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UNDER NIGHT IN-BIRTH II Sys:Celes (Switch): all the updates (latest: Ver. 1.22)

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UNDER NIGHT IN-BIRTH II Sys:Celes – Ver. 1.22

  • Release date: March 17th/18th 2025
  • Patch notes:
General Updates
  • Changed Battle Version to 1.22.
  • Made minor fixes to text.
  • Fixed other minor issues.
Network Mode Changes
  • Fixed an issue causing the connection signal indicator (ping value) with the opponent to display incorrectly. *Steam only
Replay Mode Changes
  • Fixed an issue causing the dummy behavior registered with Replay Assist to playback incorrectly sometimes when using Replay Assist Plus. *Steam only
Battle Related Changes
  • Fixed an issue where it was still possible to perform additional attacks after whiffing Steer Ender during a combo.
  • This was unintended behavior caused by the previous fix to prevent it becoming unnaturally impossible to land additional attacks when a placed object hits after Steer Ender is blocked.
■Hyde
  • Fixed an issue making it impossible to cancel into EX special moves when [Strict Daze] (B+C) clashes with an opponent’s projectile.
■Vatista
  • Fixed an issue making it impossible to cancel into EX special moves when [Armabellum (Crouching)] (↓+B+C) clashes with an opponent’s projectile.
■Kuon
  • Fixed an issue making it possible for the opponent to block with either left or right inputs after performing Aerial [Mantle of Nothingness] (→↓↘+AorBorC mid-air) or (B+C>↓+B+C) or (B+C>↓+B+C mid-air).
■Ogre
  • Fixed an issue causing the Dryly Bomb attached to the opponent with [I’ve Got You!] (→↘↓↙←→+AorBorC) to disappear and the icon to deactivate after hitting with Infinite Worth or Infinite Worth EXS.
  • Fixed a visual error caused when the EX special move [Hit the Showers!] (↓↘→+C mid-air) hits after clashing 5 times with a projectile.
  • Fixed an issue causing the projectile part of the EX special move [I’ll Show You!] (↓↓+B+C) to follow the character.
■Akatsuki
  • Fixed an issue causing unintended neutral jump attacks after performing Chain Shift after a neutral double jump and then double jumping again.

UNDER NIGHT IN-BIRTH II Sys:Celes – Ver. 1.21

  • Release date: February 26th/27th 2025
  • Patch notes:
Overall Changes
  • Added new battle character, Ogre.
  • Added Stage, BGM, Customize Items, and Titles related to Ogre.
  • Added a feature under Options to toggle subtitle display for in-battle interactions and victory dialogue on or off.
  • Added “Master Volume” under Options. This allows you to change the overall volume level.
  • Added multiple new Titles under Customization.
  • Added new illustration to the Gallery.
  • Added a “Start Over” feature to Single Player modes. This makes it easier to practice modes such as Score Attack.
  • Added feature allowing the player to move the cursor 10 times at once with an up or down input when selecting colors from Character Select.
  • Adjusted layout for information such as victory count and victory streak shown during the victory animation. This adjustment makes it more readable for all languages.
  • The battle version is now displayed before matches begin. The current version is 1.21.
  • The Command List now shows the Vorpal Enhancements (moves that change properties only during Vorpal) for each character.
  • Fixed other minor issues.
Network Mode Changes
  • The antenna icon displayed now varies depending on your connection strength with the other player.
  • During the victory animation for Rank Matches, it no longer displays the total match records, instead only displaying the record of the currently ongoing match.
  • If you would like to display your total match records during matchmaking, the setting can be changed via Player Info on the Player Card in Customization.
Training Mode Changes
  • Added “Both sides Vorpal” and “Always Vorpal” options under Vorpal settings in Training Mode.

Replay Mode Changes

  • Added feature allowing the player to move the cursor 8 times at once with a left or right input when selecting replay data.
  • Added a “Skip 5 seconds” command during replay data playback.
  • Adjusted so the restart position when starting Replay Assist can be performed at the timing of opening the Pause Menu.
  • Replay Assist now records which player side (P1 or P2) initiated Replay Assist during playback of the current replay.
  • Added new feature, Replay Assist Plus, allowing the player to take over controls for the opponent side during Replay Assist.
  • Players can use Replay Assist to test out countermeasures and strings, and then use this feature to further explore potential counters to those solutions.
Battle Related Adjustments
  • These adjustments were intended to improve the overall play feel or universal game mechanics and to make it easier to obtain the intended result, with reassessment of the risk and reward for these actions.
  • For throws, we’ve expanded the range in which the character can be grabbed during the Creeping Edge movement, making throws function more clearly as a countermeasure against Creeping Edge.
  • Improved controls for Guard Thrust and Creeping Edge, so they can be executed by holding the button during a superflash.
  • Adjusted invincibility frames and hitbox after activating Guard Thrust so that it can beat other moves as intended. However, it is now easier to punish when it is blocked.
  • Shield can now be activated while dashing, creating less disparity between characters, as some struggled to use dashing Shield against projectiles more than others.
  • Removed throw invincibility from the time freeze during the superflash for EX special moves, which was previously consistent for all such moves.
  • With the exception of invincible moves and command throws, most no longer have throw invincibility.
  • This means that players can no longer use EX special moves after Chain Shift to force the opponent’s throw to whiff, making the back-and-forth interaction clearer.
  • We’ve also adjusted the visuals when using Chain Shift to make it clear whether or not the opponent is using Assault or a standard throw.
  • Command throws that can be throw teched under normal circumstances can no longer be teched when hitting during the opponent’s recovery, making them easier to use as punishes.
  • Shield can now be maintained even after switching screen sides with the opponent while holding the input, making it easier to use against cross-up jumping attacks, etc.
  • As a result of reassessing the risk and reward, the character is now in a Counter Hit vulnerable state while performing Veil Off, Shield, and Guard Thrust.
  • Guard Thrust now creates less space with the opponent when blocked, alleviating the issue where it was hard for some characters to punish it after blocking.
  • Shield is now riskier to use as it is vulnerable to Counter Hits, also making it more dangerous if the opponent manages to time an anti-air attack to counter Aerial Shield.
  • While this is not a universal game mechanic, we have reassessed the properties of special moves with head attribute invincibility for all characters.
    In addition to removing head attribute invincibility from the initial startup of moves, we’ve adjusted how easily they can be covered for, with consideration for the startup frames, attack range, and reward for hitting with the move.
  • Fixed other minor issues.
Battle Related Changes
  • We’ve adjusted the combo display mid-match, making it visible how many times bounce effect has been used via diamond-shaped icons within the combo count display.
  • Fixed an issue making it sometimes impossible for the opponent to follow-up even when Steer Ender (A+B when attack connects) does not hit.
  • Expanded upper hitbox of Guard Thrust (→+A+B+C while blocking).
  • Guard Thrust (→+A+B+C while blocking) now creates less distance with opponent when blocked.
  • Increased invincibility frames of Guard Thrust (→+A+B+C while blocking).
  • Character is now vulnerable to Counter Hits during the recovery of Guard Thrust (→+A+B+C while blocking).
  • Guard Thrust (→+A+B+C while blocking) will now activate after the buttons are held during a superflash.
  • Character is now vulnerable to Counter Hits during the recovery of Veil Off (A+B+C).
  • Character is now vulnerable to Counter Hits during the recovery of Cross-Cast Veil Off.
  • Added a unique visual effect to the beginning of Assault (→+D) and Aerial Assault (→+D mid-air).
  • Creeping Edge (↘+D) will now activate after the inputs are held during a superflash.
  • Expanded the forward range in which a ground throw can hit during Creeping Edge (↘+D).
  • Added a unique visual effect when the opponent is performing a ground throw while Chain Shift is activated.
  • When activating Chain Shift mid-air, special moves with a mis-air usage restriction can be used again. Moves affected are listed in the character-specific changes.
  • Character is now vulnerable to Counter Hits during the activation and recovery of Shield.
  • Shield can now be performed mid-dash.
  • Changed the determination standard of whether or not a back input is being performed when holding a back input and the D button to extend
  • Shield to be based on the direction the player is facing rather than the position of the opponent.
  • This addresses situations where Shield could be deactivated due to switching sides with the opponent when the player intended to maintain their Shield.
  • Throw moves that can be teched under normal circumstances can no longer be teched when hitting an opponent during recovery.
  • Removed throw invincibility during superflash on activation from EX special moves, with the exception of invincible moves and throws.
  • Fixed an issue where the guaranteed damage of a combo would sometimes be lowered when activating an EX special move or Veil Off while the opponent was blocking.
  • Expanded the upper hitbox of Infinite Worth EXS. This fixes an issue where the animation would fail to proceed when hitting high above off-screen.
  • Expanded hitbox of Infinite Worth EXS during combos.
■ Hyde

We’ve focused on improving the properties of moves used at close range, to highlight his strength once he gets in on the opponent.
His Crouching A has slightly extended range now, to further push its strength as a mix-up option alternated with throw.
He now moves forward after Crouching C, making it easier to use a throw after pressure strings.
The B and EX versions of [Red-Clad Craver] now draw the opponent in strongly on hit, making it more viable as a counterattack.
On the other hand, we’ve adjusted the level of reward gained from moves that can hit quickly in neutral from long range.
As [Blaring Outrage] was overly effective against some characters, we’ve revised the properties to improve overall balance.

  • Decreased the starter damage proration of Increased Standing C.
  • Expanded the frontal hitbox of Crouching A.
  • Added forward movement before Crouching C ends.
  • Expanded hitbox of Jumping A inward.
  • Expanded hitbox of Jumping B.
  • Increased active frames of hitbox for Jumping B.
  • Shrunk upper hitbox of Dashing C. However, during combos the hitbox remains unchanged.
  • Increased recovery of Dashing C.
  • Increased cancel window on hit of Dashing C.
  • Decreased cancel window on block of Dashing C.
  • Removed foot property invincibility of Dashing C.
  • Shrunk upper hitbox of [Blaring Outrage] (↓+B+C).
  • Shrunk back hitbox as [Blaring Outrage] (↓+B+C) comes out.
  • Removed projectile clash property from the strike part of [Blaring Outrage] (↓+B+C).
  • Shrunk upper hitbox of Increased [Blaring Outrage] (↓+B+C).
  • Shrunk back hitbox as Increased [Blaring Outrage] (↓+B+C) comes out.
  • Increased starter damage proration of [Dark Lotus Anthesis] (↓↘→+AorB>↓↘→+C or →←→+C).
  • Delayed timing of head property invincibility of the A version of [Red-Clad Craver] (→↓↘+A).
  • The B version of [Red-Clad Craver] (→↓↘+B) now maintains throw invincibility during the invincibility frames.
  • Increased damage of the EX version of [Red-Clad Craver] (→↓↘+C).
  • The EX version of [Red-Clad Craver] (→↓↘+C) now maintains throw invincibility during the invincibility frames.
  • Added powerful vacuum effect on opponent to the first hit of the B and EX versions of [Red-Clad Craver] (→↓↘+BorC).
  • The EX version of [Shadow Scare] (↓↓+C) can now be canceled into Chain Shift on hit or block.
  • Increased untechable time of the EX version of [Shadow Scare] (↓↓+C).
  • When using Chain Shift mid-air after using [Dark Lotus] (↓↘→+AorBorC mid-air), you can now use [Dark Lotus] again before landing.
  • Increased damage of [Veil Bringer] (↓↘→+B+C).
  • Decreased damage proration of [Veil Bringer] (↓↘→+B+C).
  • The final hit of [Veil Bringer] (↓↘→+B+C) can now be canceled into Chain Shift.
■ Linne

We’ve improved her surprise attack options from mid range, making it easier for her to launch an offense using her mobility.
The change to the opponent’s damage state on grounded hit of [Flying Swallow] makes the move more viable and easier to go into combos.
[Dancing Wings] can now be used after a double jump or Assault, expanding the options available for mid-air strings.
On the other hand, Standing C in Ver. 1.10 had an extended cancel window that made it overly potent as a mix-up tool. We have slightly decreased the cancel window duration.

  • Decreased cancel window duration of Standing C.
  • Decreased recovery of Crouching A.
  • When using Chain Shift mid-air after using [Double Jump] (↖or↑or↗), [Double Jump] can now be used again before landing.
  • Expanded hitbox of aerial Increased →+B inward.
  • Increased active frames of aerial Increased →+B.
  • Decreased recovery of ↓+A>↓+A.
  • Fixed an issue causing delayed movement start when inputting →+A+B to perform the follow-up after successfully dodging an attack with [Elusive Flash] (B+C).
  • Expanded hitbox of the EX version of [Twin Sky Fangs] (↓↘→+C) on hit.
  • Made it possible to act during the brake animation of [Dancing Leaf] (↓↘→+AorB>→→ or →+A+B) or (↓↙←+AorB>→→ or →+A+B) during combos.
  • Expanded frontal hitbox of [Ghastly Wail] (↓↘→+AorB>B+C).
  • Delayed the timing of the cancel window of the A version of [Moon Gyre] (→↓↘+A) on whiff.
  • Delayed the timing of the head property invincibility of the A version of [Moon Gyre] (→↓↘+A).
  • The B version of [Moon Gyre] (→↓↘+B) now maintains throw invincibility during the invincibility frames.
  • The EX version of [Rending Moon Gyre] (→↓↘+C) now maintains throw invincibility during the invincibility frames.
  • Increased damage of the A and B versions of [Tenacious Mist] (↓↙←+AorB).
  • Decreased recovery of the brake animation of [Dancing Leaf] (↓↙←+AorB>→→ or →+A+B) or (↓↙←+AorB>AorBorC>→→ or →+A+B).
  • Expanded upper hitbox of the third and fourth hits of the C version of the follow-up from [Tenacious Mist] (↓↙←+AorB>C).
  • Changed the knockback on grounded hit of the A and B versions of [Flying Swallow] (↓↓+AorB).
  • The EX version of [Soaring Swallow] (↓↓+C) now maintains throw invincibility during the invincibility frames.
  • Added invincibility to low A attacks before the startup of aerial [Sky Fangs] (↓↘→+AorBorC mid-air).
  • Expanded hitbox of the EX version of aerial [Twin Sky Fangs] (↓↘→+C mid-air) on hit.
  • Added hitstop for opponent to the EX version of aerial [Twin Sky Fangs] (↓↘→+C mid-air) on hit.
  • Fixed an issue making it possible to block during the landing recovery of [Dancing Wings] (↓↘→+AorB>→→ or →+A+B mid-air).
  • [Dancing Wings] (↓↘→+AorB>→→or→+A+B mid-air) can now be performed after Assault or aerial Assault.
  • [Dancing Wings] (↓↘→+AorB>→→or→+A+B mid-air) can now be performed after [Double Jump] (↖or↑or↗ mid-air).
  • When using Chain Shift mid-air after using [Dancing Wings] (↓↘→+AorB>→→or→+A+B mid-air), you can now use [Dancing Wings] again before landing.
  • Decreased duration of hitstop on opponent after blocking the first to fourth hits of [The Diviner] (←↙↓↘→+D).
  • Removed hitbox of the final hit of [The Diviner] (←↙↓↘→+D).
■ Waldstein

We’ve made adjustments to give him more offensive opportunities off of throws. With the universal change to command throws, he can now punish abare and other moves with his grabs, as well as using pokes to start offense.
The decreased recovery of the B version of [Drehen Durchbohren] on hit makes it easier to keep up offense using Assault after connecting with the opponent.
Making his Increased ground throw cancelable into EX special moves means that depending on the situation, it can be even more rewarding than the A version of [Drehen Durchbohren].
The extended range of his ground throw also makes it more viable as a means to bait out and punish Guard Shield.

  • Expanded frontal hitbox of ground throw.
  • Increased ground throw can now be canceled into EX special moves.
  • Increased damage of Increased Standing C.
  • Increased damage of Increased Jumping C.
  • Expanded upper hitbox of the first hit of ←+B.
  • Increased damage when grabbing opponent with ←+B.
  • Increased damage of ←+B attack without grab property.
  • Increased damage proration of ←+B attack without grab property.
  • Expanded upper hitbox of [Eisen Nagel] (↓↘→+AorBorC).
  • Expanded hitbox of the second and third hits of the EX version of [Wirbelwind] (→↓↘+C) inward.
  • Decreased recovery of the B version of [Drehen Durchbohren] (full circle+B) on hit. However, there is no change to the double circle version.
■ Carmine

The change to the opponent’s damage state on grounded hit of [Twist!] creates more opportunities for him to start combos, expanding the potential for Dissolve in neutral.
The expanded hitbox of Standing B makes it easier to combo B>B>B after a ground slam during a combo, meaning he can incorporate health recovering into more combos.
On the other hand, as he had access to too much health recovery in a single combo, we’ve added a limit to health recovery so that it does not negate the demerit of health loss associated with his powerful moves.
The universal game mechanic change to Guard Thrust makes it easier to interrupt his strings, so it is especially crucial to gain Vorpal to manage his health.

  • Expanded frontal hitbox of Standing B at the feet.
  • Shrunk hurtbox of Crouching C during startup.
  • Increased active frames of →+C.
  • Increased cancel window of →+C.
  • Increased active frames of Increased →+C.
  • Increased cancel window of Increased →+C.
  • Decreased recovery amount when using more than two health recovering attacks in the same combo.
  • Changed opponent blowback on grounded hit of [Twist!] (B+C).
  • Changed opponent blowback on grounded hit of aerial [Twist!] (B+C mid-air).
  • When using Chain Shift mid-air after using aerial [Twist!] (B+C mid-air), you can now use [Twist!] again before landing.
■ Orie

We’ve focused on pushing her strength when playing neutral at the maximum range of strike attacks and special moves by improving her mid-range pokes.
The increased damage to Orie’s central [Divine Thrust] move provides better reward for accurate reads from her preferred range.
The extended range for [Thick and Fast] makes it more viable as a follow-up attack or cover on whiff after [To Me! (Command Order)].
The adjustments made to the opponent knockback on grounded hit of the B version of [To Me! (Command Order)] in Ver. 1.10 unintentionally made it harder to combo after, so we have adjusted the knockback again.
On the other hand, his setplay using [Sealing Hoplon] and throw was exceptionally powerful, so we have adjusted the risk and reward while making it easier to counter.

  • Increased damage proration of ground throw.
  • Removed foot property of Crouching B.
  • Expanded upper and lower hurtbox of →+B.
  • Expanded frontal hitbox of height where →+B does not hit crouching opponents.
  • Increased damage of ↘+C.
  • When using Chain Shift mid-air after using [Aerial Leap] (B+C) or (↓↙←+AorBorC>B+C) or (↓↙←+B+C>B+C) you can now use [Aerial Leap] again before landing.
  • When using Chain Shift mid-air after using aerial [Aerial Leap] (B+C mid-air) or (↓↙←+AorBorC>B+C mid-air) you can now use aerial [Aerial Leap] again before landing.
  • Increased damage of the A and B versions of [Divine Thrust] (↓↘→+AorB).
  • The A version of [Sacred Arrow] (→↓↘+A) can only be canceled into Chain Shift on whiff.
  • Delayed timing of the Chain Shift cancel window of the A version of [Sacred Arrow] (→↓↘+A) on whiff.
  • The B version of [Sacred Arrow] (→↓↘+B) now maintains throw invincibility during the invincibility frames.
  • The EX version of [Sacred Arrow] (→↓↘+C) now maintains throw invincibility during the invincibility frames.
  • Changed the opponent knockback of the B version of [To Me! (Command Order)] (↓↙←+B) on grounded hit.
  • Fixed an issue making it impossible to cancel the first hit of the EX version of [To Me! (Command Order)] (↓↙←+C) into Chain Shift and Infinite
  • Worth EXS with a buffered input.
  • Expanded lower hitbox of the first hit of [Thick and Fast] (↓↙←+AorB>←+A).
  • Expanded hitbox of the second hit of [Thick and Fast] (↓↙←+AorB>←+A) inward.
  • Increased Thanatos’ movement distance for the second hit of [Thick and Fast] (↓↙←+AorB>←+A).
  • Expanded projectile clash range of [Sealing Hoplon] (↓↓+AorBorC).
  • Decreased active frames of the A and B versions of [Sealing Hoplon] (↓↓+AorB).
  • [Luminous Embrace] (←↙↓↘→+D) can now be used while Thanatos is out.
■ Gordeau

We’ve made it easier for him to take advantage of his excellent strike range to control the opponent by improving mostly his mid-range weapon attacks.
The increased opponent knockback on grounded hit of Standing C makes it easier to combo into [Mortal Slide] or ↘+C, adding pressure to his mid-range game.
The final hit of [Down Claws] now slams the opponent down closer than before, making it possible to get additional reward by landing [Grim Reaper] in some situations.
The expanded hitbox of the EX version of Precise Aim makes it easier to combo [Down Claws] > [Precise Aim] EX version, meaning you can get extra damage overall from using [Grim Reaper] as a poke.

  • Increased movement speed of forward and back walk.
  • Decreased recovery of ↓ input during throw.
  • Changed opponent blowback of Steer Ender (A+B when attack connects) on hit.
  • Increased opponent hitstop of Steer Ender (A+B when attack connects) on hit.
  • Increased opponent knockback duration of Standing C on grounded hit.
  • Decreased recovery of Increased Standing C.
  • Decreased startup of Crouching A.
  • Expanded lower hitbox of Dashing B.
  • Expanded lower hitbox of ←+B.
  • ↘+C can now be canceled into Chain Shift on block.
  • Decreased starter damage proration of Increased ↘+C.
  • Increased ↘+C can now be canceled into Chain Shift on block.
  • Increased damage of [Beheading Trim] (→+B+C mid-dash).
  • Decreased damage proration of [Beheading Trim] (→+B+C mid-dash).
  • Expanded frontal hitbox of the EX version of [Mortal Slide] (↓↘→+C).
  • Expanded lower hitbox of [Grim Reaper] (→↓↘+AorBorC).
  • Changed opponent blowback of [Down Claws] (→↓↘+AorB>→+AorBorC) on hit.
  • Expanded the upper hurtbox of the EX version of [Assimilation] (↓↙←+C).
  • Expanded the frontal hitbox of the A version of [Precise Aim] (↓↓+A).
  • Expanded the frontal hitbox by the hands of the EX version of [Precise Aim] (↓↓+C).
  • Increased hitstop caused to opponent by the final hit of the EX version of [Precise Aim] (↓↓+C).
  • The EX version of aerial [Mortal Slide] (↓↘→+C mid-air) now maintains throw invincibility during the invincibility frames.
  • Expanded the hurtbox after the fourth hit of [Turbulence] (←↙↓↘→+D).
  • Decreased hitstop caused to opponent when the fourth hit of [Turbulence] (←↙↓↘→+D) is blocked.
■ Merkava

We’ve focused on improving his normal moves used at his preferred mid-to-far range, meaning he can more effectively keep the opponent out at neutral.
The additional range of B>B makes it easier to land after Standing B even at max range, and it can also hit opponents walking backwards to avoid Standing B. This makes it highly reliable as a poke.
Increased Standing C has even more range than standard Standing C, giving it new usage aside from throwing off timings.
As ←+B hits in the current position, it should work well as a counter-poke to prevent the opponent’s approach. However, it would often lose out to moves with long active frames, so we have reassessed the hurtbox to make it more likely to beat out the opponent’s strike moves.
[I, Persistently Cling] can be used in more situations thanks to the changes to its recovery, allowing you to go for very unique Merkava strings.

  • Decreased backstep recovery.
  • Ground throw always deals max possible damage on hit.
  • As the frame advantage after a successful ground throw differed between characters, it has been adjusted to remain the same for all opponents.
  • Decreased recovery of Standing A.
  • Expanded frontal hitbox of Standing B.
  • Shrunk frontal hurtbox during startup of Standing B.
  • Expanded frontal hitbox of Increased Standing C.
  • Fixed an issue causing it to be impossible to perform [I, Ascend to the Sky] again with a ↖or↑or↗ input after using Chain Shift after [I, Ascend to the Sky] (↖or↑or↗orA+B mid-air).
  • When using Chain Shift mid-air after using [I, Alienate] (←←or←+A+B mid-air), you can now use [I, Alienate] again before landing.
  • Shrunk frontal hurtbox of ←+B.
  • Expanded lower hitbox of the base of →+C.
  • Expanded lower hitbox of the base of Increased →+C.
  • Expanded frontal hitbox of B>B.
  • [I, Agitate] (B+C) always deals max possible damage on hit.
  • Decreased cancel window duration of the B version of [I, Penetrate the Clear Skies] (→↓↘+B) on whiff.
  • The EX version of [I, Penetrate the Clear Skies] (→↓↘+C) now maintains throw invincibility during the invincibility frames.
  • Increased damage of the B version of [I, Capture and Devour] (↓↙←+B).
  • Even outside of Vorpal, after using [I, Persistently Cling] (↓↓+AorBorC) the object no longer disappears after blocking an attack from the opponent.
  • Decreased recovery of the B version of [I, Persistently Cling] (↓↓+B).
  • Decreased startup of the A and B versions of [I, Persistently Cling] (↓↓+AorB).
  • Decreased startup of the Increased B version of [I, Persistently Cling] (↓↓+B).
  • Decreased throw invincibility duration of [I, Rampage] (↓↘→+B+C).
  • [I, Resentfully Rage] (←↙↓↘→+D) now maintains throw invincibility during the invincibility frames.
■ Vatista

We’ve made improvements to her strike attack pokes as well as projectiles to better cover for her low mobility. Improvements to her projectile negating properties also give her an advantage when dealing with the opponent’s projectiles.
Majorly expanding the frontal hitbox of her Crouching B makes it highly viable both as a poke and as abare.
In contrast, her Standing B has mainly been improved by shrinking the hurtbox, making it a great option to deal with the opponent’s pokes and approach attempts.
All versions of [Mikoruseo] have longer cancel windows, making it easier to go for damage with [Lux Fortis] and [Lateus Orbis].
[Armabellum] no longer deals fewer hits after negating a projectile, meaning Vatista can launch her offense while canceling out the opponent’s multi-hit projectiles.

  • Expanded lower and frontal hitbox of Standing B.
  • Shrunk frontal hurtbox of Standing B.
  • Expanded frontal hitbox of Crouching B.
  • Increased damage of C>C.
  • Expanded hitbox of C>C.
  • Increased opponent knockback duration of C>C on grounded hit.
  • When using Chain Shift mid-air after using [Leviosa] (A+B mid-air), you can now use [Leviosa] again before landing.
  • Shrunk frontal hurtbox of [Armabellum] (B+C).
  • [Armabellum] (B+C) no longer deals fewer hits after clashing with a projectile.
  • [Armabellum (Crouching)] (↓+B+C) no longer deals fewer hits after clashing with a projectile.
  • [Armabellum (Aerial)] (B+C mid-air) no longer deals fewer hits after clashing with a projectile.
  • Delayed the timing of the head property invincibility of the A version of [Ruber Angelus] (↓ hold ↑+A).
  • The first hit of the A version of [Ruber Angelus] (↓ hold ↑+A) has a vacuum effect on the opponent on hit.
  • The B version of [Ruber Angelus] (↓ hold ↑+B) now maintains throw invincibility during the invincibility frames.
  • The EX version of [Ruber Angelus Estis] (↓ hold ↑+C) now maintains throw invincibility during the invincibility frames.
  • Increased cancel window duration of the A and B versions of [Mikoruseo] (→ hold ←+AorB).
  • Expanded hitbox of the EX version of [Lux Fortis] (→hold ←+C).
  • Fixed an issue causing the final hit of the explosion not to trigger sometimes when [Sideus Fragmentum] (hold and release AorBorC) hits.
  • This fixes the issue that would trigger when an attack from Vatista connected directly after blocking the first hit of the explosion.
  • Fixed an issue causing the unique object generated when the opponent blocks multiple times when [Sideus Fragmentum] (hold and release AorBorC) is part of a blockstring to sometimes appear when starting a combo after a blockstring involving the object.
  • When using Chain Shift mid-air after using [Lumen Stella] (← hold →AorBorC mid-air), [Lumen Stella] can now be used again before landing.
  • Increased cancel window duration of the A and B versions of aerial [Mikoruseo] (→ hold ←+AorB mid-air).
  • Expanded hitbox of the EX version of aerial [Lux Fortis] (→hold ←+C mid-air).
  • Increased recovery for both player and opponent for the B version of [Transvoranse] (↑ hold ↓+B mid-air) on block.
  • The EX version of [Transvoranse] (↑ hold ↓+C) now maintains throw invincibility during the invincibility frames.
  • Fixed an issue causing the final hit of the explosion not to trigger sometimes when aerial [Sideus Fragmentum] (hold and release AorBorC mid-air).
  • This fixes the issue that would trigger when an attack from Vatista connected directly after blocking the first hit of the explosion.
  • Fixed an issue causing the unique object generated when the opponent blocks multiple times when aerial [Sideus Fragmentum] (hold and release AorBorC mid-air) is part of a blockstring to sometimes appear when starting a combo after a blockstring involving the object.
  • When using Chain Shift mid-air after using aerial [Sideus Fragmentum] (hold and release AorBorC mid-air), you can now use aerial [Sideus Fragmentum] again before landing.
■ Seth

We’ve added more uses for the powered-up version of [Captive Segment], giving him more powerful pressure after successfully powering up.
The improvements to his lunging move have also created more room for strategic options alternating between powering up or going in with a lunge.
While powered-up, [Captive Segment]’s object can negate projectiles without disappearing, making it a strong option to limit the opponent’s projectiles once placed.
[Abyssal Geometry] can now be canceled into EX special moves, so he can forcibly change the situation in battle with strings like [Abyssal Geometry] > EX [Captive Segment].
The change to the opponent blowback on grounded hit of the A version of [Dual Piercing Vengeance] makes it easier to combo after, making it an excellent option for a surprise attack.

  • Shrunk the frontal hurtbox of backstep from the start until landing.
  • Increased invincibility frames of backstep.
  • Decreased recovery of ↓ input during backstep.
  • When using Chain Shift mid-air after using [Air Backdash] (←←or←+A+B mid-air), you can now use [Air Backdash] again before landing.
  • Decreased startup of ↘+B.
  • Expanded hitbox of ↘+B.
  • No longer moves when using ↘+C while close to the opponent.
  • [Abyssal Geometry] (B+C) can be canceled into EX special moves.
  • Increased [Abyssal Geometry] (B+C) can be canceled into EX special moves.
  • Decreased starter damage proration of [Gloomy Invitation] (↓+B+C).
  • When using Chain Shift mid-air after using aerial [Gloomy Invitation] (↓+B+C mid-air), you can now use aerial [Gloomy Invitation] again before landing.
  • While powered up, the object from [Captive Segment] (↓↘→+AorBorC) or (↓↘→+AorBorC mid-air) can negative projectiles from the opponent without disappearing while in the standby state before the projectile hitbox fires.
  • Changed the opponent blowback of the A version of [Dual Piercing Vengeance] (→↓↘+A) on hit.
  • Made the A and B versions of [Dual Piercing Vengeance] (→↓↘+AorB) air unblockable.
  • Expanded frontal tracking range of the EX version of [Dual Piercing Vengeance] (→↓↘+C).
  • When using Chain Shift mid-air after using [Narrow Intrusion] (→↓↘+AorBorC mid-air), you can now use [Narrow Intrusion] again before landing.
  • The EX version of [Narrow Intrusion] (→↓↘+C) now maintains throw invincibility during the invincibility frames.
  • Expanded upper hurtbox of the B version of [Piercing Penetration] (↓↙←+B mid-air) after landing.
  • The EX version of [Piercing Penetration] (↓↙←+C mid-air) now maintains throw invincibility during the invincibility frames.
■ Yuzuriha

We’ve improved actions from [Iki Seishin no Kamae], including the stance cancel, to open up more options for strings.
[Hazumi] no longer counts towards the jump limit during combos. This adds new combo options, as well as opening up potential okizeme routes when used at the end of a combo.
For aerial [Battoujutsu Ichi no Kata: Kiri] and aerial [Battoujutsu San no Kata: Tachi], Yuzuriha can act sooner after canceling the stance with [Togiri]. This adds more potential strings as it is easier to throw out a jumping attack while descending.
On the other hand, aerial [Sazanami] has added recovery now as the vulnerable window after a failed dodge was very brief. This adjustment adds more risk to an incorrect read.

  • Increased active time of Dashing B.
  • Decreased startup of the A and B versions of Battoujutsu Ichi no Kata: Kiri (→+AorB).
  • Decreased recovery when exiting [Iki Seishin no Kamae] after aerial [Battoujutsu Ichi no Kata: Kiri] (→+AorBorC mid-air).
  • Expanded frontal hitbox of the second hit and onward of ←+C.
  • Decreased starter damage proration of the [Battoujutsu San no Kata: Tachi] follow-up (B+C>while holding, A before hit).
  • Decreased recovery when exiting [Iki Seishin no Kamae] after aerial [Battoujutsu San no Kata: Tachi] (B+C mid-air).
  • The EX version of [Sougetsu Ittou-Ryu et cetera! Yae Ichirin] (↓↙←+C) now maintains throw invincibility during the invincibility frames.
  • The EX version of aerial [Sougetsu Ittou-Ryu et cetera! Yae Ichirin] (↓↙←+C mid-air) now maintains throw invincibility during the invincibility frames.
  • The recovery after exiting [Iki Seishin no Kamae] mid-air can be canceled into Chain Shift.
  • [Hazumi] (↖or↑or↗ during [Iki Seishin no Kamae]) is no longer affected by jump cancel limitations.
  • When using Chain Shift mid-air after using [Hazumi] (↖or↑or↗ during [Iki Seishin no Kamae]), you can now use aerial [Hazumi] again before landing.
  • Aerial [Hazumi] (↖or↑or↗ during [Iki Seishin no Kamae] mid-air) is no longer affected by jump cancel limitations.
  • When using Chain Shift mid-air after using aerial [Hazumi] (↖or↑or↗ during [Iki Seishin no Kamae] mid-air), you can now use aerial [Hazumi] again before landing.
  • Increased recovery of aerial [Sazanami] (↓↓ during [Iki Seishin no Kamae] mid-air) when not countering an attack.
  • Decreased invincibility frames during the recovery of [Sougetsu Ittou-Ryu Ougi: Kashou] (←↙↓↘→+D).
  • [Sougetsu Ittou-Ryu Ougi: Kashou] (←↙↓↘→+D) now maintains throw invincibility during the invincibility frames.
■ Hilda

We’ve added more reward for her getting a starter hit with a projectile, to further push her specialty long-range offensive game.
The A version of [Skewer] now slams the opponent down on grounded hit, making it easier to combo after and adding pressure from her full-screen attacks.
The C version of [Dismal Sign] has the same invincibility timing as the A version, making it more viable as a counterattack. This also opens up potential for more reward when used in combos, together with the adjustments to the damage of her fired objects.
On the other hand, characters who could not hit [Tri-Furket] with crouching attacks struggled to start pressure against Hilda, which covered for her intended weak defense. We’ve adjusted the foot property invincibility frames with this in mind.

  • Expanded frontal hitbox of Standing A.
  • Increased damage of Standing C.
  • ←←>↖+A+B with back to corner now maintains throw invincibility during the invincibility frames.
  • When using Chain Shift mid-air after using [Domination] (←←or←+A+B mid-air), you can now use [Domination] again before landing.
  • Expanded lower hurtbox of [Tri-Furket] (B+C) as it comes out.
  • Sped up timing when [Tri-Furket] (B+C) gains foot property invincibility.
  • Added foot property invincibility to the [Tri-Furket] follow-up (B+C > while holding A before hit).
  • Added foot property invincibility to the [Tri-Furket] follow-up (B+C > while holding ↓+A before hit).
  • When using Chain Shift mid-air after using aerial [Tri-Furket] (B+C mid-air), you can now use aerial [Tri-Furket] again before landing.
  • Added foot property invincibility to the aerial [Tri-Furket] follow-up (B+C > while holding A before hit mid-air).
  • Added foot property invincibility to the aerial [Tri-Furket] follow-up (B+C > while holding ↓+A before hit mid-air).
  • Changed opponent blowback of the A version of [Skewer] (↓↘→+A) on hit.
  • Fixed an issue causing shorter blockstun when the opponent blocks the A and B versions of [Skewer] (↓↘→+AorB) while crouching.
  • Changed opponent blowback of the A version of aerial [Skewer] (↓↘→+A mid-air) on hit.
  • When using Chain Shift mid-air after using [Dismal Sign] (←↓↙+AorBorC), you can now use [Dismal Sign] again before landing.
  • Decreased the damage of the C version of [Dismal Sign] (←↓↙+C).
  • Decreased the damage proration of the C version of [Dismal Sign] (←↓↙+C).
  • Decreased the starter damage proration of the C version of [Dismal Sign] (←↓↙+C).
  • Sped up timing when the C version of [Dismal Sign] (←↓↙+C) gains invincibility.
  • Sped up timing of the movement beginning in the C version of [Dismal Sign] (←↓↙+C).
  • When using Chain Shift mid-air after using aerial [Dismal Sign] (←↓↙+AorBorC mid-air) or (↓↘→+AorB>←or↓or→+AorBorC mid-air) you can now use aerial [Dismal Sign] again before landing.
  • Decreased the damage of the C version of aerial [Dismal Sign] (←↓↙+C).
  • Decreased the damage proration of the C version of aerial [Dismal Sign] (←↓↙+C mid-air).
  • Decreased the starter damage proration of the C version of aerial [Dismal Sign] (←↓↙+C mid-air).
  • Fixed an issue causing invincibility to continue until recovery ends when using the EX version of [Revenant Pillar] (↓↓+C).
■ Chaos

We’ve reassessed the risk and reward from his means of approaching from neutral, making it easier for him to launch his offensive.
We’ve adjusted the hurtbox after sticking to the corner with [Up and At ‘Em] to avoid being erased by unintended moves. He can also now cancel Azhi Dahaka with a special move after landing if the move is blocked, making it easier to put together strings involving [Up and At ‘Em].
The expanded upper hitbox of [Burn Them to a Crisp] makes it more likely to catch Assault as it comes out as well as cancel out more projectiles.
We have also decreased the cooldown on Azhi Dahaka to make it easier to use, given how easy it is for it to be erased by opponent attacks as of this game.

  • Sped up the timing when Azhi Dahaka is available to be used again after disappearing.
  • Expanded the upper and behind hitboxes of the base of Standing C.
  • Expanded the frontal hitbox of Crouching B.
  • Decreased startup of Crouching B.
  • Decreased recovery of Crouching C.
  • Expanded hitbox of Jumping C.
  • Increased active frames of Jumping C.
  • Changed [Snake Around] to crouching state during movement.
  • Expanded upper hitbox of [Burn Them to a Crisp] (B+C).
  • The flames from [Burn Them to a Crisp] (B+C) now follow Azhi Dahaka’s movement.
  • Shrunk the hurtbox of Azhi Dahaka after some time has passed while stuck to the corner with [Up and At ‘Em] (↓+B+C).
  • Removed Azhi Dahaka’s hurtbox right before the attack in [Up and At ‘Em] (↓+B+C).
  • After Azhi Dahaka lands during [Up and At ‘Em] (↓+B+C), Azhi Dahaka’s action can now be canceled with a special move.
  • Decreased recovery of [That’s Your Prey] (↓↘→+AorBorC).
  • Decreased the starter damage proration of the A and B versions of [Repel] (→↓↘+AorB).
  • Decreased recovery of [Conceal] (↓↓+AorBorC) while using [Prepare] (↓↓+release hold).
■ Nanase

We’ve mainly powered up her mid-range special moves, to open up more damage potential for her from neutral.
The expanded hitbox in the latter half of [Chasing le Rêvé]’s active frames makes it more likely to hit as the attack ends, creating situations where it cannot be punished on block.
A new hitbox that only connects during combos makes [Aureole of the Starry Sky] easier to work into combos after [Chasing le Rêvé] hits without using a bound effect, meaning it is easier to get higher reward.
The B version of [Let the Fleur Carry Your Feelings] deals more damage when connecting →+B to send the projectile flying, creating high potential when the projectile is out.

  • Decreased the starter damage proration of Increased Standing C.
  • When using Chain Shift mid-air after using Jumping ↑+C you can now use Jumping ↑+C again before landing.
  • When using Chain Shift mid-air after using [Breeze’s Liberte] (B+C) or (↓↓+AorBorC>B+C), you can now use aerial [Breeze’s Liberte] again before landing.
  • When using Chain Shift mid-air after using aerial [Breeze’s Liberte] (B+C mid-air) or (↓↘→+AorBorC>B+C mid-air), you can now use aerial [Breeze’s Liberte] again before landing.
  • Expanded hitbox of the A and B versions of [Chasing le Rêvé] (↓↘→+AorB) during the active frames.
  • Added a hitbox that only connects during combos to [Aureole of the Starry Sky] (↓↘→+AorB>B).
  • Changed opponent blowback of the final hit of [Aureole of the Starry Sky] (↓↘→+AorB>B) on hit.
  • Sped up the timing when [Halte Once in a While] (↓↘→+AorB>C) gains projectile invincibility.
  • Increased duration of projectile invincibility of [Halte Once in a While] (↓↘→+AorB>C).
  • Delayed timing when the A version of [Plumage Dancing in the Wind] (→↓↘+A) gains head property invincibility.
  • The A version of [Plumage Dancing in the Wind] (→↓↘+A) can no longer be canceled into anything other than Chain Shift on whiff.
  • Delayed the timing when the A version of [Plumage Dancing in the Wind] (→↓↘+A) can be canceled into Chain Shift on whiff.
  • The B version of [Plumage Dancing in the Wind] (→↓↘+B) now maintains throw invincibility during the invincibility frames.
  • The EX version of [Plumage Dancing in the Wind] (→↓↘+C) always deals max potential damage on hit.
  • The EX version of [Plumage Dancing in the Wind] (→↓↘+C) now maintains throw invincibility during the invincibility frames.
  • Added invincibility to low A attacks to the startup of [Let the Fleur Carry Your Feelings] (↓↘→+AorBorC mid-air).
  • Increased damage of the B version of [Let the Fleur Carry Your Feelings] (↓↘→+B mid-air) when the projectile is hit with →+B.
  • Increased damage of the Increased B version of [Let the Fleur Carry Your Feelings] (↓↘→+B mid-air) when the projectile is hit with →+B.
  • Fixed an issue causing [Atmosphere of the Aether] (←↙↓↘→+D) to have throw invincibility after the invincibility frames.
■ Byakuya

We’ve improved the range of his core grounded pokes, Crouching C, Dashing B, and Dashing C, to greatly improve his mid-range neutral game. Combined with the decreased recovery for his backstep, this makes him highly potent at contesting grounded pokes.
Improvements to his strings using traps such as Increased [I’ll Plant It Somewhere Over Here] give him greater offensive potential.
The B and C versions of Increased [I’ll Plant It Somewhere Over Here] have different trajectories than before, increasing the range in which he can mix-up the opponent from neutral.
The A and C follow-ups after Increased [I’ll Plant It Somewhere Over Here] can be worked into combos more easily and offer higher reward. The B follow-up has additional invincibility frames, making it better as an option against counters for the A and C follow-ups. Follow-up B has invincibility as in previous versions, so the proration to minimum guaranteed damage still applies.

  • Decreased recovery of backstep.
  • Expanded frontal hitbox of Standing A.
  • Decreased recovery of Crouching A.
  • Expanded frontal hitbox of Crouching C.
  • Expanded frontal hitbox of Dashing B.
  • Decreased recovery of Dashing B.
  • Expanded frontal hitbox of Dashing C.
  • Expanded upper hitbox of ↘+C.
  • Increased active frames of ↘+C.
  • Expanded upper hitbox of Increased ↘+C.
  • Increased active frames of Increased ↘+C.
  • Changed attack position of [I’ll Plant It Somewhere Over Here (Just Kidding)] (B+C) to hit closer to the player character when close to the opponent.
  • Changed attack position of Increased [I’ll Plant It Somewhere Over Here (Just Kidding)] (B+C) to hit closer to the player character when close to the opponent.
  • The EX version of [How Shall I Cook You?] (↓↘→+C) now maintains throw invincibility during the invincibility frames.
  • Expanded upper hurtbox of the latter half of [You’re Almost Ready to Eat] (→↓↘+AorBorC).
  • Sped up the timing when the A and B versions of [You’re Almost Ready to Eat] (→↓↘+AorB) gain projectile invincibility.
  • Expanded the range of the throw part of the A and B versions of [You’re Almost Ready to Eat] (→↓↘+AorB) inward.
  • Increased damage of the object from the EX version of [You’re Almost Ready to Eat] (→↓↘+C).
  • The hitbox of the EX version of [You’re Almost Ready to Eat] (→↓↘+C) now expands when the object comes in contact with the opponent during a dash.
  • Increased damage of the object from Increased [You’re Almost Ready to Eat] (→↓↘+AorB).
  • The hitbox of Increased [You’re Almost Ready to Eat] (→↓↘+AorB) now expands when the object comes in contact with the opponent during a dash.
  • The hitbox of Increased [I’ll Plant It Somewhere Over Here] (↓↙←+AorBorC) or (↓↙←+AorBorC mid-air) now expands when the object comes in contact with the opponent during a dash.
  • When using Chain Shift mid-air after using [I’ll Plant It Somewhere Over Here] (↓↙←+AorBorC) or (↓↙←+AorBorC mid-air), you can now use aerial
  • [I’ll Plant It Somewhere Over Here] again before landing.
  • Expanded lower range in which the object from the B version of [I’ll Plant It Somewhere Over Here] (↓↙←+B) responds to dashing opponents.
  • Increased damage from the object from the D version of [Caught You!] (↓↙←+AorBorC>AorBorC>D) or (↓↙←+AorBorC>AorBorC>D mid-air).
  • The hitbox of the D version of [Caught You!] (↓↙←+AorBorC>AorBorC>D) or (↓↙←+AorBorC>AorBorC>D mid-air) now expands when the object comes in contact with the opponent during a dash.
  • Changed the trajectory of Increased B version of [I’ll Plant It Somewhere Over Here] (↓↙←+B) or (↓↙←+B mid-air) and Increased C version of [I’ll
  • Plant It Somewhere Over Here] (↓↙←+C) or (↓↙←+C mid-air) .
  • Decreased landing recovery of Increased [I’ll Plant It Somewhere Over Here] follow-up A (Increased ↓↙←+AorBorC>A) or (Increased↓↙←+AorBorC>A mid-air) on hit.
  • Increased invincibility of Increased [I’ll Plant It Somewhere Over Here] follow-up B (Increased ↓↙←+AorBorC>B) or (Increased↓↙←+AorBorC>B mid-air)
  • Increased [I’ll Plant It Somewhere Over Here] follow-up C (Increased ↓↙←+AorBorC>C) or (Increased↓↙←+AorBorC>C mid-air) can now be canceled into EX special moves and other moves on hit.
  • Removed invincibility of Increased [I’ll Plant It Somewhere Over Here] follow-up C (Increased ↓↙←+AorBorC>C) or (Increased↓↙←+AorBorC>C mid-air)
  • Increased damage of the A and B versions of [Let’s Have a Taste] (↓↓+AorB).
  • Decreased recovery of the EX version of [Let’s Have a Taste] (↓↓+C).
  • Adjusted damage proration and base damage proration of [Become a Part of Me] (←↙↓↘→+D) to avoid the damage becoming unnaturally low even when used in combos with lower damage proration.
■ Phonon

We’ve further pushed her long-ranged weapon attacks to make range a winning factor for her.
The increased falling speed when using Increased Jumping C after grounded Assault leaves her less vulnerable, creating opportunities for her to catch the opponent while staying out of range of their attacks.
↘+C takes fewer frames to reach its maximum range, making it more viable as a low counter-poke against opponents at far range. It also adds less starter proration to offer better reward on hit.
The additional active frames of ←+B make it more likely to catch the opponent’s approach attempts, and the extended hitbox by her hands helps address the issue it had sometimes whiffing against short characters in a crouching state.

  • Sped up timing when movement begins during backstep.
  • Shrunk hurtbox of Standing C during startup.
  • Decreased recovery of Crouching A.
  • Removed foot property from Crouching B.
  • Expanded lower hitbox of Jumping B.
  • Expanded hitbox of Increased Jumping B.
  • Sped up falling speed of Increased Jumping C when used after grounded Assault.
  • Decreased starter damage proration of Dashing C.
  • Decreased starter damage proration of the active frames of ↘+C.
  • Sped up timing when the hitbox of ↘+C extends.
  • Decreased recovery of ↘+C.
  • Expanded lower hitbox of ←+B at the hands.
  • Increased active frames of ←+B.
  • Added invincibility to low A attacks to aerial [Sliding Affliction] (↓↘→+AorBorC mid-air) during startup.
  • When using Chain Shift mid-air after using the A or B versions of aerial [Sliding Affliction] (↓↘→+AorB mid-air), you can now use aerial [Sliding Affliction] again before landing.
  • Removed projectile property from the EX version of [Guidance Ascension] (→↓↘+C).
  • When using Chain Shift mid-air after using the A or B versions of [Suppressive Restriction] (↓↓+AorB) or (↓↓+AorB mid-air), you can now use aerial
  • [Suppressive Restriction] again before landing.
  • Decreased the starter damage proration of the B version of aerial [Suppressive Restriction] (↓↓+B mid-air).
  • Fixed an issue that removed the throw invincibility during [Binding Beatitude] (←↙↓↘→+D) during the motion.
■ Mika

[Mika’s Missile] and [Mika’s Crash] are overall more versatile tools, opening up more options for her using aerial approaches.
[Mika’s Homing Missile] no longer has an altitude limitation and can be used from lower positions now, allowing for more variations to trip up the opponent.
The ↑ direction [Mika’s Homing Missile] can be moved forward or backward with left/right inputs during descent as a tool for launching an offensive from the sky.
[Mika’s Crash] is more viable overall due to adjustments to the hitbox, recovery, and bound effect on hit.
Reassessing the projectile invincibility duration and startup of [Mika’s Impact] has improved the moves utility, as it did not function as well as intended to counter projectiles.

  • Changed the composition of Smart Steer.
  • Expanded upper hitbox of Standing C.
  • Expanded upper hitbox of Increased Standing C.
  • Expanded hitbox of Jumping C.
  • Expanded hitbox of Increased Jumping C.
  • Made the first hit of Dashing B a low.
  • Decreased starter recovery proration of the second hit of Dashing B.
  • Increased damage of ↘+B.
  • Decreased damage proration of ↘+B.
  • Decreased starter recovery proration of ↘+B.
  • The opponent blowback from the first hit of [Mika’s Crash] (B+C) or (B+C mid-air) no longer counts as a bound.
  • The hitbox of the second hit of [Mika’s Crash] (B+C) or (B+C mid-air) can now hit outside of combos as well.
  • Delayed timing of the cancel window into Chain Shift for [Mika’s Crash] (B+C) or (B+C mid-air) on whiff.
  • Decreased recovery of grounded [Mika’s Crash] (B+C) when it does not hit.
  • Decreased recovery of aerial [Mika’s Crash] (B+C mid-air).
  • The opponent blowback from the first hit of Increased [Mika’s Crash] (B+C) or (B+C mid-air) no longer counts as a bound.
  • The hitbox of the second hit of Increased [Mika’s Crash] (B+C) or (B+C mid-air) can now hit outside of combos as well.
  • Delayed timing of the cancel window into Chain Shift for Increased [Mika’s Crash] (B+C) or (B+C mid-air) on whiff.
  • Decreased recovery of grounded Increased [Mika’s Crash] (B+C) when it does not hit.
  • Decreased recovery of Increased aerial [Mika’s Crash] (B+C mid-air).
  • [Mika’s Missile] (↓↘→+AorBorC) or (↓↘→+AorBorC mid-air) can now be canceled into Chain Shift during the movement.
  • When using Chain Shift mid-air after using [Mika’s Missile] (↓↘→+AorBorC) or (↓↘→+AorBorC mid-air), you can now use aerial [Mika’s Missile] again before landing.
  • [Mika’s Homing Missile] (↓↘→+AorBorC>direction+AorBorC) or (↓↘→+AorBorC>direction+AorBorC mid-air) can now be canceled into Chain Shift during the movement.
  • Removed the altitude limitation when using [Mika’s Homing Missile] (↓↘→+AorBorC>direction+AorBorC) or (↓↘→+AorBorC>direction+AorBorC mid-air), meaning it can be used at a lower height as well. However, the grounded A and EX versions of [Mika’s Missile] (↓↘→+AorC) still do not have ↙, ↓, ↘ direction follow-ups.
  • Decreased landing recovery of ↖or↑or↗ directions of [Mika’s Homing Missile] (↓↘→+AorBorC>↖or↑or↗+AorBorC) or (↓↘→+AorBorC>↖or↑or↗+AorBorC mid-air).
    ↖or↑or↗ directions of [Mika’s Homing Missile] (↓↘→+AorBorC>↖or↑or↗+AorBorC) or (↓↘→+AorBorC>↖or↑or↗+AorBorC mid-air) can no longer be used while above a certain altitude off-screen.
    ↑ direction [Mika’s Homing Missile] (↓↘→+AorB>↑+AorBorC) or (↓↘→+AorB>↑+AorBorC mid-air) can be moved with left or right directional inputs after the action.
  • Expanded upper hitbox of ↓ direction [Mika’s Homing Missile] (↓↘→+AorBorC>↓+AorBorC) or (↓↘→+AorBorC>↓+AorBorC mid-air) as the move comes out.
  • The EX version of [Mika’s Tornado] (→↓↘+C) now maintains throw invincibility during the invincibility frames.
  • Sped up the timing when the A and B versions of [Mika’s Impact] (↓↓+AorB) gain projectile invincibility.
  • Increased duration of projectile invincibility of the A and B versions of [Mika’s Impact] (↓↓+AorB).
  • Decreased startup of the EX version of [Mika’s Impact] (↓↓+C).
  • Increased hitstop on opponent from the EX version of [Mika’s Impact] (↓↓+C) on hit.
  • Increased damage of [Mika’s Impact] follow-up (↓↓+AorBorC>AorBorC).
  • Increased untechable time of the A and B versions of [Mika’s Twister] (→↓↘+AorB mid-air).
  • Increased input buffer window for the follow-up after [Mika’s Hip Attack] (full circle+C).
  • Increased GRD gain from a successful follow-up input after [Mika’s Hip Attack] (full circle+C).
■ Wagner

She’s received improvements to her strike attack pokes and pressure across the board, with adjustments to her range to improve her offensive control when connecting with strike attacks and after getting in on the opponent.
Standing C and Dashing C while the sword is powered up have better frontal hitboxes, making for powerful options for controlling space and connecting with the opponent while grounded.
Her faster backstep movement also makes it easier for her to dodge the opponent’s attacks, making her quick movement in neutral and counter-pokes even more effective means of controlling space.
For her pressure, the additional hitstop the first hit of →+B causes to the opponent makes strings such as →+B > Crouching A (whiff) more potent, opening up powerful offensive options after making contact with the opponent.
[Schild Zack] can more easily hit knocked down opponents, making it more likely to combo even when Dashing C hits from far range.

  • Sped up timing of the beginning of movement during backstep, and increased landing recovery. There is no change to overall frames in total.
  • Expanded frontal hitbox of Standing C.
  • Expanded frontal hitbox of Increased Standing C.
  • Expanded frontal hitbox of Dashing C while the sword is powered up.
  • Expanded upper hitbox of [Filthy Dog!] (↓+A+B).
  • Increased opponent hitstop after blocking the first hit of →+B.
  • Increased knockback duration from the first hit of →+B against standing opponents.
  • Expanded the hitbox of the second hit of →+B only during combos.
  • Expanded lower hitbox of [Schild Zack] (B+C).
  • Expanded lower hitbox of Increased [Schild Zack] (B+C).
  • Decreased starter damage proration of the B version of [Kugel Blitz] (↓↘→+B).
  • Delayed the timing when the A version of [Wackenroder] (→↓↘+A) gains head property invincibility.
  • The B version of [Wackenroder] (→↓↘+B) now maintains throw invincibility during the invincibility frames.
  • The EX version of [Wackenroder] (→↓↘+C) now maintains throw invincibility during the invincibility frames.
  • Decreased interval between damage ticks from the additional damage from the EX version of [Lohe Garde] (↓↓+C) while the sword and shield are powered up.
  • Increased untechable time of Increased [Sturm Schlag] (↓↘→+AorB mid-air).
■ Enkidu

While highlighting his battle style focusing on countering attacks from the opponent and considering his struggles to score damage from neutral, we’ve improved his mix-up options to give him formidable pressure once he makes contact.
The B version of [Stance of Reversal] offers high reward with the adjustments to its damage, damage proration, and blowback when the counterattack hits.
We’ve adjusted the properties of the EX version of [Stance of Reversal] so that all hits are more likely to connect even when not used directly after Chain Shift.
For his offensive, [Armor Drill] is now a command throw that cannot be escaped with a throw tech, greatly improving his mix-up potential. In exchange, it has lower damage and shorter range.
As well, the B version of [Thunder Stomp] opens up less space when blocked, creating opportunities to extend pressure or go for [Armor Drill].
The adjustments to the universal mechanics mean that Havoc can apply even when hitting an opponent during Shield, opening up new potential when going on the offense.

  • Decreased startup of Dashing C.
  • Increased damage of Increased ↘+C.
  • Increased damage of Increased ←+C.
  • Expanded back hitbox of the EX version of [Three Precept Strike] (↓↘→+C) as the move comes out.
  • Delayed the timing when the A and B versions of [Chained Kick] (→↓↘+AorB) gains head property invincibility.
  • The second hit of the EX version of [Chained Kick] (→↓↘+C) can now be canceled into Chain Shift on hit.
  • The EX version of [Chained Kick] (→↓↘+C) now maintains throw invincibility during the invincibility frames.
  • Increased damage of the B version of [Stance of Reversal] (↓↙←+B).
  • Decreased damage proration of the B version of [Stance of Reversal] (↓↙←+B).
  • Changed opponent blowback of the B version of [Stance of Reversal] (↓↙←+B) counterattack after enduring an attack.
  • Increased opponent hitstop from the B version of [Stance of Reversal] (↓↙←+B) counterattack after enduring an attack.
  • Decreased startup of the A and B versions of [Stance of Reversal] (↓↙←+AorB) counterattack after enduring an attack.
  • Increased active frames of the A and B versions of [Stance of Reversal] (↓↙←+AorB) counterattack after enduring an attack.
  • Increased number of hits and damage of the EX version of [Stance of Reversal] (↓↙←+C), making it easier to land all of the hits. However, the properties remain unchanged when used directly after Chain Shift.
  • Increased startup of the EX version of [Stance of Reversal] (↓↙←+C) counterattack after enduring an attack when used directly after Chain Shift.
  • This fixes an issue where the counterattack could hit during the time freeze, causing unintended behavior.
  • The B version of [Thunder Stomp] (↓↓+B) creates less distance with the opponent on block.
  • Expanded frontal hitbox of the A and B versions of [Thunder Stomp] (↓↓+AorB).
  • Increased untechable time of the A and B versions of [Thunder Stomp] (↓↓+AorB).
  • Expanded frontal hitbox of the B version of Increased [Thunder Stomp] (↓↓+B).
  • The B version of Increased [Thunder Stomp] (↓↓+B) creates less distance with the opponent on block.
  • Decreased damage of [Armor Drill] (full circle+C).
  • Increased damage proration of [Armor Drill] (full circle+C).
  • Increased recovery proration of [Armor Drill] (full circle+C).
  • Shrunk frontal hitbox of [Armor Drill] (full circle+C).
  • Increased startup of [Armor Drill] (full circle+C).
  • Increased recovery of [Armor Drill] (full circle+C).
  • Increased untechable time of [Armor Drill] (full circle+C).
  • [Armor Drill] (full circle+C) now grabs the opponent’s hurtbox, rather than their collision box.
  • [Armor Drill] (full circle+C) can no longer be escaped with a throw tech.
  • Adjusted damage proration and base damage proration of [Spiral Dual Palm Strike] (←↙↓↘→+D) to avoid the damage becoming unnaturally low even when used in combos with lower damage proration.
■ Londrekia

We’ve focused on creating more freedom in options for him using his core [Circular Step] move.
The follow-up version of Increased [Circular Step: Serpentine Tail] previously could only work in limited combo routes, however the new hitbox of the leaping part that only activates during combos opens up new routes to make the move more viable.
The change to the blowback of the finisher version of [Circular Step: Serpentine Tail] on hit leaves the opponent closer, allowing for further attacks or okizeme options.
The startup of [Hail Storm] is faster only during combos. This makes it easier to combo before [Circular Step: Serpentine Tail] slams the opponent down, as well as easier to go for more hits after firing [Frozen Spire] at far range.
On the other hand, we’ve reassessed the properties of [Icicle Rain] as it was hard to counter and offered high reward. It remains just as easy to connect with, but changes to the reward on it or block balance things out.

  • Decreased recovery of Crouching C.
  • Decreased starter damage proration of the EX version of [Frozen Spire].
  • Fixed an issue causing the projectile hitbox to remain even after taking a damage during the B version of Increased [Frozen Spire] (↓↘→+B).
  • Changed opponent blowback from [Circular Step: Serpentine Tail] (↓↙←+AorBorC>AorB>C) on hit.
  • Changed opponent blowback from Increased [Circular Step: Serpentine Tail] (↓↙←+AorBorC>AorB>C) on hit.
  • Added a hitbox to Increased [Circular Step: Serpentine Tail] (↓↙←+AorBorC>AorB>C) that only connects during combos.
  • Fixed an issue causing the hitbox from [Snow Blossom] (↓↓+AorBorC) not to function as a projectile.
  • Fixed an issue causing the hitbox from Increased [Snow Blossom] (↓↓+AorB) not to function as a projectile.
  • Changed opponent blowback from [Icicle Rain] (↓↘→+B+C mid-air) on hit.
  • Decreased opponent hitstop from [Icicle Rain] (↓↘→+B+C mid-air).
  • Decreased startup of [Hail Storm] (←↙↓↘→+D) during combos.
  • [Hail Storm] (←↙↓↘→+D) now maintains throw invincibility during the invincibility frames.
  • Adjusted damage proration and base damage proration of [Hail Storm] (←↙↓↘→+D) to avoid the damage becoming unnaturally low even when used in combos with lower damage proration.
■ Tsurugi

We’ve made broad improvements to his kit to further push his strengths as a character.
The timing of the counter window during Increased Jumping C is slightly faster now to make it easier to intentionally cancel out attacks and offer more reward on success. These improvements make this move a bigger threat to the opponent.
[Breaker!] and [Land Grader!] deal better damage, adding to his potential when the shield is readied. [Breaker!] especially deals excellent damage in combos compared to other special moves, making it particularly decisive.
The EX version of [Jaw Crusher!] leaves the opponent in a crumpled state on hit, making it easier to continue attacking. It no longer causes bound on hit, so it works well mid-combo as well.

  • Increased movement speed as the movement starts during backstep.
  • Decreased startup of Standing A.
  • Decreased recovery of Standing C.
  • Increased opponent knockback duration from Standing C on grounded hit.
  • Expanded frontal hitbox of Standing C.
  • Increased damage of Increased Jumping C.
  • Decreased recovery proration of Increased Jumping C.
  • Decreased starter recovery proration of Increased Jumping C.
  • Increased untechable time of Increased Jumping C.
  • Sped up timing when Increased Jumping C can endure an attack.
  • Increased active frames of Dashing C.
  • Increased damage of [Breaker!] (B+C>AorBorC).
  • Increased damage of [Land Grader!] (B+C>↓+AorBorC).
  • Decreased damage proration of [Land Grader!] (B+C>↓+AorBorC).
  • Increased untechable time of the first to third hits of [Land Grader!] (B+C>↓+AorBorC).
  • Fixed an issue with frames before the end of the [Skid-Scare Loader!] follow-up (B+C>→→ or →+A+B) during which an attack could not be endured.
  • Decreased starter damage proration of [Smart Piler!] (↓↘→+B).
  • Delayed timing when the A version of [Trebuchet!] (→↓↘+A) gains head property invincibility.
  • Increased damage of the A and B versions of [Jaw Crusher!] (↓↙←+AorB).
  • Changed opponent blowback from the EX version of [Jaw Crusher!] (↓↙←+C) on hit.
■ Kaguya

We’ve greatly improved her grounded pokes, pushing her strong range and far-reaching projectiles.
Standing B and the A version of [A Fleeting Beam of Light: Moonlight Flash] have extended range now, giving her a leg up even against characters who specialize in fighting from mid range.
The EX version of [A Fleeting Beam of Light: Moonlight Flash] now draws the opponent in even on hit of the first and second attacks, making it easier to hit multiple times even against aerial opponents. On the other hand, as it opened up exceptionally high combo damage as a starter, we have reassessed the starter damage proration.
[Dance Without Rest: Flower of Overflowing Light] follow-up 2 can be canceled into Chain Shift to lead into combos, but previously landing hits after was inconsistent. We’ve adjusted the hitstop on the opponent to make it easier to combo after. It also has better frame advantage when hit on its own, making it more viable as a punish from mid-range.

  • Expanded frontal hitbox of Standing A.
  • Decreased recovery of Standing A.
  • Expanded frontal and lower hitbox of Standing B.
  • Increased damage of Standing C.
  • Increased duration of the cancel window of Standing C on block.
  • Shrunk frontal hitbox of Crouching A.
  • Decreased startup of Crouching A.
  • Increased active time of Jumping B.
  • Expanded hitbox of ↘+C inward.
  • Increased opponent hitstop from [Dance Without Rest: Flower of Overflowing Light] follow-up 2 (B+C>→+AorBorC) on hit.
  • Expanded frontal hitbox of the A version of [A Fleeting Beam of Light: Moonlight Flash] (↓↘→+A).
  • Decreased startup of the B version of [A Fleeting Beam of Light: Moonlight Flash] (↓↘→+B).
  • Increased active frames of the B version of [A Fleeting Beam of Light: Moonlight Flash] (↓↘→+B).
  • Increased duration of the cancel window of the B version of [A Fleeting Beam of Light: Moonlight Flash] (↓↘→+B) on hit.
  • Increased starter damage proration of the EX version of [A Fleeting Beam of Light: Moonlight Flash].
  • Added a vacuum effect to the first and second attacks of the EX version of [A Fleeting Beam of Light: Moonlight Flash].
  • Expanded frontal hitbox of the A version of [Moonlight Double Flash] (↓↘→+A>→+AorBorC).
  • Expanded frontal hitbox of the B version of [Moonlight Double Flash] (↓↘→+B>→+AorBorC) as the move comes out.
  • Delayed the timing when the A version of [Lack Leaves a Hole in the Heart: Rising Crescent] (→↓↘+A) gains head property invincibility.
  • Fixed an issue causing unintended behavior during the B version of [Lack Leaves a Hole in the Heart: Rising Crescent] (→↓↘+B) depending on the direction the character was facing.
  • When the A or B version of [Lack Leaves a Hole in the Heart: Rising Crescent] (→↓↘+AorB) do not hit, the landing recovery can no longer be canceled.
  • The EX version of [Lack Leaves a Hole in the Heart: Rising Crescent] (→↓↘+C) now maintains throw invincibility during the invincibility frames.
  • When using Chain Shift mid-air after using the A or B versions of [A Bloom in the Darkness: Lunar Blossom] (↓↙←+AorB) or (↓↙←+AorB mid-air), you can now use aerial [A Bloom in the Darkness: Lunar Blossom] again before landing.
  • Expanded lower hitbox of the projectile part of the EX version of [A Bloom in the Darkness: Lunar Blossom] (↓↙←+C) or (↓↙←+C mid-air).
  • The opponent blowback from the first hit of the EX version of [A Bloom in the Darkness: Lunar Blossom] (↓↙←+C) or (↓↙←+C mid-air) no longer counts as a bound.
  • When using Chain Shift mid-air after using [Only in Dreams Does One Walk Diaphanous: Hazy Step] (↓↘→+AorBorC mid-air), you can now use aerial [Only in Dreams Does One Walk Diaphanous: Hazy Step] again before landing.
  • [Dance Elegantly in the Light: Moonlit Palette] (←↙↓↘→+D) now maintains throw invincibility during the invincibility frames.
  • Adjusted damage proration and base damage proration of [Dance Elegantly in the Light: Moonlit Palette] (←↙↓↘→+D) to avoid the damage becoming unnaturally low even when used in combos with lower damage proration.
■ Kuon

We’ve made broad overall balance adjustments, as all of his options met a high standard. He retains his ability to poke with projectiles and interrupt the opponent’s approaches, with some limitations to his ability to launch his own offense.
As strings using [Heavenly Law] were easy to initiate and hard for the opponent to counter, we’ve adjusted its mix-up potential and reward on hit.
On the other hand, characters with low profile moves had a major advantage against him, so we have revised his hitboxes that didn’t cover enough low space to make his pokes more viable.
The bigger hitbox below for Jumping A makes it easier to reach shorter characters in a standing state when performed directly after jumping, meaning he can go for aerial escapes while also throwing out a counter-poke.
Jumping C now hits lower down as the attack comes out, meaning Assault > Jumping C is more likely to connect with opponents in low profile states. This makes it viable to use Assault as a counter against opponents going for low pokes.

  • Expanded lower hitbox of Standing A.
  • Expanded lower hitbox of Standing B.
  • Expanded lower hitbox of Jumping A.
  • Expanded lower hitbox of Jumping C as the attack comes out.
  • Decreased starter damage proration of →+C.
  • Expanded frontal and lower hitbox of →+C.
  • →+C can now be canceled into Chain Shift on whiff.
  • ↘+C can now be canceled into Chain Shift and no other actions when blocked.
  • Decreased acceleration of forward movement during [Heavenly Law] (B+C) or (B+C mid-air).
  • Decreased momentum carried over when performing another action after [Heavenly Law] (B+C) or (B+C mid-air).
  • When using Chain Shift mid-air after using [Heavenly Law] (B+C) or (B+C mid-air), you can now use aerial [Heavenly Law] again before landing.
  • Added landing recovery to [Heavenly Law] follow-up 1 (B+C>D) or (B+C>D mid-air).
  • Decreased damage of [Heavenly Law] follow-up 2 (B+C>AorBorC) or (B+C>AorBorC mid-air).
  • Fixed an issue causing unintended variation in the opponent’s GRD gain when blocking [Heavenly Law] follow-up 2 (B+C>AorBorC) or (B+C>AorBorC mid-air) depending on how many frames had passed during the move.
  • Expanded lower hitbox of the A and B versions of [Void-Piercing Shadow] (↓↘→+AorB).
  • Decreased active frames of [Vortex of Chaos] (↓↘→+AorB>AorBorC) or (↓↘→+AorB>AorBorC mid-air).
  • Decreased recovery of the EX version of [Mantle of Nothingness] (→↓↘+C) or (→↓↘+C mid-air).
  • Increased hitstop on opponent from the final hit of the EX version of [Mantle of Nothingness] (→↓↘+C) or (→↓↘+C mid-air) on hit.
  • When using Chain Shift mid-air after using the B version of aerial [Mantle of Nothingness] (→↓↘+B mid-air), you can now use the aerial B version of 
  • [Mantle of Nothingness] again before landing.
  • Decreased active frames of the A and B versions of [Vortex of Chaos] (↓↓+AorB) or (↓↓+AorB mid-air).
  • When using Chain Shift mid-air after using the A or B versions of aerial [Vortex of Chaos] (↓↓+AorB) or (↓↓+AorB mid-air), you can now use aerial [Vortex of Chaos] again before landing.
  • Shrunk the hitbox of the A version of [Barrier of Isolation] (↓ hold ↑+A) as the attack comes out.
  • Increased cancel window duration when the A version of [Barrier of Isolation] (↓ hold ↑+A) can be canceled into Chain Shift.
  • The A version of [Barrier of Isolation] (↓ hold ↑+A) can now only be canceled into Chain Shift and no other actions on whiff.
  • Delayed the timing of the cancel window to cancel the A version of [Barrier of Isolation] (↓ hold ↑+A) into Chain Shift on whiff.
  • Delayed the timing when the A version of [Barrier of Isolation] (↓ hold ↑+A) gains head property invincibility.
  • The EX version of [Barrier of Isolation] (↓ hold ↑+C) now maintains throw invincibility during the invincibility frames.
  • Adjusted damage proration and base damage proration of [The Silent Orchard of the Abyss] (←↙↓↘→+D) to avoid the damage becoming unnaturally low even when used in combos with lower damage proration.
■ Uzuki

We’ve made broad improvements to her kit, as some moves were impractical to use in actual matches. We’ve focused on improving her moves that lead into mix-up strings to give her a more unique offense.
The additional active frames for [Mist for Vanity] give it better utility as a poke. It also has faster landing recovery, meaning she can throw out projectiles at low-risk.
[Bag of Secrets] is shorter from start to end, making it easier to put out an item after combos. The item type to be thrown also carries over to the next round now, opening up options for strategies between rounds.
The A+D version of [Gorging Coffin] has faster startup. When Uzuki can move before the opponent, if she gets on the coffin she can force the opponent to consider her mix-up options.

  • The opponent’s health gradually depletes while the poison status icon is flashing.
  • Fixed an issue causing disparity between the height of her crouching collision box with that of other characters.
  • Increased damage of Smart Steer.
  • Decreased recovery of backstep.
  • Decreased startup of Standing A.
  • Increased opponent knockback duration of Jump C on hit.
  • Increased opponent’s recovery after blocking Jumping C.
  • Increased untechable time of Jumping C.
  • Decreased startup of hitbox for ←+C that connects with grounded opponents.
  • Fixed an error causing ↘+C not to count as crouching state.
  • Shrunk upper hurtbox of [Melt and Lurk] (B+C).
  • Sped up the timing when [Melt and Lurk] (B+C) gains projectile invincibility.
  • Decreased startup of [Bag of Secrets] (↓+B+C).
  • Decreased recovery of [Bag of Secrets] (↓+B+C).
  • Added an icon to display the next item that will be thrown with [Bag of Secrets] (↓+B+C).
  • The item type thrown with [Bag of Secrets] (↓+B+C) now carries over between rounds.
  • Increased effect duration when the poison status icon lights up as a result of [Bag of Secrets] (↓+B+C).
  • Adjusted search range that determines whether or not the doll from [Bag of Secrets] (↓+B+C) is close to the opponent. This adjustment alleviates the problem where the doll would attack a different direction when summoned near the opponent.
  • Decreased startup of Increased [Bag of Secrets] (↓+B+C).
  • Decreased recovery of Increased [Bag of Secrets] (↓+B+C).
  • Sped up the timing when the second item is thrown during Increased [Bag of Secrets] (↓+B+C).
  • When using Chain Shift mid-air after using [Float with Parasol] (B+C mid-air), you can now use [Float with Parasol] again before landing.
  • Added foot property invincibility to the A version of [Ride on Bones] (↓↘→+A).
  • Decreased recovery of Increased [Trap of Death] (↓↙←+BorC).
  • Decreased startup of the A+D version of [Gorging Coffin] (↓↙←+AorBorC>←+D>A+D) or (↓↙←+AorBorC>A+D mid-air).
  • Fixed an issue causing a lower jump during [Trap of Death] follow-up 1 (↓↙←+A>←+D>↖or↑or↗).
  • Increased active frames of [Mist for Vanity] (↓↘→+AorBorC mid-air).
  • Added invincibility to low A attacks for [Mist for Vanity] (↓↘→+AorBorC mid-air) during startup.
  • Decreased landing recovery of the A and B versions of [Mist for Vanity] (↓↘→+AorB mid-air).
  • Increased damage of aerial [Trap of Death] (↓↙←+AorBorC mid-air).
  • When using Chain Shift mid-air after using aerial [Trap of Death] (↓↙←+AorBorC mid-air), you can now use aerial [Trap of Death] again before landing.
  • The EX version of [Ride on Bones] (↓↘→+C) now maintains throw invincibility during the invincibility frames.
■ Eltnum

We’ve removed unwieldy parts from her combos to open up more potential strings, emphasizing her strength at mid range.
Increased Standing C into C>C has longer reach than the standard C>C string, making it less likely to whiff even from maximum range. It also has a better upward hitbox, leading to more routes into combos from long range.
The additional active frames for →+C mean that when hitting from maximum range with the end of the active frames, it is hard to punish even after defending with Shield, making for very effective pressure.
We’ve reassessed the guaranteed damage from the EX versions of [Etherlite Air] and [Air Slide]. This is to address the fact that [Etherlite Air] dealt better damage and led to a better situation on hit, meaning that [Slide Air] did not fulfill its intended purpose.

  • Added an outline to the remaining bullets icon to improve visibility.
  • Decreased starter damage proration of Increased Standing C.
  • When using Chain Shift mid-air after using air backdash (←←or←+A+B mid-air), you can now use air backdash again before landing.
  • Increased active frames of →+C.
  • Increased opponent knockback duration of →+C on grounded hit.
  • Increased active frames of Increased →+C.
  • Expanded upper hitbox of C>C.
  • Expanded frontal and upper hitbox of Increased C>C.
  • Expanded upper hitbox of the EX version of [Hollow Point].
  • Delayed the timing when the A version of [Etherlite Air] (→↓↘+A) can be canceled on whiff.
  • Increased untechable time of the A version of [Etherlite Air] (→↓↘+A).
  • Delayed the timing when the A version of [Etherlite Air] (→↓↘+A) gains head property invincibility.
  • The B version of [Etherlite Air] (→↓↘+B) now maintains throw invincibility during the invincibility frames.
  • Decreased guaranteed damage of the EX version of [Etherlite Air] (→↓↘+C) or (→↓↘+C mid-air).
  • The EX version of [Etherlite Air] (→↓↘+C) or (→↓↘+C mid-air) now maintains throw invincibility during the invincibility frames.
  • When using Chain Shift mid-air after using theA version of aerial [Etherlite Air] (→↓↘+A mid-air), you can now use aerial [Etherlite Air] again before landing.
  • The B version of aerial [Etherlite Air] (→↓↘+B mid-air) can now be canceled into EX special moves on hit or block.
  • The EX version of [Etherlite Ground] (↓↙←+C) can be canceled into Chain Shift on hit.
  • Fixed an issue causing the opponent to sometimes go off-screen when the B version of Increased [Etherlite Ground] (↓↙←+B) hit.
  • Expanded the upper collision box of the EX version of [Slash Sync] (←↓↙+C).
  • The EX version of [Slash Sync] (←↓↙+C) now maintains throw invincibility during the invincibility frames.
  • Expanded upper hurtbox of the B version of [Air Slide] (↓↙←+B mid-air) after landing.
  • Increased guaranteed damage of the EX version of [Air Slide] (↓↙←+C mid-air).
  • Expanded upper hitbox of the EX version of [Air Slide] (↓↙←+C mid-air) as it comes out.
  • [Barrel Replica] (←↙↓↘→+D) now maintains throw invincibility during the invincibility frames.
■ Akatsuki

We’ve improved the cornerstone moves of his neutral game to make it easier for him to create advantageous situations.
The B version of Increased [Blitz Shot] has faster startup and can be used to approach while negating the opponent’s projectiles.
[Heavy Assault Protection] has faster startup and less recovery. This both makes it easier to land at close range and also means that Akatsuki can move first even when the opponent has enough time to block, forcibly creating his own turn.
We’ve fixed an error where the Counter Hit vulnerability window for Increased Jumping →+C was unintentionally brief.

  • Increased damage of Close range Standing C.
  • When using Chain Shift mid-air after using [Double Jump] (↖or↑or↗ mid-air), you can now use [Double Jump] again before landing.
  • Expanded upper hitbox of [Jaw Crusher] (→+C).
  • Increased Counter Hit vulnerability window of [Skull Crusher] (→+C mid-air).
  • Increased Counter Hit vulnerability window of Increased [Skull Crusher] (→+C mid-air).
  • Expanded upper and lower counter range of aerial [Reflector] (B+C mid-air).
  • Decreased recovery after enduring an attack with aerial [Reflector] (B+C mid-air).
  • Decreased startup of the B version of Increased [Blitz Shot] (↓↘→+B).
  • Added invincibility to low A attacks to aerial [Blitz Shot] (↓↘→+AorBorC mid-air) during startup.
  • The A version of [Human Cannon] (↓↓+A) can be canceled on hit until the end of the movement.
  • Delayed the timing when the A version of [Human Cannon] (↓↓+A) can be canceled on whiff.
  • Delayed the timing when the A version of [Human Cannon] (↓↓+A) gains head property invincibility.
  • The B version of [Human Cannon] (↓↓+B) now maintains throw invincibility during the invincibility frames.
  • The EX version of [Human Cannon] (↓↓+C) now maintains throw invincibility during the invincibility frames.
  • Decreased startup of the [Heavy Assault Protection] (↓↘→+B+C) counterattack after enduring an attack.
  • Decreased recovery of the [Heavy Assault Protection] (↓↘→+B+C) counterattack after enduring an attack.

UNDER NIGHT IN-BIRTH II Sys:Celes – Ver. 1.12

  • Release date: September 29th 2024 (North America) / September 30th 2024 (Europe, Japan)
  • Patch notes:
Battle Updates
  • Fixed an issue causing difficulty performing Infinite Worth (A+B+C) during Cross Cast Veil Off under certain circumstances. This fixes cases where a slight difference in timing for the simultaneous button press when inputting Infinite Worth (A+B+C) would often perform certain unintended moves.
    • (This change applies to the following moves: Hyde’s [Strict Daze] (B+C), Vatista’s [Armabellum] (Crouching) (↓+B+C), Yuzuriha’s [Sougetsu Ittou-Ryu et cetera! Ten’i Muhou] (↓+B+C), Londrekia’s ←+C>←+C, Kuon’s ↘+C)
  • Fixed an issue causing the follow-up hit to whiff sometimes after hitting with the Increased version of Waldstein’s standard Throw during the latter half of a combo.
  • Fixed an issue causing the standard process intended to allow instantaneous overheads to be blocked crouching, intended to apply for all characters, to not work for Uzuki’s standing block stance. This addresses instances where it was especially challenging only for Uzuki to block certain overheads while in blockstun from blocking an attack standing.
General Updates
  • In Network Mode, fixed an issue causing the message “The opponent has disconnected” to appear repeatedly while in Standby in Training Mode.
  • Fixed other minor issues.

UNDER NIGHT IN-BIRTH II Sys:Celes – Ver. 1.11

  • Release date: August 21st 2024 (North America) / August 22nd 2024 (Europe, Japan)
  • Patch notes:
Battle Updates
  • Fixed an issue where the minimum base damage for EX Moves and Infinite Worths in certain combos was higher than intended. This fix brings the base damage to the same value as those intended for patch 1.10.
  • Fixed an issue that made it necessary to input commands as if facing in the opposite direction after the opponent had moved behind your character. For example, Linne’s →+C>→+C, had to be input as ←+C instead of →+C if the opponent went behind your back between the two inputs.
  • Fixed an issue where the application would crash when KOing an opponent with a specific combo. Reduced the rendering processing load for some characters’ Infinite Worth and Infinite Worth EXS.

■Hyde

  • Reduced knockback when ↘+B connects with a grounded opponent. This is to address the fact that combos such as ↘+B>C>↓↘→+B would not always work after the move hit at max range, despite our efforts to improve the move’s reach.

■Yuzuriha

  • When [Sougetsu Ittou-Ryu et cetera! Ten’i Muhou] (↓+B+C) whiffs, it now transitions to a special landing animation that cannot transition to [Iki Seishin no Kamae]. This is in addition to the adjustments that were made to weaken the move, by making it easier to whiff and more risky to use, as it had remained just as potent after whiffing.

■Chaos

  • Expanded the base of the hitbox for his Steer Ender (A+B when attack hits) behind him. This is to address the fact that it was likely to whiff during specific combos.

■Enkidu

  • With [Demonic Formation] (→+B+C) and Increased [Demonic Formation] (→+B+C), we’ve made it so that the animation does not play multiple times when enduring the opponent’s attacks. This is to address the issue where Enkidu could unintentionally become unable to move when enduring multiple hits.
  • Changed the way the opponent is knocked back when hit with Increased [Demonic Formation] (→+B+C). We had changed the knockback on the ground to increase the reward when it hit as the first move in a combo, but this made it harder to use overall, so we have adjusted it again.

■Kuon

  • Fixed an issue where a specific input would launch the normal throw’s animation even if the throw had missed.
  • Fixed an issue that caused the additional input →+B>→+B to make you turn around and attack when the opponent is behind Kuon.

■Uzuki

  • Fixed an issue where the opponent would be unable to follow up even if the EX version of [Ride on Bone] (↓↘→+C) did not hit.
  • Fixed an issue where her icon would appear as not active if the poisonous gas from [Bag of Secrets] (↓+B+C) hit the opponent while it was already active.
  • Fixed an issue that made Creeping Edge (↘+D) not have a counter attribute.
General Updates
  • Fixed an issue that prevented the background music in Customization mode to play.
  • Fixed an issue that caused some text to not display correctly when the language was set to English.
  • Fixed other minor issues.

UNDER NIGHT IN-BIRTH II Sys:Celes – Ver. 1.10

  • Release date: July 24th 2024 (North America) / June 25th 2024 (Europe, Japan) at 6PM PT / 9PM ET / 2AM BST / 3AM CEST / 10AM JST
  • Patch notes:
Overall Changes
  • Added new battle character, Uzuki.
  • Added Stage, BGM, Customize Items, and Titles related to Uzuki.
  • Added subtitles for in-battle interactions and victory voice lines.
  • The staff credits now play after viewing the story ending in Single Player.
  • Added several new Titles, Icons, and Plates to Customize.
  • Added new illustrations to the Gallery.
  • When changing your Title via Player Info in Customize, the updated Title is now shown on the Preview screen.
  • The display language is now changed immediately after hitting the Confirm button when changing the language via Options.
  • Added “Steer Ender” (A+B when attack hits) item under Basic System Controls in the Command List.
  • Fixed other minor issues.
Network Mode Changes
  • You can now select an initial rank when playing Network Mode for the first time. Beginners start from D rank, intermediate players from C rank, and advanced players from B rank.
  • The display font now changes corresponding to player Ranking and RIP, more clearly conveying a player’s strength.
  • A rank-up animation plays when your RIP surpasses certain values after a Ranked Match. There are new Customize items corresponding to RIP as well.
  • In Network Mode, players can now match with other players while both in Standby in Training Mode.
  • Added an option allowing players to choose whether or not to lower their rank one step when their rank points deplete completely after a match in Network Mode.
  • Added options when creating a room in Player Match to set upper and lower limits for rank as well as set the region.
  • Players can now enter standby on the 2P side even when they are the only player in a Player Match room.
  • Fixed an issue causing the character color to sometimes revert to the default when entering Standby in Training Mode.
Training Mode Changes
  • Added a shortcut function to access Training Mode from the Main Menu.
  • When Training Mode is the Start-up Mode, the character and stage selections will now be set to reflect the ones for Training Mode in Network Mode.
  • When selecting “Load State” after saving the state mid-combo, the dummy recovery action now uses the one currently set in Training Mode rather than the one at the time the state was saved.
  • Added “Playback after Restart (Once)” “Reversal Action (Once)” and “With Reversal Action (Once)” options to Dummy Playback settings.
Battle Related Adjustments
  • We’ve made adjustments to mechanics and move properties with the intention of making the back-and-forth strategy unique to this game more compelling and deep. While some overly potent areas have been toned down, many changes have been made to open up new strategic options using the system mechanics in the right situations.
  • In this title, we’ve made adjustments to make the game feel flashy and dramatic by increasing EXS gauge gain compared to past titles.
    However, this led to the number of interactions per match decreasing due to the average combo damage going up. We’ve addressed this by making adjustments to the minimum guaranteed damage for attacks such as Infinite Worth and EX special moves to reduce combo damage.
  • The opportunity to go into a highly damaging combo after a Veil Off reversal made the risk too great for players on the offensive.
    Veil Off duration is now shortened when it hits the opponent on activation.
  • The frame advantage after Steer Ender hits now remains the same regardless of when it hits during a combo. This makes it easier to go into okizeme after Steer Ender as well as to combo into Infinite Worth more consistently. Hitting with Steer Ender now increases your EXS gauge, leaving only the concern of potential GRD cost when using it in a combo.
  • The use case for Cross Cast Veil Off was hard to grasp as it wouldn’t easily lead into additional damage in combos unless the player was in critical health. We’ve adjusted the proration on the minimum guaranteed damage to remain the same regardless of the player’s health when used to address this.
  • There was a limitation to Concentration, slowing the GRD gain rate when activated at long range. This prevented creating situations where characters who can lock the opponent down with set-up moves could easily go for Celestial Vorpal unchallenged. However as a result, using Concentrate to get the opponent to move would charge too little GRD. We’ve made it more viable by removing the effect of this limitation even from long range only when the player using Concentrate has low GRD.
  • We’ve also made adjustments to Concentration during combos. There is now a limitation on GRD gain rate when using Concentrate for an extended period while the opponent is unable to tech. This makes it more challenging to gain large amounts of GRD when using Concentrate with the opponent locked down. On the other hand, it is easier to gain GRD even during combos while the opponent is able to tech, leading to fast GRD gain when interrupting your combo to use Concentrate. This makes situational awareness crucial, as the player can go for more GRD gain in exchange for lower combo damage.
  • We’ve also fixed issues which had notable impact on battle.
Battle Related Changes
  • Reduced all minimum guaranteed damage to approximately 80% of the prior values.
  • After hitting with an EX special move during a combo, proration now applies to the guaranteed damage for Infinite Worth and Infinite Worth EXS.
  • Adjusted frame advantage and distance after hitting with Infinite Worth EXS.
  • Steer Ender (A+B when attack hits) now increases EXS gauge on hit.
  • Set lower limit on untechable time for Steer Ender (A+B when attack hits).
  • Frame advantage after Steer Ender (A+B when attack hits) hits now remains consistent regardless of the recovery adjustment value.
  • Veil Off effect duration time is shortened when Veil Off hits during activation.
  • The proration to minimum guaranteed damage for combos using Cross Cast Veil Off now remains consistent regardless of the player’s health when it is used.
  • Increased input buffer window when inputting Infinite Worth with A+B+C after Steer Ender (A+B when attack hits) during Cross Cast Veil Off.
  • When low on GRD, increased GRD gain even when activating Concentration at far range from opponent.
  • Using Concentration for an extended duration during a combo generates less GRD.
  • Using Concentration during a combo generates more GRD while the opponent is able to tech.
  • Fixed an issue causing unintended changes to GRD value when hitting opponent with a lock-on move.

Hyde

  • Increased attack hitbox of ↘+B as the range was somewhat shorter than it appeared, making it more viable as a low option during neutral.
  • Increased active frames for the projectile of [Blaring Outrage], making it easier to lock down the opponent. It travels more distance as well now due to the extended duration.
  • The Increase version of [Strict Daze] can now be canceled into EX special moves, making it a better option when going for chip damage or Shield traps during pressure.
  • Adjusted damage proration on dashing C as a starter, as the benefit was too high compared to the low risk when blocked and its range.
  • As his overall combo damage was too high, the damage proration for the especially valuable combo part [Vacant Shift: First] has been revised.
  • Increased cancel window after successful Ground Throw.
  • Expanded frontal attack hitbox of ↘+B.
  • Increased damage proration of Dashing C as a starter.
  • On hit, the Increase version of [Strict Daze] (B+C) can be canceled into EX special moves.
  • Increased active frames of projectile from [Blaring Outrage] (↓+B+C).
  • Increased damage proration of [Vacant Shift: First] (↓↙←+A or B).
  • Increased active frames for the first hit of [Veil Bringer] (↓↘→+B+C).
  • Increased vacuum effect on opponent character when [Veil Bringer] (↓↘→+B+C) connects as the first hit.

Linne

  • Adjusted dash properties overall to fit her “Speed Star” alias. The increased maximum movement speed helps her approach even opponents with long range.
  • Increased leniency for canceling Tenacious Mist into follow-ups makes it easier to vary her pressure. The A version of [Tenacious Mist] can especially be used with a delayed follow-up to create a gap in strings, making for a frame trap if the opponent tries to abare.
  • The mid-air A version of [Sky Fangs] would sometimes whiff over crouching opponents at point blank range, so we’ve adjusted it to make it harder to pass over the opponent.
  • Sped up maximum dash speed.
  • Reduced recovery of dash brake animation.
  • Increased cancel window from Crouching C into normal moves.
  • Decreased recovery of Crouching C.
  • Increased upper attack hitbox of Jumping ↓+B.
  • The animation now ends partway through when the EX special move version of [Moon Gyre] (→↓↘+C) is blocked or whiffed mid-way through the move.
  • Increased active frames of the first hit of the EX special move version of [Moon Gyre] (→↓↘+C).
  • Increased cancel window for the A version of [Tenacious Mist] (↓↙←+A) into the follow-up.
  • Increased cancel window for the B version of [Tenacious Mist] (↓↙←+B) into the follow-up.
  • Reduced lower overlap range of the mid-air A version of [Sky Fangs] (↓↘→+A).
  • Reduced landing reovery of [Dragon Fang] (→↘↓↙←+A or B mid-air).

Waldstein

  • We’ve revised the range of the EX special move version of [Wirbelwind] as well as added a vacuum effect on hit to make it easier for all hits to connect regardless of positioning.
  • Increasing the frontal attack hitbox of the B version of [Drehen Durchbohren] makes it easier to reach opponents using Guard Shield during certain pressure strings.
  • [Sturmangriff] and [Werfen Erschlagen] can now connect with opponents even during Guard Shield, making them more viable in pressure.
  • As the A version of [Wirbelwind] was very strong as it could simultaneously beat abare and back dash with low risk on block, we’ve revised the damage proration when hitting as a starter.
  • Increased starter damage proration for the A version of [Wirbelwind] (→↓↘+A).
  • The first hit of the EX special move version of [Wirbelwind] (→↓↘+C) has a vacuum effect on the opponent character.
  • Increased the upper attack hitbox of the first and second hits of the EX special move version of [Wirbelwind] (→↓↘+C).
  • Expanded frontal attack hitbox of the B version of [Drehen Durchbohren] (360+B).
  • [Sturmangriff] (←Charge→+A or B or C) can now connect with opponents using Guard Shield.
  • [Werfen Erschlagen] (←↙↓↘→+D) can now connect with opponents using Guard Shield.
  • Added damage proration to [Werfen Erschlagen] (←↙↓↘→+D) when connecting with opponents using Guard Shield.

Carmine

  • Reducing the startup of Standing C makes it easier to take advantage of the long range to start his offense.
    B>B>B can now be canceled into EX special moves on hit, leading into more damage as a starter as well as making it possible to include in combos to recover health.
  • To avoid Jumping ↘+C going over the opponent and whiffing from close range, we’ve expanded the attack hitbox to make it easier to hit opponents directly below Carmine. This makes it more viable for baiting throws from close range.
  • The landing recovery can now be canceled into normal moves as well, making it useful as a combo part by canceling into B>B>B, etc.
  • Reduced startup of Standing C.
  • B>B>B can now be canceled into EX special moves on hit.
  • Increased the frontal attack hitbox of Jumping ↘+C.
  • The landing recovery of Jumping ↘+C can now be canceled into normal moves on hit.
  • Increased cancel window for Jumping ↘+C on hit.
  • Increased the frontal attack hitbox of the Increase version of Jumping ↘+C.
  • The landing recovery of the Increase version of Jumping ↘+C can now be canceled into normal moves on hit.
  • Increased cancel window for the Increase version of Jumping ↘+C on hit.

Orie

  • The follow-ups from [To Me! (Command Order)] now home in on the opponent’s position only mid-combo, making them less likely to whiff from farther away and increasing her potential from mid-range.
  • The change to knockback of the B version of [To Me! (Command Order)] on grounded hit makes it easier to combo into the follow-ups, making it more viable as a frame trap.
  • A slight increase to the lower attack hitbox of the A version of aerial [To Me! (Command Order)] means it can connect with all crouching characters when used after making the opponent block low-altitude Jumping ↓+C.
  • As her health was higher than average despite her arsenal of powerful tools and invincible moves, we’ve revised her maximum health value.
  • Reduced her health.
  • Increased lower attack hitbox of Jumping A.
  • Changed knockback on opponent from the B version of [To Me! (Command Order)] (↓↙←+B) on grounded hit.
  • Increased lower attack hitbox of [Thick and Fast] (↓↙←+A or B>←+A).
  • Only during combos, [Thick and Fast] (↓↙←+A or B>←+A) will now home in on the opponent’s position when attacking.
  • Only during combos, [Succession] (↓↙←+A or B>←+B) will now home in on the opponent’s position when attacking.
  • Only during combos, [Oblique’s Edge] (↓↙←+A or B>←+C) will now home in on the opponent’s position when attacking.
  • Increased lower attack hitbox of the A version of aerial [To Me! (Command Order)] (↓↙←+A mid-air).
  • Increased untechable time of the A version of aerial [To Me! (Command Order)] (↓↙←+A mid-air).
  • Changed blowback on opponent on grounded hit of [Sacred Spire] (↓↘→+B+C).

Gordeau

  • By increasing the attack hitbox of [Shadow Harvest] only during combos, it is now less likely to whiff when used after hitting with [Mortal Slide] from maximum range.
  • The A version of [Grim Reaper] is now more potent as a poke and anti-air as well as in combos due to the reduced startup.
  • The attack hitbox of [Beheading Trim] has been revised to further emphasize its merits, as it would sometimes whiff after passing over low-profile attacks.
  • Increased the lower attack hurtbox of Jumping C.
  • Increased the lower attack hitbox behind of [Beheading Trim] (→+B+C during dash).
  • Increased the frontal attack hitbox of [Shadow Harvest] (↓↘→+A or B or C>→+A or B or C) during combos.
  • Reduced startup for the A version of [Grim Reaper] (→↓↘+A).
  • Added a vacuum effect on the opponent to the EX special move version of [Grim Reaper] (→↓↘+C).
  • Increased untechable time for the EX special move version of [Grim Reaper] (→↓↘+C).
  • Increased cancel window into EX special moves when whiffing aerial [Mortal Slide] (↓↘→+A or B).

Merkava

  • The changes to blowback on hit for B>B make it easier to combo into even after Standing B counter hits.
  • We’ve majorly revised the properties of his Steer Ender, making it consistent to combo into Steer Ender even after a long-range poke hits an opponent in a higher position.
  • The EX special move version of [I, Drill Through] has additional untechable time, making it easier to lead into combos.
  • This makes it great both as a starter for combos or as combo parts after different special moves.
  • Increased opponent recovery after blocking Standing B.
  • Increased opponent recovery after blocking Crouching B.
  • Increased frontal attack hitbox of the second hit of Crouching B.
  • Reduced lower hurtbox of Jumping ↓+C.
  • Changed blowback of B>B on hit.
  • Increased untechable time of B>B.
  • Increased upper attack hitbox of the second hit of dashing C.
  • Reduced GRD cost of [I, Ascend to the Sky] (↖or↑or↗ mid-air).
  • Reduced recovery of Steer Ender (A+B when attack hits) on whiff.
  • Increased upper attack hitbox of Steer Ender (A+B when attack hits).
  • Increased active frames of Steer Ender (A+B when attack hits).
  • Increased untechable time of the EX special move version of [I, Drill Through] (↓↘→+C).
  • Increased the lower overlap range of the EX special move version of [I, Drill Through] (↓↘→+C).

Vatista

  • Reducing the startup before [Concordia] can endure attacks, making it a viable option as a reversal during the opponent’s pressure.
  • The EX special move version of [Transvoranse] now moves to home in on the opponent’s position only during combos, making it combo consistently when canceled into after the A version of Ruber Angelus.
  • We’ve revised the startup and recovery of [Solis Olio], making it harder to punish when used as a cancel after a normal move.
  • Reduced startup of [Concordia] (↓+A+B).
  • Reduced recovery of Steer Ender (A+B when attack hits) on hit.
  • The animation now ends partway through when the EX special move version of [Ruber Angelus Estis] (↓Charge↑+C) is blocked or whiffed mid-way through the move.
  • The descending part of EX special move version of [Ruber Angelus Estis] (↓Charge↑+C) can no longer be blocked mid-air.
  • The EX special move version of [Transvoranse] (↑Charge↓+C mid-air) homes in on the opponent’s current position only during combos.
  • Reduced startup of [Solis Olio] (←Charge→+B+C).
  • Reduced recovery of [Solis Olio] (←Charge→+B+C).

Seth

  • The movement before the attack of [Rapid Descent] Follow-up 2 is faster, making it more potent as a mix-up tool by crossing over to the other side of the opponent more quickly.
  • The extended strike invulnerability of [Vanishing Confusion] makes it possible to approach while evading the opponent’s pokes or as mix-up even if the opponent attempts abare.
  • We’ve revised the hurtbox of the A version of [Piercing Penetration], making it easier to win exchanges when slashing from above as it would sometimes lose to low-profile attacks despite appearing to evade them.
  • The power-up icon no longer disappears after a successful throw tech.
  • Decreased lower hurtbox of Jumping C.
  • Sped up the timing of the head invincibility of ↘+B.
  • Reduced recovery of [Rapid Descent] Follow-up 2 (↓↓or↓+A+B>←+A or B or C mid-air).
  • Increased the duration of the strike invulnerability of [Vanishing Confusion] (↓↙←+A or B or C).
  • Reduced the lower hurtbox of the A version of [Piercing Penetration] (↓↙←+A mid-air).
  • [Transgressing Convict] (→↘↓↙←→+A or B or C) now connects with opponents using Guard Shield.

Yuzuriha

  • When entering [Iki Seishin no Kamae] after not using an attack from [Battoujutsu San no Kata: Tachi], the stance icon now lights up again.
  • This opens up potential options for her such as using the same quick-draw move in rapid succession.
  • The overall [Shijima] movement is now shorter, making it easier to restore stance icons while maintaining [Iki Seishin no Kamae].
  • The reduced recovery of the EX special move version of [Battoujutsu Ni no Kata: Saki] when it doesn’t enter the hit animation makes it move viable as an option after a quick-draw move.
  • As the fast recovery and wide attack range of [Sougetsu Ittou-ryu et cetera! Ten’i Muhou] made it challenging to deal with, we’ve decreased the attack hitbox to make it more likely to whiff against crouching opponents.
  • [Iki Seishin no Kamae] now adds damage proration each time it is used in a combo corresponding to the number of times used in that combo to address her excessive combo damage using multiple special moves.
  • It is now possible to enter [Iki Seishin no Kamae] after a successful Ground Throw.
  • When entering [Iki Seishin no Kamae] by releasing the button during Battoujutsu San no Kata: Tachi before the attack, the stance icons now light up again.
  • Decreased the frontal attack hitbox of [Sougetsu Ittou-ryu et cetera! Ten’i Muhou] (↓+B+C).
  • Reduced the recovery of the EX special move version of [Battoujutsu Ni no Kata: Saki] (↓↘→+C) when the move doesn’t hit.
  • [Iki Seishin no Kamae] now adds damage proration to combos corresponding to the number of times used in the same combo.
  • Reduced recovery of [Shijima] (←or→ during [Iki Seishin no Kamae]).

Hilda

  • Changed the knockback of the opponent when hit by Dash B and Dash C, increasing the number of moves that can be linked to these, for more freedom in combos.
  • [Skewer] Increased the opponent’s recovery time when guarded, making it easier to prevent them from getting close, making you also less likely to be hit with a guaranteed counterattack, making it easier to use.
  • [Dismal Sign] has been made easier to use to avoid opponent attacks by speeding up the timing at which it becomes invincible to strikes.
  • [Domination] (air ←← or ← + A+B) ‘s recovery time has been reduced.
  • The attack hitbox for ↘+C has been expanded upward and forward.
  • The attack hitbox for ↘+C>↘+C has been expanded upward.
  • Changed the knockback of the opponent when hit by a Dash B on the ground.
  • Changed the knockback time of the opponent when hit by a Dash C on the ground.
  • Increased the time before the Steer-Ender (A+B when the attack hits) can be cancelled.
  • Increased the period during which the Steer-Ender (A+B when the attack hits) can be cancelled.
  • Reduced the recovery time after the Steer-Ender hits (A+B when the attack hits).
  • Increased the recovery time of the opponent when guarding a [Skewer] (↓↘→+AorB).
  • Increased the recovery time of the opponent when guarding an aerial [Skewer] (air ↓↘→+AorB).
  • Only during combos, the spawn position of the A version of [Interference] (→↓↘+A) now searches for the opponent’s position and moves upwards.
  • Only during combos, the spawn position of the EX Special Move version of [Interference] (→↓↘+C) now searches for the opponent’s position and moves upwards.
  • Increased the invincibility time of [Dismal Sign] (←↓↙+AorBorC).
  • Increased the invincibility time of the aerial [Dismal Sign] (airborne ←↓↙+AorBorC).
  • The EX version of [Revenant Pillar] (↓↓+C) no longer allows an air recovery.
  • Reduced the recovery of the EX version of [Revenant Pillar] (↓↓+C) when it hits.

Chaos

  • Expanded the attack hitbox for Dash C upwards, making it easier to use to punish opponents’ jumps and easier to use while attacking with Dahaka.
  • When Dahaka was far from the edge of the screen, [Up and At ‘Em] would sometimes land before reaching the wall, so the movement speed is now increased depending on the distance from the edge of the screen, so it will more likely send the opponent into the wall.
  • When the opponent was higher than Dahaka, the second hit of Increase B’s [Repel] was prone to whiffing, so the blowback when the first hit is hit in the air has been changed to make it easier to hit up to the second hit.
  • Azhi Dahaka will no longer disappear when a throw escape is successful.
  • Chaos will no longer lose health when Azhi Dahaka is attacked.
  • The hurtbox for Jump C has been reduced downwards.
  • The hurtbox for airborne ↓+C has been reduced downwards.
  • The attack hitbox for Dash C has been expanded upwards.
  • When using [Up and At ‘Em] (↓+B+C), Azhi Dahaka’s movement speed has been increased when he is far from the edge of the screen.
  • The period during which [That’s Your Prey] (↓↘→+AorBorC) can be canceled has been increased.
  • The attack hitbox for the last part of the EX version of [That’s Your Prey] (↓↘→+C) has been expanded upwards.
  • Changed the blowback effect of the first stage of the Increased B version of [Repel] (→↓↘+B) when it hits in the air.
  • The attack hitbox for [Conceal] (↓↓+AorBorC) has been expanded only when used in a combo.

Nanase

  • Reduced the recovery time for Jump B, so that if you use it at the beginning of a jump, you can easily act again before landing, and expanded its range of movement in the air.
  • Reduced the recovery of the A version of [Conveying My Vrai Coeur] so that it is less open to counterattacks even when blocked, making it easier to use for changing the timing of landing.
  • Increased the time to follow up with attacks, so damage from combos can also be increased.
  • Increased the period after [Aureole of the Starry Sky] hits during which the opponent cannot do a recovery, making it easier to follow up with crouching C when it hits in the air. The attack hitbox has also been expanded upwards, making it easier to catch opponents in the air.
  • On the other hand, Nanase has a high-performance and invincible move overall, and her health was higher than average, so we have revised her maximum health.
  • Reduced her health.
  • Reduced the recovery time for Jump B.
  • The attack hitbox for the Increase version of Jump C has been expanded forward.
  • The hurtbox for air ↓+C has been reduced downwards.
  • Reduced the recovery time on hit for the A version of [Chasing le Reve] (↓↘→+A).
  • Reduced the recovery time on hit for [Avancer With You] (↓↘→+AorB>A).
  • Expanded the attack hitbox upward for [Aureole of the Starry Sky] (↓↘→+AorB>B).
  • Extended the period during which the opponent cannot recover after [Aureole of the Starry Sky] (↓↘→+AorB>B) hits.
  • Reduced the landing recovery time for the A version of [Conveying My Vrai Coeur] (air ↓↙←+A).

Byakuya

  • Expanded the attack hitbox forward for standing C, making it easier to connect from the tip of crouching B, and easier to take advantage of the long reach of the strike.
  • [You’re Almost Ready to Eat] and [Become a part of me] can now hit opponents who are Guard Shielding, making the opponent’s Guard Shield more risky than ever before.
  • [You’re Almost Ready to Eat] can also hit opponents who are in knockback, creating new combo routes.
  • Expanded the attack hitbox forward for standing C.
  • Reduced the hurtbox downward for jump B.
  • Reduced the hurtbox downward for jump C.
  • Reduced the recovery time on hit for the increased version of [I’ll Plant It Somewhere Over Here (Just Kidding)] (B+C).
  • The EX version of [How Shall I Cook You?] (↓↘→+C) has now a stronger pull on the opponent’s character during the initial hit.
  • [You’re Almost Ready to Eat] (→↓↘+AorBorC) can now hit opponents who are Guard Shielded.
  • [You’re Almost Ready to Eat] (→↓↘+AorB) can now hit opponents who are in knockback.
  • B version of [You’re Almost Ready to Eat] (→↓↘+B) starts up faster.
  • [Become a part of me](←↙↓↘→+D) can now hit opponents who are Guard Shielded.
  • Damage scaling will now apply when [Become a part of me](←↙↓↘→+D) hits opponents who are Guard Shielded.

Phonon

  • Increased the hitstop for the opponent when guarding ↓+B in the air, increasing the advantage time.
  • This means that in certain situations, when the opponent Shield guards ↓+B in the air, you can aim for a GRD break with a landing throw.
  • [Enhanced Augmentation] was powerful for footsies and jailing, but it was difficult to use the effect over its duration if a combo was performed while it was activated, so the effect time is now reduced when used in a combo.
  • Added an effect that absorbs the GRD gauge when hitting the opponent with various enhanced special moves, giving more incentive for incorporating it into a combo.
  • The time the buff icon stays on is no longer decreased when successfully escaping a throw.
  • The hurtbox for Jump B has been reduced downward.
  • Increased the hitstop for the opponent when guarding ↓+B in the air.
  • The overlapping hitbox for [Guidance Ascension] (→↓↘+A) has been expanded upward.
  • The overlapping hitbox for the EX version of [Guidance Ascension] (→↓↘+C) has been expanded upward.
  • Slowed down the decrease in time of [Enhanced Augmentation] (↓↓ + B + C) only during combos.
  • Reduced the recovery time of [Enhanced Augmentation] (↓↓ + B + C).
  • Added the effect of absorbing GRD gauge to [Sliding Affliction] (↓↘ → + A or B), aerial [Sliding Affliction] (↓↘ → + A or B in the air), and [Guidance
  • Ascension] (→↓↘ + A or B) while [Enhanced Augmentation] (↓↓ + B + C) is active.
  • Reduced the amount of decrease in the effect time when [Sliding Affliction] (↓↘ → + A or B), airborne [Sliding Affliction] (airborne ↓↘ → + A or B), and [Guidance Ascension] (→↓↘ + A or B) are hit or guarded during [Enhanced Augmentation] (↓↓ + B + C).

Mika

  • [Mika’s Crash] can now be cancelled with a Chain Shift on a whiff, allowing you to repeat overhead attacks while being wary of your opponent’s invincible moves, and to also use [Mika’s Crash] in the air to dive down to watch your opponent’s movements.
  • Mika’s Steer Ender’s pull of the opponent on hit has been increased, making it easier to go for okizeme attacks, and easier to connect with [Mika’s Revolution] even when hitting with the tip of the attack.
  • [Mika’s Hip] Attack can now hit opponents who are Shield Guarding or in knockback, making it easier to use without worrying about the opponent’s guard shield, and the increased base damage can be used for more damage in combos.
  • The hurtbox for Jump B has been reduced downward.
  • The hurtbox for Jump C has been reduced downward.
  • The hurtbox for the increased version of Jump C has been reduced downward.
  • [Mika’s Crash] (B+C) can now be cancelled with Chain Shift on a whiff.
  • The increased version of [Mika’s Crash] (B+C) can now be cancelled into a Chain Shift if you miss.
  • The airborne [Mika’s Crash] (aerial B+C) can now be cancelled into a Chain Shift if you miss.
  • The increased version of [Mika’s Crash] (aerial B+C) can now be cancelled into a Chain Shift if you miss.
  • The pull on the opponent of the Steer Ender (A+B when the attack hits) has been strengthened.
  • The B version of [Mika’s Missile] (aerial ↓↘→+B) can now be cancelled into a move (EX or other) when it lands.
  • The recovery time of the EX version of [Mika’s Impact] (↓↓+C) has been reduced.
  • [Mika’s Hip Attack] (single spin + C) can now hit opponents who are guard shielding.
  • [Mika’s Hip Attack] (single spin + C) can now hit opponents who are in knockback.

Wagner

  • When using Air ↓+C when close to the opponent, it was easy to fly over and miss, so the attack hit box has been expanded backwards to prevent the attack from missing even if the opponent dives forward, improving the strength of the move.
  • By making [Sturm Brecher] untechable, it’s now possible to follow up with a Dash C etc. even if it hits in the air, making it easier to connect into a combo when you hit it during footsies.
  • By speeding up the startup of the EX version of [Lohe Garde], it can now be followed up with the A version of [Kugel Blitz] even in the center, making it easier to incorporate into a combo.
  • The buff icon does not disappear when successfully escaping a throw.
  • Reduced the recovery time of the dash stop motion.
  • Reduced the recovery time of standing C.
  • Reduced the hurtbox for jump C downward.
  • Reduced the hurtbox for increase version of jump C downward.
  • Reduced the hurtbox for Air ↓+C downward.
  • Reduced the attack hitbox for Air ↓+C backwards.
  • Ground recovery is now impossible on the first hit of [Sturm Brecher] (↓↙←+A or B).
  • Changed the EX version of [Sturm Brecher] (↓↙←+C) so that the opponent will be launched into the air when guarding.
  • Made the startup of the EX version of [Lohe Garde] (↓↓+C) faster.

Enkidu

  • By making it possible to cancel special moves such as B>B, C>C, and ↓+C>↓+C with [Stance of Reversal], it has become easier to jail and confuse the opponent.
  • The EX version of [Three Precept Strike] now lifts the opponent when guarded, reducing the risk of counterattack and making it easier to use.
  • Because [Demonic Formation] has high reach, damage, and striking ability, and it had taken over the role of Enkidu’s original strengths, standing B and crouching B, its performance has been revised overall.
  • On the other hand, the Increased version of [Demonic Formation] has changed the knockback of the opponent when hit on the ground, making it easier to connect to combos.
  • The recovery of B>B can now be canceled with [Stance of Reversal] (↓↙←+A or B).
  • The attack hitbox of C>C has been expanded upwards.
  • The blowback effect on hit of C>C has been changed.
  • The recovery from C>C can now be cancelled with [Stance of Reversal] (↓↙←+A or B).
  • The recovery from ↓+C>↓+C can now be cancelled with [Stance of Reversal] (↓↙←+A or B).
  • The starting damage scaling for [Demonic Formation] (→+B+C) has been increased.
  • The travel distance for [Demonic Formation] (→+B+C) has been shortened.
  • The hitstop for yourself when blocking an opponent’s attack with [Demonic Formation] (→+B+C) has been increased.
  • The knockback of the Increased version of [Demonic Formation] (→+B+C) has been changed when it hits the opponent on the ground.
  • The EX version of [Three Precept Strike] (↓↘→+C) has been changed so that the opponent will be lifted up when guarded.

Londrekia

  • A lower limit has been set for the untechable time for ←+C, allowing ←+C>←+C to link even in the second half of a combo.
    In conjunction with the change to the blowback effect of ←+C>←+C, it has been made easier to launch wake-up attacks involving moves like [Snow Blossom].
  • Increased version: By making it easier to launch a combo with ↘+B in the center, it has been made easier to use as a feint move.
  • Since [Frozen Cleave: Bisect] sometimes did not reach the opponent after [Frozen Cleave] hit from a distant position, it now searches the opponent’s position forward, making it less likely to whiff.
  • Since [Icicle Rain] was too high in damage from the combo compared to how easy it was to hit and how little risk there was, we have revised the startup damage scaling adjustment.
  • Also, the base damage was higher than expected in certain situations, so it has been readjusted so that it is higher than the average EX Special.
  • The buff icon does not disappear when successfully escaping a throw.
  • A lower limit has been set for the unrecoverable time for ←+C.
  • Changed the way the opponent is blown away on hit for ←+C>←+C.
  • Increased the unrecoverable time for ←+C>←+C.
  • Increased the unrecoverable time for Increased version of air ↘+B.
  • Only during combo moves, the spawn position of [Frozen Cleave: Bisect] (B+C>AorBorC) will search for the opponent’s position and move forward.
  • Increased the starting damage scaling for [Icicle Rain] (air ↓↘→+B+C).
  • Decreased the base damage for [Icicle Rain] (air ↓↘→+B+C).

Tsurugi

  • For Tsurugi, we’ve added new combo routes and expanded the range of play by allowing him to perform follow-up moves from [Skid-Scare Loader!] earlier only during a combo and reducing the recovery time on hit for [Jaw Crusher!].
  • By expanding the attack hitbox backwards for [Motor Grader!], it’s less likely to whiff after diving under the opponent with [Smart Piler!], making it easier to aim for combos that switch positions with the opponent.
  • The Increased version of the mid-air ↓+C can now be cancelled even if the attack is shielded after landing, making it easier to use to add variety to your movements.
  • The EX version of [Crushing Piller!] had too much combo damage compared to how easy it was to hit and how little risk there was, so we’ve revised the starting damage scaling.
  • The Increased version of the mid-air ↓+C can now be cancelled even if it’s shielded after landing.
  • The timing for performing follow-up moves from [Skid-Scare Loader!] (B+C) during combos has been sped up.
  • [Breaker!](B+C>A) has had its untechable time increased on its first hit in the air.
  • The overlapping hitbox for the EX version of [Crushing Piller!] (↓↘→+C) has been adjusted to make it harder to slip through opponents on the ground.
  • The startup damage scaling for the EX version of [Crushing Piller!] (↓↘→+C) has been increased.
  • The attack hitbox for [Motor Grader!] (↓↘→+AorB>→+A) has been expanded backwards.
  • The EX version of [Trebuchet!] (→↓↘+C) will now end halfway if it is guarded or whiffs midway.
  • The recovery time for [Jaw Crusher!] (↓↙←+AorB) has been reduced on hit.

Kaguya

  • When ←+B hits an opponent directly above with a normal hit, there were times when there was no way to connect it to a combo, so by increasing the untechable time, it is now easier to pick it up with a jump cancel > jump B.
  • The attack hitbox for the A version of [A Fleeting Beam of Light: Moonlight Flash] has been expanded forward and downward, making it stronger as a feint move, and it can also hit opponents on the ground when delayed after a dash B, etc.
  • The attack hitbox and duration for the B and follow-up version of [Moonlight Double Flash] have been revised to make it easier to consecutively hit when the B version of [A Fleeting Beam of Light: Moonlight Flash] hits in the air.
  • Since [A Bloom in the Darkness: Lunar Blossom] could be combo’d back and forth only in certain situations, the common processing of set-up moves has been revised.
  • The hurtbox for Jump C has been reduced downward.
  • The hurtbox for the Increase version of Jump C has been reduced downward.
  • The untechable time for ←+B has been increased.
  • Increased the attack duration of ←+B.
  • Reduced the hurtbox of air ↓+C downward.
  • Expanded the attack hitbox of the A version of [A Fleeting Beam of Light: Moonlight Flash] (↓↘→+A) forward and downward.
  • [A Fleeting Beam of Light: Moonlight Flash] (↓↘→+A) is no longer techable on hit, on the ground.
  • Expanded the attack hitbox of [Moonlight Double Flash] (↓↘→+A>→+AorBorC) forward and downward.
  • Increased the movement distance when attacking with [Moonlight Double Flash] (↓↘→+A>→+AorBorC).
  • Expanded the overlapping hitbox of [Moonlight Triple Flash] (↓↘→+A>→+AorBorC>→+AorBorC) downward.
  • The attack hitbox for [Moonlight Double Flash] (↓↘→+B>→+AorBorC) has been expanded upwards.
  • The attack duration of [Moonlight Double Flash] (↓↘→+B>→+AorBorC) has been increased.
  • The first stage of [Lack Leaves a Hole in the Heart: Rising Crescent] (→↓↘+C) can no longer be recovered on the ground.
  • A bug has been fixed where some of the common processing for set-up moves was missing for [A Bloom in the Darkness: Lunar Blossom] (↓↙←+AorBorC) and the aerial [A Bloom in the Darkness: Lunar Blossom] (airborne ↓↙←+AorBorC). This fix makes it harder to perform combos that swing the guard direction back and forth.
  • It is now possible to air guard after the additional move (airborne ↓↘→+AorBorC>↖or↑or↗) of [Only in Dreams Does One Walk Diaphanous: Hazy Step].

Kuon

  • ←+C now pulls the opponent in when guarding. This not only allows you to hold the opponent in place for longer, but also makes it easier to lure the opponent’s guard shield and use it to break the GRD with a throw.
  • Aerial EX [Vortex of Chaos] has a reduced recovery time, making it easier to connect to combos and use it as a follow-up attack from an aerial [Vortex of Chaos].
  • Air →+C had a long hitstop on the opponent when guarding, making it too powerful against the opponent’s anti-aircraft shield, so we’ve revised the hitstop inflicted to the opponent.
  • A version [Void-Piercing Shadow] > [Vortex of Chaos] is a follow-up move, but it has little risk even if it’s fully used, and the tactic of using it in succession was too powerful, so we’ve reduced the recovery time for the opponent when [Vortex of Chaos] is guarded, making it easier to end the offensive turn.
  • In exchange, we’ve increased the time that [Void-Piercing Shadow] can be cancelled, making it easier to read the opponent’s predictions on whether to use [Vortex of Chaos].
  • The hurtbox for Jump C has been reduced downwards.
  • The hurtbox for the increased version of Jump C has been reduced downward.
  • The timing at which you can chain shift →+A+B while dashing has been made faster.
  • The opponent is now pulled in when guarding ←+C.
  • The hitstop for the opponent when guarding air →+C has been shortened.
  • The hurtbox for [Heavenly Law] ‘s follow-up (B+C>C) has been reduced downward.
  • The cancelable time for [Void-Piercing Shadow] (↓↘→+A or B) has been increased.
  • The cancelable time for the airborne version of [Void-Piercing Shadow] (airborne ↓↘→+A or B) has been increased.
  • Reduced the opponent’s recovery when guarding the A version of [Vortex of Chaos] (↓↘→+A>A or BorC).
  • Reduced the opponent’s recovery when guarding the airborne A version of [Vortex of Chaos] (airborne ↓↘→+A>A or BorC).
  • Reduced the recovery time for the A version of [Mantle of Nothingness] (→↓↘+A).
  • When the B version of [Mantle of Nothingness] (→↓↘+B) is shielded, subsequent attacks can now be guarded in the air.
  • The recovery time for aerial EX [Vortex of Chaos] (↓↓+C) has been shortened.

Eltnum

  • For the EX versions of [Etherlite Air] and [Barrel Replica], by allowing you to [Reload] with an additional input, we have made it easier to achieve both increased damage on the EXS gauge and a wake-up attack after reloading.
  • It is also easier to perform a wake-up attack after connecting to [Barrel Replica] from the Veil Off state.
  • The cancelable time for [Hollow Point] when using enhanced ammo was shorter than when using normal ammo, so we have increased the cancelable time to make it better than normal ammo.
  • When using [Warning Shot] against an opponent who is falling, it would sometimes miss the opponent before they landed, so we have expanded the attack hitbox upwards to make it harder to slip through.
  • Dash C is difficult to counter due to its attack range and hitbox, and there were combos that were difficult to avoid against certain characters, so we have made it impossible to cancel even when the first part is shielded, increasing the number of countermeasures for the defender.
  • The hurtbox for Jump C has been reduced downwards.
  • The first stage of Dash C can no longer be canceled when it is shield guarded.
  • Increased the time available to cancel when using enhanced ammo from [Hollow Point] (↓↘→+A or B).
  • Increased the time available to cancel when using enhanced ammo from Increased [Hollow Point] (↓↘→+A or B).
  • Added a [Reload] (↓↓+C) that can be performed with an additional input from the EX version of [Etherlite Air] (→↓↘+C).
  • Added a [Reload] (↓↓+C) that can be performed with an additional input from the EX version of aerial [Etherlite Air] (air →↓↘+C).
  • Made the startup faster for the Increased B version of [Etherlite Ground] (↓↙←+B).
  • Expanded the attack hitbox of [Warning Shot] (↓↓+A or B) upwards.
  • Added a [Reload] (↓↓+C) that can be performed with an additional input from [Barrel Replica] (←↙↓↘→+D).

Akatsuki

  • Increased the untechable time of the EX version of [Armor Pierce Kick] so that it can follow-up a wall bounce even when hit in the center of the screen. This makes it easier to deal a large amount of damage.
  • In exchange, the damage scaling has been revised so that the maximum damage does not increase too much.
  • The EX version of [Armor Pierce Kick] in the air previously could not be followed up after the final hit, but this adjustment has been changed to allow follow-up attacks, making it possible to link up with combo moves. Damage scaling has also been revised for this move.
  • When [Kamikaze] was used against an opponent charging at high speed, it could slip through the opponent, so the attack hitbox has been revised to make it less likely to slip through.
  • The attack hitbox for Vertical Jump B has been expanded in the forward direction.
  • The duration of Vertical Jump B’s attack has been increased.
  • The untechable time for the EX version of [Armor Pierce Kick] (↓↙←+C) has been increased.
  • The damage scaling for the EX version of [Armor Pierce Kick] (↓↙←+C) has been increased.
  • The EX version of Aerial [Armor Pierce Kick] (air ↓↙←+C) can now be followed up by an attack.
  • The EX version of Aerial [Armor Pierce Kick] (air ↓↙←+C)’s damage scaling has been increased.
  • Made it harder to slip through grounded opponents with [Kamikaze] (←↙↓↘→+D).
  • Extended the attack hitbox of [Kamikaze] (←↙↓↘→+D) backwards.

UNDER NIGHT IN-BIRTH II Sys:Celes – Ver. 1.05

  • Release date: June 19th 2024 (North America, Europe) / June 20th 2024 (Japan)
  • Patch notes:
General Updates
  • Fixed an issue that caused rollback to happen more often when the opponent performed a tech recovery during matches in Network Mode.
  • Fixed an issue that caused the matching to be canceled when closing the Quick Select window after changing some items in it while waiting for an online match in Training Mode from the Network Mode.
  • Fixed an issue that caused the character colors to sometimes return to default while waiting for an online match in Training Mode from the Network Mode.
  • Fixed other minor issues.
Battle Updates
  • Fixed an issue that sometimes prevented wall bounces from happening as intended due to camera movement.
  • Throwing an opponent blocking with Shield now deals more damage, as the damage proration when throwing a blocking opponent is no longer applied.
  • Damage scaling will now apply to the base damage of an Infinite Worth EXS that hits as part of a combo where an Infinite Worth already hit the opponent.
  • No longer displays the “Punish” indicator when a throw connects during the recovery of the opponent’s move when it was possible to tech the throw.
  • Fixed an issue that caused the EXS gauge not to deplete when being KO’ed right after launching an EX Special attack.
  • Fixed an issue that caused erratic behavior when the opponent is hit during the screen freeze upon activating a Steer Ender.
  • Fixed an issue that caused the recovery timing to be delayed 1 frame compared to manual input only for the opponent in Training Mode.

■Hyde

  • Fixed an issue that caused Hyde to sometimes enter the corner when his Steer Ender connects with an opponent in the corner.

■Seth

  • Added an icon to indicate the power-up of the Captive Segment (Orb).
  • Fixed an issue that resulted in variation in the characters’ positions when Transgressing Convict hits depending on the opponent’s character and which side of the screen the player is on.

■Chaos

  • Fixed an issue that sometimes caused Azhi Dahaka to appear facing away from the opponent when summoning him to attack in a combo.
  • Fixed an issue that caused Chaos to sometimes enter the corner when his Steer Ender connects with an opponent in the corner.

■Wagner

  • Fixed an issue that caused Wagner to sometimes land with her back facing the opponent after Zerlegen.

■Kaguya

  • Fixed an issue that caused the multi-hit part of the EX Special attack A Fleeting Beam of Light: Moonlight Flash to be canceled out by single-hit projectiles.
  • Increased the buffer time to input the follow-up move to Dance Without Rest: Flower of Overflowing Light when the dodge is successful.

■Eltnum

  • Fixed an issue that caused the EX version of Etherlite Ground to whiff against downed opponents.

■Akatsuki

  • Adjusted the opponent’s position so that Akatsuki will not pass through to the other side of the opponent when using his Infinite Worth after hitting the opponent with his Steer Ender high in the air.
  • Expanded the upper hitbox of Akatsuki’s Steer Ender so that the second hit will not whiff when it hits an opponent high in the air.

How to download updates for UNDER NIGHT IN-BIRTH II Sys:Celes for the Nintendo Switch?

To download the updates for UNDER NIGHT IN-BIRTH II Sys:Celes, 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.