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 damage
Stops "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 punch
Critical 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 players
Block, 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 punch
Perfect 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 window
Criticals 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 skill
Miss 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 Blocked
These 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 both
Durability 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 damage
The 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 slams
You 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 combo
Endless 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 combo
Every 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 half
If your punch hits, you recover faster. Miss, and you get the full recovery as a punishment.
Done
Punching while walking is 18% slower
Mindlessly 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 included
Burst 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 more
High 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 reroll
Rerolling 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 Burst
Burst 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% HP
The 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 style
These 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 skills
It 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 damage
A bug left the counter hit dealing zero damage. It now hits for its proper amount.
Done
Kure · Avidya — now a guard-breaking launcher, longer blindness
No 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 extender
Swaps 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 stun
Easier 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 penalty
High 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 regen
Landing 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 armor
Quicker 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 now
It 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 removed
Suplex 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 2s
Locking 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 fix
Ragdoll 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 stun
Now 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 distance
Keeps 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 guard
It always has — no change needed.
No change
Hammer Palm already knocks targets sideways
Already 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 muscle
With 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 wall
You 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 gains
Pressing 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 change
Muscle 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 + R2
The 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 properly
A diagonal-forward push could come out as a side dash. Fixed.
Done
Mobile: move your HUD buttons anywhere with the Edit button
Tap 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 charges31
Teleport Dash cooldown14s10s
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.
Knockback distance+18%
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 scalingPunch × 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 window0.2s0.15s
Critical / skill window0.5s0.3s
Failed attempt8s 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 hitRagdollStun 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.
Hitbox linger0.15s0.08s
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 happenFixed
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 firedAll 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 nothingWorking
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.
Wall hitBlurBlack flash
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.
Carry glitchYesFixed
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 equipFixed
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 dashMisreadFixed
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 layoutFixedDrag to move
May 21, 2026Combat & Style Balancing
May 21, 2026Block, Dash & Fixes
May 21, 2026Damage Overhaul
May 20, 202615 changes
May 19, 2026Defense Rework
EarlierBug Fixes & Skill Damage
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
AttackBuilt-in bonusWhat it means
Normal punch3.5×Your everyday attack.
Criticalpunch × 1.32Worked out straight from your punch — always lands for exactly 32% more than a normal punch.
SkillThe 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 rangeValue per point
0 – 600100%
600 – 1,50050%
1,500 – 3,00020%
3,000 – 6,00010%
6,000 – 20,0008%
20,000+1%
Muscle
Stat rangeValue per point
0 – 200100%
200 – 1,50060%
1,500 – 3,00020%
3,000 – 6,0008%
6,000 – 20,0002%
20,000+0.5%
Fat
Stat rangeValue per point
0 – 300100%
300 – 1,00050%
1,000 – 3,00010%
3,000 – 10,0003%
10,000+0.5%
Agility
Stat rangeValue per point
0 – 300100%
300 – 1,00060%
1,000 – 2,00030%
2,000 – 5,0005%
5,000+1%

Past 2,000 Agility, extra points go almost entirely toward filling your Burst bar rather than raw output.

Attack Speed
Stat rangeValue per point
0 – 300100%
300 – 1,00040%
1,000 – 2,00020%
2,000 – 5,0005%
5,000+1%

Attack Speed drops off sharply past 5,000 — investment beyond that gives very little.

Durability
Stat rangeValue per point
0 – 1,000100%
1,000 – 3,00055%
3,000 – 4,00035%
4,000 – 6,00025%
6,000 – 10,00018%
10,000 – 25,0004%
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.

MuscleStrength damage value
0 – 3,000100% (no penalty)
6,50086%
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 rangeHP per point
0 – 1,0003.125×
1,000 – 2,5002.25×
2,500 – 4,0001.625×
4,000+1.0625×
DurabilityRoughly 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
StatEffectMost it can give
MuscleCuts incoming damage — reaches its max around 3,500 Muscle18%
FatCuts incoming damage — reaches its max around 2,000 Fat — and adds HP on top9%
DurabilityGives 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.

ActionBase costExtra cost from stats
Normal punch2.0% of max staminaMore from Muscle, Strength and Fat, plus your style's flat cost
Critical3.4% of max staminaMore from Muscle, Strength and Fat, plus your style's flat cost
Sprint1.0% per secondUp 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 SpeedRoughly 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 remainingSpeed
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
StrengthTraining speed
0 – 300100%
300 – 60063%
600 – 1,00038%
1,000 – 1,50020%
1,500 – 2,50014%
2,500 – 4,0009%
4,000 – 6,0005%
6,000 – 8,0001.8%
8,000 – 10,0001.3%
10,000+0.5% and below
Upper & Lower Muscle
MuscleTraining speed
0 – 200100%
200 – 50076%
500 – 1,00056%
1,000 – 2,00036%
2,000 – 3,00022%
3,000 – 5,0008%
5,000 – 8,0004.6%
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 SpeedTraining speed
0 – 300100%
300 – 60038%
600 – 1,00023%
1,000 – 1,50014%
1,500 – 2,5007.5%
2,500 – 4,0004.3%
4,000 – 5,0002.8%
5,000 – 6,0000.7%
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
DurabilityTraining speed
0 – 300100%
300 – 1,00071% → 48%
1,000 – 2,50029% → 21%
2,500 – 6,00013% → 8%
6,000 – 10,0005% → 3%
10,000+Very slow
Agility
AgilityTraining speed
0 – 300100%
300 – 60060%
600 – 1,00036%
1,000 – 1,50020%
1,500 – 2,50011%
2,500 – 4,0005%
4,000 – 6,0002.6%
6,000+1.6% and below
Stamina
StaminaTraining speed
0 – 300100%
300 – 60082%
600 – 1,00064%
1,000 – 2,50040%
2,500 – 5,00024%
5,000 – 7,00011%
7,000 – 10,0006.4%
10,000+2.5% and below
Training gear bonuses
ItemBonus
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
Aikido150.72.42.40.020.98×
Basic50.753.03.00.11.00×
Boxing130.651.71.50.0051.00×
Cat181.52.13.00.11.00×
Demon Fist14.50.72.72.701.00×
Grand War Axe180.752.13.00.11.00×
Karate13.250.72.22.20.021.02×
Kazu180.752.13.00.11.00×
Kujin181.53.153.00.041.00×
Kung Fu5.30.753.03.00.11.00×
Kure140.7252.52.30.030.98×
Muay Thai140.7152.32.700.97×
Niko13.50.7152.42.30.041.00×
Raishin140.81.21.301.03×
Reinhold23.50.23.153.1501.00×
Sky180.752.13.00.11.00×
Sumo22.50.182.12.10.91.02×
Taekwondo140.651.52.40.021.05×
The Middle160.753.152.70.041.00×
War Axe150.752.13.00.11.00×
Wrestling22.50.182.852.850.040.97×
Ya17.750.6752.72.70.11.00×
Yuzuki-no-Mai17.750.6752.72.70.11.00×
Zhin180.752.13.00.11.00×
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
Avidya13.52.20.60.60
Bear Hug240.3330
Blazing Dragon132.3000
Cleaving Fang16200.50
ChokeSlam20.680.18821.7580
Counter Cut161.9050.63500
Earth Shatter142.2500
ElbowDrop23.50.2251.5581.5580
Elbow Cut1320.50.50
Feinting Elbow15.21.50.500
Flicker Jab121.397000
Gazelle Punch151.9050.63500
Hadouken132.3000
Hammer Palm210.5330
Iron Breaker132.5000
Lightning Flash141.8000
Lion Bite1320.60.60
Liver Blow121.6510.63500
OneTwo01.271.14300
Rock Punch270.5330
Shoryuken132.3000
Steel Blast153000
Suplex26.50.1882.51.70
Tatsumaki132.3000
Triple Kick152.200.350
Weeping Willow152.5000
Whirl Slam25.50.18821.850
Whirlwind Spin152000
Body Drop250.21.671.671.313
Bulldoze220.5110.89
Crushing Throw240.5221.15
Palm Barrage230.5101.203

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 attackPerfect Block window
Normal punch0.15s
Critical0.3s
Skill0.3s
  • 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.