Burst knockback, even if he isn’t within the Blast Burst’s range, preventing him from recovering before the opponent
Standing Medium
Increased the blockstun dealt by the final hit, making blockstrings into Standing Heavy more consistent
Boomerang
Fixed an issue where throwing the Boomerang item would sometimes result in it losing its hitbox and moving along the ground
Fixed an issue where this item progressed hitstun decay on each individual hit (most noticeable when used during Trash to Treasure)
Bomb
Fixed an issue where this item would progressed hitstun decay twice on a direct hit
While Red was never "lacking" per se, we've been feeling that his moveset design was a little bit outdated and could use a touch-up. We've given him some new tools and reworked his Rage mechanic to reward aggressive play, in the hopes of making him lean more into his intended "bully" playstyle.
Costumes
- Added a new costumeCyberpunk Red (Unlocked by beating the new Mission "The Cyber Punk")
Stats
Maximum HP reduced from 26000 to 25000
Rage
Red no longer gains Rage from taking damage
Rage gained from hitting the opponent is now a fixed amount per hit. This amount is reduced if the attack is blocked. Bursts, Reversals, and Rage-enhanced attacks do not grant Rage
As Red's HP decreases, he gradually gains more Rage per hit. This effect is capped when Red is at 20% HP or lower, at which point he will gain twice as much Rage compared to full HP
Red now gains a passive 1.05x damage bonus when his Rage is at 50% or higher. At 100% Rage, this increases further to a 1.1x damage bonus
Rage now gradually depletes if Red does not hit the opponent for 3 seconds, encouraging him to stay on the offensive as much as possible
NEW MOVE: Barbed Blow (Dashing Forward Heavy)
Red dashes forward and punches with a spiked fist, launching the opponent upward
The move hits OTG and is jump-cancellable, making it a potent combo extender. The burst movement it provides also makes it strong as a punish tool. It can't be cancelled on block though, so be careful!
Scarlet Spinner (Jumping Down Heavy)
This move has been completely reworked, now acting as a midair launcher! Its animation has been updated to reflect this
Red now loses some momentum when using the move, but receives a slight bounce on the final hit
The move is now subject to launcher decay
Because this move is still Red's only multi-hitting attack, the changes to Rage have also turned it into a valuable tool for building Rage quickly!
Bruiser Beatdown (Neutral Special)
All follow-up attacks can now be performed on whiff
Riot Fist (Back Special)
Updated the move's visual effects
Rebel Reversal
The move can now be performed in the air, including the Rage version
Breaker Ball (Jumping Special)
Fixed an issue where precisely hitting the opponent with both the ball and the floor explosion at the same time would progress hitstun decay twice
Miscellaneous
The character-specific Training Mode setting now allows you to set Red’s Rage to Auto, 0%, 50%, or 100% full
Holo-Jail
Reduced the active time of the Holo-Jail’s explosion, so that it no longer catches the recovery of an opponent’s Break Burst
If the Holo-Jail timer expires, the character trapped inside the jail is now knocked into the air instead of being left standing
Fixed an issue where it was possible to trigger a Blast Burst while trapped inside the jail, causing the game to not properly end the jailed state
Grab
Fixed an issue where the move progressed hitstun decay multiple times
Buzz Cut (Neutral Special)
Fixed an issue where the projectile’s movement speed was affected by how far the joystick was tilted into a direction
Hair Extension (Forward Special)
If the tangled timer expires, the character trapped inside the hair tangle is now knocked into the air instead of being left standing
Fixed an issue where it was possible to trigger a Blast Burst while trapped in the hair tangle, causing the game to not properly end the tangled state
Costumes
Added a new costume: Bear Baron (COSTUME CONTEST WINNER, created by DirtyBarn21. Unlocked by default)
Giant Tackle (Back Heavy)
Increased recovery time from 21 frames to 27 frames
Meteor Cannon (Down Special)
Fixed an issue where this move could sometimes disable Baron's friction
Ace Energy (Diamond) (Back Special)
The projectile is now slightly lower to the ground, making it easier to jump over
Security!! (Neutral Special)
Fixed an issue where, if the opponent used a Super during the start of Withers' shoulder tackle, Withers would continue to use the attack during frozen time
Restraining Order (Down Super)
Fixed an issue where attempting to use this move after Withers was knocked away from blocking too many attacks would cause him to slide across the ground
Miscellaneous
Sylvan’s Full House Mode visual effects now properly disappear during the victory animation
Costumes
Added a new costume: Marching Band Shiverskull (COSTUME CONTEST WINNER, created by NuggetNextDoor. Unlocked by default)
Fixed an issue where part of the Road Warrior costume used an incorrect texture
Reckless Rush (Back Special)
The air version now halts Shiverskull's momentum during the startup
Give No Quarter! (Down Special)
Reduced the projectile priority of Mandible’s cannonball from 2 to 1
Reduced the size of the hitbox on Mandible’s cannonball
Fixed an issue where Marrow's attack would progress hitstun decay on each individual hit
Fixed an issue where Marrow's attack would not progress hitstun decay at all after the first use
MORE SWORDS!! (Down Super)
The move now only progresses hitstun decay by 0.25 per hit, rather than 1 per hit
Fixed an issue where the move would not progress hitstun decay at all after the first use
Miscellaneous
Fixed various issues which caused crew members to have their limbs placed incorrectly during the victory animation
Koi Spirits
Koi Spirits now progress hitstun decay by 0.5 on hit
Jumping Heavy (Tsunami Style)
Adjusted the animation and hitbox to match more closely with each other
Hidden Cut (Back Special, Iaido)
Fixed an issue where the move progressed hitstun decay on each individual hit
Fixed an issue where this move’s hitbox was not visualized correctly in Training Mode
Against the Tide (Down Super, Iaido)
Fixed an issue where the move progressed hitstun decay on each individual hit
Suijin's Wrath (Down Super, Tsunami)
Fixed an issue where the move progressed hitstun decay on each individual hit
Miscellaneous
Corrected a typo in Yosei's move list
Chip
Slightly increased the input leniency for performing Chip's directional attacks, as performing these attacks with certain controllers was previously inconsistent or impossible
Reversal
Lumina can no longer perform a Reversal while Chip is currently attacking
Grab
Fixed an issue where the hitstun timer was not properly paused while the opponent was in the "crumple" animation, leading to the follow-up hit sometimes failing to connect
Flaming Soul (Jumping Down Heavy)
Landing on the ground during this move’s animation now causes Lumina to receive 8 frames of landing recovery, instead of the usual 5 frames
Deadbolt (Neutral Special)
The projectile now correctly disappears if Lumina is hit or blocks an attack
Chipsaw (Down Special)
Reduced the attack's vertical reach, particularly behind Chip
Timber (Up Special)
Adjusted the animation so that the grabbed opponent doesn’t briefly clip into the ground when slamming them down
Fixed an issue where it was possible for certain characters to be left in standing hitstun after this move (this was a side-effect of the animation issue listed above)
Load Bullet: Incendiary (Back Light)
Fixed an issue where incendiary bullets progressed hitstun decay twice on hit
Big Iron (Forward Heavy)
The projectile is now slightly lower to the ground, making it easier to jump over
Surprise! (Back Heavy)
Reduced active time from 14 frames to 9 frames. Recovery time is unchanged
Trick Punch (Back Special)
Increased recovery time after the punch from 16 frames to 24 frames
Hitting a blocking opponent with this move will now drastically reduce Black Heart’s speed and force him into the recovery animation immediately
Costumes
Fixed an issue where the Classic costume used the incorrect eye sprites during the victory animation
Fixed a slight texturing error with the Classic costume
Costumes
Added a new costume: Sleepy Guy (COSTUME CONTEST WINNER, created by FelixKuma. Unlocked by default)
Back Dash
Fixed an issue where hitting Guy during his back dash would count as a Guard Break
Jumping Heavy
Made a potential fix to an issue where Guy could sometimes use the wrong version of Jumping Heavy after a midair jump (while in the Caffeinated state)
Grab
Fixed an issue where breaking Guy’s grab at the right time could cause him to be knocked down
Achoo! (Back Heavy)
Guy’s momentum is now slowed much more quickly when using this move
Coffee Break (Down Special)
Guy's hurtbox now properly matches the move's animation
Taxi Please! (Neutral Super)
You can no longer spend additional Super Meter for a coffee delivery during the last ~0.5 seconds before the taxi arrives. This is because the taxi is already spawned by this point, so spending the extra meter would have no effect
Costumes
Fixed an issue where the Callowtron alt of the ExploJudo costume was unable to carry taunt buffs between rounds, and could not properly hold down taunt
Miscellaneous
The character-specific option in Training Mode now allows you to set the number of taunt buff stacks you have as Callowman
Charge
Fixed an issue where charge gain ignored joystick dead zones, allowing you to gain charge without the game fully considering that direction to be held
Hot Sauce (Jumping Special)
Fixed an issue where the jar and fire puddle progressed hitstun decay separately
Hat of Doom (Neutral Super)
Johnson can no longer pass through grounded opponents during this move
Costumes
Fixed an issue where held items would have their scale set incorrectly when using the Gardener costume
Source
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