Iron Saga VS · published
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Maintenance Period
From 16:00 to 18:00 UTC+8 (~120 minutes)
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☆ BLACK GETTER (FREE UPDATE)
☆ BUG FIX
☆ OPTIMIZATION
☆ BALANCE ADJUSTMENTS
· New Playable Character – Black Getter (Available after clearing Arcade: Getter Robo)
· New Emblem and Portrait – Black Getter
· Fixed the unintended changes to the properties of some moves that resulted from the CPU opponent reducing to 0HP in Training Mode
· Fixed a problem where some characters would be hit by certain high attacks in the recovery of a block while crouching
· Fixed a problem where the camera would shake after the opponent got knocked up from the ground
· Fixed a problem where the combo count stops randomizing, provided that jump-in attacks hit the target and any key is pressed upon landing
· Fixed Qing Long's Twin Dragon Break prioritizing over Thunder Dragon Break in the wake of a retreat under Arsenal: Shadow Fist
· Fixed a frame in the recovery of Getter Wing where Getter 1 cannot perform any actions
· Fixed Mephisto gaining invincibility on 1F~11F when performing Purgatorial Cluster under Arsenal: Soul Forge
· Fixed unintended mechanic being triggered in the interactions between Vassago's Energy Shield and certain moves
· Fixed unintended play of the animation after Nero (Simulacrum) gets hit by Shin Getter Tomahawk (2626D) of Shin Getter Robo
· Fixed unintended play of the animation after Nero (Simulacrum) gets hit by the Ultra Drill Hurricane of Shin Getter Robo under Shin Getter Robo 2
· Fixed the unusual hitstun caused by the simultaneous hits dealt by Cerulean Wave and other attacks
· Fixed the errors that occur when Mazinkaiser hits Nero (Simulacrum) with various attacks
· Fixed the disparity on startup duration between Double Drill Punch, which was canceled from Crouching Light Attack, and that of the normal version
· Fixed the uninvited play of certain animated moves despite being blocked by Vassago's FS Field (Limiter Removed)
· Fixed the repeated Forcefield Ebb & Flow under Limiter Removed in a combo when this move didn't hit the opponent in the air in the first place
· Fixed the sped-up mobility of Dancouga (General) when carrying DancouKen
· Fixed an error that rendered the first 3F of the forward movement into standing poses while Dancouga (General) changed direction from moving backward at the players' command
· Fixed an error that caused the opponent to fall to the ground while attempting to jump in the wake of an Eagle Dive hit by Dancouga (General)
· Fixed an error that stopped Dancouga (DancouKogaKen) from canceling DancouKen - Draw into Super Arts or Power Max Supermove after the former was blocked
· Fixed the disappearance of DancouKogaKen when it came into conflict with the Armor status during Dancouken - Draw under Dancouga's DancouKogaKen arsenal
· Fixed the immediate descent of the opponent after being hit by Dancouga's Missile Barrage under DancouHo Formation in some rare cases; Now the opponent descends no lower than a minimum altitude after being hit until the end of the move
· Fixed an error that stopped Pulse Laser of Dancouga (DancouHo Formation) from hitting the opponent on the ground before they bounced off
· Fixed the auto-input of the left/ right arrow keys for 1F after diagonal arrow keys were released
· Fixed the unrecognized direction with the forward key and backward key being pressed at the same time on certain keyboards and HITBOX devices
Lowers the requirements for Autocombo to activate; Mashing with enough keys now grants higher priority than Target Combo
Break Boost (C+D)
Increases the window in between the startup and active by 2F
Extends the anti-projectile period to 6F
Now provides more EN after releasing a Break Boost
Energy Reversal
Now Energy Reversal prioritizes other commands
Clash
Increases the extra advantage on hit from 5F to 6F
Increases the minimum advantage on hit from 18F to 19F
Kaguya (Darkwing)
Thermionic Engine (A+C)
No longer consumes EX resources
Boss Borot (General)
Brave Rocket (↓↘→↓↘→+D)
Backflash of the rocket explosion now costs recoverable HP
Boss Borot (Boss's Treasure)
SAYONARA Home Run (↓↘→↓↘→+C)
Can now hit the bomb placed by Boss Borot
Now can deflect the projectiles and reverse its trajectory
Mazinger Z (General)
Crouching Medium Attack (↓+B)
Reduces the invincible hurtbox against air attacks
Mazinger Z (Photon Power Commands)
Mazin Power (A+C)
Adjusts the damage dealt to the opponent from recoverable damage to true damage
Now defined as a Projectile
Reduces the hitbox for the opponent in the air
Now counterhits with the opponent's counter cause a Flash Counter
Mazinger Z (Bat A Thousand)
Missile Punch (D)
Decreases the advantage on block from 0F to -5F (disadvantage)
Mazinger Z (Mazinkaiser)
Decreases the HP from 1100 to 1050
Giant Missile (D)
The ammo in the missile bay decreases by 1
Fire Blaster (↓↘→+D)
Damage dealt increases from 160+62 to 200+62
Rust Tornado (↓↙←+A+B/A+D)
Damage dealt increases from 254 to 276
Crouching Medium Attack (↓+B)
Reduces the invincible hurtbox against air attacks
Great Mazinger (General)
Crouching Light Attack > Crouching Heavy Attack (↓+A>↓+C)
Damage dealt increases from 70 to 80
Great Knee Attack (↘+C)
Air damage dealt decreases from 100 to 90
Mazinger Jump (↓Charged↑+A/B/C)
Now can cancel into the Awakening Supermove Great Typhoon (↓Charged↑+A+B/A+D) on the first 2F
Great Mazinger (Combat Pro)
Great Boomerang (D/↓+D/←+D)
Now can be canceled by Great Knee Attack (↘+C) when the returning boomerang is gripped by the thrower
Susanoo (General)
Standing Heavy Attack (C)
Increases the distance moved during the attack
Slightly increases the attack distance
Reduces the probability of passing through the opponent being hit in the air
Susanoo (Sun and Moon Incarnate)
Kusanagi (D)
Increases property of the move in a Clash
Kusanagi (D while Jumping)
Slightly reduces the altitude limit for attacks
Slightly increases the knockup altitude
Vacuum Hachiyo (↓↘→↓↘→+D)
Now can hit the opponent being knocked down to the ground
Susanoo (Avatar of Raging Storm)
Kazakama (D)
Remasters the property of the move
Now introduces TWO charging phases
Vacuum Kamaitati (↓+D)
Remasters the property of the move
Now introduces TWO charging phases
Tempest Tornado (↓↙←+D)/ Skyborne Whirlwind (↓↙←+D while Jumping)
Adjusts the disadvantage on block to -1F
Qing Long (General)
Dash (→,→)
Expands the hurtbox of the lower body from forward
Dragon Glide (↘+B)
Reduces the distance moved during the attack
Expands the hitbox horizontally
Lowers the priority in a Clash
Reduces the pushback distance after getting hit by the opponent during the move
Expands the anti-projectile hurtbox from upward
Qing Long (Dust Annihilation)
Claw and Fang Rush (↓↘→+B+C)
Reduces the hitbox when faced with a crouching opponent
Cannot hit the crouching opponent from the air
Reduces the probability of passing through the opponent in the short distance
Dust Dragon Stomp (A+C)
Decreases the pushback on block
Increases the disadvantage on block from -2F to -3F
Mephisto (General)
Standing Medium Attack (B)
Increases the advantage on hit from +1F to +2F
Standing Heavy Attack (C)
Damage dealt decreases from 90/70 (Ground/ Air) to 80/60 (Ground/ Air)
Greatly increases the distance moved during the attack
Now can whiff and cancel into Double-Headed Bloodletter
Double-Headed Bloodletter (C>C(Mash))
No longer auto-corrects the unit to face the new direction
Damage dealt decreases from 90/70 (Ground/ Air) to 80/60 (Ground/ Air)
Greatly increases the pushback distance of the opponent after hitting them with the move
(Light) Continental Collision (↓↙←+A)
Reduces the pushback distance of the airborne opponent after hitting them
Mephisto (Fafnir Talon)
Demon Flamewave (D with Vegeance Blaze)
Reduces the pushback distance of the opponent after hitting them
Increases the advantage on hit from +3F to +5F
Now can whiff and cancel into Power Max Super Move or Special Moves
Damage dealt in the air increases from 1 to 30
Fafnir Grip (→+D with Vegeance Blaze)
Damage dealt to the airborne opponent increases from 1 to 30
Fafnir Firepillar (Requires 4 Vegeance Blaze: A+C)
Now can draw the opponent afflicted in the air toward the character
Greatly reduces the recovery period
Now can be performed in the wake of Continental Colission
Decreases the disadvantage on block from -22F to -11F
Increases the speed of the vortex that draws in the opponent
Vassago (Limiter Removed)
Stomping Shield Strike (B>B)
Now the second hit moves the character forward
Dragon's Might · Gai (B>B>C)
Now can cancel into (Heavy) Heaven Melee Combat · Gai (→↓↘+C) at a higher speed
Break Boost (C+D)
Now offers an earlier attack window for the following attack after Break Boost is canceled by a Jump command under Limiter Removed
Now C+D input following all other moves results in immediate Break Boost (C+D) under Limiter Removed
Limiter Removed (C+D [Hold])
Now defined as a Projectile
Expands the hitbox downward
Now immediately recovers 10% lost HP upon release
De-Limiter Removed (A+C)
Now defined as a crouching pose
Now invincible against projectiles during the move
Forcefield Ebb & Flow (↓↘→+D) during Limiter Removed
Now can whiff and cancel into a Strike
Throw (A+B/A+D) during Limiter Removed
Decreases the pushback distance
No longer negates insta-rise up
Infinite Power (↓↙←+A+B/A+D)
No longer being offered 30% damage correction in follow-up attacks
Vassago (Armed to the Teeth)
Multi-Purpose Support Grenade (↓+D)
Reduces the reload window from 6s to 5s
Now reloading pauses when the Grenade is available
Increases the knockup distance of the Grenade after being hit by some of the moves launched by the opponent
Muzzleloader Grenade (↓↘→+D)
Reduces the hitbox of a direct hit
Reduces the reload window from 6s to 5s
Now reloading pauses when the Grenade is available
Increases the knockup distance of the Grenade after being hit by some of the moves launched by the opponent
Nero (General)
Regal Ballet (↑+C)
Now can cancel into Power Max Supermove
Decreases the advantage on block from +1F to -1F (Disadvantage)
Crouching Medium Attack (↓+B)
Reduces the recovery by 2F
Increases the advantage on hit from +1F to 2F
Crouching Heavy Attack (↓+C)
Slightly expands the hitbox in the horizontal direction
Pope Drone Cones (↓↘→+B+C)
Damage dealt increases from 35 to 45
Slightly increases the knock-up altitude and landing lag
Slightly advances the first hit on startup
(Medium) Path of Thorns (↓↘→+B)
Decreases the startup from 16F to 15F
(Heavy) Path of Thorns (↓↘→+C)
Increases the attack hits from 8 hits to 9 hits
Damage dealt increases from 80 to 90
Extends the far end of the hitbox
Nero (GTW Fighters)
General
Now can summon GTW Fighters alternately without cooldown; The earlier one vanishes immediately
GTW Blastoff: Rock Solid (→+D)
Decreases the startup from 20F to 15F; Advances the summon in the startup period
GTW Blastoff: Iron Will (←+D)
Decreases the startup from 20F to 18F; Delays the summon in the startup period
Cerulean Wave (↓↙←+D)
Decreases the maximum hits from 17 to 16
Damage dealt decreases from 170/85 (Ground/ Air) to 96/96 (Ground/ Air)
Crimson Wave (↓↘→+D)
Basic damage dealt decreases from 90 to 36
Extends the duration of the [Burn] damage over time to the end of the combo
Dancouga (General)
Slightly decreases the speed of moving backward
Jumping Heavy Attack (Jumping C)
Damage dealt decreases from 85/75 (Ground/ Air) to 80/70 (Ground/ Air)
Eagle Dive (Jumping ↓+C)
Expands the htibox upward
Damage dealt increases from 130 to 120/100
Now the opponent can rise up instantly after getting hit by the move
Liger Strike (↓↘→+A)
Increases the altitude of the knock-up
Beast Knuckle (↓↘→+B)
Air damage dealt decreases from 90 to 80
Dancouga (DancouKogaKen)
DancouKen - Draw (D)
Now can cancel into other 24-enabled commands at a higher speed
No longer most immediately cancels into normal Throws
Now can block normal projectiles
Standing Light Attack (A)
No longer available with input spam
Damage dealt decreases from 30 to 25
Slightly increases the attack distance
Standing Medium Attack (B)
Extends the move duration by 1F
Increases the disadvantage on hit/ block by 1F for the opponent
Eagle Slash (Jumping ↑+B)
Now can cancel into Eagle Dive (Jumping ↓+C) after hitting the opponent
Crouching Heavy Attack (↓+C)
Air damage dealt decreases from 70 to 60
Reduces the distance that draws the opponent toward the character after hitting them
Big Moth Hammer (→+C)
Damage dealt decreases from 80 to 70
No longer knocks down the opponent
Increases the pushback distance of the opponent on hit/ block
Adjusts the property of the move from being a Medium Attack to a High Attack
Super Beast Cleave (→+C)
Increases the disadvantage on block from -13F to -14F
Liger Strike/ Beast Knuckle/ Big Moth Tackle (↓↘→+A/B/C) during DancouKen - Draw
Now comes into conflict with the same moves without DancouKen being drawn
Roaring Heavens Fist (→↓←+A+B/A+D)
Greatly increases the startup speed
Final Powerbomber (↓↘→+A+B/A+D) during DancouKen - Draw
Greatly increases the startup speed
(Light) Dancou Slash (↓↙←+A)
Increases the disadvantage on block from -12F to -13F
(Medium) Dancou Slash (↓↙←+B)
Decreases the disadvantage on block from -5F to -3F during DancouKen- Sheathe
(Heavy) Dancou Slash (↓↙←+C)
Adjusts the damage dealt from 30+130 to 40+120
Increases the distance moved (forward) during the move
Slightly moves the hitbox leftward
Greatly increases the pushback distance of the opponent being hit while Dancouga is in ascent
Adjusts the disadvantage on block at the end of the move from -1F to +1F to chain DancouKen – Sheathe (D) into combo
Soaring Wing (↓↙←+B+C)
Expands the hitbox downward
Wild Burst (→↓↘+D)
Increases the damage of the direct hit from 135 to 140
Decreases the follow-up attack damage from 135 to 125
Increases the recovery by 2F
Increases the pushback distance of the opponent
Increases the rise-up speed of the opponent on hit
Beast Press (↑+B+C)
No longer offering instant rise up for the opponent when being pinned to the ground with this move; Now it accords with other scenarios
Decreases the damage dealt from 100/90 to 90/80
No longer passes through an injured crouching opponent without cost
Getter Robo (General)
Adjusts the HP of Getter Robo 1/ Getter Robo 2/ Getter Robo 3 from 950/950/950 to 950/925/1000
Getter Robo (Getter 1)
Crouching Medium Attack (↓+B)
Now can hit the airborne opponent
Crouching Heavy Attack (↓+C)
Decreases the anti-air damage from 80 to 70
Increases the pushback distance after hitting the airborne opponent
Standing Heavy Attack (C)
Damage dealt decreases from 85/70 (Ground/ Air) to 80/70 (Ground/ Air)
Karate Combo (C>C)
Increases the pushback distance and altitude
Axe Kick (←+B)
Expands the hitbox from downwards
Now can knock up projectiles
Getter Press (↓+C while Jumping)
Increases the pushback distance after hitting the airborne opponent
Increases the pushback distance of the opponent after hitting them in the air from an opposite direction
Getter Thrust (→,→/←,← while Jumping)
Lowers the altitude requirement for Forward Jump to cancel into Getter Thrust
Aligns frames of Forward Jump and Backward Jump to cancel into Getter Thrust
Getter Beam (↓↙←+A/B/C)
Reduces the hurtbox on the feet
(Heavy) Getter Beam (↓↙←+C)
Now can cancel into Getter Thrust or Open Getter after hitting the opponent
Assault Getter Beam (↓↙←+B+C)
Now can destroy projectiles
Increases the knockup altitude after hitting the opponent in the air
Now can cancel into Getter Thrust or Open Getter after hitting the opponent
Now comes into force to the exclusion of Getter Beam (Normal)
Getter Jump (→↓↘+A/B/C)
Damage dealt decreases from 70 to 55/65/75 (Light/ Medium/ Heavy)
Advances the startup of the invincibility in the air by 2F/1F/1F (Total frames remain unchanged)
Expands the hitbox of the first hit from downward
Wing Rush (→↓↘+B+C)
Slightly expands the hitbox
Shin Getter Robo (General)
Crouching Light Attack (↓+A)
Damage dealt increases from 20 to 25
Getter Straight Punch (↓+A>B)
Damage dealt increases from 60 to 50
Getter Razor (6A)
Damage dealt increases from 40 to 45
Head Getter Beam (↓↙←+A/B/C)
Now causes an additional 7 [Burn] damage over time
Shin Getter Robo (Shin Getter Tomahawk)
Final Getter Tomahawk (↓↘→↓↘→+D)
Total damage dealt increases from 300 to 330
Tomahawk Boomerang (↓↙←+D/↓↘→+D)
Damage dealt by each Tomahawk increases from 40 to 45
Shin Getter Robo (Shin Getter Change)
Change! Shin Getter-2! (D when immediately transforming into Shin Getter 2)
Damage dealt increases from 90 to 100
Change! Shin Getter-2! (D while jumping when immediately transforming into Shin Getter 2)
Damage of the first hit increases from 50 to 70
Shin Getter Rolling Rush (→+D when immediately transforming into Shin Getter 2))
Damage dealt increases from 125 to 130
Stoner Sunshine (↓↘→↓↘→+C while Jumping)
Now causes an additional 45 [Burn] damage over time
Team Iron Saga VS
2025/10/16