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Homestuck Strife Project Devlog - itch.io · Jun 12, 2026

BETA v3.2 Out Now! [Patch Notes]

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Wiiuski · itch.io

Woohoo! 6/12 is here which means its Karkat day and also Strife Project patch day!!! 

This update mainly consists of a wide range of balance changes, adjustments, and fixes across the cast. Notably, for the first time, this update was built in collaboration with a development team who have been killing it with the changes and playtesting since the last update dropped. Seriously shout outs to the new development team, I don't think I could have done this many changes in such a comparatively short time alone.

There's still plenty work that needs to be done and areas to improve, but that's what being in beta is all about. Before working on the next character, we do have a bit of a control scheme rework update planned that intends to streamline the current movesets down to a four-button layout instead of the current six buttons as well as properly implement some defensive mechanics (more details on that will be announced soon). This will take a bit of time but in the meantime we are planning to host community tournaments and stuff through Discord, so be on the lookout for details!

# *__**Patch BETA v3.2**__*

#***Game Engine***

> - The engine has been updated from Ikemen GO nightly 2025.12.03 to Ikemen GO nightly 2026.6.07

> - Notable engine-side bugs that should be fixed include desyncs caused by selecting random stage online

> - As usual, the Ikemen GO engine is still in development and unprecedented issues may still occur

# ***Inputs***

> - Command buffer time increased from 1 to 3 frames

Some straggler inputs that werent fixed in the last update should be working properly for real this time:

- Dave: Unreal Air

- John: Youth Slide

- John: Rising Wrinklefucker

- Karkat: Jack Assists

- Karkat: Training Mode BLOOD BOND Mode Removal Input

# ***Throws***

> - Throws are no longer air or ground techable

> - All characters now have throw invulnerability during their prejump frames

# ***Wallbounces***

> - For moves that can wallbounce, the velocity that a wallbounce bounces your opponent with now scales with the amount of hits done in a combo. Hits 1-5 having normal velocity, with every subsequent hit scaling velocity up.

# ***Scaling***

> - Removed universal scaling feature that increased opponent's defense after a super with a pause is used in a combo, which caused many supers to have their damage significantly dampened in combos.

# ***Stages***

> - Fixed attacks not having proper pushback against edges on Egbert House

> - Standardized starting distance between players on Egbert House

# ***Dave***

> - Increased HP (900 -> 1000)

**Normals**

> - Now has unique blockstun values on all normals as opposed to matching the hit time values like they did previously.

**Throw**

> - Adjusted hitbox and hurtbox

**c.LP**

> - Increased startup (4 -> 6)

> - Reduced hitbox

> - Reduced ground hitstun (15 -> 12)

> - Reduced air hitstun (12 -> 8)

**c.HP**

>- Increased air hitstun (12 -> 14)

**c.LK**

> - Extended hitbox

> - Reduced recovery (12 -> 9)

> - Reduced air hitstun (12 -> 8)

**c.MK**

> - Increased startup (8 -> 10)

> - Increased recovery (8 -> 9)

> - Increased ground hitstun (15 -> 16)

> - Extended hitbox and hurtbox

> - Added additional hurtbox to recovery frames

**c.HK**

> - Now correctly hits as a low

> - Now knocks down opponent

> - Increased damage (50 -> 60)

> - Increased ground hitstun (15 -> 20)

> - Increased air hitstun (12 -> 20)

> - Extended hitbox

> - Added additional hurtbox to recovery frames

**a.LP**

> - Increased air hitstun (12 -> 14)

**a.MP**

> - Increased air hitstun (12 -> 16)

**a.HP**

> - No longer ground techable

**a.LK**

> - Increased air hitstun (12 -> 16)

> - Slightly extended hitbox and hurtbox

**a.MK**

> - Increased air hitstun (12 -> 16)

**a.HK**

> - Increased air hitstun (12 -> 18)

> - Reduced ground hitstun (35 -> 24)

> - Added hurtbox downward

**Timetables**

> - Fixed a case where the opponent using any special or super that pauses the screen at the same time as Dave using his timetables would cause the "new" Dave to disappear, and making Dave never leave the timetable state, effectively softlocking the match.

> - Added an additional failsafe in case something similar happens again in the future; if a potential future bug causes "new" Dave not to disappear before dropping, original Dave will return to neutral instead of being locked using timetables.

> - Decreased hitstun on guard: 20 hitpause + 6 hitstun frames -> 10 hitpause + 6 hitstun frames

**Unreal Air**

> - Decreased blockstun

**Davesprite: Assist**

> - Now disappears on hit

> - Reduced hitstun (45 -> 28)

> - Decreased startup (15 -> 13)

**Davesprite: Aggress**

> - Base damage increased

> - Damage no longer dampened by combo scaling

> - Initial hit is no longer air techable

> - Adjusted hitboxes so that follow-up hits connect better when hitting airborne opponents

> - Added new combo routes

**[S] Acceleration**

> - Fixed combo dropping when used against OTG opponents

# ***John***

**s.HK**

> - Reduced base damage (95 -> 49)

> - Reduced meter gain on hit (225 -> 150)

**a.MP**

> - Reduced hitstun (30 -> 24)

> - Adjusted hurtboxes to reduce disjoint

**a.HP**

> - No longer ground techable

> - Added additional hurtboxes to active frames 

> - Reduced air drift John has while doing the move

**a.HK**

> - Added additional hurtboxes to active frames

**c.MP**

> - Added new combo routes (c.MP -> s.HP, c.MP -> s.HK)

**c.HP**

> - Now launches opponent

> - Increased air hitstun (12 -> 30)

**c.MK**

> - Added new combo routes (c.MK -> c.HP, c.MK -> s.HP, c.MK -> s.HK)

> - Increased pushback (2 -> 2.4)

> - Increased hitstun (17 -> 22)

**Nannasprite Beam**

> - Increased recovery (30 -> 70)

> - Added hangtime when used in the air

**Furniture Rain**

> - Increased recovery (0 -> 40)

**[S] x3 Hammerkind Combo**

> - Reduced final hit base damage (2000 -> 1850)

> - Adjusted hitboxes so that follow-up hits connect better when hitting airborne opponents

# ***Rose***

> - Reduced Defense from 125 to 100 (Standardizes her health pool)

> - Reduced HP (1000 -> 900)

**s.LP**

> - Decreased startup (8 -> 7)

> - Fixed follow-up hit not hitting on block

**s.LK**

> - Decreased startup (11 -> 5)

> - Reduced hitbox

**s.HK**

> - Added additional hurtboxes to active frames

> - Opponent is in less hitpause after getting hit (8 -> 3)

**c.HK**

> - Increased startup (10 -> 12)

> - Increased base damage (50 -> 90)

> - Added additional hurtboxes to active frames

**a.LP**

> - Increased hurtbox size during active frames

**a.MP**

> - Increased hitstun (12 -> 16)

> - Added additional hurtboxes to active frames

**a.HP**

> - Increased startup (11 -> 15)

> - Majorly reduced air drift rose has while doing the move

> - No longer hits OTG

> - Increased hurtbox size during active frames

**a.MK**

> - Increased hurtbox size during active frames

**a.HK**

> - Reduced hitstun (30 -> 20)

> - No longer ground techable

**Yarn Grapple*

> - Increased recovery (18 -> 32)

> - Increased base damage (50 -> 90)

> - Added additional hurtboxes to active frames

**Jaspersprite Grab**

> - Increased initial base damage (120 -> 240)

> - No longer techable

**Jaspersprite Throw**

> - Increased initial base damage (120 -> 240)

> - No longer techable

**Tentacle Jab**

> - Reduced hitstun. (28 -> 15)

> - Added additional hurtboxes to active frames

**Be the Rider**

> - No longer techable

# ***Jade***

> - Added FETCH meter autofill input to Training mode (↓↓ TAUNT)

> - Reduced dash back speed (-5 -> -3.8)

**Throw**

> - Adjusted hitbox and hurtbox

**s.LP**

> - Increased recovery (7 -> 9)

**c.MP**

> - Adjusted hurtbox

> - Adjusted blockstun of first hit to make the second hit true on block (16)

**a.HP**

> - Increased startup (12 -> 17)

**a.LK**

> - Reduced hitstun (20 -> 15)

**a.MK**

> - Reduced meter gain on hit (190 -> 160)

**a.HK**

> - Fixed ability to use Bullet Fetch on downward bullets after the meter is full, which caused a visual bug where the fetch meter would disappear.

> - Now deals the same amount of damage as other bullets

**Bec Callback**

> - Fixed an issue where callback could be used during hitstun

> - Callback now gets cancelled on hit

**Bullet Fetch*

> - Hitbox extremely reduced

> - Can no longer be used while Green Sun Beam is active

**Bec Teleport: Jade to Bec**

> - Now costs 2 meter

> - Now has a short cooldown before it can be used a second time

**Bec Teleport: Enemy to Bec**

> - Now has a short cooldown before it can be used a second time

**Green Sun Beam**

> - Can no longer be used while Jade is attacking

> - Fixed an issue where Green Sun Beam could be used during hitstun

> - Fixed an issue where Green Sun Beam could be used during Proton Cannon

> - The opponent can now tech out of the fall when hit

**Proton Cannon**

> - Now guardable high and in the air

**[S] Incipisphere Fetch**

> - Decreased startup (40 -> 26)

> - Decreased base damage (5260 -> 3960)

> - Now blockable (high and air)

> - Increased startup pause time

# ***Karkat***

> - Training Mode BLOOD BOND removal input now functions as an instant toggle, making it easier to switch BLOOD BOND mode on and off when training.

**Crabsprite**

> - Completely reworked

>  - Previously: Three different three-hit chain moves that alternate between high and low blockable moves.

>  - Now: One two-hit chain move that is blockable mid, and can be followed up on with either a high or low chain move by pressing any punch or kick button.

>   - The high/low attribute of the follow-up animations are also more obvious and reactable than the previous one, which was only indicated by very brief flashes.

**Throw**

> - Adjusted hitbox and hurtbox

**s.LP**

> - Reduced hitstun (20 -> 10)

> - Reduced hitbox

**s.MP**

> - Reduced hitstun (20 -> 13)

> - Increased hurtbox size

**s.LK**

> - Reduced hitstun (15 -> 10)

> - Added additional hurtbox to active frames

> - Reduced hitbox

**s.HK**

> - Opponent hitpause is scaled after 8 combo hits to prevent infinites

**c.LP**

> - Reduced hitstun (15 -> 9)

> - Reduced hitbox

**c.MP**

> - Reduced hitstun (15 -> 9)

> - Increased hurtbox size

**c.HP** 

> - Reduced hitstun (30 -> 21)

> - Added additional hurtboxes to active frames

**c.LK**

> - Reduced hitstun (15 -> 9)

> - Added additional hurtbox to active frames

**a.LP**

> - Added additional hurtboxes to active and recovery frames

**a.MP**

> - Added additional hurtbox to active frames

> - Increased air hitstun (8 -> 10)

**a.HP**

> - Reduced hitstun (30 -> 15)

> - Extended and added additional hurtbox to active frames

**a.LK**

> - Now hits mid

> - Increased startup (5 -> 7)

**a.MK**

> - Reduced hitstun (16 -> 10)

> - Added additional hurtboxes to active frames

**Clawsickle**

> - Now only knocks down airborne opponents

**Clawsickle (Air)**

> - Can no longer perform a move after use

> - Now only knocks down airborne opponents

**Jack Noir Assists (All)**

> - Added additional cooldown animation when moves hit

> - All assists now hit mid

**Jack Noir Assist: Stab, Stab**

> - Now costs 1 bar of meter

**[S] Hero of Blood**

> - Now blockable standing (can still hit crouching/air)

Read the original on wiiuski.itch.io

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