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Steam News22 July 20261mo ago

Version 0.14.5 is Live

It seems that people grinding for the upcoming tournament has brought some more notable bugs to light, so it's time for another quick fix!

Full notes

Full Duels of Fortune update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

11 fixes1 addition5 changes0 removals
  • Workshop
  • Balance
  • UI and audio
  • Fixes
addedAdded a new "Tournament" ruleset for Versus Mode, selectable via the battle options on the character select. This mode adds a few restrictions to help streamline the tournament/competitive experience: Boss Mode is forcibly disabled All battle settings are forced to their defaults (Best of 3 rounds, 100 seconds, normal damage multiplier, hazards off) The following stages are banned from selection: Dasteel Workshop, Dasteel Workshop (Clean), Dasteel Laboratory, Azu-Corps HQ, Desert Train, Desert Train (Night), The Void, The Void (Purple), Nightmare World, Euterpe's Cradle, Euterpe's Grave, Iced Caps, Former Fields (Rainy), Green Screen, Blue Screen, Grey Screen (This list was decided with the help of the community)
fixedFixed an issue where projectiles with specific combo starter proration would force damage scaling down to their threshold, even if not used as the combo starter
fixedFixed an issue where all follow-up attacks were treated as Special moves for the purpose of combo starter proration, regardless of their actual button input
changedMade a potential fix for an issue where using a Break Burst right as you were about to recover from a knockdown could cause you to become invincible during the Burst's recovery period
fixedFixed an issue where the extended landing recovery from whiffing a Burst could be skipped if the player touched the ground before the free-fall animation began
changedMade a potential fix for an issue where free-fall visual effects could sometimes fail to play

Duels of Fortune changes

addedAdded a new "Tournament" ruleset for Versus Mode, selectable via the battle options on the character select. This mode adds a few restrictions to help streamline the tournament/competitive experience: Boss Mode is forcibly disabled All battle settings are forced to their defaults (Best of 3 rounds, 100 seconds, normal damage multiplier, hazards off) The following stages are banned from selection: Dasteel Workshop, Dasteel Workshop (Clean), Dasteel Laboratory, Azu-Corps HQ, Desert Train, Desert Train (Night), The Void, The Void (Purple), Nightmare World, Euterpe's Cradle, Euterpe's Grave, Iced Caps, Former Fields (Rainy), Green Screen, Blue Screen, Grey Screen (This list was decided with the help of the community)
fixedFixed an issue where projectiles with specific combo starter proration would force damage scaling down to their threshold, even if not used as the combo starter
fixedFixed an issue where all follow-up attacks were treated as Special moves for the purpose of combo starter proration, regardless of their actual button input
changedMade a potential fix for an issue where using a Break Burst right as you were about to recover from a knockdown could cause you to become invincible during the Burst's recovery period
fixedFixed an issue where the extended landing recovery from whiffing a Burst could be skipped if the player touched the ground before the free-fall animation began

It seems that people grinding for the upcoming tournament has brought some more notable bugs to light, so it's time for another quick fix! (And if this is the first you're hearing of this tournament, check out our last status update for more info!)

Versus Mode

  • Added a new "Tournament" ruleset for Versus Mode, selectable via the battle options on the character select. This mode adds a few restrictions to help streamline the tournament/competitive experience:

    • Boss Mode is forcibly disabled

    • All battle settings are forced to their defaults (Best of 3 rounds, 100 seconds, normal damage multiplier, hazards off)

    • The following stages are banned from selection: Dasteel Workshop, Dasteel Workshop (Clean), Dasteel Laboratory, Azu-Corps HQ, Desert Train, Desert Train (Night), The Void, The Void (Purple), Nightmare World, Euterpe's Cradle, Euterpe's Grave, Iced Caps, Former Fields (Rainy), Green Screen, Blue Screen, Grey Screen (This list was decided with the help of the community)

Projectiles

  • Fixed an issue where projectiles with specific combo starter proration would force damage scaling down to their threshold, even if not used as the combo starter

Follow-Up Attacks

  • Fixed an issue where all follow-up attacks were treated as Special moves for the purpose of combo starter proration, regardless of their actual button input

Break Burst

  • Made a potential fix for an issue where using a Break Burst right as you were about to recover from a knockdown could cause you to become invincible during the Burst's recovery period

  • Fixed an issue where the extended landing recovery from whiffing a Burst could be skipped if the player touched the ground before the free-fall animation began

Free-Fall

  • Made a potential fix for an issue where free-fall visual effects could sometimes fail to play

  • Made a potential fix for an issue where characters could sometimes enter free-fall when they weren't supposed to

Character Select

  • Player 2 is now able to return to the main menu from the character select screen

Victory Screen

  • If either player chooses "Character Select", the game now returns to character select automatically without the need for the other player to confirm a choice

  • The win counter on the victory screen now updates immediately if "Rematch" is selected before it has a chance to update on its own

Holo-Jail

  • Fixed an issue where dashing into certain characters while they were jailed caused the knockback after the jail timer expired to be incorrect

Hot Pursuit (Back Special)

  • Fixed an issue where cancelling this move into Relocate did not properly progress damage scaling

Training Mode

  • Fixed an issue where setting the CPU dummy to be Sylvan caused the Full House effect to become permanently active on him

Chip

  • Fixed an issue where Lumina could cancel her own attacks on whiff if Chip hit a blocking opponent

HE Grenade (Back Special)

  • Fixed an issue where Lance would sometimes fail to throw the grenade when holding the Special button

Crouching Medium

  • Fixed an issue where the move could add to hitstun scaling twice if the first hit connected late in the animation

    • Due to this fix, the initial hit of the move is now active for less time

  • Fixed an issue where the move's hitboxes were not visualized correctly in Training Mode

Rhythm Shot (Neutral Special)

  • Made a potential fix for an issue where Chizuru could become frozen after landing during this move

  • Fixed an issue where firing a weak shot in the air just before landing caused Chizuru to exit the firing stance upon landing

Source

Steam News / 22 July 2026

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