Full notes
Full Duels of Fortune update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
- Fixes
- Maps
- Performance
Duels of Fortune changes
Gritallica is Ready to Rock!
The metalhead grim reaper Gritallica descends upon Duels of Fortune, ready to put on a show and captivate his audience's souls!
Sporting one of the game's most unconventional movesets and a gimmick unlike any other fighter, Gritallica manages to effortlessly stand out among the roster. His signature soul-reaping mechanic grants him access to unique and powerful effects, either enhancing his own abilities or limiting the opponent's, thus forcing them to play by his rules. If you're the type to enjoy oddball characters who thrive on confusion and chaos, you might just find yourself clicking with Gritallica!
While this update isn't as massive as some other recent ones, there's still a good bit here to enjoy, including:
A new fighter, Gritallica!
8 new costumes
A challenging new Mission!
Universal system improvements
New Advanced tutorials
New Character tutorials for Black Heart and Gritallica
Balance adjustments and bug fixes!
The full patch notes can be found below!
NEW FIGHTER
Gritallica joins the fight!
Costumes
Added a new costume: Harvest Gritallica (Unlocked by beating Arcade Mode as Gritallica)
- Added a new costumeWizard Gritallica (Unlocked by beating thew new Mission "Ungrateful Undead")
Music
Added a new music track: Grim Distortion Overdrive (Gritallica's Theme)
Audio
Slightly increased the volume of combat sounds (whooshes, hit sounds, etc.)
Free-Fall
NOTE: "Free-fall" refers to an extended recovery animation that characters enter after whiffing Break Bursts or other specific moves. As of this update, this mechanic has been reworked, and has been given an official name and a dedicated Advanced tutorial to go along with this.
Removed the "bounce" that occurs when characters enter free-fall
Instead, characters are now placed in a long landing lag animation upon hitting the ground from a free-fall. This makes the overall recovery time roughly the same as before, but with a more intuitive movement trajectory that makes it easier to punish.
Added a visual effect to help indicate when a character is in free-fall
Dash
Air dashes now have a "minimum height threshold," making it impossible for an air dash to come out below a certain height
This change mainly affects instant air dashes (pressing forward > up-forward to air dash the moment you jump), preventing them from being too low to the ground
Run-type dashes now need to accelerate for a brief moment before reaching top speed. This mainly affects Clyde, but is nonetheless present on all run-type dashes
Pressing down-forward during a run-type dash no longer immediately ends the dash
Blocking
Removed an obsolete mechanic where a Guard Break would always result in the subsequent combo starting at 100% damage scaling, regardless of the type of attack used
Fixed an issue where the visual effect for blocking an attack would play repeatedly in certain cases, such as when pausing or when a KO occurred
Burst
Fixed an issue where inputting an attack during a whiffed Break Burst would skip the free-fall animation and allow you to act sooner than intended
Fixed an issue where Blast Burst could not be properly used if the combo started from an opponent’s self-inflicted hitstun (i.e. after Azutron’s System Override install)
Landing Lag
Fixed an issue where certain characters could block during their landing recovery animations
Fixed an issue where landing lag could be cancelled with a Reversal
Combo Counter
Fixed an issue where the hitstun indicator turned yellow slightly sooner than when hitstun decay would actually begin to take effect
Mission Mode
Added a new Mission: Ungrateful Undead (Page 4)
Training Mode
Fixed an issue where the “Hitbox State” in Extra Data would incorrectly display “Projectile Inv” when enabling Extra Data for the first time in a session
Tutorial
Added new lessons in the Advanced section:
Free-Fall
Combo Scaling
Added new lessons in the Character section:
Black Heart
Gritallica
- BasicSpecial Moves -- Fixed a typo in the dialogue
- BasicBlocking -- Fixed an issue where your character would not automatically block the opponent’s attacks during the demonstration segment
- CharacterClyde -- Fixed an issue where Punching Bag would repeatedly perform a light attack during the Blazing Force tutorial
Fixed an issue where the dummy CPU in tutorials could be controlled using the keyboard or a second controller
Fixed an issue where, during certain attack sequences, CPUs would sometimes perform standing heavy attacks in situations they shouldn’t have
Combo Trials
Adjusted some of Sylvan’s trials to account for new balance changes
Miscellaneous
Summoned minions from various NPCs and bosses, such as Shooting Star’s Starlings, can now be hit by projectiles
Duels of Fortune Arena
Added some new effects for when a round is won on the stage
Euterpe's Cradle/Euterpe's Grave
Adjusted the position of the moon to prevent it from clipping out of the camera’s render distance at certain camera angles
The Flying Swordsman
Fixed an issue where the ropes in the background would disappear if the camera scrolled too high
Standing Heavy
Increased damage from 1400 to 1500
Crouching Medium
Reduced damage from 1200 to 1100
Crouching Heavy
Reduced damage from 1500 to 1400
Rushing Upper (Back Heavy)
Increased damage from 1000 to 1300
Rushing Straight (Forward Medium while dashing)
Reduced damage from 1400 to 1000
Blazing Combo (Back Special)
Fixed an issue where the move's velocity wouldn't be applied correctly when used out of a long jump
Meteor Slam (Jumping Special)
Increased startup time
Brightstar Barrage (Down Super)
Significantly reduced startup time
Slightly reduced the time the hitbox is active
Hi-Volt Stun Grenade (Neutral Special)
Altered the projectile clash behaviour so that the grenade is now destroyed when hitting a projectile of the same or higher priority (previously, this would cause it to explode)
Portable Supercharged Tesla (Down Special)
Altered the projectile clash behaviour so that the travelling disc is now destroyed when hitting a projectile of the same or higher priority (previously, this would cause it to stop moving and immediately deploy itself)
Miscellaneous
Fixed an issue where Annie’s Break Burst whiff recovery could be cancelled with a midair jump
Skeletal Spinner (Neutral Super)
The move now forces hitstun to end early, preventing combos from continuing afterward
Fixed an issue where the move’s initial hitbox was misplaced. As a result of this fix, it now hits off-the-ground starting from the first active frame, instead of later into the move
Costumes
Added a new costume: Boxer Shoto (Unlocked by default)
Thunder Eclipse (Neutral Super)
Fixed an issue where the final hit progressed hitstun decay separately from the multi-hits
Omega Lightning Upper (Down Super)
Corrected the hitstun scaling progression of the move so that it now properly increments hitstun scaling by 1 for the entire move, instead of by 0.1 for each individual hit
Landing the move now only regresses hitstun decay by 3 steps instead of 5
(As a consolation, Boss Mode Shoto retains the previous 5-step reduction)
Rage Meter
Fixed an issue where, in Training Mode, Rage would automatically deplete when using an attack if the Rage option was set to anything other than Auto
Scarlet Spinner (Jumping Down Heavy)
The move is now categorized as a Weapon attack
Bruiser Beatdown (Neutral Special)
Reduced the vertical knockback of the “Wham!” follow-up, allowing it to combo into its own follow-ups more consistently
Riot Fist (Back Special)
Red is no longer projectile invincible during the move
The move is no longer categorized as a Weapon attack
Holo-Jail
Reduced raw damage of the holo-jail explosion from 1500 to 1000
Standing Heavy
Reduced damage from 1600 to 1400
Jumping Light
Slightly reduced damage from 900 to 800
Jumping Heavy
Slightly reduced damage from 1600 to 1500
Omega Beam (Neutral Super)
The move now has a brief startup period after the cinematic, before the laser is fired
Azutron is no longer invincible while firing the laser
Hair Flip (Down Special)
Fixed an issue where the move's vertical knockback could vary due to the opponent partially clipping into the ground
Tangled State
Fixed an issue where the knockback of a Blast Burst was incorrect when hitting an opponent in the Tangled state
Star Breaker Slam (Neutral Super)
Fixed an issue where each individual hit of the move progressed hitstun decay separately
Muscle Form: Red Supergiant (Down Super)
Fixed an issue where holding up as the install timer ended caused Baron to jump during his power-down animation
Costumes
Added a new costume: Ringmaster Sylvan (COSTUME CONTEST WINNER, created by Maxx. Unlocked by default)
Security! (Neutral Special)
Withers can no longer be pushed by either Sylvan or the opponent. He will remain firmly locked in place, letting him stop grounded approaches much more efficiently
Withers can no longer hit the opponent while he is falling. This initial hit has instead been moved to his landing, and now knocks opponents away. New effects have been added for clarity
Withers now always turns to face the opponent while he is idle, allowing the shoulder tackle follow-up to be useful in more situations
Withers' hurtbox is now shown when visible hitboxes are enabled in Training Mode
Ace Energy (Hearts) (Back Medium, with Ace)
Reduced the amount of time the projectile remains active (from 2 seconds to 1.5 seconds)
Reduced the projectile’s movement speed
Ace Energy (All) (Back + any, with Ace)
Fixed an issue where Ace projectiles would not disappear when Sylvan was hit
Boss Version
Fixed an issue where combo limits such as wall/floor bounces would not be properly reset when boss Sylvan escaped a combo to start his slot machine rain
Reckless Rush (Back Special)
Reduced the damage of the grounded version from 2400 to 2000
Ship Sinker (Jumping Special)
Increased damage from 2000 to 2200
CANNONBALL!! (Neutral Super)
Drastically reduced startup time after the cinematic
Reduced damage from 7000 to 6500
MORE SWORDS!! (Down Super)
Slightly increased the blockstun of each hit, to prevent rare situations where Shiverskull could land a grab between the sword hits against a blocking opponent
Costumes
Added a new costume: Candyland Lumina (COSTUME CONTEST WINNER, created by Polymoog. Unlocked by default)
Deadbolt (Neutral Special)
Reduced damage from 1200 to 1000
Redwood Rush (Forward Special)
Reduced damage from 1500 to 1400
Chipsaw (Down Special)
Reduced damage from 2100 total to 1800
Miscellaneous
Fixed an issue where Lumina was unable to use attacks at the end of her forward dash
Costumes
Added a new costume: Cyborg Lance (Unlocked by default)
Costumes
Added a new costume: Karate Black Heart (Unlocked by default)
Violent Kicks (Down Special)
Updated the move’s visual effects
Negative Fire (Jumping Special)
Fixed an issue where, if only the last fireball hit the opponent, Black Heart would not enter free-fall the next time he whiffed the move
Graphite Spear (Neutral Special, no briefcase)
Fixed an issue where staling and loop detection did not apply to this move
Miscellaneous
Fixed an issue where Guy did not enter landing lag after whiffing a Break Burst
Magnetic Slam (Back Heavy)
Adjusted the hitbox to allow the move to hit more consistently in the corner
Fly to the Night (Down Special, no star)
Fixed an issue where this move could not be used out of a forward air dash
Celestial Strike (Down Special, with star)
Fixed an issue where using Blast Burst to cancel the stance would not properly remove Mira, causing her to become unusable for Special Moves
Fixed an issue where this move could not be used out of a forward air dash
Costumes
Added a new costume: Creation Avatar Callowman (COSTUME CONTEST WINNER, created by Cybuster. Unlocked by default)
Hot Sauce (Jumping Special)
The jar now disappears when Doodle is hit
Slightly reduced the size of the fire puddle’s hitbox
Crouching Heavy
Fixed an issue where the move's hitbox was visualized incorrectly in Training Mode
Data Mine (Jumping Down Heavy)
Fixed an issue where the move's hitbox was visualized incorrectly in Training Mode
Invalid Action (Neutral Special)
Increased recovery time
Slightly increased the vertical knockback of the final hit
Miscellaneous
Remade ERROR’s landing lag animation to improve clarity
Miscellaneous
Fixed an issue where Johnson did not enter landing lag after whiffing a Break Burst
Shade
Fixed several mechanics not working as expected during the boss’s
giant phase
(i.e. cancelling attacks with Blast Burst, cancelling Chip’s attacks as Lumina, and certain character-specific resources not being awarded properly)
Source
Changelog.gg summarizes and formats this update. How we read updates.
