Patch Notes for @FantasyStrike December 2018 Update

To kick off the week, Sirlin Games let loose their next monthly update for Fantasy Strike, an incredibly accessible fighting game that has won over the admiration of many.

Not much has changed in the way of character balance, but the December update adds a new profile screen that can be accessed by clicking the appropriate icon at the top right of the screen. Your profile will display these statistics: time spent on each character, your rank, your amount of XP, and your rate of progress in the single-player modes.

In addition, you can check out your friends’ profiles by highlighting their name on your friend list and selecting “view profile.” The information displayed on your profile will be available on theirs as well, including their rank which will now be represented by a number of stars dependent on their level. Example: having a level of at least 100 earns you a bronze star, whereas those above level 600 will get a silver star.

A series of bug fixes has also been applied to two characters: Midori and Argagarg, as well as to the state of Fantasy Strike’s online gameplay. They are as follows:


--Dragon’s B torpedo is no longer throw invulnerable during the startup. (Was never intended to be.)

--Dragon’s C forward-moving throw no longer causes opponents to go into a blocking pose if they are holding back. (Was never intended to.)


--Slight adjustment to vulnerable boxes during B projectile startup so his head is a little less vulnerable.

--Slight adjustment to the vulnerable boxes as his arms extend during f+A so that it better matches the animation (slightly less vulnerable, but still pretty vulnerable).

--When you pop Bubble Shield, you can no longer always easily combo a normal attack right after for a second damage. It’s possible in edge cases to do it still (which is fine), but in general you can’t get the extra damage. It was never intended that Bubble Shield always do 2 damage, so this is a bug fix.

--If your character has horizontal velocity from something, like a pushback force from a projectile, that velocity no longer gets instantly cancelled if you got into proximity block, such as when a second projectile is thrown. This is a tiny thing that has no significant gameplay effect, but it works a bit more as you’d expect now.


--Fixed a bug when letting the countdown run out on the score screen after a casual online match. If you were previously in the queue for both ranked and casual, letting the countdown run out used to return you just to one queue, but now correctly returns you to both. (It already worked correctly if you clicked “ready.”)

--Desync fix: When you change your input config mid-match (up to jump, throw macro, super macro), it's immediately sent to the online opponent, rather than causing a desync.

--When you open the button config during netplay as P2, we no longer accidentally overwrite the P1 side (which are your real local inputs) with the online opponent's settings. (Oops.)

--Ranked Score screen: Now, if you press back or escape during the ranked score screen, it will skip to the final state (after all stars were granted/removed). If "Ready", "Change team" or "Leave queue" buttons are pressed before animation finishes, it will skip to the last state and wait a couple seconds before leaving the screen.

A series of miscellaneous fixes has also been implemented. The complete patch notes for the December update can be found at

The game is currently available only on Steam for $19.99, but a future release on the PlayStation 4 and Nintendo Switch consoles is planned for early 2019.

JagoBlake, the author of this article, is an esports enthusiast who just so happens to have a way with words. Whenever he is not scouring the Internet in pursuit of breaking news, he's investing time into his favorite fighting games so as not to appear inadequate in the face of competition. To support his work, follow him on Twitter - @xJagoBlake.

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