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Blazblue Entropy Effect X (Switch, Switch 2): all the updates

On this page, you will find all there is to know about the various updates for Blazblue Entropy Effect X on Nintendo Switch and Nintendo Switch 2.

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Blazblue Entropy Effect X – Ver. ???

  • Release date: August 13th 2026
  • Patch notes:

No patch notes available. This update brings the following to the game:

  • adds support for Nintendo Switch 2 Edition
  • adds a new playable character: Platinum
  • adds new content

  • Additional notes: none
  • Source: Astrolabe (Bluesky)

Blazblue Entropy Effect X – Ver. ???

  • Release date: ???
  • Patch notes:

Features and System Optimizations

• Adjusted the [Overload] energy mechanics: while in combat and Overload is not active, [Overload] energy will continue to accumulate. Using varied moves to attack enemies in succession, successfully dodging enemy attacks, or successfully blocking enemy attacks will increase the recovery rate. [Overload] can also be activated before the energy gauge is full, but its energy consumption rate will increase accordingly.

• Optimized UI presentation related to [Overload].

• Fixed an issue where grab detection did not take effect properly when using grab moves to break the guard of advanced enemies.

• Added appearance and disappearance presentation to the shield gauge of [Hades Izanami].

• Optimized the shield visual effects of [Reki].

• Optimized ICEY narrator voice settings: when the ICEY narrator setting in the [DBS Lab] storyline is set to Chinese, Chinese voice-over will play in ICEY stages instead of always playing Japanese voice-over.

• Adjusted certain narrator voice-over and subtitle content in ICEY stages.

Character Optimizations and Bug Fixes

Naoto Kurogane

• Optimized the move damage decay algorithm after Naoto performs consecutive dash cancels.

Jin Kisaragi

• Fixed an issue where, after Jin Kisaragi’s [Touga Hyoujin] hit an enemy and knocked them into a wall, casting [Hyourou Mugetsu] would fail to generate icicle follow-up attacks.

• Fixed an issue where the grounded sheathed version of [Touga Hyoujin] could occasionally fail to cast after Jin Kisaragi obtained [Rengoku Hyouya].

• Fixed an issue where the phantom visual effect did not display properly when Jin Kisaragi connected a jump after using [Sekkajin] during sheathing.

• Fixed an issue where the visual effects of Jin Kisaragi’s [Rengoku Hyouya] could be abnormally blown away by Rachel Alucard’s [Silpheed].

Hibiki

• Fixed an issue where Hibiki’s aerial down normal attack could bring [Defiled Eye] to the ground.

ICEY

• Fixed an issue where ICEY’s move combo could be abnormally interrupted after dashing from the ground into the air or from the air onto the ground. After crossing between grounded and airborne states, the corresponding airborne or grounded follow-up moves will now connect correctly.

• Optimized ICEY’s follow-up rules after using dash to interrupt normal attack combos: when connecting into certain moves and their follow-ups, the original follow-up/combo records will be retained for a short time, allowing subsequent connection into [Electron Flow] follow-ups or normal attack combos.

• Optimized the input feel of ICEY’s block, dash, and [Electron Flow]-related moves, reducing incorrect move triggers and input stiffness.

• Fixed an issue where ICEY could not immediately connect into skills after jumping following the second grounded [Electron Flow].

• Fixed an issue where ICEY could not connect into a jump at the proper timing after the second aerial [Electron Flow].

• Fixed an issue where ICEY’s diagonal downward dash could not properly connect into [Electron Flow].

• Optimized ICEY’s skill connection logic after aerial normal attacks, reducing cases where [Sweep] was triggered unintentionally.

• Fixed an issue where certain follow-up moves could not be connected reliably after ICEY’s dash ended.

Lambda-11

• Now, when Lambda-11 casts [Calamity Sword] by holding Down + Skill, continuing to hold Down will no longer automatically trigger [Legacy Edge].

• Now, Lambda-11’s [Corsair Sabre] can trigger certain Tactics effects.

Noel

• Fixed an issue where the visual effects of Noel’s [Rising Kick] could be missing under certain circumstances.

Ragna

• Fixed an issue where Ragna could automatically perform a jump under certain circumstances.

Platform-Specific Optimizations


  • Additional notes: none
  • Source: Astrolabe (Steam)

Blazblue Entropy Effect X – Ver. ???

  • Release date: ???
  • Patch notes:

Elite Enemies Adjustments

  • Adjusted the mechanics of [Izanami]’s Astral Heat move: removed the invincibility during the moment of attack.
  • Fixed an issue where screen effects would abnormally remain after [Izanami]’s moves were interrupted.
  • Optimized the target-acquisition logic for certain special moves used by [Izanami] and [Reki], allowing these moves to respond more reliably to invisible targets.

Character Optimizations & Fixes

Taokaka

  • Increased the frequency at which Taokaka reflects projectiles.
  • Fixed an issue where certain flying projectiles could not be reflected properly.
  • Fixed an issue where certain projectiles that should not be reflectable could be reflected incorrectly.

Jin Kisaragi

  • Fixed an issue where releasing the directional key and inputting the [Attack + Skill] combo input after a sheathed dash would incorrectly trigger a Dash Attack.
  • Fixed an issue where quickly connecting [Musou Senshouzan] into the [Attack + Skill] combo input would incorrectly trigger [Musou Senshouzan [Extend]].
  • Fixed an issue where quickly chaining [Musou Senshouzan] into another [Musou Senshouzan], then holding Dash and connecting into Up+Attack or Down+Attack, would incorrectly trigger [Musou Senshouzan [Extend]].
  • Fixed an issue where, after using “Up + [Dash + Skill] combo input” to perform a long-range [Musou Senshouzan], connecting into Attack would fail to consistently trigger [Musou Senshouzan [Extend]].
  • Fixed an issue where the block reward would disappear early when switching to [Musou Tosshougeki [Break]] after triggering an instant block with [Musou Senshouzan].
  • Fixed an issue where connecting into “Up + [Dash + Skill] combo input” while sheathing after an Attack could incorrectly trigger [Hiyoku Getsumei].
  • Fixed an issue where repeatedly inputting the [Attack + Skill] combo input in midair could incorrectly trigger aerial skills.
  • Fixed an issue where some visual effects for the default skin’s [Rengoku Hyouya] were missing in Low Performance Mode.
  • Optimized the visual effects for [Rengoku Hyouya].
  • Adjusted the charging logic for [Rengoku Hyouya]: charging can no longer continue indefinitely and will now end, at the latest, before the enemy’s Freeze effect expires.
  • Fixed an issue where casting [Rengoku Hyouya] on a disappearing platform could cause abnormalities if the platform disappeared during the move.
  • Fixed an issue where holding Up+Attack after connecting from Down+Attack would fail to instantly cast [Great Homing Slash].
  • Fixed abnormal auto-turning when the five-hit [Kokuujin: Yukikaze] sequence moved off a platform.
  • Adjusted status resistance while the Talent is active: Jin will now be immune to most negative effects during the Talent’s activation.
  • Optimized the trigger timing of [Hiyoku Getsumei]’s rapid-fire flash effect. The move logic remains unchanged.

Noel

  • Fixed an issue where the visual effects for Noel’s [Zero-gun: Sleipnir] would disappear early during long-duration casts.
  • Fixed an issue where Noel’s [The Other Side] skin was missing the Overload crest effect.
  • Fixed an issue where Noel’s [Otherworldly Attire] skin had no hit effects on normal attacks.
  • Fixed an issue where Noel’s [Action Key] could not immediately connect into the first aerial normal attack.

Mai

  • Fixed an issue where Mai could not connect into [Sylvan Hurricane Assault] after casting aerial spear throw tracking.
  • Fixed an issue where Mai could not connect into [Moon Blossom] after using aerial Down+Dash under certain conditions.

Hakumen

  • Fixed an issue where it was difficult to connect into Heavy Attack after Hakumen cast [Kokuujin: Shippu].

Naoto Kurogane

  • Fixed an issue where Naoto’s aerial action count would not reset properly when landing through certain moves.

Other Fixes

  • Fixed an issue where the number of hidden effects was displayed incorrectly on [The Prisoner]’s archive screen.


  • Additional notes: none
  • Source: Astrolabe (Steam)

Blazblue Entropy Effect X – Ver. ???

  • Release date: ???
  • Patch notes:

Advanced Enemies & Elite Enemies Adjustments

  • Adjusted the Super Armor coverage for enemies’ idle states and reduced the Super Armor levels during the recovery frames of certain moves.
  • Standardized the low-HP Guard Break rule for Elite Enemies, which now triggers uniformly at 20% HP.
  • Increased the Max HP limit for Elite Enemies and added new combat mechanics for specific Elite Enemies.
  • Optimized the spawn mechanics in Elite Combat Spaces: platforms will now automatically disappear after any Elite Enemy spawns or is Guard Broken, improving combat fluidity.
  • Fixed an issue where monsters would abnormally continue to spawn after certain Elite Enemies were defeated.
  • Fixed an issue with excessive enemy numbers on the field, and corrected an anomaly where defeating a charging [Raiju] would cause another one to spawn continuously.
  • Adjusted the Guard Break mechanics for [Take-Mikazuchi]: changed from a part-based Guard Break system to triggering at a 50% HP threshold per phase.
  • Optimized [Take-Mikazuchi]’s hit detection: if the character successfully blocks the phase-transition slam without entering a passive hit state, the Stun negative effect will no longer be applied.
  • Increased the startup frames and damage for certain moves of [Take-Mikazuchi].
  • Removed [Take-Mikazuchi]’s random fire meteorite drop and mouth-thrusting attack moves.
  • Optimized general enemy AI logic.
  • Adjusted the cooldowns and mechanics of enemies’ barrage-type moves.
  • Adjusted the mechanics of [Izanami]’s energy orb move during the [Take-Mikazuchi] battle: the orbs will now detonate upon approaching the character, dealing only explosion damage without leaving a persistent AoE damage zone. Also made visual and numerical adjustments to her phase two mass-orb move.
  • Optimized [Izanami]’s combat mechanics: her hit-escape will no longer interrupt the character’s actions. Increased the decay rate of her shield and removed its collision detection.
  • Increased the startup frames for most of [Izanami]’s moves and optimized attack warning indicators; additionally, increased her Max HP and move damage.
  • Optimized [Izanami]’s interactions with Block and Super Armor levels, allowing characters to handle more combat situations utilizing Super Armor or Block.
  • Redesigned the logic and visual performance of certain moves for [Izanami].

Combat System & Operation Optimizations

  • Fixed the input overlapping issue when characters consecutively cancel moves.
  • Fixed abnormal move connection detections after a character performs a drop-down action.
  • Further reduced the hitstop (frame freeze) duration when a character takes damage while in the Super Armor state.
  • Added system mechanic descriptions for [Super Armor] and [Ultra Super Armor]. Successfully blocking an enemy’s grab skill utilizing [Ultra Super Armor] now triggers exclusive visual effects and audio cues.
  • Added multiple Character Customization settings to accommodate different player control preferences.

Character Optimizations & Fixes

ICEY

  • New Mechanic: Aerial [Electron Flow] can now be charged, and [Shadow Dance] can now be cast in the air.
  • Optimized combo interruption logic: [Regeneration] and Dash will no longer interrupt standard move combos.
  • Optimized the casting feel of specific moves after normal attack combos and dash cancels, fixing input loss caused by displacement deviations.
  • Enhanced Armor/Guard Break capabilities for ICEY’s specific strong moves:
    • [Regeneration] breaks enemy Guard upon trigger.
    • The final hit of [Overload] breaks enemy Super Armor.
    • [Resonance] and [Shift] break enemy Guard.
    • Successfully casting moves with charging properties now increases their Super Armor break detection level.
  • Added effect description for the Potential combination [Electron Flow]: successfully casting the enhanced move can break Super Armor.
  • Adjusted [Brutal Blade] mechanics: the character enters a Dodge state during the attack, and the original suction-on-hit effect has been removed.
  • Adjusted [Neutralize] mechanics: the character enters a Block state during the attack.
  • Adjusted [Bounceback] mechanics: the character enters a Dodge state during the attack.
  • Split and reconstructed Potential combinations; [Sweep]-related combos are now [Electron Flow]-related combos:
    • Hitting enemies with [Electron Flow] slightly recovers MP.
    • The moment [Electron Flow] attacks, the character briefly enters an Invincibility state.
  • Optimized visual stuttering when ICEY continuously attacks enemies.
  • Comprehensively optimized combo controls, including: additional slash for [Skewer], clone positional swap for [Shadow Dance], aerial follow-ups for [Divide], and the casting speed of [Surge] and [Shift] after entering their respective stances.
  • Optimized aerial normal attack combos and the feel of transitioning into normal attacks or [Pummel] after dashing.
  • Fixed an issue where the unenhanced [Pummel] would incorrectly trigger skill tear effects upon hitting an enemy on the third aerial hit.
  • Fixed an issue in Phase 6 stages where [Shadow Dance] clones would incorrectly track destructible objects; [Shadow Dance] can now normally track and hit [Take-Mikazuchi]’s head.
  • Fixed an issue where the hidden effect of [Electron Flow] ([Sweep] and [Sweep(Air)]) failed to maintain full invincibility during casting while possessing a shield.
  • Fixed an issue where landing from a diagonal downward dash would abnormally cancel dodge invincibility frames.
  • Fixed abnormal MP recovery mechanics during jump cancels.
  • Fixed an issue where ICEY’s clones could not properly lock onto [Take-Mikazuchi]’s head.
  • Fixed an issue where hitting an enemy with aerial [Sweep] would fail to trigger the bounce action if the fall height was too high.
  • Fixed an issue preventing smooth transitions from aerial dashes to jumps.
  • Fixed an issue where casting [Brutal Blade] after a double jump and inputting further skill commands would incorrectly cast the unenhanced [Pummel].
  • Fixed an issue where skill derivations following a grounded enhanced [Skewer] failed to receive enhancement effects.
  • Fixed an issue where normal attacks could not be used after casting an aerial [Surge] and transitioning into a dash.
  • Fixed an issue where the character could still be hit by enemy throws despite successfully triggering a block during [Neutralize].

Mai Natsume

  • Fixed an issue where the first hit of the aerial normal attack did not properly receive the [Moon Blossom] damage buff.
  • Fixed an issue where [Floral Blizzard Blossom] could not be cast when connecting skills from a Down+Dash at specific heights; this action can now connect to [Moon Blossom] earlier.
  • Optimized the control logic for aerial [Floral Blizzard Blossom], allowing an earlier transition to the Special button [Moon Blossom].
  • Adjusted the damage composition of [Sylvan Hurricane Assault].
  • Adjusted the pursuit control logic for [Sylvan Hurricane Assault]: it now requires inputting the Special button before the Normal Attack button to cast.
  • Optimized the hidden effect detection of [Sylvan Hurricane Assault]; an early transition to [Moon Blossom] no longer strictly requires a successful pursuit.
  • Optimized the casting logic for the Special button [Moon Blossom]; it can now be cast directly without directional inputs.
  • Added an option in Character Settings to “Disable Spear Throw on Dash Hold.”
  • Fixed missing dodge frames for a short duration when immediately following a dash with [Sanzashi].
  • Fixed missing dodge frames for a short duration after landing from an aerial dash transitioning into [Floral Blizzard Blossom].
  • Fixed an issue where an aerial dash might not connect to a jump after a single upward jump.

Hakumen

  • Fixed an issue where connecting a normal attack after [Shiden] under specific circumstances would cause incorrect combo count calculations.
  • Increased the interrupt priority of Hakumen’s jump actions over certain normal attacks.
  • Fixed an issue where the Super Armor damage reduction from [Universal Enhancement] did not properly apply to [Kokuujin: Shippu].
  • Optimized the damage immunity mechanics for [Renka]: after gaining the immunity effect, it will now be maintained throughout the falling period of an aerial Down+Normal Attack.
  • Reworked the animation for Hakumen entering the [Overload] state.
  • Adjusted the normal attack combo counts when connecting after [Kokuujin: Shippu] and a successful [Yanagi] grab.
  • Fixed an issue where the character could not turn normally when connecting to other moves after landing from a downward normal attack.
  • Fixed an issue where taking damage while in a damage immunity state failed to trigger the on-hit SP recovery effect.

Λ-No.11-

  • Optimized the input feel for [Legacy Edge], and the character now gains damage immunity while charging.
  • Optimized the mechanics of [Sword Summoner EX], allowing its final hit to recover MP.
  • Enhanced the mobility of [Exiga Nail] and [Corsair Sabre], upgrading their dodge effects to Invincible Dodge status.
  • Optimized skill chain mechanics: casting [Corsair Sabre] and [Act Parcer Tri: Cavalier] in the air will now reset the aerial normal attack count.
  • Fixed an issue where the 2nd and 3rd dash segments could not be used to cancel move recovery after connecting an aerial skill to a normal attack.

Ragna

  • Optimized move connections: releasing the Down directional key and inputting a skill before landing from an aerial Down+Normal Attack will now directly cast [Gauntlet Hades].
  • Reduced the startup frames for connecting [Inferno Divider] to an aerial [Carnage Scissors].
  • Fixed an issue where Down+Dash could not be input during dash attacks and [Blood Scythe].
  • New Hidden Effect: The character gains a dodge detection state during the startup frames of a dash attack.
  • Adjusted the control logic for dash attacks: holding the dash key will no longer trigger continuous dash attacks.
  • Reduced the hitstop effect on the character when [Blood Scythe] hits an enemy.

Jin Kisaragi

  • Adjusted the invincibility mechanics of the [Time Freeze] Talent: changed from Invincibility to Damage Immunity. The invincibility effects during generic knockdown recoveries and mid-air recoveries have also been synchronized to Damage Immunity.
  • Fixed an issue where residual invincibility from a successful block failed to clear properly when switching moves.
  • Fixed an issue where the exclusive block visual effect was missing for the [Hirensou] move after acquiring the “Draw Sword Block” Potential.
  • New Mechanic: Successfully blocking will now grant an additional damage boost.
  • Optimized the control feel of connecting a jump from the 2nd hit of the aerial normal attack.
  • Optimized pursuit mechanics: after hitting an enemy with certain moves, casting the 1st hit of grounded enhanced normal attack or the 2nd hit of aerial enhanced normal attack within a short time will trigger a pursuit effect, granting Damage Immunity for the duration.
  • Added Character Customization: Players can now freely choose to disable “Freeze/Slow” effects (excluding specific moves).
  • Optimized the performance and hit detection of the SP Skill [Rengoku Hyouya].
  • Adjusted the command input for [Musou Senshouzan] to “Up/Down + Dash”.
  • Optimized sheath state retention logic: holding the directional key to enter a running state after a grounded [Musou Senshouzan [Extend]] will no longer cancel the sheathed state.
  • Added “Sheath Enhanced” branch versions for [Musou Senshouzan [Extend]], [Musou Tosshougeki [Break]], and dash attacks. The sheathed version of [Musou Senshouzan [Extend]] can now trigger a ground bounce effect.
  • Optimized the animation for [Musou Tosshougeki [Break]]: reduced total action time, and adjusted fall speed and sheathing timing.
  • Optimized the hitboxes for all dash-type moves, increasing the success rate of dodges and blocks, and reducing the probability of being hit by undodgeable attacks.
  • Optimized move connections for all [Hyouten Danka] variants, allowing faster transition to jump commands after casting.
  • Fixed an issue where an aerial “Normal Attack + Skill” could not smoothly transition into ground skills.
  • Fixed an issue where the 2nd hit of [Touga Hyoujin] could not connect to [Hiyoku Getsumei].
  • Increased the damage multipliers when connecting an Issen from [Sekkajin [Ki]] / [Sekkajin], and when inputting a skill during a grounded [Kokuujin: Yukikaze].
  • Reduced the command startup for connecting an Issen from [Sekkajin [Ki]]. [Kokuujin: Yukikaze] can now cast active Issen faster, and transition into jumps or dashes more swiftly after an Issen.
  • Optimized the chaining logic for [Fubuki] and [Sekkajin] within normal attack combos, allowing for freer integration.
  • Fixed an issue where a sheath-enhanced Issen would fail to hit targets at point-blank range.
  • Fixed hit detection offsets for sword aura visuals during dash attacks.
  • Fixed an issue where enemy freeze duration was insufficient when casting prolonged SP skills at max SP.
  • Fixed an issue where enemies would abnormally launch vertically if Jin used continuous freezing attacks after hitting them with Naoto Kurogane’s Legacy Skill 1.
  • New Hidden Effects for Jin Kisaragi:
    • Successfully executing a Draw Sword Block resets available mid-air jumps and dashes.
    • A Draw Sword Block recovers MP/SP; doing so from a sheathed state significantly increases the recovery amount.
    • A successful [Kokuujin: Yukikaze] block recovers SP.
    • Casting Special or “Normal Attack + Skill” while sheathed recovers MP; executing a Draw Sword Block simultaneously grants extra MP.
    • Casting [Hyouten Danka] by any means recovers MP.
    • Hitting Frozen/Slowed enemies grants extra MP recovery.
    • Jumping or dashing while sheathed retains the sheathed state and grants corresponding enhanced derivations.
    • Consecutive hits from [Hiyoku Getsumei] on the same enemy no longer trigger damage decay.
    • Holding the input while dashing seamlessly connects to [Fubuki]/[Sekkajin].
    • When dashing at the exact moment of sheathing and maintaining the hold input: pressing Normal Attack while releasing the Left/Right directional keys casts a Sheath Enhanced Normal Attack; pressing Normal Attack while holding the Left/Right directional keys casts a Sheath Enhanced Dash Attack.

Es

  • Fixed an issue where the attack animation for [Type:Slasher “Galahad”] would abnormally interrupt under certain conditions.

Bullet

  • Fixed an issue where quickly pressing Normal Attack or Down+Jump after an aerial dash would abnormally trigger a downward dash.

Naoto Kurogane

  • Adjusted the mechanics for “Universal Enhancement 3,” adding a damage decay mechanism upon consecutive triggers.

Taokaka

  • Fixed an issue where overlapping visual effects of ground electrical skills caused screen overexposure.
  • Fixed several known input/control anomalies.

Hibiki

  • Fixed a series of anomalies triggered by extreme inputs.

Noel

  • Fixed an issue where immediately connecting an aerial [Overload] after a dash could incorrectly derive a dash detection.
  • Fixed an issue where transitioning to different directions or segments of normal attacks shortly after an aerial [Overload] would only release the first segment of the aerial normal attack.
  • Optimized the connection feel of aerial normal attacks and uppercuts; dashing into a normal attack and releasing the button now smoothly casts the second segment of the aerial normal attack.

Other Fixes

  • Removed poorly placed aerial and platform traps that severely hindered combat fluidity in certain stage scenes.
  • Optimized the Covenant & Cost system: removed negative costs that caused a poor experience, and added/optimized several positive Covenant effects.
  • Refined the UI presentation of the Black Market Tactics system: unified the icons and effect names of [Trial] options to match Black Market Covenants.
  • Enhanced collection feedback in the Tactics Tree: players can now visually distinguish unlocked Tactics during combat.
  • Enhanced visual feedback and stage prompts when the clear reward is [Exchange Points], [Max HP], or [Max MP].
  • Optimized the visibility of [Reki]’s Phase 2 arena, allowing players to clearly identify her position and current action.
  • Optimized the Infinite Shop interaction before the final Vanguard in Mind Training: attempting to buy “Remove Negative Effect” when lacking any will now trigger an un-purchasable prompt.
  • Optimized the UI for the room selection in [Extreme Difficulty]; the “Double Rewards” indicator for regular combat spaces is now more prominent.
  • Fixed an issue preventing the unlocking of specific achievements, restoring their acquisition methods.
  • Fixed an issue in the [Sweeper] stage where model collisions on the elevator could trap the character beneath the scene geometry.
  • Fixed an issue where visual effects on the character would abnormally loop during stage transitions.
  • Fixed an issue where humanoid Vanguard enemies could bypass standard recovery animations and forcefully trigger attacks while knocked down.
  • Optimized the hit visual feedback for [BFW-3000] and regular monsters, and completely fixed an issue where [BFW-3000] would lock its HP and become unkillable in certain states.
  • Optimized the visual effects when using [Compound No. 5].
  • Fixed an issue where [Observer] could be juggled infinitely to death due to abnormal juggle hitboxes.

  • Additional notes: none
  • Source: Astrolabe (Steam)

Blazblue Entropy Effect X – Ver. ???

  • Release date: ???
  • Patch notes:

  • Fixed an issue that could cause unexpected crashes during gameplay.
  • Fixed an issue where certain music tracks would not unlock during the [Sky City] storyline.
  • Fixed a UI glitch that could occur when returning to the game screen after canceling a selection in the [Trial Space].
  • Fixed an issue where playing the game in English on a non-English operating system prevented cutscenes from playing and certain UI elements, such as the [Mind Crystal] interface, from displaying.

  • Additional notes: none
  • Source: Astrolabe (Steam)

Blazblue Entropy Effect X – Ver. ???

  • Release date: ???
  • Patch notes:

  • Fixed an issue where, under certain circumstances in the [DBS Lab] storyline, players were unable to obtain Shards of Possibility.
  • Fixed an issue where certain challenge objectives could not be completed.

  • Additional notes: none
  • Source: Astrolabe (Steam)

How to download updates for Blazblue Entropy Effect X on Nintendo Switch and Nintendo Switch 2?

To download the updates for Blazblue Entropy Effect X, you have three options:

  • let the console do its thing if you have automatic downloads activated, and didn’t completely turn it off

If not…

  • try to launch the game from the Home Menu while being connected to the internet. You should get a prompt when doing so: simply follow the instructions on screen;

OR

  • select the game > press either + or – to go to the Options page > select Software update > select Via the Internet.

To check that you have the latest version installed, simply select the game on the Home Menu, and press – or + to go to the Options: the version number is displayed just below the game title.

Lite_Agent

Founder and main writer for Perfectly Nintendo. Tried really hard to find something funny and witty to put here, but had to admit defeat.