Iron Saga VS · published
Dear Commanders,
We will be conducting maintenance for Iron Saga VS on Steam from 17:00 UTC+8. Online play will not be available during the maintenance. You can still play in offline mode.
Maintenance Time (ETA)
17:00 - 18:00 UTC+8 (~60min)
If the hotfix is not finished by the scheduled time, we may extend the maintenance. We're sorry for any inconvenience this may cause. Thanks again for your understanding and support.
Patch Note 1.3.6 r6_0(Nov 06, 2025)
▣ OPTIMIZATION
▣ BUG FIX
▣ BALANCE ADJUSTMENT
Introducing Modern Controls and High-Sensitivity as new inputs
(After the addition, ISVS features 3 different modern inputs: Autocombo, Modern Controls, and High-Sensitivity.
"Autocombo may not be the most powerful, but it's always reliable!"
Attack Key Combo: Rapidly tap the Attack button to trigger an autocombo. The combo intensity increases with your tap speed.
Arrow Key Combo: When your attack hits the opponent, hold the Attack button and input any direction to start the autocombo. The combo intensity increases with your input speed.
Release to Input: When all other commands are entered correctly, you can trigger Super Arts by releasing a button instead of pressing it.
"Lower the requirement for Super Arts, but it may result in confusion."
E.g. Replace ↓↘→ with ↓↘
Or, Replace →↓↘/ ↓→↓→ with ↘(N)↘
"Not all devices support High-Sensitivity input."
Quicker input response, but stricter requirement for combo
· Fixed the bug where hitstun could get stuck at the third frame from the end in certain scenarios
· Fixed a problem where Nero’s hurtbox expands during the stand-up recovery after being hit by a low attack (compared to normal conditions)
· Fixed the characters freezing on the final frame of recovery when remaining stationary after successfully releasing Energy Shield (6CD)
· Fixed a problem when Getter Robo (Black Getter) finishes the opponent with Tower Backup (2424D) and Getter Firing Everything (2424C) at the same time, the next round would wind up in black
· Fixed the Mazinger Knee (8C) of Mazinger Z (Mazinkaiser) breaking through certain parry moves
· Fixed Great Mazinger jumping higher when using Mazinger Slam (5AB) immediately after jumping
General (Jump)
Slightly decreases the descending speed of all characters in a jumping or air attack (normal)
General (Hurtbox)
Introduces an additional head hurtbox invincible to projectiles during hitstun for giant-sized characters
Mazinger Z (Mazinkaiser)
Photon Power Beam (JD)
Greatly reduces the probability of a phantom hit on the edge of the opponent, facilitating a steadier combo
Nero (General)
Jump (J)
Slightly decreases the jumping altitude
Shin Getter Robo (General)
Jump (J)
Increases the distance of the backward jump to align with that of the forward jump
Decreases the backward jump by 1F to align with the frames of the forward jump
Getter Kick (J2C)
Increases the bounce-off altitude
Dancouga (General)
Crouching Heavy Attack (Unsheathed)
Decreases the pushback distance on block
Charging Beast (6B)
Lowers the priority of this move in a Clash
Team Iron Saga VS