Full notes
Full KONSUI FIGHTER update
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Repeated intro
Hello everyone! Our 2025.5 build is now live! Here's an overview of what's new!
What changed
- Gameplay
- Balance
- UI and audio
- Server
KONSUI FIGHTER changes
Parry System - Parries have now been incorporated into the game! To Parry, simply tap forward just before your opponent's strike connects. If successful, your fighter will flash blue and a parry hit effect will spawn. If you executed the timing tight enough, these effects will be purple, indicating a perfect parry! Normal parries will negate damage, whilst perfect parries will treat the strike as a complete whiff. Each individual strike from your opponent must be parried, so watch out for those multi-hit attacks!
Charge Attacks - We've made some substantial updates to Charge Attacks, which require you to 'Charge' the attack by holding back for a brief period, before unleashing the rest of the attack inputs. The time to charge has been reduced slightly, and we've added a flash effect to your fighter when your held input has posted (more on that below). We've also made some balancing adjustments to those attacks to help with their viability, as several of them needed a bit more tuning to make them more useful.
Down + Back Holds - As part of the Charge Attack updates, we've introduced the ability for Down + Back inputs. On touch controls, you can perform this by holding back and the Charge Area. On button controls, simply hold Down and Back at the same time. This state will invoke Power Charging, allowing your character to slowly gain Charge Meter while also serving as a Back input to post a held input for the purposes of Charge Attacks. This means you now have two options to hold back to perform Charge Attacks - Down + Back allows you to hold your ground, and gain meter, but at the cost of no defensive options (You cannot Block in this stance, nor take any other defensive action), or, you can simply hold Back, which disengages from your opponent and allows you to defend normally, but will not Power Charge.
Tutorial Updates - With these recent mechanical updates, we've updated our Guided Tutorials to cover these new topics. A dedicated tutorial chapter has been added to the Specials Tutorial covering Charge Attacks, and the Parry mechanic is covered in a new tutorial chapter as part of the Techs Tutorial. Other minor updates have been made to keep the tutorials consistent with recent changes as well.
Visual Feedback - The team has worked to begin including more visual feedback during gameplay around specific mechanics. As mentioned above, a brief flash has been added when holding back to indicate when held directionals have been posted to the input buffer, making it clearer to perform Charge Attacks. We've also incorporated new flash and hit effects to indicate Normal Parries and Perfect Parries as outlined above. Finally, we have a new 'Head Throbbing' effect that is overlaid on fighters being grappled in a Hold, to help provide some clearer indication that they are stunned. We have more effects on the way, so stay tuned for more updates!
Balancing - We've incorporated a number of balancing updates, outlined below:
Mobility Updates - We've rebalanced all of the movement and mobility in the game, including walking, jumping, dashing, and dodging to better align with the overall attack dynamics and character strategies.
Normal Chaining - We've made some adjustments to certain character's normal chaining opportunities to limit some cheap 2-attack repetitions that are tricky to counteract.
TTK - We made some adjustments to the health pools and the default timer durations to increase the viability of running the clock as a strategy. We're still tuning this a bit, so stay tuned as this continues to evolve!
Grapple Updates - We fixed a few bugs identified with throws not invoking as intended, and applied a few more limits to grapples so that they cannot 'hit' an opponent that has started jumping, or is otherwise not fully grounded.
Bugfixes - This release also brings a series of bugfixes to the game:
Fixed an issue with Kyouki's Throw not consistently connecting.
Fixed an issue with Yasu's Light Punch 'Hitting Past' opponents.
Fixed an issue causing buttons pre-held at the start of gameplay not to post on keyboard.
Fixed some effects still showing up while Yuraku is invisible.
Fixed an issue preventing successful network connection in certain situations.
Fixed an issue causing the Uppercut input reminder not to display during the Attack Chaining Tutorial.
As always, let us know if you have any gameplay feedback or issues, and we'll see you all in the next update!
Source
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