Patch Notes - BETA v3.0


DISCLAIMER

I try to keep track of every change as much as I can, but there are many different small numbers and properties that have been tweaked, and also this version has been in development since 2022. As such, there is a chance some small things that are different from the last build are missing here. If something feels different and isn't listed here, there is a probable chance that it actually is different and I just forgot to write it. My bad.

GENERAL CHANGES

Ikemen GO Engine Update

> - Game migrated to a more recent Nightly build of [Ikemen GO](<https: github.com="" ikemen-engine="" ikemen-go="">) (nightly 2025.12.03). About three years newer than the engine used in the last build.</https:>

> - Key features from the new version that are being utilized in the current beta include Ikemen's experimental rollback netcode, and additional character select features.

> - Character select: Now includes a palette selection prompt when picking a character instead of palettes being mapped to buttons.

> - Color palettes no longer capped at 12, two additional colors have been added to every character. 

> - Note that the Ikemen engine is still in active development, and as such unprecedented engine-side bugs may occur. 

Notation Changes

> - Updated input notation in settings and command lists from "A, B, C, X, Y, Z" to "LK, MK, HK, LP, MP, HP" (light/medium/heavy kick/punch) for more accessible readability. 

> - Command list updated with a dimmer background for readability

> - Command list font changed (Arial -> Courier New)

> - New input icons added to command list, replacing stock icons and matching the updated notation.

> - "2K" and "2P" inputs (indicating to press any two kicks or punches at the same time), have been changed to read "Any K/P + Any K/P" instead.

Fixed Errors

> - Fixed an error where lv5 attack animations would appear below layered stage objects such as the pillow in Lalonde Manor and the fireplace in Harley Grand Foyer

Visuals

> - Position of the combo counter has been moved upward, and now renders below characters.

> - Bottom screen space is now reserved for character-specific meters such as Jade's "Fetch" and Karkat's "Blood Bond."

> - Character Portraits have been updated with new artwork

> - Various color palettes updated

> - Red health graphic on HP bar has had the white lines altered to seperate it from the main purple health

> - Pause menu graphic updated

Stats

> - For those interested in Ikemen/MUGEN modding and stuff, the HP and attack values should scale normally to other Ikemen/MUGEN characters by default now. Have fun


CHARACTER CHANGES

NEW CHARACTERS

> - Jade Harley

> - Karkat Vantas

NEW CHARACTERS - MAJOR CHANGES SINCE LAST PREVIEWS

Jade

> - Added ability to teleport herself or opponent using Bec as an anchor point

> - Bullet fetch ability now includes a hitbox when its used dealing a small amount of damage (no knockback)

Karkat

> - Crab lusus changed to Crabsprite

> - Removed cancel mechanic from Crab & Jack assist moves; Now you are instead able to move after a brief interval after using the moves. For Crabsprite, you can move once the move connects.

> - Added ability to the fakeout Jack summon to follow up with one of three Jack stabs for different meter costs: (Single stab - 0 bars; Multi stab - 1 bar; Slash rush = 2 bars)

> - BLOOD BOND mode, which enables Jack summons and disables the level 5 move, now persists between the rounds of a match instead of resetting. In Training mode, it can be toggled off by pressing (↓↓ Taunt)


CHARACTERS - GENERAL

Animation

> - Characters now have a unique animation when getting up from the knockdown state rather than reusing the crouch sprite.

> - Characters now have a unique animation when walking backwards where they actually walk backwards instead of the walking sprite being flipped. This was a common point of feedback as the flipped sprites could cause confusion about which direction the characters are facing

Grab

> - Timing has been standardized to take the same amount of frames to execute across all characters (11 frames). This is faster for every character except rose, for whom it stays the same

> - Extended length of whiff at the end of animations for balance

Air Dash

> - Backwards airdashes no longer freely cancel into other moves, and now cannot be followed up by any attacks or movements until landing. This also patches an exploit that allowed you to stack the momentum of air attacks, allowing you to slingshot yourself across the stage.

> - Forward airdashes can now be followed up by any command other than another airdash after a certain number of frames

> - The backward and forward airdash velocity for John and Jade has been standardized (previously, they were unintentionally different numbers unlike the rest of the characters)


Dave

> - Complete moveset overhaul; New attack animations and various other miscellaneous revisions. Original specials have been replaced with equivalents using the same commands and similar functionality, but with completely new visuals.

> - Due to the nature of the overhaul, specific patch notes for his individual moves from the old version are not listed.

> - The original Dave has has been left in the characters folder under "daveLegacy" and can be re-instated through data/select.def if you so please. This Dave has a few changes from after Beta v2 but before he received an overhaul. Note that "Legacy Dave" is only being preserved for fun and archival purposes and will not receive balance adjustments in the future.

Replaced Specials

> - Insufferable Prick ==> Timetables

> - Rambunctious Crow Attack ==> Davesprite: Assist

> - Crow Killer ==> Davesprite: Aggress

> - Smuppet Smackdown ==> Acceleration

New Moves

> - Special (↓↓ P): Unreal Air

Other Changes

> - M & H standing attacks no longer lunge forward when holding forward. Standing normals have instead been given a property where momentum doesnt immediately reset to zero when pressed.

> - Removed dodge button from crouch inputs, replaced with another normal attack.


Rose

Note

Rose will eventually be getting a bit of a moveset overhaul similar to what Dave got but maybe less extreme. Her changes arent as major as the ones for other characters this time around because of this but she will get proper attention next time.

Fixed Errors

> - a.MP no longer uses an engine default spark effect when blocked

> - Maplehoof no longer stays attached to Rose when hit out of the startup for "Be The Rider"

> - "Ride the Ogre" no longer awkwardly teleports both players to the other side of the screen when performed while facing left

> - The consecutive hits of Jaspersprite Grab, Jaspersprite Throw, and Ride the Ogre now properly add to the combo meter

> - Fixed Tentacle Jab not having any blue hitboxes. Oops

General

> - Base damage reduced

s.LP

> - Startup Time Decreased: 13 -> 6

s.LP Followup

> - Recovery Increased: 10 -> 14

s.LP

> - Recovery Increased: 16 -> 22

s.MP

> - Pushback Increased: 2 -> 3.2

s.MK

> - Lunge Distance Decreased: 5 -> 3.5

> - Pushback Increased: 4 -> 5.2

> - Lunge forward disabled when used close to the corner of the stage to avoid corner cheese

a.MK

> - Increased base damage: 200 -> 400

a.HK

> - Startup Increased: 3 -> 10

> - Increased base damage: 200 -> 450

Jaspersprite Grab

> - Startup Time Decreased: 33 -> 12

Jaspersprite Throw

> - Startup Time Decreased: 33 -> 12

Tentacle Jab

> - Hitstun Decreased: 40 -> 28


John

Summary

> - John has generally been reworked to lean more into heavy moves. Changes include limited movement, and a shift to lower start up frames but longer recovery frames instead of the other way around.

New Moves

> - Command Normal (↘ HP): Wrinklefucker

> - Special (→↓↘ HP): Rising Wrinklefucker

Combo, Moveset, and Input changes

> - Crouch moves can now be chained into from standing moves

> - c.MK has been changed into the special, Slide Kick (→↓↘ HK)

> - A new normal has replaced the c.MK input

Movement

> - Removed air dash and reduced height of air jump. Use alternative options to close the gap between you and your opponent such as the pogo ride moves.

> - Movement Speed (fwd) Decreased: 2.8 -> 1.9

> - Movement Speed (bwd) Decreased: 2.6 -> 1.6

> - Run Speed Decreased: 4.6 -> 3.4

s.LP (Hit 1)

> - Startup Decreased: 9 -> 5

> - Active Frames Decreased: 6 -> 3

s.LP (Hit 2)

> - Startup Decreased: 16 -> 4

> - Active Frames Decreased: 7 -> 4

s.MP

> - Startup Decreased: 21 -> 16

> - Pushback Increased: 3 -> 4.4

s.HP

> - Startup Decreased: 25 -> 19

s.LK (Hit 1)

> - Startup Decreased: 8 -> 7

s.LK (Hit 2)

> - Startup Decreased: 16 -> 4

> - Added forward movement

s.MK

> - Startup Decreased: 15 -> 12

> - Active Frames Increased: 4 -> 8

> - Added forward movement

s.HK

> - Startup Decreased: 24 -> 13

> - Recovery Increased: 14 -> 18

c.LK

> - Startup Decreased: 9 -> 4

c.LP (Hit 1)

> - Startup Decreased: 14 -> 6

c.LP (Hit 2)

> - Startup Decreased: 14 -> 8

c.HP

> - Startup Decreased: 20 -> 14

> - Pushback Increased: 3.7 -> 5

> - No longer lifts opponent into the air

c.MK

> - Changed from "Slide Kick" to "Handle Swing"

a.HP

> - Active Frames Decreased: 18 -> 12

> - Increased vertical velocity

> - Animation frames adjusted to improve visual if the attack lands on the first active frame

a.HK

> - Now knocks down opponent when hit mid-air

Pogo Launch

> - Startup Time Decreased: 49 -> 27

> - Self-damage on hit Increased: 20 -> 35

Pogo Ride Bounce

> - Startup Time Decreased: 28 -> 22

> - Landing Time Increased: 14 -> 18

Nannasprite

> - Nannasprite moves universally have a smaller startup time, and an altered summon animation and sound effect

Nannasprite Beam

> - Will now stop if John is hit by the opponent

> - Nannasprite will now appear further behind John if summoned while close to the opponent

> - John now has an animation when using

Nannasprite Rain

> - Player can now move immediately after using the input

> - Will now stop if John is hit by the opponent

> - Nannasprite will now appear further behind John if summoned while close to the opponent

3x Hammerkind Combo (lv5)

> - If the attack connects, the opponent is now frozen in place for the duration of the attack animation to prevent falling out of it.

> - Active Time Decreased: 24 -> 21

> - Animation frames adjusted to improve visual if the attack lands on the first active frame


# *__**STAGE CHANGES**__*

# ***NEW STAGES***

> - Egbert House

NEW MUSIC

> - A Gust of Dreams (John's Theme)

> - Falling Off the Planet (Jade's Theme) 

Universal

> - Due to small inconsistencies previously present in the stages, every stage has been modified in order to unify the scaling, player start positions, and camera position. Some stages may become different in visual scaling and stage length because of this.

> - Music now plays based on character rather than stage; the character on the player 2 side determines the theme [excl. Training mode and when facing Karkat as he does not have a theme yet]

Lalonde Manor

> - Starting position of players is now centered, removing a wall distance advantage from the player starting on the left

Strider Rooftop

> - Fixed an error that caused pushback not to function correctly on the edges of the stage

> - Background crows have been changed to an off-black color for better sprite readability

Harley Grand Foyer

> - Black lines have been changed to an off-black for better sprite readability

> - Pillars have been extended so they no longer cut off when jumping high enough

> - A 'blue lady' portrait has been added to the left wall

Skaia Battlefield

> - Black ground tiles have been brightened slightly for better sprite readability

TO DO

> - Some engine-default visual effects, glyphs, and fonts still appear & will be replaced in the future

> - Non-player CPU needs to be reworked as it is very random and dumb currently

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