Combat Update Notes
Hyaku Asura · Player Guide
BuffNerf
FixTweakNote
Three parts: the Update Checklist lists everything in the latest update at a glance, the Update Notes record dated changes (newest first — click a date to open it), and How The Game Works at the bottom always shows the current numbers behind every system.
Update Checklist
Everything that changed this update, grouped by area.
Latest — May 24
✓
Heavy Muscle slightly weakens your Strength damageStops "train everything" hybrids from being strictly best. No penalty under 3,000 Muscle, −14% at 6,500, −18% at 7,000+.
Done
✓
Criticals always hit exactly 32% harder than your punchCritical damage is now worked out straight from your punch, so it can never fall behind.
Done
✓
Muscle damage reduction caps a little later — around 3,500 Muscle
Done
✓
Perfect Block is now a manual input for playersBlock, then attack to time it yourself. 0.15s window vs punches, 0.3s vs Criticals and skills. Miss the attempt and it goes on an 8s cooldown. NPCs still Perfect Block automatically.
Done
✓
Iron Breaker now stuns for 1.35s instead of ragdolling
Done
✓
Punch hitbox lingers less — snappier punches, fewer phantom hits
Done
✓
Burst clears your debuffs and gives 1.7s of invincibility
Done
✓
Gazelle Punch & Flash Fire no longer miss close targets
Done
✓
Damage numbers stay on screen longer
Done
✓
Skill customization sliders work again
Done
✓
"Punch screen shake off" now silences every punch shake
Done
✓
Wall-hit blur replaced with a quick black flash
Done
✓
Fixed carried players being able to drag the carrier around
Done
✓
PS5: the menu now opens with L1 + R1, and the inventory with L2 + R2
Done
✓
Controller: 6th skill slot (R1 + Square) now equips properly
Done
✓
Controller: diagonal dashes now read the stick correctly
Done
✓
Mobile: drag your HUD buttons anywhere with the Edit button
Done
Combat & General
✓
Tighter timing to Perfect Block a normal punchPerfect Blocking a punch now needs sharper timing — the window dropped from 0.5s to 0.2s. Skills and Criticals still use the wider 0.5s window.
Done
✓
Skills and Criticals keep the wider Perfect Block windowCriticals were wrongly using the tight punch window. Fixed — Criticals and skills both use the 0.5s window.
Done
✓
Can't immediately block after whiffing a skillMiss a skill and you can't instantly turtle up and block during its recovery time.
Done
✓
Lion Bite and Lightning Flash can now be blocked and Perfect BlockedThese skills dash behind the target, which the game mistook for a backstab — and backstabs can't be parried. Fixed, so both can be blocked normally now.
Done
✓
Defense rework — Durability gives HP, Muscle gives damage reduction, Fat gives bothDurability no longer reduces damage — it gives much more raw HP instead. Muscle reduces incoming damage by up to ~18%. Fat adds extra HP plus a smaller damage reduction (up to ~9%).
Done
✓
Training dummy now shows accurate damageThe dummy used to show inflated numbers because it had no defensive stats. It now matches a real player's defense.
Done
✓
Only one ragdoll move per combo — no stacking floor slamsYou can only land one move that ragdolls the enemy per combo. Chaining several knockdown moves in one string no longer works.
Done
✓
Maximum 2 extenders per comboEndless extender-loop combos are gone. After 2 extenders in one string, the next one won't connect.
Done
✓
Damage drops after each extender or grab in a comboEvery extender or grab that connects makes the following hits deal 20% less damage (stacking). Resets when the combo ends.
Done
✓
Landing a punch cuts your recovery time in halfIf your punch hits, you recover faster. Miss, and you get the full recovery as a punishment.
Done
✓
Punching while walking is 18% slowerMindlessly throwing punches while moving is now noticeably punished with slower swings.
Done
✓
Every hit fills the enemy's Burst bar — grabs and 0-damage skills includedBurst gain used to depend on damage dealt, so grabs and weak skills gave almost nothing. Now every landed hit gives a guaranteed minimum amount.
Done
✓
Fat without muscle slows you down moreHigh fat with low muscle was already a speed penalty. It's been increased — these builds are noticeably more sluggish now.
Done
✓
Glowing eyes no longer turn white after a color rerollRerolling eye color could wash glowing eyes out to white. The chosen color now stays correct.
Done
✓
Fixed a crash when pressing the training key
Done
✓
Players with invincibility frames can no longer deal damage
Done
✓
Burst now fills more slowly per hit
Done
✓
Kure and Niko Critical damage buffed
Done
✓
Blocking drains much less stamina per hit
Done
✓
No vulnerable gap when activating BurstBurst now makes you invincible before clearing your stun, so a hit can't sneak in during activation.
Done
✓
Low-HP slow only kicks in below 30% HPThe movement slow from low health used to start as early as 80% HP. It now stays off until you drop below 30% HP, ramping up to its full ~50% slow at 0 HP.
Done
Skills
✓
Hadouken, Tatsumaki & Weeping Willow — damage no longer changes with your styleThese three skills used to deal different damage depending on the fighting style you had equipped. They now have fixed damage like every other skill.
Done
✓
Tatsumaki — damage brought in line with other Street Fighter skillsIt was hitting far harder than its sibling skills because it dealt full damage on all 4 spin hits. The damage is now spread evenly across the 4 hits.
Done
✓
Weeping Willow — now deals damageA bug left the counter hit dealing zero damage. It now hits for its proper amount.
Done
✓
Kure · Avidya — now a guard-breaking launcher, longer blindnessNo longer traps the enemy in a combo. It breaks their block, launches them away, and the blind and knockback now happen together on hit instead of after a delay.
Done
✓
Kure · Elbow Cut — now Kure's main combo extenderSwaps roles with Avidya. It's now the primary extender, but it loses its guard break, no longer ragdolls (stun only), and deals a bit less damage to make up for the extender utility.
Done
✓
Raishin · Lightning Flash — faster to use, shorter stunEasier to land, but it doesn't lock the enemy for as long. Speed and stun are now a trade-off.
Done
✓
Kure · Lion Bite — slower wind-up, longer stun, harsh miss penaltyHigh risk, high reward. The dash is easier to see coming, but landing it locks the enemy much longer. Missing leaves you wide open.
Done
✓
Boxing · Liver Blow — drains 15% of enemy stamina and pauses their regenLanding it burns 15% of the opponent's stamina bar and stops their stamina from refilling for 1.5 seconds.
Done
✓
Boxing · Gazelle Punch — faster, no more conditional hyper armorQuicker to use, with a higher speed floor for heavy builds. It no longer needs 1000+ Muscle to gain hyper armor.
Done
✓
Taekwondo · Whirlwind Spin — much faster, actually usable nowIt was too slow to land in a real fight. Both its base speed and animation speed were raised a lot.
Done
✓
Wrestling · Suplex — permanent damage buff removedSuplex used to permanently raise your damage for the rest of the fight. That's been removed — it was too strong.
Done
✓
Wrestling · Whirl Slam — skill silence cut from 6s to 2sLocking an enemy out of all their skills for 6 seconds was far too oppressive. Now 2 seconds.
Done
✓
Niko Critical — 30% slower
Done
✓
Steel Blast — now stuns instead of ragdolls, shorter dash, point-blank fixRagdoll swapped for a 1.5s stun, dash shortened, and the hitbox moved forward so close-range targets aren't skipped.
Done
✓
Niko · Iron Breaker — reworked to a stunNow stuns for 1.35s instead of ragdolling. Still breaks guard, knocks back, and drains stamina.
Done
✓
Earth Shatter — stun reduced to 0.5s
Done
✓
Cleaving Fang — shorter knockback distanceKeeps the "flying away" feel, just sends you a shorter distance.
Done
✓
Elbow Cut — more base damage, higher knockback
Done
✓
Triple Kick — stronger final knockback
Done
✓
Feinting Elbow — stronger knockback
Done
✓
Astro trait — bonus star-hit damage cut from 10% to 7% per hit
Done
✓
Foretell trait — 2 dodges instead of 3, much longer cooldown
Done
✓
Reinhold · Rock Punch — heavy finisher rework: more damage, longer cooldown, always-on hyper armor
Done
✓
Reinhold · Bear Hug — tighter grab window, faster ragdoll recovery
Done
✓
Off-style penalty — stamina-draining skills drain half as much when used off-style
Done
—
Earth Shatter already breaks guardIt always has — no change needed.
No change
—
Hammer Palm already knocks targets sidewaysAlready set up that way — no change needed.
No change
Stats & Training
✓
Heavy Muscle slightly lowers Strength damage (anti-hybrid)Very high Muscle now reduces how much damage you get from Strength — no penalty under 3,000, −14% at 6,500, −18% at 7,000+.
Done
✓
0 muscle is noticeably slower and weaker — normal around 50–70 muscleWith no muscle you start slower and deal less damage. You reach normal speed and damage around 50–70 muscle, and keep improving from there.
Done
✓
Longer invincibility after being knocked into a wallYou now get much longer invincibility frames when knocked into a wall, both on impact and while pinned — this stops enemies chaining combos on wall-pinned targets.
Done
—
Durability training — already balanced
No change
✓
Strength training slowed down at very high levels (6,000+)Training Strength above 6,000 gave too much per rep. Gains from 6,000–10,000 are roughly halved.
Done
✓
Attack Speed training slowed down at very high levels (5,000+)Same issue as Strength — gains from 5,000–10,000 are roughly halved.
Done
—
Agility training — already balanced
No change
—
Stamina training — already balanced
No change
✓
Upper and Lower Muscle training slowed down at 3,000+
Done
—
Hunger drain rate — already balanced
No change
✓
Fixed the muscle grinding animation sometimes not playing
Done
✓
Fixed Squat and Barbell training losing half your gainsPressing the key quickly made animations interfere with each other, eating about half your stat gains. Fixed.
Done
✓
Weighted Vest now also boosts Upper and Lower Muscle gains by 10%
Done
✓
Limb Weights now also boosts Attack Speed gains by 25%
Done
✓
Breathing Mask now boosts Stamina gains on every activity, not just the bike
Done
✓
Raishin's Attack Speed bonus reduced — it was giving too much extra damage at the cap
Done
✓
Max Fat now slows your swing speed by up to 10%This penalty wasn't applying before. It now works as intended.
Done
✓
High-end Durability scaling lowered between 4,000 and 10,000
Done
—
High-end Muscle damage — no changeMuscle already has very heavy diminishing returns past 6,000, so no further nerf was needed — cutting it more would over-weaken muscle builds.
Reviewed
Visuals & Quality of Life
✓Screen shake toggle — turn off punch shake, keep skill shakes
Done
✓The punch-shake toggle also stops the camera drifting with the punch animation
Done
✓The punch-shake toggle now reliably silences every punch shake
Done
✓Astro trait effects recolor to your aura color
Done
✓Damage numbers stay on screen longer and are easier to read
Done
✓Wall-hit blur replaced with a clean black flash
Done
Controls & Mobile
✓PS5: menu now opens with L1 + R1, inventory with L2 + R2The old menu chord used the analog triggers, which weren't registering reliably on PS5. The bumpers are rock-solid.
Done
✓Controller: 6th skill slot (R1 + Square) now equips
Done
✓Controller: diagonal dashes read the stick properlyA diagonal-forward push could come out as a side dash. Fixed.
Done
✓Mobile: move your HUD buttons anywhere with the Edit buttonTap Edit, drag your buttons where you want them, tap Edit again. Your layout is saved.
Done
Update Notes
Dated changes, newest first. Click any date to open or close it.
May 26, 2026Awakening Modes
▼
Awakening Modes
Hanma · Demon Back
Heavy Builds Keep Their Weight While Awakened
Demon Back used to fully cancel the attack-speed penalty that Muscle and Fat normally apply — a heavy build swung as fast as a lean one while awakened. It now only cancels 15% of that penalty. The mode's damage bonus was also trimmed.
Muscle penalty cancelled100%→15%
Damage bonus−10%
Reinhold · Muscle Control
Muscle Penalty Reduction Cut
Muscle Control's reduction of the Muscle/Fat attack-speed penalty was lowered from 45% to 20%, and its damage bonus was trimmed.
Muscle penalty reduction45%→20%
Damage bonus−10%
Advanced Mode
Speed and Low-HP Damage Reduced
The mode's movement-speed boost was reduced by about 7%, and its low-HP damage bonus had its cap lowered from +30% to +20%.
Speed boost−7%
Low-HP damage cap+30%→+20%
Lightning God Mode
Teleport Dash Reined In
Teleport Dash now has a single charge instead of three, with a 10-second cooldown. It also locks for 0.5s whenever you get hit — you can no longer instantly teleport out of a basic combo the moment a gap opens. The mode's speed and attack-speed bonuses were also reduced.
Teleport Dash charges3→1
Teleport Dash cooldown14s→10s
After being hit0.5s dash lock
Speed boost−7%
Attack speed bonus+20%→+15%
Skills
Kure · Avidya
Can No Longer Be Dash-Cancelled Into a Combo
Avidya's knockback was short enough that a quick forward dash let the attacker catch back up and keep comboing. Its knockback distance was increased by about 18% to push the target safely out of dash range.
May 24, 2026Defense, Controls & Mobile
▼
Damage & Defense Scaling
Strength & Muscle
Heavy Muscle Slightly Weakens Your Strength Damage
To stop "train everything" hybrids from being strictly the best build, very high Muscle now slightly lowers how much damage you get out of Strength. There's no penalty at all up to 3,000 Muscle. Past that it grows slowly — about 14% less Strength value at 6,500 Muscle, and 18% less at 7,000 and above. Pure-Strength and balanced builds aren't affected.
Up to 3,000 MuscleNo penalty
6,500 Muscle−14% Strength
7,000+ Muscle−18% Strength
Critical Damage
Criticals Always Hit 32% Harder Than Your Punch
A Critical is now worked out straight from your normal punch — it always lands for exactly 32% more. However much your punch hits for, your Critical hits 1.32× that, at every Strength level. No more Criticals quietly falling behind your punches.
Critical damageSeparate scaling→Punch × 1.32
Muscle Damage Reduction
Reaches Its Cap a Little Later
Muscle's damage reduction still maxes out at 18%, but it now takes a bit more Muscle to get there — the cap moved from around 3,200 Muscle to 3,500.
Max reduction at~3,200 Muscle→~3,500 Muscle
Perfect Block
Perfect Block
Now a Real Input — You Time It Yourself
Perfect Block is no longer automatic for players. To Perfect Block you now block and then throw an attack, timing it so the enemy's hit lands in your parry window. The window is 0.15s against a normal punch and 0.3s against Criticals and skills. Land it and you get a 2s cooldown plus a short 0.75s recovery; miss the attempt and it goes on an 8s cooldown. NPCs still Perfect Block automatically.
Punch window0.2s→0.15s
Critical / skill window0.5s→0.3s
Failed attempt—→8s cooldown
Skills
Niko · Iron Breaker
Now Stuns Instead of Ragdolling
Iron Breaker no longer ragdolls the target. Instead it lands a 1.35s stun, still breaks their guard, knocks them back and drains some of their stamina — so it sets up a follow-up cleanly instead of sending them to the floor.
On hitRagdoll→Stun 1.35s
Guard breakStill breaks guard
Combat Feel & Bug Fixes
Basic Attacks
Punch Hitbox Lingers Less
The basic-attack hitbox stays active for a shorter time, so punches feel snappier and you get fewer "phantom" hits from a swing that already finished. Criticals are unchanged.
Burst
Clears Debuffs and Gives 1.7s of Invincibility
Activating Burst now clears the debuffs on you and gives a solid 1.7 seconds of invincibility while it goes off, so you always get a clean reset out of it.
On activateClears debuffs
Invincibility1.7s
Gazelle Punch & Flash Fire
Hitboxes No Longer Miss Close Targets
Both skills had their hitboxes stretched a little further back, so enemies standing right next to you or slightly behind you don't slip through anymore.
Close-range missCould happen→Fixed
Damage Numbers
Stay On Screen Longer
Damage numbers linger noticeably longer before fading, so they're much easier to read mid-fight.
Time on screenMuch longer
Settings · Punch Screen Shake
Turning It Off Now Silences Every Punch Shake
With the punch screen-shake setting off, a number of shakes were still slipping through. Now it reliably turns off all of them.
Leftover shakesSome still fired→All off
Skill Customization
Skill Stat Sliders Work Again
The sliders in the skill customization menu weren't doing anything — moving them changed nothing. They're fixed and now properly adjust your skill stats.
SlidersDid nothing→Working
Wall Hit Effect
Blur Replaced With a Quick Black Flash
Getting knocked into a wall now shows a short black flash instead of the old blur effect — cleaner and easier on the eyes.
Carrying
Carried Players Can't Drag You Around Anymore
Fixed a glitch where the person being carried could end up pinning or dragging the carrier instead of being carried normally.
Controls — Controller & PS5
Controller · Menu
Menu Now Opens on PS5
The menu wasn't opening reliably on PS5 — the old chord used the analog triggers. It now opens with L1 + R1 (both top bumpers), which register cleanly on every controller. The inventory now opens with L2 + R2.
Open menuL1 + R1
Open inventoryL2 + R2
Controller · Skills
6th Skill Slot Equips Properly
The 6th skill slot wasn't equipping on controller. Fixed — R1 + Square now equips slot 6 like it should.
6th slot (R1 + Square)Didn't equip→Fixed
Controller · Dashing
Diagonal Dashes Read Correctly
Holding the stick slightly off-centre could make a forward dash come out as a side dash. Dash direction now reads the stick properly, so a diagonal-forward push dashes forward.
Diagonal dashMisread→Fixed
Mobile
Mobile · HUD
Move Your Buttons Wherever You Want
You can now rearrange your mobile buttons. Tap the Edit button to enter edit mode, drag any button to wherever feels comfortable, then tap Edit again to finish. Your layout is saved, so your buttons stay where you put them.
Button layoutFixed→Drag to move
May 21, 2026Combat & Style Balancing
▼
Street Fighter & Niko — Skill Fixes
Hadouken · Tatsumaki · Weeping Willow
Damage No Longer Changes With Your Style
These three skills were missing their own damage settings, so their damage shifted depending on which fighting style you had equipped — the same skill could hit harder or softer just for switching styles. They now have fixed damage like every other skill, so they always deal a consistent amount.
Damage sourceYour equipped style→Fixed
Street Fighter · Tatsumaki
Damage Brought In Line With Other Street Fighter Skills
Tatsumaki was dealing roughly four times the damage of Shoryuken, Hadouken and Blazing Dragon, because it dealt a full-power hit on every one of its 4 spin hits. The total damage is now split evenly across those 4 hits, so it lands the same total as its sibling skills.
Total damage~4× a normal skill→In line
Niko · Weeping Willow
Now Deals Damage
A bug left Weeping Willow's counter hit dealing zero damage — the counter landed and grabbed, but did no damage at all. The counter hit now deals its proper amount, in line with the other Niko skills.
Counter hit damage0→Normal
Reinhold — Rock Punch
Reinhold · Rock Punch
Reworked Into a Heavy Finisher
Rock Punch hits much harder but takes far longer to come back — a high-commitment finishing move. Hyper Armor is now always active when you use it (it used to need 1000+ Muscle). It still breaks guard, unchanged.
DamageMuch higher
Cooldown80s→160s
Hyper ArmorNeeds 1k Muscle→Always
Reinhold — Bear Hug
Reinhold · Bear Hug
Tighter Grab Window, Faster Recovery for the Victim
The window to land the grab is now half as long, so Bear Hug is harder to fish for. The ragdoll on the final drop is shorter, so the victim recovers sooner. It still drains 10% of the target's stamina, unchanged.
Grab window0.15s→0.075s
Drop ragdoll2.0s→1.25s
Taekwondo
Taekwondo · Style
Faster Punches, Better Kick Scaling
Taekwondo was underperforming on speed and damage. Its basic attacks are faster, and it gets more damage out of Lower Muscle so kick-focused builds pay off better.
Punch speed0.95→1.10
Lower Muscle scaling3.0→3.5
Style Reach
Punch Range
Per-Style Punch Reach Adjusted
Each style now has its own punch-reach multiplier. Longer-reach styles were extended slightly; tighter-reach styles were pulled in a little.
Taekwondo1.00×→1.05×
Raishin1.00×→1.03×
Karate1.00×→1.02×
Sumo1.00×→1.02×
Wrestling1.00×→0.97×
Muay Thai1.00×→0.97×
Kure1.00×→0.98×
Aikido1.00×→0.98×
Stats
Max Fat · Swing Speed
Max Fat Now Slows Your Swings
High Fat was supposed to slow your swing speed, but the penalty wasn't applying — fat builds swung as fast as lean ones. It now works: up to 10% slower swings at max Fat, scaling smoothly below that.
Max Fat swing speedNo effect→−10%
Durability · High-End Scaling
Durability 4,000–10,000 Improved
Durability gained between 4,000 and 10,000 was weak compared to other stats. It now scales about 50% faster through that range.
4,000–6,00035%→25%
6,000–10,00012%→18%
Low-HP Slow
Now Only Triggers Below 30% HP
The low-health movement slow was starting as early as 80% HP — far too soon. It now stays off until you drop below 30% HP, then ramps up to its full ~50% slow at 0 HP. The maximum slow is unchanged; only the trigger point was fixed.
Slow starts at80% HP→30% HP
Full slow at40% HP→0% HP
Skills
Boxing · Liver Blow
Stamina Drain Retuned + Regen Pause Added
Liver Blow's stamina drain was set to 15% of the target's max stamina, and it now also stops their stamina from refilling for 1.5 seconds on hit.
Stamina drain18%→15%
Regen pauseNone→1.5s
Off-Style Penalty
Stamina-Draining Skills Are Weaker Off-Style
Stamina-draining skills (Liver Blow, Bear Hug) now drain only half as much when used while not in their home style. Match the skill to its style to get the full effect.
Camera
Camera · Punches
Punch-Shake Toggle Now Also Stops Camera Drift
With punch screen-shake turned off, the camera still drifted along with the punch animation. It now stays completely still during basic attacks when the toggle is off. Camera movement while walking and idle is unaffected.
Punch camera driftAlways on→Off with toggle
Astro · Trait
Astro Effects Match Your Aura Color
Astro's arm auras and star-hit bursts now recolor to your aura color instead of always being purple.
Effect colorFixed purple→Your aura color
Bug Fix
Reinhold · Style
Reinhold Damage Scaling Corrected
The Reinhold style had a small data error that left its lower-body muscle scaling slightly too low. Corrected.
Lower Muscle scaling3 (error)→Fixed
Stat Tips
Agility — falls off hard past 2,000. Beyond that, extra Agility mostly helps your Burst bar fill rather than your raw output.
Attack Speed — big drop-off past 5,000. Investing beyond that gives very little. Raishin stays the strongest Attack-Speed style without being overpowered.
Strength — well balanced. Going from 6,000 to 10,000 Strength raises your damage by roughly 24%.
Stamina — always useful, but slows down past 10,000.
May 21, 2026Block, Dash & Fixes
▼
Blocking & Dashing
| Change | Detail |
| Dash while blocking | You can now hold block and dash. Blocking no longer stops you from dashing. |
| No blocking mid-dash | You can't start a block during the dash animation itself. Block before or after a dash — just not in the middle of one. |
Options
New setting — Punch Screen Shake. The screen shake from landing basic attacks can now be turned off on its own, under Settings → Graphics. The main screen-shake slider still controls every other shake.
Bug Fixes
| Fix | Detail |
| Hadouken & Steel Blast were broken | Both skills had a load error that disabled them entirely. Fixed — both work again. |
| Faster recovery after missing a skill | The recovery time after whiffing a skill — during which you can't block — was shortened from 1 second to 0.3 seconds. |
May 21, 2026Damage Overhaul
▼
Skill Damage — Buffed
Skill Damage
All Skills Hit Harder
Skills scaled far weaker than punches per stat point — a skill on cooldown could hit for less than a free punch. Every skill that uses the standard damage formula now gains more from Strength, Muscle and Fat. The more you've trained, the bigger the gain: roughly +21% at low stats, +30% at high stats.
Durability — Nerfed
Durability → Health
HP Per Point of Durability Cut by ~40%
Durability gave an enormous HP pool — 8,000 Durability was over 20,000 HP, so high-Durability builds took 70+ hits to kill. The HP you get per point was cut by about 40% across the board. Durability builds are still the tankiest in the game, just no longer unkillable.
0–1,000 HP5.0×→2.5×
1,000–2,500 HP3.8×→1.8×
2,500–4,000 HP2.7×→1.3×
4,000+ HP1.4×→0.85×
Durability Defense
Small Damage-Reduction Effect Reduced
Durability's minor damage-reduction effect — which only applies against training dummies and NPCs, not real players — was reduced by roughly 35%.
Foretell (Trait)
| Change | Detail |
| New trigger: landing a punch | Foretell now activates on a successful punch as well as a Perfect Block. Both give 2 dodges and a 48s cooldown. |
| Cooldown after using all dodges: 96s | Once all your dodges are spent, the cooldown restarts fresh at 96 seconds before the trait can trigger again. |
| Bug fix | Fixed a bug that could stop Foretell activating at all. |
Astro (Trait)
Astro star hits don't eat your damage falloff — Astro's bonus hits no longer count toward repeat-hit decay on a target, so your normal hits keep their full value.
Skills
| Skill | Change |
| Steel Blast |
Guard break removed — it's now purely a ragdoll move. |
| Cleaving Fang |
Last-hit knockback fixed. The grab was still holding the target when the launch fired, so they didn't move. The target is now released first, then knocked back properly. |
| Lightning Flash |
Backward-dash fixed. The dash now locks its direction the instant you use it — holding backward during the wind-up no longer flips you the wrong way. |
Consumables
Eating & drinking speed — eating and drinking animations no longer slow down at high Muscle. They always play at normal speed.
Combat Systems
| System | Change |
| Perfect Block cooldown | Now depends on where you are. Normal servers: 2s after a successful Perfect Block, 8s after a miss. Dungeons and boss fights: resets instantly on a successful block, 5s after a miss. |
| Training crash | Fixed a crash that could happen when leaving a training activity. |
| Low-HP slow clears on heal | The low-HP slow now clears the same moment your health rises back above the threshold, not only when sprinting. |
Damage Rework — Punches, Criticals & Skills
The problem — "my Critical felt weaker the more Strength I had"
Punches and Criticals used to scale completely differently. As you trained Strength, punch damage shot up fast while Critical damage barely moved — so your Critical felt weaker the more you invested, sometimes dropping to around half your punch damage. Both attacks now use the same scaling, so this can't happen anymore.
| Change | Detail |
| Punches and Criticals scale together | Both use the same stat scaling. Your Critical now stays a steady, predictable amount above your punch damage at every Strength level — and both keep climbing as you train. |
| Damage uses Strength, Muscle and Fat only | Agility and Attack Speed no longer add to punch or Critical damage — only the three core stats do. |
| Old "lean" penalty removed | There used to be a hidden bonus for being lean — meaning gaining Fat could actually lower your damage, and a fat-heavy build could lose nearly half its punch damage. That's gone. Training any stat now only ever helps. |
| Skill damage simplified | Skill damage also comes purely from Strength, Muscle and Fat now, with no hidden penalty. |
Skill & Knockback Fixes
| Fix | Detail |
| Hadouken — huge damage bug | Hadouken could hit the same target many times in one cast, spiking its damage to around 970. It now hits each target once for its proper damage, and travels in the direction you actually aimed. |
| Knockback direction fix | Some knockbacks could fling a target in a random direction — sometimes off the map. Knockback is now always aimed properly from the attacker toward the target. |
May 20, 202615 changes
▼
Glowing Eyes
Glowing Eyes — Color Reroll
Eyes No Longer Turn White After Rerolling
The glow effect was brightening every color so hard that mixed colors (orange, purple, teal) washed out to white. Fixed — eyes now glow at full brightness while keeping their correct color.
Squats & Bench — Crash Fix
Training — Squat & Bench
Crash on Key Press Fixed
Pressing a training key could crash the game in some cases. Fixed.
Invincibility & Damage
Attacker Invincibility
Players With Invincibility Frames Can No Longer Deal Damage
Invincibility frames only protected the target from taking damage. An attacker with active invincibility (for example, from Burst) could still hit others. Now their damage is blocked too.
Attacker with i-framesCan still hit→Blocked
Burst Bar
Burst
Minimum Gain Per Hit Reduced — 5 → 2
The minimum Burst gain per hit was filling the bar too quickly. Reduced from 5 to 2 per hit — Burst now takes roughly 50 hits to fill from empty on minimum-damage hits.
Kure & Niko — Critical Damage
Kure & Niko · Critical Damage
Critical Damage Buffed
Kure Critical base15→18
Niko Critical base14→17
Stamina on Block
Blocking — Stamina Drain
Blocking a Hit Drains Less Stamina
Blocking was draining too much stamina per hit. Both the base drain and the part that scales with damage were reduced.
Block stamina drainHigh→Much lower
Cleaving Fang
Taekwondo · Cleaving Fang
Final Knockback Distance Reduced
The "flying away" effect is kept — the distance is just much shorter.
Knockback distanceFar→~Half
Elbow Cut, Triple Kick, Feinting Elbow
Kure · Elbow Cut
More Damage, Higher Knockback
Base power13→16
Knockback height18→28
Taekwondo · Triple Kick & Karate · Feinting Elbow
Stronger Knockback
Triple Kick final64→80
Feinting Elbow70→88
Earth Shatter — Perfect Block Fix
Earth Shatter
Perfect Blocking It No Longer Leaves You Ragdolled
Perfect Blocking Earth Shatter could still leave you ragdolled, because its hitbox lingers briefly and a second hit slipped past the block. A successful Perfect Block now instantly clears any ragdoll and stun, so it always protects you.
Hitbox — Crash Fix
Hitbox
Fixed a Hitbox Crash
A hitbox could crash the game if it was used before it finished loading. It now waits safely until it's fully ready.
Block Stamina Drain — Further Reduced
Blocking — Stamina Drain
Block Drain Reduced by Another 30%
Block drain was still too punishing. It's been cut by a further 30% on top of the earlier reduction — blocking is much more sustainable now.
Block stamina drain−30% more
Astro Trait
Astro Trait
Star Hit Damage Reduced
Astro fires 3 bonus hits after a qualifying attack, each dealing a slice of that hit's damage. That slice has been reduced. It still goes through block, invincibility and Perfect Block — it just deals less now.
Damage per hit10% of the hit→7% of the hit
Foretell Trait
Foretell Trait
One Fewer Dodge, Much Longer Cooldown
Foretell was triggering too often. Dodges reduced from 3 to 2, and the cooldown raised from 30 to 48 seconds. The cooldown also now starts when your last dodge is used — before, it started at the moment of the parry, so players could immediately fish for another activation after burning all their dodges. There's now a full 96-second wait from your last dodge before it can trigger again.
Dodges granted3→2
Cooldown30s→48s
Earth Shatter — Fix
Earth Shatter
Skill No Longer Gets Stuck
Earth Shatter could occasionally fail to finish cleanly, leaving you locked in the move. It now always ends properly.
Gets stuckSometimes→Fixed
Squat Rack & Bench Press — Animation Fix
Training · Squat & Bench
Character Animation Now Plays Correctly
The squat and bench animations were pointing at a broken source and wouldn't play. Both now work.
May 19, 2026Defense Rework
▼
Defense Rework
Durability
No Longer Reduces Damage — Gives Much More HP Instead
Durability used to both give you HP and reduce incoming damage. That damage reduction is completely gone. To make up for it, the HP you get per point of Durability was roughly doubled. Your total health is much higher, but hits land for their full value.
Damage reductionup to ~50%→0%
HP per point~2× higher
Perfect Block Window
Parry System
Criticals Now Use the Skill Parry Window
Criticals were using the short punch parry window by mistake. They now use the wider skill window.
Critical windowPunch window (wrong)→Skill window
Kure Style
Kure · Avidya
Reworked — Guard-Breaking Launcher, Longer Blindness
No longer traps the blinded enemy in your combo. Instead it breaks their block, launches them back, and blinds them for a full extra second. Use it to open up a defensive opponent rather than extend a combo.
RoleExtender→Guard break
Blindness1.1s→2.1s
Kure · Elbow Cut
Now the Main Extender — Guard Break Removed
Swapped roles with Avidya. Elbow Cut is now Kure's primary combo extender, but loses its guard break and deals a little less damage since it gets the extender utility.
RoleGuard break→Extender
Damage scalingHigher→Lower
Kure · Lion Bite
Slower Start, Longer Lock on Hit, Hard to Recover From a Miss
The dash is now easier to see coming, so opponents can react. Landing it locks them much longer. But missing costs you real recovery time. Also now fully blockable and parryable.
Stun on hit1.0s→1.8s
Miss recoveryShort→0.9s
BlockableNo→Yes
Raishin
Raishin · Lightning Flash
Faster, Shorter Stun, Now Blockable
Easier to land, but it doesn't lock the opponent for nearly as long. Speed is the reward — stun is the trade-off. Also now fully blockable and parryable.
Stun on hit1.0s→0.6s
BlockableNo→Yes
Raishin · Style
Attack Speed Bonus Reduced
At max Attack Speed, Raishin was gaining roughly 39 extra damage per hit over other styles. That bonus was cut roughly in half.
Attack Speed bonus~Halved
Boxing
Boxing · Liver Blow
Burns Enemy Stamina on Hit
Landing Liver Blow now drains 18% of the opponent's max stamina, completely separate from the damage it deals. Punishes defensive players who lean on stamina to block.
Stamina drainNone→−18% max
Boxing · Gazelle Punch
Faster, Hyper Armor Removed
Noticeably quicker, with a higher speed floor so heavy builds can still land it. The old Hyper Armor that needed 1000+ Muscle is gone — speed is the reward now.
Speed+35%
Hyper ArmorNeeds 1k Muscle→Removed
Taekwondo
Taekwondo · Whirlwind Spin
Much Faster
It was nearly impossible to land against a competent opponent. Base speed, animation speed, and the minimum speed floor were all raised a lot to make it a real option.
Base speed0.8→1.15
Animation speed+25%
Wrestling
Wrestling · Suplex
Permanent Damage Buff Removed
Landing Suplex was permanently raising your damage for the rest of the match. Fully removed — it was far too strong.
On hit+10% permanent damage→Removed
Wrestling · Whirl Slam
Skill Silence Reduced 6s → 2s
Whirl Slam locks the enemy out of all their skills on hit. 6 seconds was far too long — reduced to 2 seconds.
Skill silence6 seconds→2 seconds
Demon Fist · Earth Shatter
Already Breaks Guard — No Change Needed
Earth Shatter already breaks the enemy's guard, so the planned "add guard break" change wasn't needed.
Wall Knockback
Wall Stun Safety
More Invincibility on Wall Contact and While Pinned
When knocked into a wall you now have much longer invincibility — both on impact and while stuck against it. Stops opponents chaining combos on wall-pinned targets.
On contact0.6s→1.5s
While pinned1.0s→2.5s
Low Muscle
Speed — Low Muscle
Noticeably Slower at 0 Muscle, Normal Around 70
No muscle at all means you move noticeably slower. This fades smoothly — at 70 muscle you're at full base speed. The existing penalty for very high muscle is unchanged and stacks on top.
0 muscle speedNormal→−28%
Damage — Low Muscle
Noticeably Less Damage at 0 Muscle, Normal Around 70
Same idea as the speed penalty. 0 muscle deals 35% less damage. At 70 muscle you're at normal damage, and gains keep going from there.
0 muscle damageNormal→−35%
Speed Penalties
Fat Without Muscle
Extra Speed Penalty Increased
Building fat while ignoring muscle already slowed you down. That extra penalty was increased — these builds are noticeably more sluggish at high fat.
Low HP Slow
Full Slow Kicks In Earlier, Slightly Stronger
The low-health movement slow reached full strength at 40% HP instead of 35%, and the slow itself was a bit stronger. (Later changed May 21 — the slow now only triggers below 30% HP.)
Full slow at35% HP→40% HP
Training Slowdowns
Strength Training
Gains Halved at 6,000+
Training Strength above 6,000 was giving too much per rep. Gains from 6,000–10,000 are now roughly halved.
Attack Speed Training
Gains Halved at 5,000+
Upper / Lower Muscle Training
Gains Reduced at 3,000+
Bug Fixes
Reinhold · Brute Throw
Hyper Armor Now Works
Brute Throw was missing hyper armor entirely, so the grab could be knocked out of its startup by any stray hit. It now has startup hyper armor like Bear Hug — the armor holds while the grab winds up and drops once the grab connects.
Startup hyper armorNone→Added
Wrestling · Suplex
Sped Up to Match Other Grabs
Suplex animated noticeably slower than the other grab skills. Its grab and slam animations now play about 25% faster, bringing its frame data in line.
Auto Macro
No Longer Stamina-Knocks While Training Bags
The bag-training macro kept punching until stamina was nearly gone, so a final punch could overshoot and stamina-knock the player. It now stops to rest with a larger buffer and properly waits for stamina to regenerate.
Rest threshold20% stamina→35% stamina
Lion Bite & Lightning Flash
Dashing Out of Them No Longer Breaks Movement
Dash-cancelling Lion Bite or Lightning Flash could leave a leftover cleanup step running that stomped the dash and broke movement afterward. Both skills now end cleanly — dashing out of either works normally.
Dash-cancelNo longer breaks movement
Combo System
One-Ragdoll Rule No Longer Permanently Breaks
The rule limiting each combo to one ragdoll move only reset when you ended a punch combo. A pure skill combo (no punches) never reset it, so the limit stayed broken for the rest of that fight. Fixed — it now always resets after 4 seconds.
Resets afterPunch combo only→Punch combo or 4s
Squat & Barbell Training
Rapid Key Presses Were Cutting Gains in Half
Pressing the training key quickly caused two animations to overlap and interfere, cutting your gains roughly in half. Fixed — each press now runs its own animation.
Lost gains~50% on fast presses→None
Damage Test Dummy
Dummy Now Shows Accurate Damage
The dummy had no defensive stats, so it showed inflated damage. A real player with Durability, Muscle and Fat takes noticeably less. Fixed — the dummy now mirrors real player defense, and its stats can be set for testing.
DefenseNone→Matches a real player
Burst Bar
Burst Bar
Grabs and Skill Contacts Now Fill Enemy Burst
Burst gain for the victim was based entirely on damage taken, so 0-damage grabs — like Thunderclap and clinch moves — gave the enemy no Burst at all. Fixed — every landed hit now gives a guaranteed minimum Burst gain.
0-damage hitsNo Burst→Minimum gain
Lion Bite & Lightning Flash — Perfect Block Fix
Lion Bite & Lightning Flash
Now Actually Perfect Blockable
Both skills dash behind the target, which the game mistook for a backstab — and backstabs can't be parried. Fixed, so both can now be blocked and Perfect Blocked normally.
Counts as backstabYes (bug)→No
Miss Recovery — Block Ban
All Skills — Miss Recovery
Can't Block During Skill Miss Recovery
The punish window for missing a skill existed, but blocking wasn't actually prevented during it. Now you can't block while recovering from a missed skill. (Later retuned May 21 — recovery set to 0.3s.)
Can block after a missYes→No
Burst
Burst — Invincibility Timing
Invincibility Now Applies Before the Stun Clears
Invincibility used to apply after your stun was removed, leaving a tiny gap where a hit could still land during Burst activation. Invincibility now applies first, then the stun clears — no gap.
Niko Style
Niko · Critical
Critical Speed Reduced by 30%
Niko's Critical was noticeably faster than other styles. A 30% speed reduction was applied specifically to Niko's Critical.
Steel Blast
Niko · Steel Blast
Converted to Ragdoll — Shorter Dash, Point-Blank Fix
The dash was shortened to compensate and to stop it passing through close-range targets. The hitbox was moved forward and widened so point-blank opponents are no longer missed.
On hitRagdoll 1.5s→Stun 1.5s
Dash distance28→18
Point-blank missCommon→Fixed
Earth Shatter
Demon Fist · Earth Shatter
Stun Reduced to 0.5s
Stun on hit reduced. The move already ragdolls — the stun on top gave too much follow-up time.
EarlierBug Fixes & Skill Damage
▼
Bug Fixes
| Fix | Detail |
| Steel Blast dealt no damage | A bug left Steel Blast doing no damage at all. It was rebuilt and now correctly stuns and knocks back. |
| Perfect Block cooldown | Fixed. |
| Wall-hit effects at floor level | Wall-hit effects used to appear near the ground. They now line up with the character properly. |
| Wall-hit effects on small ledges | Wall-hit effects no longer trigger on small ledges or flat ground — only on actual walls. |
| Grabs dealing no damage | Fixed grab moves like Whirl Slam dealing no damage during the grab. |
Skill & Critical Damage
| Change | Detail |
| Skill damage improved | Skill damage now uses the same fair scaling as punches and Criticals instead of an older separate system. Every skill benefits automatically. |
| Critical damage check | Confirmed Critical damage was already calculating correctly. |
| How skill damage works | Each skill has a base power, which is multiplied by your stats and that skill's own stat weighting. |
How The Game Works
The current numbers behind every combat system. This section is always kept up to date — it reflects what the game is running right now.
How Damage Works
How your punches, Criticals and skills decide their damage. All three are powered by Strength, Muscle and Fat — Agility and Attack Speed do not add damage.
The basics
Every attack starts from a base value. That base is multiplied by your stat bonus — how much your Strength, Muscle and Fat boost you — and then by a fixed bonus for the type of attack. Train those three stats and every hit gets stronger.
Normal punch = base damage × stat bonus × 3.5
Critical = your normal punch damage × 1.32
Skill = base power × stat bonus × 6
The three attack types
| Attack | Built-in bonus | What it means |
| Normal punch | 3.5× | Your everyday attack. |
| Critical | punch × 1.32 | Worked out straight from your punch — always lands for exactly 32% more than a normal punch. |
| Skill | 6× | The biggest built-in bonus, and skills also have much higher base power — so they hit the hardest. |
Your stat bonus
Your stat bonus grows with Strength, Muscle and Fat — the more you have, the bigger your hits. Every style and skill leans on those three stats differently; the exact weightings are in the Style Stats and Skill Stats tables further down. Stats have diminishing returns (see Stat Value & Falloff below), and punches get a little more out of raw stats than skills do.
Punches and Criticals grow together. A Critical is worked out straight from your punch — it's always 1.32× your punch damage, at every stat level, so it can never fall behind. Skills build up from your stats a little more gently, but their high base power keeps them the hardest-hitting option.
Stat Value & Falloff
Every stat has diminishing returns — each band is worth less per point than the one before it. This is what makes the early levels of a stat matter most.
Strength
| Stat range | Value per point |
| 0 – 600 | 100% |
| 600 – 1,500 | 50% |
| 1,500 – 3,000 | 20% |
| 3,000 – 6,000 | 10% |
| 6,000 – 20,000 | 8% |
| 20,000+ | 1% |
Muscle
| Stat range | Value per point |
| 0 – 200 | 100% |
| 200 – 1,500 | 60% |
| 1,500 – 3,000 | 20% |
| 3,000 – 6,000 | 8% |
| 6,000 – 20,000 | 2% |
| 20,000+ | 0.5% |
Fat
| Stat range | Value per point |
| 0 – 300 | 100% |
| 300 – 1,000 | 50% |
| 1,000 – 3,000 | 10% |
| 3,000 – 10,000 | 3% |
| 10,000+ | 0.5% |
Agility
| Stat range | Value per point |
| 0 – 300 | 100% |
| 300 – 1,000 | 60% |
| 1,000 – 2,000 | 30% |
| 2,000 – 5,000 | 5% |
| 5,000+ | 1% |
Past 2,000 Agility, extra points go almost entirely toward filling your Burst bar rather than raw output.
Attack Speed
| Stat range | Value per point |
| 0 – 300 | 100% |
| 300 – 1,000 | 40% |
| 1,000 – 2,000 | 20% |
| 2,000 – 5,000 | 5% |
| 5,000+ | 1% |
Attack Speed drops off sharply past 5,000 — investment beyond that gives very little.
Durability
| Stat range | Value per point |
| 0 – 1,000 | 100% |
| 1,000 – 3,000 | 55% |
| 3,000 – 4,000 | 35% |
| 4,000 – 6,000 | 25% |
| 6,000 – 10,000 | 18% |
| 10,000 – 25,000 | 4% |
| 25,000+ | 0.8% |
The 4,000–10,000 range was boosted on May 21 so Durability scales about 50% faster through that band.
Strength Effectiveness — Heavy Muscle Trade-off
On top of normal falloff, very high Muscle slightly lowers how much damage your Strength gives. This keeps "max everything" hybrids from being strictly the best build. It only touches the Strength part of your damage — Muscle's own damage is untouched.
| Muscle | Strength damage value |
| 0 – 3,000 | 100% (no penalty) |
| 6,500 | 86% |
| 7,000+ | 82% |
The penalty ramps up smoothly between 3,000 and 7,000 Muscle, then holds at −18%.
Health & Defense
How much HP and damage reduction each stat gives you.
Where your HP comes from
Everyone starts at 100 HP. Durability provides the bulk of your health, and Fat adds a smaller amount on top — roughly 0.64 HP per point of Fat (about 1,600 extra HP at the 2,500 Fat cap).
HP from Durability
| Durability range | HP per point |
| 0 – 1,000 | 3.125× |
| 1,000 – 2,500 | 2.25× |
| 2,500 – 4,000 | 1.625× |
| 4,000+ | 1.0625× |
| Durability | Roughly this much HP |
| 1,000 | ~3,225 |
| 2,500 | ~6,600 |
| 4,000 | ~9,040 |
| 8,000 | ~13,290 |
HP values shown at 0 Fat — Fat adds more on top.
Damage reduction
| Stat | Effect | Most it can give |
| Muscle | Cuts incoming damage — reaches its max around 3,500 Muscle | 18% |
| Fat | Cuts incoming damage — reaches its max around 2,000 Fat — and adds HP on top | 9% |
| Durability | Gives a large HP pool; only lightly reduces damage on training dummies and NPCs | — |
Against real players, Muscle and Fat both cut the damage you take. Durability gives you a big HP pool instead. Maxing Muscle and Fat together blocks roughly 27% of incoming damage.
Stamina
What your attacks cost in stamina. Higher Muscle, Strength and Fat all raise your swing costs.
| Action | Base cost | Extra cost from stats |
| Normal punch | 2.0% of max stamina | More from Muscle, Strength and Fat, plus your style's flat cost |
| Critical | 3.4% of max stamina | More from Muscle, Strength and Fat, plus your style's flat cost |
| Sprint | 1.0% per second | Up to 2.0% more from your size (Muscle + Fat); ×1.55 while sprint-boosted |
- Landing a hit refunds 30% of the stamina cost. Missing pays full.
- A full Rhythm bar takes another 30% off all combat stamina costs.
- Skills pay 70% up front. Land it and you're done; miss and the remaining 30% drains a few seconds later.
- Liver Blow drains 15% of the target's max stamina and pauses their stamina regen for 1.5s. Bear Hug drains 10%. Both effects are halved if the skill is used off its home style.
Movement & Speed
Attack Speed → swing speed
| Attack Speed | Roughly how fast you swing |
| 0 | ~1.0× |
| 1,000 | ~1.6× |
| 3,000 | ~2.1× |
| 6,000 (hard cap) | ~2.5× (max) |
Attack Speed is capped at 6,000, and swing speed can't go above ~2.5×. Very high Attack Speed also shortens how long your punches stun — up to −40% at the cap. Heavy Muscle and Fat lower your effective swing speed.
Muscle & movement
- 0 Muscle — −28% sprint speed and −35% damage. Both fade to zero by 70 Muscle.
- High Muscle (800–7,000) — up to −14% sprint speed.
- Fat without Muscle — an extra sprint penalty on top of the base fat slow.
- Max Fat — up to −10% swing speed, scaling with how close to the Fat cap you are.
Low HP slow
| HP remaining | Speed |
| Above 30% | No penalty |
| 30% → 0% | Ramps up to the full slow (~50% slower at 0 HP) |
Dodging
- Base dodge distance is 58 units, growing with Agility (up to 2,000) and Total Muscle. Hard cap of 175 units.
- Each dodge in a row travels a little less than the last. Very high Muscle (4,000+) halves the bonus distance after two dodges.
- Cooldown is 2s per direction, or 3s once your Total Muscle is above 500.
Training Gains
How fast each stat trains, and how much it slows down as you climb.
Every stat trains fastest at low levels and gives less per rep the higher it gets. The percentages below show training speed relative to that stat's own starting rate — so each stat begins at 100% and falls off from there. The curves are different for every stat.
Strength
| Strength | Training speed |
| 0 – 300 | 100% |
| 300 – 600 | 63% |
| 600 – 1,000 | 38% |
| 1,000 – 1,500 | 20% |
| 1,500 – 2,500 | 14% |
| 2,500 – 4,000 | 9% |
| 4,000 – 6,000 | 5% |
| 6,000 – 8,000 | 1.8% |
| 8,000 – 10,000 | 1.3% |
| 10,000+ | 0.5% and below |
Upper & Lower Muscle
| Muscle | Training speed |
| 0 – 200 | 100% |
| 200 – 500 | 76% |
| 500 – 1,000 | 56% |
| 1,000 – 2,000 | 36% |
| 2,000 – 3,000 | 22% |
| 3,000 – 5,000 | 8% |
| 5,000 – 8,000 | 4.6% |
| 8,000+ | 2.4% and below |
Muscle has a second slowdown. On top of the table above, your combined Total Muscle (Upper + Lower) applies an extra penalty to Upper/Lower Muscle training: about −10% at 5,000 Total Muscle, −22% at 6,000, −38% at 7,500, −55% at 10,000, and steeper beyond that. So very high muscle builds train muscle much more slowly than the table alone suggests.
Attack Speed
| Attack Speed | Training speed |
| 0 – 300 | 100% |
| 300 – 600 | 38% |
| 600 – 1,000 | 23% |
| 1,000 – 1,500 | 14% |
| 1,500 – 2,500 | 7.5% |
| 2,500 – 4,000 | 4.3% |
| 4,000 – 5,000 | 2.8% |
| 5,000 – 6,000 | 0.7% |
| 6,000 (cap) | — |
Attack Speed is hard-capped at 6,000. The 5,000+ band was deliberately cut to about half its old rate, so the last stretch is very slow.
Durability
| Durability | Training speed |
| 0 – 300 | 100% |
| 300 – 1,000 | 71% → 48% |
| 1,000 – 2,500 | 29% → 21% |
| 2,500 – 6,000 | 13% → 8% |
| 6,000 – 10,000 | 5% → 3% |
| 10,000+ | Very slow |
Agility
| Agility | Training speed |
| 0 – 300 | 100% |
| 300 – 600 | 60% |
| 600 – 1,000 | 36% |
| 1,000 – 1,500 | 20% |
| 1,500 – 2,500 | 11% |
| 2,500 – 4,000 | 5% |
| 4,000 – 6,000 | 2.6% |
| 6,000+ | 1.6% and below |
Stamina
| Stamina | Training speed |
| 0 – 300 | 100% |
| 300 – 600 | 82% |
| 600 – 1,000 | 64% |
| 1,000 – 2,500 | 40% |
| 2,500 – 5,000 | 24% |
| 5,000 – 7,000 | 11% |
| 7,000 – 10,000 | 6.4% |
| 10,000+ | 2.5% and below |
Training gear bonuses
| Item | Bonus |
| Weighted Vest | +10% Upper & Lower Muscle gains |
| Breathing Mask | +25% Stamina gains |
Stat-boost gear and active buffs can raise these further. Keep yourself fed — hunger affects your gains.
Style Stats
Base punch damage and how strongly each style scales with your stats. Higher numbers mean that stat boosts the style more.
| Style |
Punch dmg |
Strength |
Upper Mus |
Lower Mus |
Fat |
Reach |
| Aikido | 15 | 0.7 | 2.4 | 2.4 | 0.02 | 0.98× |
| Basic | 5 | 0.75 | 3.0 | 3.0 | 0.1 | 1.00× |
| Boxing | 13 | 0.65 | 1.7 | 1.5 | 0.005 | 1.00× |
| Cat | 18 | 1.5 | 2.1 | 3.0 | 0.1 | 1.00× |
| Demon Fist | 14.5 | 0.7 | 2.7 | 2.7 | 0 | 1.00× |
| Grand War Axe | 18 | 0.75 | 2.1 | 3.0 | 0.1 | 1.00× |
| Karate | 13.25 | 0.7 | 2.2 | 2.2 | 0.02 | 1.02× |
| Kazu | 18 | 0.75 | 2.1 | 3.0 | 0.1 | 1.00× |
| Kujin | 18 | 1.5 | 3.15 | 3.0 | 0.04 | 1.00× |
| Kung Fu | 5.3 | 0.75 | 3.0 | 3.0 | 0.1 | 1.00× |
| Kure | 14 | 0.725 | 2.5 | 2.3 | 0.03 | 0.98× |
| Muay Thai | 14 | 0.715 | 2.3 | 2.7 | 0 | 0.97× |
| Niko | 13.5 | 0.715 | 2.4 | 2.3 | 0.04 | 1.00× |
| Raishin | 14 | 0.8 | 1.2 | 1.3 | 0 | 1.03× |
| Reinhold | 23.5 | 0.2 | 3.15 | 3.15 | 0 | 1.00× |
| Sky | 18 | 0.75 | 2.1 | 3.0 | 0.1 | 1.00× |
| Sumo | 22.5 | 0.18 | 2.1 | 2.1 | 0.9 | 1.02× |
| Taekwondo | 14 | 0.65 | 1.5 | 2.4 | 0.02 | 1.05× |
| The Middle | 16 | 0.75 | 3.15 | 2.7 | 0.04 | 1.00× |
| War Axe | 15 | 0.75 | 2.1 | 3.0 | 0.1 | 1.00× |
| Wrestling | 22.5 | 0.18 | 2.85 | 2.85 | 0.04 | 0.97× |
| Ya | 17.75 | 0.675 | 2.7 | 2.7 | 0.1 | 1.00× |
| Yuzuki-no-Mai | 17.75 | 0.675 | 2.7 | 2.7 | 0.1 | 1.00× |
| Zhin | 18 | 0.75 | 2.1 | 3.0 | 0.1 | 1.00× |
Critical damage is always your punch × 1.32, for every style. There's no separate Critical scaling per style anymore — whatever your punch hits for, your Critical hits 32% harder.
Reach is a punch-range multiplier — 1.05× reaches slightly further than average, 0.97× slightly shorter.
Skill Stats
Each skill's base power and how strongly it scales with your stats. Power is the skill's built-in damage before your stats are applied.
| Skill |
Power |
Strength |
Upper Mus |
Lower Mus |
Fat |
| Avidya | 13.5 | 2.2 | 0.6 | 0.6 | 0 |
| Bear Hug | 24 | 0.3 | 3 | 3 | 0 |
| Blazing Dragon | 13 | 2.3 | 0 | 0 | 0 |
| Cleaving Fang | 16 | 2 | 0 | 0.5 | 0 |
| ChokeSlam | 20.68 | 0.188 | 2 | 1.758 | 0 |
| Counter Cut | 16 | 1.905 | 0.635 | 0 | 0 |
| Earth Shatter | 14 | 2.2 | 5 | 0 | 0 |
| ElbowDrop | 23.5 | 0.225 | 1.558 | 1.558 | 0 |
| Elbow Cut | 13 | 2 | 0.5 | 0.5 | 0 |
| Feinting Elbow | 15.2 | 1.5 | 0.5 | 0 | 0 |
| Flicker Jab | 12 | 1.397 | 0 | 0 | 0 |
| Gazelle Punch | 15 | 1.905 | 0.635 | 0 | 0 |
| Hadouken | 13 | 2.3 | 0 | 0 | 0 |
| Hammer Palm | 21 | 0.5 | 3 | 3 | 0 |
| Iron Breaker | 13 | 2.5 | 0 | 0 | 0 |
| Lightning Flash | 14 | 1.8 | 0 | 0 | 0 |
| Lion Bite | 13 | 2 | 0.6 | 0.6 | 0 |
| Liver Blow | 12 | 1.651 | 0.635 | 0 | 0 |
| OneTwo | 0 | 1.27 | 1.143 | 0 | 0 |
| Rock Punch | 27 | 0.5 | 3 | 3 | 0 |
| Shoryuken | 13 | 2.3 | 0 | 0 | 0 |
| Steel Blast | 15 | 3 | 0 | 0 | 0 |
| Suplex | 26.5 | 0.188 | 2.5 | 1.7 | 0 |
| Tatsumaki | 13 | 2.3 | 0 | 0 | 0 |
| Triple Kick | 15 | 2.2 | 0 | 0.35 | 0 |
| Weeping Willow | 15 | 2.5 | 0 | 0 | 0 |
| Whirl Slam | 25.5 | 0.188 | 2 | 1.85 | 0 |
| Whirlwind Spin | 15 | 2 | 0 | 0 | 0 |
| Body Drop | 25 | 0.2 | 1.67 | 1.67 | 1.313 |
| Bulldoze | 22 | 0.5 | 1 | 1 | 0.89 |
| Crushing Throw | 24 | 0.5 | 2 | 2 | 1.15 |
| Palm Barrage | 23 | 0.5 | 1 | 0 | 1.203 |
A skill's final damage is its Power multiplied by your stat bonus and the ×6 skill bonus. Grab skills like ChokeSlam and Suplex have very low Strength scaling because their power comes mostly from Muscle.
Combat Rules
The systems that govern combos, blocking and stuns.
Combos
- One ragdoll move per combo. Only the first knockdown move in a string connects as a ragdoll — chaining several won't work. Resets when the combo ends or after 4 seconds.
- Two extenders per combo. After 2 extenders in one string, the next won't connect.
- Damage falloff. Each extender or grab that lands makes the following hits deal 20% less damage, stacking. Resets when the combo ends.
- Repeat-hit decay. Hitting the same target over and over makes later hits worth less. Astro's bonus star hits are exempt and don't count toward this.
Blocking & Perfect Block
Holding block reduces incoming damage and drains some stamina per hit. A Perfect Block is a timed parry that fully negates a hit and punishes the attacker. For players it's now a manual input — block, then attack so the enemy's hit lands inside your parry window.
| Incoming attack | Perfect Block window |
| Normal punch | 0.15s |
| Critical | 0.3s |
| Skill | 0.3s |
- Players time it themselves. Block, then throw an attack so the enemy's hit lands in your window. NPCs still Perfect Block automatically.
- Land it — the hit is fully negated, then a 2s cooldown plus a short 0.75s recovery before you can try again.
- Miss it — Perfect Block goes on an 8s cooldown. In dungeons and boss fights a miss is only 5s.
- You can dash while blocking, but you can't start a block during the dash animation itself.
- You can't block during skill miss recovery (0.3s after whiffing a skill).
Stuns & Burst
- Very high Attack Speed shortens your punch stun — up to −40% at the cap.
- Every landed hit fills the enemy's Burst bar, including grabs and 0-damage skills, which give a guaranteed minimum.
- Activating Burst clears your debuffs and gives 1.7s of invincibility, and the invincibility applies before your stun clears — no gap.
- Wall knockback gives you long invincibility — both on impact and while pinned — so you can't be combo'd against a wall.
- A player with active invincibility frames can't deal damage to others.