Rollback netcode enabled 2D Fighter Dual Souls is here!
3.150 Update is up on Fighting Game Sale! Let's celebrate new rollback netcode, balance/gameplay changes with the developers!
Rollback NetCode Update is available!
Dual Souls 3.150 Update is available. There are a bunch of new features available! Scroll down to the details below:
[ONLINE] - Rollback NetCode Implementation! - "Options => Gameplay Options => NetCode Type" option added. Possible values are: * Rollback (Choose) => Lets P1 choose the value at the beginning of every match. * Rollback (Fixed) => Lets P1 use the value in "Rollback Input Delay" * LockStep (Old) => This is the old method the game was using till now. If both players have this option selected, Rollback will not be used in the match.
[MOBILE] - Options => Gameplay Options => Use System Keyboard option added. Default is ON. - Color Edit sharing: Now editing a custom color will copy its code to clipboard. This code can be shared across applications thus can be pasted from.
[WINDOWS] - LAN Game mode added under VERSUS menu.
[GAMEPLAY] - Throw Escape threshold increased. - Limit Breaks are no longer unblockable. However, they can not be Power-Block'ed. - Standing normal hit priority levels reset through whole cast: For st.K,F+SL => 3, st.SL => 4, st.BS =>5. - Air normal hit priority levels reset through whole cast: For j.K => 3, j.SL => 4, j.BS =>5. - Hit priority lower than 4 type attacks no longer open juggle state after a counter attack. This heavily affects kicks in the game. - Hit priority lower than 4 type attacks no longer cause extra hit-stun for counters. Hit-pause stays unchanged. This heavily affects kicks in the game. - Hit priority lower than 4 type attacks no longer cause knock-down on air-borne opponents during a counter-attack. This heavily affects kicks in the game. - Power Recoveries no longer give damage bonus. - Back,Forward directions are determined by each fighters' relative horizontal position rather than their facing direction now. - j.K hit stun decreased and reset through the board. - Overall stamina draining of normals decreased/corrected. - Chaos Drive is no longer related to the power meter and it has own meter under life bar when activated. Length and drain speed is same across the board. Power meter and RPS can be freely consumable during CD activation now. Early CD gives half meter when activated. Also last button(s) (SL+BS+K or PW) can be held to consume whole power meter to increase the start-up amount by 50%. When this happens "Boosted!" message appears after "Chaos Drive" message. Boosting is not possible for early CDs. - Fixed a bug preventing "Low Impact" not happening when a combo was started with a counter. - Fixed a bug causing P2's Impact meter to be seen empty. - Acquiring of simultanous and single button presses improved. - Aerial landing invincibility frames increased to 5 from 3. - Defensive Recoveries no longer triggers damage reduction mistakenly. Only Recoveries during a combo incurs damage reduction now.
[TRAINING] - 8A 8B 8C 8D and 9A 9B 9C 9D motions added to selectable AI moves. Thus one can train against instant air normals. - Now AI responds at the earliest correct frame during Snap-Outs.
[EFE] - Power #3 start-up frames increased. Vacuums opponent on hit. Total damage decreased from 3600 to 3250. - Rush-Forward (K after B,F,BS) Force-Break removed. - Wiper (Hold K): guarding state gets enabled at frame 36 now (was instant). - Gained a new Force-Break for Wiper (Hold K). Holding the move for 60 frames makes the move also Unguardable when a RP is available. - Sneak Bomb A (QCB,SL) no longers hits opponents more than twice in a combo. - Flash Bomb A & B (QCF,SL/BS) start-up and recovery decreased. - After CD activation it is no longer possible to directly KO the opponent with any normal or special move. During activation stunning opponent is not possible. - st.SL is -6 on guard.(was -10)
[KANAE] - Dragon Flight FB reworked. Now pressing K during Dragon Slash A/B will make Kanae perform an upwards rushing attack. This attack can be performed without connecting Dragon Slash as well. If it hits opponent, the opponent will be sent flying (only once in a combo) to the air for additional hits. Holding K adjusts how far Kanae will move forward during this move's attacking frames. Kanae is able to attack/block after the attack ends. After performing, j.BS, j.K , Dragon Dive (A&B) and Power #2 corrects facing direction to the opponent. - Dragon Slash A Power Recovery window removed. Added 6 frames aerial move invulnerability. - Dragon Slash B invincibility frames removed. Added 10 frames aerial move invulnerability. Start-up frames decreased by 1. Damage reduced by 100. Hit priority increased from 5 to 6. No longer cancel-able into #2 when guarded. - Dragon Breath (QCB,K) Active frames increased from 4 to 8. Projectile doesn't come out if Kanae is hit. Hold version hits low, unhold version hits overhead. - After CD activation it is no longer possible to directly KO the opponent with any normal or special move. - cr.SL is -5 on guard (was -4). - j.SL hit priority increased to 4 from 3. (Made same as the rest of the cast.) - Opponent is considered in air-borne state 38f after the falling animation of a Power #3 magic wave.
[BRANDON] - st.K active frames decreased from 9 to 5. - F+K start-up increased by 1 frame. - His Force-Break cancel from Rocket Kick (QCB,K) to Rush'n Roll (j.PW) now is a normal follow-up which can be done by pressing PW. - Gained a new Force-Break move: "Catcha!" (D,D,K). When performed Brandon does a short taunt animation and opens the juggle state. Can be done once in a combo and causes damage reduction upon activation. Also can be activated by holding K at the end of for special moves. - Power #2 lost auto-juggle enabling property. Same effect can be achieved using the new Force-Break move. - Blue Sky (QBF,K) is no longer a LB move. Start-up and recovery frames increased, invincibility frames removed. Damage decreased from 1000 to 800. Damage reduction is applied after throw. - Rockect Kick start-up frames decreased by 4. - A new LB follow-up added for Rockect Kick. By pressing K, Brandon will perform a fierce version of his Home-run which will make the opponent to hit the oppossite wall and slide-down. Snap-Out is possible after 60Fr after launching the opponent in to the air, and 65Fr when sliding on the wall starts. - j.PW => BS now downs opponent. Can be cancelled into Power #2. - Sonic Slash A downs opponent. - Rocket Kick (QCB,K) can be performed once in a combo now. - Power #2 corrects facing direction when performed. - cr.BS both hits are low now.
[SHIN] - After cr.BS, opponent no longer can be thrown. - cr.SL no longer causes Fatal Blow, cr.BS does. - j.BS Fatal Blow animation fixed. - After hitting opponent with j.BS during BloodSeeker Force-Break, opponent no longer can be thrown. Downed time for every j.BS hit is decreased by 20 fr during a combo. - Blade of Blood (QCB,SL/BS) recovery frames are decreased when hit. - cr.SL start-up gets increased by 2FR everytime it hits in a combo.
[RUNGARD] - st.SL hurtboxes extended forward. Hitbox was lowered and shortened. - Power #3 start-up increased. Meteroids push back less when guarded. Adds 32FR end-delay when fully guarded. - Power #1 Adds 32FR end-delay when guarded. - Early CD damage bonus decreased to 15%, normal CD bonus was decreased to 25%. - j.BS damage reduction increased after 1st hit. - Lighting Attack (QCF,SL/BS,in air) minimum height threshold increased. Stamina drain decreased. Total damage recuded to 1000 from 1200. - Connecting a second j.BS in a combo closes juggle state.
[JAMAN] - cr.SL +2 on hit now.(was +6). - Power #2, beast hit-stun decreased. - Loyalty (CD), B,F,PW no longer hits low. - Revenge (B,F,B,F,PW) start-up delay decreased. Jaman becomes invulnerable when the beast attacks. Hitting Jaman before the attack cancels it. - Wall hitting animation now fixes the opponent to the wall while sliding-down.
[NAGASHAPA] - Dance Little One! (QCB,K) removed as a LB and added as a new Power #1 (Spirit Mine), replacing "Guard Curse". It does slightly more damage and can be used more than once in a combo. Dancing spirit can not be Block'ed. 50% meter Blue power. - Spirit Smash (Power #2) is a 60% meter Blue Power now (was 50%). Ground version damage increased to 3450, aerial version damage decreased to 3150. (Was 3200 for both). - cr.BS active frames decreased by 9. - j.K no longer causes knock-down. It causes aerial recovery like all jumping normals. - Might Attack! Now! LB removed. Same move can be performed as a Force-Break by holding K at the beginning of Might Attack B (QCB,BS). - Added Naga Curse Upon You! Dynamite! LB move (QCF,K). This one is un-interruptible like Force-Break'd versions of normal curse moves. Additionally, it can appear as a "Guard Curse" with 50% possibility. Also has 8 less ending frames. - Curse moves give different sound effects when hit. - Crush Attack! LB combination changed to QCB,K. Staring frames decreased by 25. - After CD activation it is no longer possible to directly KO the opponent with any normal or special move.
[MIREI] - Shadow Strike LB (B,F,K) is now only available in Light Mode. - Added a new LB for Heavy Mode: Shadow Dance (B,F,K). Mirei does a leaping attack with the dagger passing through the opponent. Causes high damage stun on the ground, launches aerial opponents. Has 15fr start-up invincibility. - Mist Dash (QBF,K) now makes Mirei drop the dagger in heavy mode and gives the same effect of the previous Dagger Flip move (D,D,K). - Dagger Flip (D,D,K) heavy mode removed. Specific to Light Mode now. D,D,A/B versions added which don't function as a Force-Break and don't pause the game making Mirei vulnerable during the animation. - Neck Throw (PW during QCF,K) no longer grabs opponents landing from a hit aerial state. - cr.BS standing-up frames increased by 2. - f+SL hit push-back increased. - After CD activation it is no longer possible to directly KO the opponent with any normal or special move.
[ANDRE] - Flaming Sword B (QCB,BS) no longer on + when used more than once in a combo. Stamina drain decreased.
[ALPEREN] - Chain Bringer A & B (Blade Mode, QCF,SL/BS) Start-up frames increased. Chain movement speed decreased. Recovery frames occur when guarded. Hit-box got lowered.
Rollback Netcode Update is headed for Dual Souls!
The next big update is on the way for Dual Souls: The Last Bearer! This one will add all new smooth rollback netcode at the top this huge list of changes. Right here:
- Rollback netcode with cross-platform play. Old delay-based (lockstep) code is still available for those who wish to stick with it. - Character balance changes and new moves! - New training options for studying complex situations. - Bug fixes. (Of course!) - Release date and DLC plans schedule.
COMING VERY SOON!
FIRST CONFLICT #1
Saturday 18 April - CDT 14:00 - EST 15:00 - BR 19:00 - CET 23:00 Brackets: Double Elimination Games: 2 out of 3 Rounds Matches: 2 out of 3 Games Max Players: 64 How to join: Go to In-Game => ONLINE => TOURNAMENTS => PARTICIPATE => First Conflict #1 Rules & Info: https://discord.gg/v9Sr8Gr Stream: Steam (HERE!)
Destiny Awaits!!!
Huge Update v3.056 (Balance, Gameplay and new Features) and Halloween Discount!
Dual Blades receives a major update with several balance, gameplay, game-mode and fighter changes, adding a nice creamy top of 30% Halloween discount to the cake!
Here is a summary of what is new:
- Removal of the launcher and the mouse cursor: Now the game is fully playable with a controller! - All new online tournament mode as well as the ability to host tournaments! (Like opening a room) - "On-Meter Input Display" Now one can learn their fighters' moves while playing! - New reverse knockdown and counter hit animations implemented for each fighter. - New moves, balance changes and improvements for every fighter. - Spectating features improved. Now anyone can start spectating an on-going match.
Dual Blades (Formerly known as Slashers: The Power Battle) is back with a full-fledged update!
After a long silence, we have some exciting announcements to make!
As Stun Games, we decided to give the spiritual ancestor's name back to this game. So from now on, it will be known as 'Dual Blades'.
As of now, the game fully available with all 10 fighters and backgrounds along with main game modes. Enjoy and welcome our latest fighter joining the fray: The Guiding Spirit, Khazakian Shaman... Nagashapa!
Nagashapa is a small-sized super mobile shaman summoner which uses different spirits to aid her in combat. She has 3 spirits: Might, Crush and Little One.
Please expect more updates on real release date and format(!) Yes, the game will be released in a different format, we'll mention about this very soon!
Stay tuned!
Slashers Update 2.190: New Features Showcase
https://youtu.be/NAG-qO4CVX8
And more matches:
https://youtu.be/d0Nl35zxKNg
Big Update headed for Slashers: The Power Battle (v2.200)
Hello everyone,
Slashers will be back with a bunch of cool updates which will change the look and gameplay of the game drastically.
Here is a list of what is about to come (The features in the screenshots presented are still subjects to change and doesn't reflect the final look):
New Fighting Screen HUD and User Interface
https://youtu.be/CQZCrrZ2yNI
2 New Characters
Mirei: The Justice Seeker
https://youtu.be/ypPMYAGQ26o
Rungard: The Elemental Master
https://youtu.be/2FmlJskR0mQ
New "Recovery Point" System
Now you no longer need the power meter to perform Recoveries/Power Recoveries!
4 New Backgrounds
Nowhere
The Castle
Training
Cave of the Cursed
A New single player game mode: "JOURNEY"
In journey mode, you can create and customize your own fighter, survival-esque style, fighting against boss versions of the available fighters with different abilities. Level-up and gain medals and buy upgrades!
This huge update is scheduled for early September! If you are curious and willing to help the development process, you may get an alpha version by joining and contacting the devs at the game's discord channel:
https://discord.gg/RQB9EGS
Stay tuned!
Stun Games
Slashers Update 2.118: Efe 'The Ottoman Slapper' is here!
Efe: The Ottoman Slapper joins the fray as the 6th playable character for Slashers!
Efe is a dagger-wielding, energy-ball throwing Ottoman fighter with damaging focused attacks. Thanks to his rigorous training (slapping marble blocks), his slap attacks send opponents flying across the arena. The newest warrior added to Slashers excels at switching low and high moves rapidly which keeps opponents unbalanced and gives him the opportunity to deal devastating combos.
Since launching onto Early Access Slashers: The Power Battle has received a host of improvements, including the new "Tournament" mode, where players can participate and win rewards, but be warned, if you don't show up during your bracket match, then your opponent may win automatically! The game has also been updated with several balance changes and graphical improvements and the gamepad support has been improved.
We have so many more epic ideas to introduce into Slashers, and our powerful Ottoman slapper is just a nice addition to the game’s diverse roster!
Stay tuned for the next new challenger: ‘Ikuzo!’
Slashers Update 2.060: Shin 'The Dark Executor' arrives!
We proudly announce our new character Shin as the 5th playable character for Slashers: The Power Battle!
Shin is a blood-thirsty killer wielding a large double-edged blade. He excels at long reaching multi-slashing special moves and long-range normals (thanks to his blade). Some of his moves almost cover the full-screen, so when you picked Shin, your opponents will always stay on their toes.
Shin is also able to summon ravens to his aid. He can extend his combos with the ravens' attacks or heal himself with the blood they extracted from them. Shin himself also can turn into a raven and pass through the opponent's projectiles or their body.
If you pick Shin, you will hear this a lot: "Let the bloodshed begin!"
The game is also updated with several balance changes and graphical improvements. New options added to training mode, such as Fatal Counters, Chaos Points, Starting Position and Block Cancel.
New Combo Challenges missions and Arcade mode ending also added for Shin as well.
Stay tuned for the next new challenger: Efe... 'Ottoman SLAAAP!!!'