Welcome to Battle Craze!!

The latest update is Version 1.23 (323 MB)


HOTFIX

SYSTEM

(1.23)

  • Fixed being able to follow up after several normal ground throws when comboed into

Wallace WALLACE

(1.23)

  • “Laufende Mann” no longer stops Guard Gauge regeneration during combos

Reaper REAPER / QREAPER

(1.23)

  • Fixed incorrect sprites being used for “Nebula-Storm”

Goliath GOLIATH

(1.21)

  • Reduced the airborne hit velocity of 2SP
  • Reduced the airborne hit velocity of “Beetle Battery”
  • Fixed “Thunder Kaiser” not triggering damage scaling if it started a combo
  • Reduced the airborne hit velocity “Volt Riser” gains from being Charged
  • Changed various hit properties of “Thunder Shoot”

(1.22)

  • Fixed “Volt Halberd” Dire Counters working improperly

(1.23)

  • Fixed an issue with “Thunder Kaiser” that prevented it from adding to the combo counter and being unable to start Dire Combos

Necross NECROSS

(1.21)

  • Lowered the airborne hit velocity of mid-air “Dominion's Leash”
  • Changed Necross’ movement during “Seraphim's Roar” to place her closer to her opponent afterward
  • Added missing FX to “Seraphim's Roar”
  • Fixed “Seraphim's Roar” Craze Blitz issues
  • Fixed being able to Craze Assault out of “Cherubim's Cord” on hit
  • Fixed being able to Craze Assault out of “Archangel's Tether” on hit
  • Fixed her Dire Counter trail not appearing

(1.22)

  • Further adjusted the hit velocity of airborne “Dominion’s Leash”
  • Adjusted the airborne hit velocity of “Power's Advance”
  • Fixed “Last Will and Testament” not hitting when used after “Seraphim's Roar”
  • Fixed not being able to Craze Focus “Ophanim’s Call”
  • Fixed “Ophanim’s Call” being able to hit the opponent during “Angel's Talon” and “Seraphim's Roar”
  • Fixed “Ophanim’s Call” causing the opponent to fall out of “Ophanim’s Turn”

(1.23)

  • Fixed LP “Ophanim’s Call” not being usable when facing left

Emi EMI

(1.21)

  • Fixed various Dire Counter bugs with “Noontide”

(1.22)

  • Fixed “Funeral, Accident” doing more damage than intended when empowered
  • Fixed airborne LK “Windy Day” granting Emi control way earlier than intended

(1.23)

  • You can now always perform the slower version of “Sunrise” by pressing 9LK during a chain

Ikue IKUE

(1.23)

  • Reduced the airborne hit velocity of “Blade Bulletstorm”

Jane Bane JANE BANE

(1.22)

  • Fixed “Death’s ‘Cicle” causing Jane to get stuck if used in midair

(1.23)

  • Lowered the airborne hit velocity of “Yacky Sack”
  • Fixed an issue where attempting an air throw after “Backburner” could maintain high horizontal momentum
  • Lowered the airborne hit velocity of “Backburner”

Update 2022, March 5th


SYSTEM

We're back, and we've got a big update for you all!

We've officially decided to finish off our roster of 20 characters before putting the Ikemen build to rest. Until then, we've got 3 of the remaining 6 characters ready for you to try!

Ontop of that are some more shuffling of global mechanics as we get more and more feedback. Throws now have the capability to punish what jabs can't, requiring proper spacing in block strings, as well as options to punish careless players with just a bit of damage. Sweeps now cause less downtime as well, as we felt there was a bit too much strength in setting up unfavorable situations for your opponent after a confirm.

  • Normal Throws now connect on Frame 3 (down from Frame 4)
  • Normal Throws will now connect if used while the opponent is in hitstun on the ground (most commonly after a jump-in)
  • Recoded the wake up and recovery invincibility times. There should now be 1 extra frame of full invulnerability to prevent well-timed reversals from being beaten, but only 3 additional frames of throw invulnerability. Said invulnerabilities should also be more stable now
  • Decreased non-recovery liedown time to 32 frames (down from 48 frames)
  • Increased the length of Heartbreaker animations, as well as the amount of time spent recovering from being hit by a Heartbreaker
  • Heartbreakers are now fully invulnerable on startup, and remain invulnerable throughout if it successfully hits the opponent
  • Decreased the distance an opponent must be from a wall where a Tumble becomes a Wall Splat
  • Most common graphical FX have been redrawn
  • Various traps and setup objects now have Player Side indicators during mirror matches
  • Windows fonts were replaced with a unique font. This should fix “text stretch” glitches as well as the font being absent on non-Windows platforms
  • Burn and Electrocute pain states now have palette-specific variants
  • Removed options that didn’t work due to Ikemen no longer supporting them
  • Fixed AI nearly always teching throws
  • Fixed a bug in Training where the Startup Time (SUT) would reset mid-move if it used multiple states (I.E. a stance with followups) and changed it to account for the amount of time Training has control before a move hits if he recovers in the middle of the player’s attack
  • Fixed a bug in Training that caused the Advantage count to be incorrect when the player was dashing or jumping

Ajit AJIT

  • Fixed being able to Craze Cancel out of “Lion’s Cascade”
  • Moved “Lion’s Cascade” and “Lion’s Cascade EX” hitboxes less inward to prevent being able to hit opponents behind him

Tsugumi TSUGUMI / ROBO-TSUGUMI

  • Decreased the airborne hit velocity of 2SP
  • Fixed “You Can't Stop My Approach!” not using Electrocute pain states on normal hit
  • Fixed some palette errors

Sherm SHERM / EVIL SHERM

  • The hitbox and arm hurtbox of 2SP now extends further downward
  • Fixed “Shermryuken” not connecting against armored moves and helpers under certain conditions

Reaper REAPER / QREAPER

There's been a lot of turmoil in Reaper's utility belt over Battle Craze's development. As strange as it may seem, they've rolled back to The Big Laser, but only in Side-L, which was lacking real identity. With Shooting-Star, their power as a zoner has returned, while Drones give their opponent a clear indicator of when they're being forced to reload.

  • Fixed being able to repeat various specials in midair
  • Can no longer act out of an unpowered, airborne specials
  • Replaced “Star-Crossed-Snipe” with “Star-Crossed-Beam”
  • Reduced the damage of unpowered “Star-Crossed-Beam” projectiles to 96 (down from 128)
  • Changed how “Shooting-Star” gains damage so that it happens over its lifetime rather than through deflects
  • Fixed an error with “Shooting-Star” dealing incorrect damage
  • “Cosmic-Divider” and “Cosmic-Divider-EX” now cause Tumble states on hit

la justicia LA JUSTICIA / LA TIRANIA

Don't worry, it's just a formality. You can still hug to your heart's content.

  • Fixed her throw tech animation giving her control later than intended
  • Added throw protection to the opponent after “Bear Hug”
  • Fixed her health regeneration being affected by her defense value
  • Fixed implications that she may have a magical skeleton

Boundary BOUNDARY

  • The startup of “Vertical Swing” now low-crushes

Baxter BAXTER

The supercomputer is still divising newer, cleverer tactics. In addition to a new move that grants him some more mobility, he now has the ability to start ignoring projectiles. Because he's a jerk.

  • Fixed his throw tech animation giving him control sooner than intended
  • NEW MOVE: “Emerald Mortar,” an upward vault with a bit of air control
  • When Baxter’s Spin Speed is at least 4, his spinning specials will blow through projectiles while active or charging

Ci-Ci CI-CI

Poseidon was vacuuming people after hitting them, and phasing opponents through Ci-Ci. It's doing better now.

  • Fixed his Craze Techniques not being cancellable from “Flying Cod Crash”
  • Fixed his throws giving out incorrect amounts of Adrenaline
  • Fixed some of his palettes causing an error with his electrocution sprites
  • During all Craze Techniques, Poseidon’s attack now has less hit velocity against airborne opponents
  • Reduced the hit velocity dampening on “Poseidon! Attack!” against airborne opponents
  • Poseidon now repositions itself during “Poseidon! Capture!” in order to prevent passing the opponent through Ci-Ci

Goliath GOLIATH

  • New character added!

Necross NECROSS

  • New character and stages added! Side-S will be added at a later date.

Emi EMI

  • New character and stages added!

Bernie BERNIE

A small change that will eventually fold into a bigger one is the idea that a special that already causes Dire Effects shouldn't consume Dire stacks. For now, Bernie's big weapons get the first taste, simplifying a choice that was a bit arbitrary. Also, Kavity Katana now has a purpose!

  • “Need a Lift?” followups can now be used by holding the direction
  • Reduced the damage of “Whester's Kavity Katana” to 136 (down from 176)
  • “Whester's Kavity Katana” now always causes a Freeze on hit
  • “Whester's Kavity Katana” and “Hand of King Dead” no longer consume Dire stacks on hit

Jane Bane JANE BANE

An unfortunate side effect of developing for MUGEN is the inability to do a lot with hittable objects. Due to this limitation, attacking a helper results in slowdown for the opponent, and in Jane's case, this was proving to be far more frustrating than it had any right to be. Without a lot of options, we decided it best to just remove the feature for now, and hopefully bring it back in a future outside of Ikemen.

  • 5SK now recovers 4 frames faster, but has 4 less frames of guardstun
  • Air specials can no longer be performed too soon at the start of a jump
  • The “Looming Sight” pumpkin can no longer be hit by the opponent
  • “Looming Sight” toss is now activated by holding Craze Technique rather than holding forward
  • “Looming Sight” can no longer be used while “Dooming Blight” is active, which previously resulted in a ‘failure’ animation
  • “Defroster” now has less startup, faster control time, and more distinct trajectories

Battle Craze!! is currently an open beta running on SUEHIRO's I.K.E.M.E.N GO engine. A few bugs may be present, but for now, we'll be focusing on issues relating specifically to gameplay.

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