Full notes
Full Iron Saga VS update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- UI and audio
- Fixes
- Performance
Iron Saga VS changes
Maintenance Announcement (February 10, 2026)
Commanders,
We will be conducting maintenance for Iron Saga VS on Steam from 8:00 UTC. Online play will not be available during the maintenance. You can still play in offline mode.
Maintenance Period
From 9:00 AM to 11:00 AM UTC (~120 Minutes)
If maintenance is not completed by the scheduled time, we may extend it. We're sorry for any inconvenience this may cause. Thanks again for your understanding and support.
Patch Note 1.4.3, r1_0 (February 10, 2026)
▣ NEW ARRIVAL
▣ BUG FIX
▣ BALANCE ADJUSTMENT
New DLC
· New Playable Character – Zeorymer (Available on Steam as a paid DLC)
· New Emblem and Portrait – Zeorymer
BUG FIX
General
· Fixed an issue where the opponent cannot be attacked on the ground after bouncing off the screen edge
· Fixed the visual glitch after pausing over 700s or 999s in the Training Mode
· Fixed an issue where the character may end up jumping in the opposite direction when both parties try to jump overhead at the same time
Getter Robo (Getter-3)
Jump
· Added the hurtbox on the lower body of Getter-3 during the startup of a jump, and a vertical jump
Standing Heavy Attack (C)
· Fixed an issue where the melee attack granted the property to trade with the opponent's weapon attacks; Now it is defined and animated as a Clash within the attack range
Vassago (General)
Jump
· Fixed an issue where the vertical jump is slower than a forward/ backward jump by 1F
Vassago (Armed to the Teeth)
Super Electromagnetic Railgun (↓↘→↓↘→+D)
· Now the timer pauses during an Energy Reversal to avoid errors that resulted from a timeout
Muzzleloader Grenade (↓↘→+D)
· Fixed a 3F frame disparity between the attack's end and the animation
· Fixed an issue where the character may stand up at the end of the move
A3 Floating Cannon (↓↙←+D)
· Now the pushback directions of the opponent align during an anti-air and an anti-ground regardless of Vassago jumping overhead
Vassago (Limiter Removed)
(In Normal State) Forcefield Ebb & Flow (Airborne ↓↘→+D)
· Fixed an issue where this move cannot be counter-hit during the recovery
(Post Limiter Removed) Back Throw (←+A+B/+A+D)
· Fixed the lack of invincibility of the opponent for a short time while they fall to the ground after being thrown in the front by Vassago after Limiter Removed
Annihilation (↓↘→↓↘→+D)
· Fixed an issue where the EN bar didn't charge after the opponent got hit
Mazinger Z (General)
Scrander Attack EX (↓↙←+B+C)
· No longer prone to pass through the opponent after the second hit is blocked by the shield
Mazinger Z (Photon Power Commands)
Standing Light Attack (A+C, A) during Mazin Power
· Now 5A (Anti-air) causes the correct hit stun in this state
· Now 5A (On defense) causes the correct hit stun in this state
Mazinger Z (Mazinkaiser)
(Light) Turbo Smasher Punch (↓↘→+A)
· Fixed an issue where the opponent may be drawn to the close distance of the character after a narrow hit
Dancouga (General)
Wake-Up
· Fixed an issue where a character may be disconnected from commands after failing to rise after the tackle instantly
Dancouga (DancouKogaKen)
Final DancouKogaKen
· Fixed a visual glitch where the opponent may wind up beneath the ground after being defeated by this move under certain circumstances
Boss Borot (General)
Standing Heavy Attack (C)
· Fixed an extra anti-air hit after a ground hit
Boss Borot (Rolling Tactics)
(Rework) Destruction Throw (→↘↓↙←+A+B/A+D)
· Adjusted the minimum scaling from 50% to 30% to align with other EX moves
· Fixed an issue where QTE may further reduce damage upscaling
Brave Rocket (↓↘→↓↘→+D)
· Fixed an issue where Boss landing on the opposite side of the opponent may result in unintended defense direction
· Fixed an issue where the game pauses repeatedly after being blocked by Shin Getter Robo under Transform or other invincible moves that feature multi-block
Leiter (General)
Pre-jump
· Fixed an issue where a vertical jump was switched to a backward jump immediately after input; the character may end up jumping in an unintended direction
Jumping Light Attack (Jumping A)
· Now Leiter no longer moves forward after Jumping Light Attack hits the opponent on the spot
Wahrheit Wave/ GIANT Crash/ BIG Punch/ Simulacrum Nutshell
· Fixed an issue where Leiter tries to block the opponent's attack with the moves in question, the EN bar charges up abnormally
Great Mazinger (Combat Pro)
Great Boomerang
· Fixed an issue where the hitstun was canceled when the Boomerang returned at the same time
· Fixed an issue where the damage upscaling is not applied during 4D (as an Anti-Air)
Wu Shuang (General)
Jumping Heavy Attack (JC)
· Fixed an issue where the character may be forced to push back after sending the opponent to the corner with an anti-air
Nero (GTW Fighters)
· Now the opponent becomes invincible against Crimson Wave/ Cerulean Wave after being hit by Nero's throw
BALANCE ADJUSTMENT
General
· Now projectiles deal recoverable damage after being blocked by block-type moves
Limit Break
· Now the OVERLOAD bar does not drop immediately during the time stop of the startup
EN Bar
· Now a combo reduces EN gain for both parties
Energy Reversal
· Damage increased from 30 to 60
· Now the character receives a bonus EX when the Energy Reversal punishes the opponent's Energy Reversal
· Now the bonus Energy Reversal granted by a Flash Counter no longer charges EN
· Increased the disadvantage on block from -10F to -11F
Energy Shield
· When the Energy Shield blocks projectiles, the opponent cannot cancel into EX moves or Limiter Removed
Mephisto (General)
(Light)Continental Collision (↓↙←+A)
· Now defined as a Projectile
Mephisto (Fafnir Claw)
Fafnir Firepillar (A+C)
· Adjusted the startup of the armor to secure stable defense against attacks
Qing Long (General)
Crouching Heavy Attack (↓+C)
· Increased the total frames by 3F
· Increased the disadvantage on block from -9F to -10F
Getter Robo (Getter-2)
Crouching Medium Attack (↓+B)
· Expands the upward hitbox vertically
Drill Storm (↓↘→+B+C)
· Increased the hitstun on hit and on block for both parties
· Increased the hitbox for follow-up attacks
Earthbreaker (↓↙←+A/B/C)
· Increased the hitbox for follow-up attacks
· Now ↓↙←+C knocks up the opponent higher
Getter Robo (Getter-3)
Crouch
· At the start of a Crouch, immediately remove the head hurtbox
· Expands the hurtbox upward
Jump
· Expands the hurtbox of the lower body horizontally to match the animation
(Light)(Medium)Getter Missile (↓↘→+A/B)
· Adjusted the hitbox from being horizontal to vertical during the descent of the missile
· Reduces the pushback distance on the block
(Medium)Rolling Press (↓↙←+B)
· No longer possesses the property of a medium attack
· Expands the hurtbox from forward to align with the animation
Daisetsuzan Spinning Throw (→↘↓↙←+A+B/A+D)
· Now this move allows follow-ups in the air
Susanoo (Sun and Moon Incarnate)
Kusanagi Combo (DDDD)
· Recovery increased by 1F; Frame advantage on block changed from +4 to +3
· Initial hitbox of the final slash's energy wave extended slightly horizontally to the left
· Can be super canceled when the [Dual-Drive Engine] charge is active
Flame Bite (↓↘→+A+B/A+D)
· Now allows anti-air follow-ups
· Can be super canceled when the [Dual-Drive Engine] charge is active
Kaguya (General)
(Medium) Oboro Wheel (↓↙←+B)
· No longer invincible to throws while moving
Energy Shield (→+C+D)
No longer pushed back further than other characters when repelling opponents' anti-air
Kaguya (Crimson Moon)
Scattering Crimson Moonlight (↓↙←↓↙←+D)
· Full invulnerability duration reduced
Vassago (General)
Uppercut (Jumping ↑+B)
· Guaranteed to hit twice in most scenarios
Vassago (Armed to the Teeth)
Super Electromagnetic Railgun (↓↘→↓↘→+D)
· Now this move clears all active bullets on the field
Muzzleloader Grenade (↓↘→+D)
· Adjusted the direct hit damage from 30/20/20 to 10/10/10
· Now this move can be redirected by 5D
· Reduces the redirection speed of Fireball Grenade and Electromagnetic Grenade by 5C and JB to align with that of Frost Grenade
· Dwindles the visual effect of the Electromagnetic Grenade hitting the ground to manifest the removal of the impact hitbox
A3 Floating Cannon (↓↙←+D)
· Now the Floating Cannon follows Vassago's movement
· Now the bullets of the Floating Cannon no longer launch the opponent in the opposite direction when Vassago is on the reverse side of the opponent
Vassago (Limiter Removed)
Gauge
· Speed up the recovery of weapon gauge; Reduced the recovery time from 11s to 10s
Dragon's Might · Gai (B > B > C)
· Increased the total frames by 1F; No changes to frames on hit/ on block
FS Field (D)
· No longer repels the opponent when blocking the invincible airborene moves or during the Transform Attacks of Shin Getter Robo
· Blocks multiple projectiles in an intended manner after they hit the character at the same time, and gains invincibility after that for itself
· Now the weapon gauge no longer charges up during FS Field
(In Normal State) Forcefield Ebb & Flow (Airborne ↓↘→+D)
· Increased the landing recovery by 3F
Limiter Removed (Hold C+D)
· Now can transform by holding the Dash key when activating Break Boost/ Limiter Removed with 2+dash
Normal Throw (←+A+B/+A+D) after Limiter Removed
· Cancel window for Break Boost/ Transformation Cancel after back throw advanced by 3F and made more lenient
Mazinger Z (General)
· Slightly increased the hitstun for both parties on all moves for easier confirmation
Scrander Attack (↓↙←+A/B/C)
· No longer invincible to projectiles after hitting or being blocked by the opponent
Jumping Heavy Attack
· The extended leg no longer invincible to projectiles
Mazinger Z (Mazinkaiser)
Crouching Medium Attack (↓+B)
· Added the hurtbox on the hand from the 2F of the detection to align with the animation
Mazinger Z (Bat A Thousand)
Drill Missile (Jumping D)
· Now the cancel window is more lenient after a Break Boost
Mazinger Z (Photon Power Commands)
Photon Power Beam (D)
· Decreased the startup from 25F to 24F
· Now an upgraded version can be activated by holding the charge key, rendering more damage that entails Burning, and Knock-Down
Standing Light Attack (A+C, A) during Mazin Power
· Frames on hit in a close distance increased from +4F to +7F; From +0F to +1F for long range
· Now the knock-down from the air can be threaded into the combo
Great Swing Rocket Punch (A+C, ↓↘→+B+C) during Mazin Power
· Always releases the enhanced version
· Increased the blockstun by 14F after the fully charged enhanced version hit the opponent
· The enhanced version no longer conflicts with Rocket Punch; Both can hit the opponent separately
Dancouga (General)
Hunting Punch (←+B)
· Slightly increased the minimum anti-air knock-up altitude to secure the follow-up of Sky Throw (Jumping A+B/A+D)
Jumping Heavy Attack (Jumping C)
· Reduced the hurtbox before startup; Moved the hurtbox downward downward
Shin Getter Robo (General)
Forward Jump of Break Boost
· Slightly reduced the altitude
Change! Shin Getter-2! (Jumping D)
· Subsequent hitboxes blockable in crouch if the first hit is blocked
Shin Getter Robo (Shin Getter Tomahawk)
Getter Electric (↑↑+C)
· Decreased the damage from 240 to 192
· Now applies an additional overheat status for a short time
Boss Borot (General)
"Eat this! Iron Chop!" (→+B)
· Decreased the knock-down duration
Break Boost (C+D)
· Reduced the hurtbox from backward in accordance with the animation
Crouching Light Attack (↓+A)
· Increased the hitstun on hit for both parties by 1F; No change to the frame disparity
Boss Borot (Boss's Treasure)
SAYONARA Home Run (↓↘→↓↘→+C)
· "FAIR" hit now causes wall bounce and allows follow-up combos
· Decreased the "FAIR" damage from 140 to 110
Boss Borot (Rolling Tactics)
(Rework) Wrecking Ball (D / ←+D)
· Decreased the detection duration by 2F
· Speeds up the whiff recovery by 2F
· Now the failed Command Throws of Low Altitude Rocket Punch (3C), Pratfall (6C), Special Giant Swing (623AB), and Super Instant-Kill Spinning Whee (4646AB) can whiff cancel into a roll
(Rework) Destruction Throw (→↘↓↙←+A+B/A+D)
· Now allows anti-air and ground follow-ups
· Now pins the opponent down from instantly wake-up; significantly increased pushback distance
· Now can cancel into roll
· No longer prevents stun
Special Giant Swing (→↓↘+A+B/A+D)
· Now cancelable from normal attacks
· No longer prone to passing through the opponent in the corner
Super Instant-Kill Spinning Whee (←→←→+A+B/A+D)
· No longer prone to executing this move when the opponent jumps over the character and changes direction
Brave Rocket (↓↘→↓↘→+D)
· Increased the backward movement distance of the character after canceling it into J4D
Leiter (General)
Wahrheit Wave/ GIANT Crash/ BIG Punch/ Simulacrum Nutshell
· Now the use of the moves in question significantly charges up the EN bar
Jumping Attacks
· Increased the buffer time for landing into ground attacks
Jumping Light Attack (Jumping A)
· Expands the hit range of the second hit
Jumping Medium Attack (Jumping B)
· Expands the active range of cross-up in accordance with the animation
Crouching Light Attack (↓+A)
· Slightly decreased the pushback distance on hit
Jumping Heavy Attack (Jumping C)
· No longer knocks down the opponent on a ground hit
· Adjusted the damage from 90 to 80
Standing Heavy Attack (C)
· Expands the anti-air hitbox upward
· Adjusted the anti-ground/ anti-air damage from 90/70 to 85/75
· Decreased the knock-up altitude and increased the bounce altitude in Flash Counter (duration remains unchanged)
Crouching Heavy Attack (↓+C)
· Expands the hitbox for follow-up attacks
· Slightly increased the knock-up altitude on ground hit when miniaturized
The Giant-Killer (→+C)
· Decreased the movement distance
· Increased the pushback distance on the block
Wahrheit Wave (↓↘→+A/B)
· Now this move can be used while jumping
· Version A is now invincible to air attacks and projectiles on the upper body
· Reduced the maximum anti-air hitbox for Verson A
· Expands the anti-air range for follow-up attacks for stable multi-hit in the air for Version A
· Decreased the pushback on hit for Version B
GIANT Crash (↓↙←+B)
· Now allows bounce follow-ups
· Adjusted anti-air damage from 110 to 100
· Increased the pushback distance on hit
Simulacrum Nutshell
· Now can be used after Jumping Heavy Attack (JC) and The Giant-Killer (J9C)
THE SUPER GIANT Crash (↓↙←+B+C)
· Now allows bounce follow-ups
· Now benefits from counter-hit damage bonus
THE SUPER BIG Punch (→↓↘+B+C)
· Now benefits from counter-hit damage bonus
Normal Throw (A+B/A+D) After Miniaturized
· Now deals full damage
· Consistent frame advantage on hit against large/small hitbox characters
Simulacrum: Meteor (D after Mniaturized)
· Cancelable into Limiter Removed immediately on hit
Leiter (AOG Mass-Production Miner)
Simulacrum: Iron Fist (D)
Simulacrum: Reptilioid (D)
· Now reserves relatively high hitstun when hitting the opponent with other attacks at the same time
AOG Mass-Production Miner (↓+D)
· Now has 40% damage scaling
AOG Mass-Production Miner (→+D)
· Adjusted the anti-ground/ anti-air damage from 70/70 to 50/40
· Greatly increased the knock-up altitude
Great Mazinger (General)
Crouching Light Attack (↓+A)
· Adjusted the damage from 20 to 30
Scramble Dash (↓Charge↑+B+C)
· Adjusted the anti-ground damage from 130 to 145
Standing Heavy Attack (C)
· Slightly increased the attack distance
Crouching Medium Attack
· Increased the advantage on block from +1F to +2F
Backspin Kick (↓↙←+A/B)
· Backspin Kick with an upward direction input no longer cancels into 24A>B or 24A>C
Drill Pressure Punch (←Charge→+A/B/C)
· No longer pushes the character forward when facing the reverse side of the border
· Adjusted the startup from 18F to 17F
· No longer prone to accidental input during forward dash
· Hit count adjusted from 3 to 4 (unchanged block frames and damage)
· Normal and EX versions now conflict; only one can land
· Reworked Version A: Now defined as an anti-projectile move
· Version C slightly accelerates over time
Double Drill Punch (←Charge→+B+C)
· Hit count per punch adjusted from 3 to 4
Mazinger Slam (Jumping A+B)
· Extended input buffer for the next command after Great Mazinger lands
Great Mazinger (Combat Pro)
Great Boomerang
· Adjusted the damage from 60 to 50
· Boomerang of all versions can whiff and cancel into Great Knee Attack (3C)
· Increased the anti-air knock-up altitude for 5D; Decreased the pushback distance
· Slightly reduced pushback distance for 4D
· Slightly reduced pushback distance for 2D
· Reduced maximum input buffer for non-super cancels when recalling the boomerang
Great Knee Attack (↘+C)
· Decreased the damage if it is not a clean hit
· Upper body now catches the boomerang
Source
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