We feel as though the Rollback Build is stable enough to use as our primary release. If you want the backup IKEMEN Go build, you'll find it here!
Update 2025, March 27th
SYSTEM
We hope you've been enjoying the completed version of Battle Craze on IKEMEN! We decided to take a little break from our other work to address some issues, as we do intend to keep this version in a good state while we make our move to Game Maker.
While we had only intended to do some minor bugfixes and number tweaking, a surprising amount of relatively big changes are here. There's even a whole new move!
- Craze Collision now costs 1 Gauge to use, but is increased to 2 when the held version is used
- Uncharged Craze Collision no longer applies Heartburn
- Lowered the velocity of Spin Out targets
- Implemented AI for the rest of the cast and adjusted existing AI (y'know, the 'CPU opponent' kind)
- Fixed an error across most characters that caused Dire Counters to re-trigger if hitting a projectile immediately afterward
- Potentially fixed a visual bug that caused characters to warp around the screen during "ranbu" attacks
AJIT

Actually increased the startup time of 5SP to 9 frames (up from Supposedly 9)

Reduced the block advantage of "One-Inch Punch" to -1 (down from +1)
Fixed not being able to cancel into "Solar Ignition" from "Fierce Tusk"
TSUGUMI /
ROBO-TSUGUMI
One of the few major changes in this update is a retooling of how Side-C Tsugumi and her Unique Trait function. "You Can't Stop My Approach!" is now a much more reliable combo tool, which made gaining Raijin Force stacks much easier. By adding alternate ways to consume and lose those stacks, while also capping how often she gets to use these powerful cancels, she's now able to exert her power more often without getting out of control.
- Decreased the block advantage of Close SP to +1 (down from +2)
- Increased the proximity range and hitbox of Close SP
Can no longer build stacks of "Raijin Force" during the same combo that a "Duck and Weave" cancel was used
Cancelling into "Duck and Weave" now only cost 2 stacks of "Raijin Force" if used on block
Now loses all stacks of "Raijin Force" during knockdown

Reduced the startup time of "You Can't Stop My Approach!" to 25 frames (down from 27)

Increased the Floor Splat height of "You Can't Stop My Approach!"

"You Can't Stop My Approach!" now no longer has a situational fast variation (excluding cancelling from "Duck and Weave")

"You Can't Stop My Approach!" now adjusts its trajectory based on distance from the opponent

Increased the grounded hit velocity of "Going Up!"

Lowered the hit velocity of the first hit of "I'll Aim for Greater Heights!"
Fixed SK "Thousand Catastrophe" not being able to KO
SHERM /
EVIL SHERM
Another more global change starts here, but it's a lot more relevant to the next guy on the list. Outside of specific circumstances, Armor should now start no sooner than frame 5, making haphazard use of armored moves more risky.
The last hit of "Stinky Habjouken" should no longer travel underneath airborne opponents
"Ultimate Chesto Punch" now gets Armor on frame 5 (up from 2)
Improved how "Ultimate Chesto Punch" determines whether or not to perform a Counter Hit crumple, including distinguishing them from Guard Breaks so that the latter only occurs after a full charge
Fixed Evil Sherm being considered taller than Sherm
WALLACE
Ontop of the aforementioned Armor changes and some general power balance, Side-S Wallace gets the honor of getting the only new move in this update! His combo game was a little lackluster compared to his other forms, so instead of retaining his redundant overhead special, it's been replaced with an entirely new function that doubles as a reliable ender.
- Reduced the hitbox height of Far SP
- "Volldampf Voraus!" and "Volldampf Voraus EX!" now travel further if his opponent is far away
- Increased the startup time of 2LK to 8 frames (up from 7)
"Mephisto Seben" now gains Armor on frame 5 (up from 3)
"Todesgerat" now gains Armor on frame 5 (up from 3)
"Mondherrschaft" now gains Armor on frame 5 (up from 3)
"Schwerer Aufprall" now gains Armor on frame 5 (up from 1)
Reduced the damage "Eisbrecher" gains per charge to 8 (down from 16)
Reduced the damage "Friedhofsbeben" gains per charge to 8 (down from 24)
Reduced the damage of LK "Achilles Hell" to 104 (down from 128)
Reduced the damage of SK "Achilles Hell" to 152 (down from 160)
Lowered the OTG hit velocity of LK "Achilles Hell"
"Nebel" now gains Armor on frame 5 (up from 1)
"Laufende Mann" now gains Armor on frame 5 (up from 1)
NEW MOVE: "Hochste Ubel" is now a unique move, an anti-air grab that can build Guard Pressure or provide good advantage
REAPER /
QREAPER-B
get down here
"Void_Drifter" now has a maximum vertical flight limit
LA JUSTICIA /
LA TIRANIA
Lowered the OTG hit velocity of "Chair Driver"

Can now cancel out of "Senton"

Reduced the damage of "Sunset Slam" to 144 (down from 168)
Fixed cancelling into backwards "Heel Turn" and "Demon Sway" not adding Heat
BOUNDARY
- Shortened the hitbox of 5LP and 2LP
Fixed "Portal Implode" being active if Boundary was hit while it was exploding
BAXTER
We like most of what Full Palette has become, but it had an unfortunate design flaw in that it really didn't provide damage. By making Violet Shot repeatable, his ability to convert this meter into more than just constant Spin Speed should help make him hurt more, if he puts in the effort to maintain it.
- Increased the startup time of "Scarlet Cleave" to 16 frames (up from 14)
"Violet Shot" now only reduces his "Full Palette" timer by half of its current amount

Increased the startup time of Far SP to 14 frames (up from 12)
Frontsters no longer act while Baxter is blocking
CI-CI
Reports suggest that this man is both 'wild' and 'wet.'
- Reduced the pushback of Close SP
- Decreased the block advantage of Close SK to +4 (down from +6)
- Reduced the pushback of Close SK midscreen

Decreased the recovery time of "Flying Cod Crash" by 2 frames
Most grounded normal hit velocities are now affected by Ci-Ci's current momentum
GOLIATH
- Far SK now causes a Tumble against grounded opponents
Empowered "Volt Lancer" now gains Armor on frame 5 (up from 1)
Normalized how Dire Counter Effects and "Static Cling" interact: in the event that a Dire Hit Effect actives on a charged opponent, both a Dire Stack and the charge are consumed
NECROSS
Nothing
EMI
- Fixed being unable to cancel into any of her All-Out Attacks on block
Adjusted the hit effect of SP "Funeral, Heartbreak"
Lowered the hit velocity of j.SP
Adjusted how "Shadow Step" works when travelling downwards
LUCY
GABBY
It's not really a surprise if you just tell them, Gab.
GABBY's voiceline during "Fasadon" and "Mirago" is now entirely random, rather than depending on which side she moves to
ISABELLA
Reduced the recovery time of LK "Crashing Wave" by 2 frames
Reduced the recovery time of SK "Crashing Wave" by 4 frames
TYRANT
- Increased the startup time of 2LP to 6 frames (up from 5)
"EMPEROR'S MARCH" and its follow-ups now gain Armor on frame 5

Added a Floor Splat to Close SP when hitting OTG
IKUE
Adjusted how the recovery of "Invigoration" works
TERI
- Increased the grounded Floor Splat height of LP "Oppress Claw"
Increased the recovery time of SK "Undercurrent" during Unrelenting by 1 frame

"Undercurrent" is no longer Dire prone
Can no longer perform midair "Driven Under" twice in one jump if using the ground-to-air variant
Fixed Craze Cancelling "Million Cross" after "Knock Down Walls" causing a Craze Focus
BERNIE
It's telling that one of the more major changes in this update is just 'you can now hold down the button to be slightly better.'
Lowered the search speed "Adrenaline Thrush" adds to "Rambling Inventory"
"Brick" now appears as the third item in "Rambling Inventory," with "Folding Chair" now appearing fourth
Adjusted Jimmy's attack speed during "Gimme a Hand, Jimmy!"

Fixed an issue that could sometimes cause the "...Down for the Spiraling" Floor Splat height to be incorrect
"Left Food" can now be held down to extend its startup time, adding a Crumple hit effect and making it +1 on block
JANE BANE
Apparently, Jane didn't get the memo: self-combustion is not a good thing.
- Reduced the block advantage of "Trick Kick" to -6 (down from -4)
Exploding from "Toiling Point" now leaves her vulnerable and puts her in hard knockdown
Fixed an issue with "Singe Snap" that could cause the opponent to enter a controllable recovery state under specific conditions