Full notes
Full Duels of Fortune update
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What changed
- Gameplay
- Fixes
- Balance
Duels of Fortune changes
This update adds a new win counter to Versus mode add a bit of extra competitive spirit to your matches! It also fixes several bugs, most of which relate to specific moves increasing hitstun decay more than intended.
Versus Mode
Added win counters to Versus mode, which are visible during battle, on the character select screen, and on the victory screen, allowing you to track whether Player 1 or Player 2 is in the lead. The counters will only reset after returning to the Main Menu
Reversal & Burst
Made a potential fix for an issue where Reversals and Bursts could sometimes set hitstun decay lower than they were supposed to
Video Settings
Adjusted the way the game saves the settings for resolution and window mode (windowed/fullscreen/borderless).
As a result of this change, your resolution and window mode settings may be reset to default upon launching the game
Added a "Native Resolution" option to the resolution settings, which automatically uses your monitor's native resolution (this is now the default setting)
"Windowed Full Screen" is now called "Borderless Window" for clarity, and is now the default window mode setting
All Menus
Fixed an issue where disconnecting a controller on any menu where the controller reassignment prompt can appear could cause the unassigned buttons prompt to erroneously appear instead
Arcade Mode
The victory screen in Arcade Mode now shows your current score
Combo Trials
Updated Master Locks' Trial 05 to make the ending easier
Master Locks' Dojo
Expanded the walls upward so that certain cinematics cannot see over them
Brightstar Barrage (Down Super)
Fixed an issue where each hit increased hitstun decay separately
Skull Toss (Neutral Special)
If the skull is hit 3 times in a row, it now returns to Rattlebone immediately
Fixed an issue where the skull could be hit multiple times by the same hit of an attack
Barbed Blow (Dashing Forward Heavy)
Fixed an issue where this move could not become stale
Breaker Barrage (Neutral Super)
Fixed an issue where each hit increased hitstun decay separately
Fixed an issue where the Rage follow-up would reset hitstun decay to 0
Under Arrest (Down Special (in air))
Adjusted the knockback of the move
System Override (Down Super)
Fixed an issue where the final hit of the explosion increased hitstun decay separately from the rest of the attack
Grab
Fixed an issue where each hit increased hitstun decay separately
Hair Flip (Down Special)
Fixed an issue where the Medium and Heavy follow-ups increased hitstun decay separately from the initial attack
Ace Energy (Clubs) (Back Heavy)
The move now increases hitstun decay by 1 for the entire move, instead of 0.5 for each individual projectile that hits
Pick a Card! (Neutral Special (in air))
The move now increases hitstun decay by 1 for the entire move, instead of 0.5 for each individual projectile that hits
Training Mode
In Training Mode, you can now use the character-specific setting to change what kind of card is in each card slot
Against the Tide (Down Super, Iaido)
Fixed an issue where the final hit increased hitstun decay separately from the rest of the attack
Nukitsuke (Down Special, Iaido)
The Kiri-otoshi follow-up no longer increases hitstun decay separately from the initial attack
Deadeye (Neutral Special)
Fixed an issue where the flames of an incendiary bullet would increase hitstun decay separately from the initial bullet
Golden Arsenal (Down Special)
The Light and Medium follow-ups now each increase hitstun decay by 1 for the entire move, instead of 0.5 for each individual projectile that hits
Volley Fire (Neutral Special (in air))
The move now increases hitstun decay by 1 for the entire move, instead of 0.5 for each individual projectile that hits
Negative Fire (Neutral Special (in air))
The move now increases hitstun decay by 1 for the entire move, instead of 0.25 for each individual projectile that hits
'Til Death Do Us Part (Neutral Super)
Fixed an issue where each hit increased hitstun decay separately
Fixed an issue where each hit of the Love Bomb follow-up increased hitstun decay separately
Business Tornado (Back Special)
Fixed an issue where the briefcase throw increased hitstun decay separately from the rest of the attack
Reduced the damage of the thrown briefcase from 2000 to 1700
Courageous Leap (Down Super)
Fixed an issue where Guy would become temporarily unable to perform a long jump after dash-cancelling the move
Bowler Poke (Standing Light chain)
Adjusted the hitstun decay to only increase on the first and last attacks of the chain
Increased the damage of the final attack from 500 to 800
Copy Attack (Hold Neutral Special)
Rattlebone Ability - Fixed an issue where the skull projectile wouldn't hit the opponent
Rattlebone Ability - Fixed an issue where the skull projectile wouldn't hop back to Ember after landing
Slime Trail Mix (Back Special)
The Flying Slime follow-up no longer increases hitstun decay separately from the initial attack
Rolling Combo (Standing Light chain)
Adjusted the hitstun decay to only increase on the first and last attacks of the chain
Cross Jab (Standing Medium chain)
The two attacks of the chain no longer increase hitstun decay separately
Float Combo (Jumping Medium chain)
Adjusted the hitstun decay to only increase on the first and last attacks of the chain
Shoot Today... (Standing Medium chain)
The two attacks of the chain no longer increase hitstun decay separately
Friends Tomorrow! (Crouching Medium chain)
The two attacks of the chain no longer increase hitstun decay separately
Rhythm Shot (Neutral Special)
Made a potential fix to an issue where Chizuru could skip the initial firing animation
Source
Changelog.gg summarizes and formats this update. How we read updates.
