Patch Notes
Written by the Community Project Lead: Nela Mela Main Contributors: Bergen · Nilsix · Efra · Meri
Other Contributors & Playtesters: HBC · Goose · RedZekrom913 · Kovacd · Amri · Asterisk · Reignthapain · Mouss · Sacred · Rolandz
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Universal Changes
Fighting Spirit Generation
Reverse Actions
Developer's Notes
These universal changes aim to make Fighting Spirit gain more action-oriented while also introducing a few bug fixes. Players are now rewarded more for applying offensive pressure, while passive strategies that relied on taking damage, blocking, or dying to build meter have been toned down. We hope these changes help remove the prevalent "Lose to Win" meta and improve the competitive viability of a wider range of characters.

Character Adjustments and Changes
Izuru Kira
Izuru Kira Changes by Nilsix
[Common]
Developer's Notes
These were unintended escape options that allowed Kira to avoid punishment for whiffed attacks by cancelling into an armored move.
Shigekuni Genryusai Yamamoto
Shigekuni Genryusai Yamamoto Changes by Nilsix
[Common]
[Awakening]
Developer's Notes
Spiritual Pressure Move 2 is now a strong spacing tool that creates distance, but Yamamoto must use the breathing room wisely rather than immediately following up with a full combo. The SP1 charged damage reduction brings it in line with other strong tools in his kit.

Known Issue: SP2 can occasionally miss against an opponent who grabs at the same time at very close range. This will be fixed in a future update.
Kaien Shiba
Kaien Shiba
[Common]
Ichigo Kurosaki [Shikai]
Ichigo Kurosaki [Shikai] Changes by Bergen
[Awakening]
Developer's Notes
White state Spiritual Pressure Move 1 was dealing too much raw damage while having too much combo potential and an easy TOD(Touch Of Death), so it has been toned down with some scaling on his heavy 2 that would only affect his loops, but compensated with faster, longer-range projectiles and a new Tilt Spiritual Pressure Move 1 combo route that rewards creative pressure.
Sosuke Aizen
Sosuke Aizen Changes by Bergen
[Common]
[Initial Stage]
[Cocoon]
[Awakening]
[Reawakening]
Developer's Notes
The latest update to Aizen by Tamsoft left him in an unhealthy state, both to play as and to play against. He often found himself in extremely polarized matchups: either getting overwhelmed before reaching Awakening or completely dominating once he did. Combined with frequent abuse of Time Stop, unblockable setups, and the difficulty of obtaining his Reawakening, he became a volatile and frustrating character on both sides of the matchup. These changes aim to address many of those issues by reducing his reliance on stalling and encouraging more active engagement, while making his overall gameplay healthier and more consistent.
Retsu Unohana
Retsu Unohana Changes by Nilsix
[Awakening]
Nnoitra Gilga
Nnoitra Gilga Changes by Nilsix
[Initial Stage]
[Awakening]
Developer's Notes
These changes remove Nnoitra's ability to guarantee his Dash Light into Spiritual Pressure Move 2 as an unblockable setup. He remains plus on block after a Dash Light against all tiers of jabs, preserving his offensive momentum.
Szayelaporro Grantz
Szayelaporro Grantz Changes by Bergen
[Common]
[Initial Stage]
[Awakening]
Developer's Notes
Szayelaporro's base form has always struggled, so the amount of Fighting Spirit required to leave it has been reduced to help prevent snowballing him. Additionally, because he lacked strong approach options and his dash light was unsafe on block unless canceled into a guard string, it has been adjusted to allow for a frame trap afterward. At the same time, the pressure generated by his signature move was excessive, and its recovery was so low that punishing it was far more difficult than intended despite how powerful the move already was. Its pressure has been toned down, but he retains all of his existing combo routes.
Toshiro Hitsugaya
Toshiro Hitsugaya Changes by Nilsix
[Awakening]
Developer's Notes
Toshiro's Spiritual Pressure Move 2 was performing too many roles simultaneously. it functioned as a reversal, a high-damage tool, an Ice Gauge charger, and a plus-on-block mix-up threat. Adding risk to SP2 on block gives opponents a meaningful response without gutting the move entirely.
Shunsui Kyoraku
Shunsui Kyoraku Changes by Nilsix
[Common]
[Awakening]
Developer's Notes
Shunsui remains largely unchanged, but he has lost his ability to consistently force guard breaks. Additionally, his Spiritual Pressure Move 2 was a fast, full-screen whiff punish that dealt high damage while also being safe on block. It was far too rewarding for the amount of risk involved, so it has been adjusted accordingly. In practice, this changes very little for experienced Shunsui players, who were already using SP2 primarily as a whiff punish. Instead, the change discourages throwing the move out recklessly by making it carry meaningful risk when misused.
Ichigo Kurosaki [Dangai]
Ichigo Kurosaki [Dangai] Changes by Nilsix & Bergen
[Common]
[Level 3]
Developer's Notes
Dangai Ichigo's biggest strengths that pushed him into an overpowered state were his dash light that dominated neutral, and a single opening in Level 3 was often enough to secure a kill. To address this, his dash light has been toned down, and his Level 3 damage has been reduced so that he generally requires two openings or more to secure a kill instead of one. These changes make him significantly healthier to play against while preserving his overall game plan. The remainder of his changes are bug fixes.
Nelliel Tu Odelschwanck
Nelliel Tu Odelschwanck Changes by Nilsix & Bergen
[Common]
Developer's Notes
Nelliel used to be able to use sig cancel after her sp1 to extend her combos, ignoring her Chase Meter and allowing her to extend combos regardless. This change forces her to spend at least 1 Chase Stock to further extend, which should be a healthier change for her gameplan.
Yhwach
Yhwach Changes by Bergen & Goose
[Common]
[Initial Stage]
[Awakening]
[Reawakening]
Developer's Notes
Yhwach's biggest weaknesses were his approach and pressure. In particular, his Base Form Light 2 jail was frustrating for both Yhwach players and their opponents, creating repetitive and uninteractive pressure. To address this, his power has been shifted away from oppressive pressure and toward greater consistency. He now requires fewer won interactions to succeed, but his optimal combo routes deal less damage. His Reawakening has also received improvements through a stronger Tilt SP1, better damage scaling, and several consistency fixes to ensure it performs as intended.
Yoruichi Shihoin
Yoruichi Shihoin Changes by Nilsix & Bergen
[Initial Stage]
[Common]
[Awakening]
Developer's Notes
Anken Dash was letting a rushdown character play like a zoner who could freely convert neutral wins into guaranteed mix-ups from a safe distance. Now that Yoruichi can punish Flash Steps with Light 1, the expectation is that she gets in by rushing in, the way a rushdown character should play. Anken Dash remains useful but no longer safe to throw out carelessly.
Grimmjow Jeagerjaques
Grimmjow Jeagerjaques Changes by Nilsix
[Common]
[Awakening]
Developer's Notes
Grimmjow's Dash Light Attack was doing too much with too little risk. The small whiff recovery increase means Grimmjow needs to think about spacing before pressing the button. The SP1 in Rage Mode change was a technical fix: the grab property made it practically impossible to allow counterplay, so it has been removed.
Uryu Ishida
Uryu Ishida Major Rework by Bergen REWORK
[Common]
[Initial Stage]
[Awakening]
[Reawakening]
Developer's Notes
This is a significant kit overhaul for Uryu. His SP2 has been transformed from a counter into a very fast invincible reversal (DP), giving him a legitimate defensive option. Reishi Concentration State now doubles his FS gain on heavy attacks, incentivizing correct resource management. The cost of reaching higher power states has been increased to match the stronger tools he now has access to, especially since his Reawakening has been buffed to match the fact that he loses his Reishi over time.
Rangiku Matsumoto
Rangiku Matsumoto Changes by Bergen
[Awakening]
Developer's Notes
Rangiku's guard-break pressure through Haineko and Spiritual Pressure Move 2 was too consistent and too safe. These changes reduce her chip damage and guard damage while preserving Haineko as a meaningful threat when fully charged. Additionally, her Signature levels have been given more nuance, opening up new optimal combo routes without compromising her overall identity.
Gin Ichimaru
Gin Ichimaru Changes by Nilsix & HBC
[Common]
[Initial Stage]
[Awakening]
Developer's Notes
Gin already has excellent mobility, so being able to whiff-cancel his Tilt into movement rewarded careless play with virtually no risk. The move now requires greater commitment, making proper spacing and timing more important. Additionally, his Flash Step is now punishable, bringing it in line with the rest of the cast while still allowing Gin to effectively punish opposing Flash Steps.
Kaname Tosen
Kaname Tosen Changes by Nilsix
[Awakening]
Developer's Notes
Tosen's kit has strong neutral tools, mix-ups, and counters, but lacked the survivability to consistently use them. These stat buffs give him the durability to play his game without feeling immediately overwhelmed.
Ichigo Kurosaki [Bankai]
Ichigo Kurosaki [Bankai] Changes by Nilsix
[Initial Stage & Awakening]
[Awakening]
[Reawakening]
Ulquiorra Shifar
Ulquiorra Shifar Changes by Nilsix
[Common]
[Initial Stage]
[Awakening]
[Reawakening]
Developer's Notes
Ulquiorra's greatest strength was his ability to generate overwhelming guard pressure with very little commitment across all three of his forms. Safe guard-break strings, extended pressure, and powerful defensive options often left opponents with few meaningful ways to challenge him. These changes tone down his guard damage across the board, making repeated guard breaks significantly less consistent while preserving his offensive identity. Several pressure sequences now have proper counterplay, requiring Ulquiorra players to commit more carefully instead of looping safe offense. At the same time, Light 1 has been improved with tracking, allowing him to more reliably punish Flash Steps, and several bugs and range inconsistencies have been fixed to make his toolkit function more predictably.
Tier Halibel
Tier Halibel Changes by Efra & Nilsix
[Initial Stage]
[Awakening]
Developer's Notes
Halibel was performing at a level well above the rest of the roster. Her Dash Light provided strong neutral control that could reliably convert into oppressive pressure and kill-confirm damage. Her buttons remain excellent, her oki (wakeup pressure) is intact, but her damage ceiling has been meaningfully reduced and her optimal combos require more skill. Heavy 1 now carries real risk on whiff.
Byakuya Kuchiki
Byakuya Kuchiki Changes by Meri
[Initial Stage]
[Awakening]
Developer's Notes
Many of these are consistency fixes that ensure Byakuya's combo routes work as intended across all characters and ranges. The timestop removal and SP1 reverse regeneration removal bring him in line with other characters receiving similar treatment this patch.
Soi Fon
Soi Fon Changes by Nilsix
[Common]
[Awakening]
Developer's Notes
Soi Fon was able to freely mix up with Anken while simultaneously achieving huge damage through Ankenless SP1 loops. she didn't need to make any real trade-offs. Now, if she commits to Anken-based mix-ups, she accepts reduced SP1 loop damage. Anken management becomes a real decision, not just a free bonus.
Kisuke Urahara
Kisuke Urahara Changes by Nilsix
[Common]
Developer's Notes
Kisuke's ability to whiff-cancel multiple buttons into Hakugeki was letting him escape accountability for poorly-spaced pokes. The new Light 1 tracking compensates by giving him a real Flash Step punish tool.
Shuhei Hisagi
Shuhei Hisagi Changes by Efra
[Common]
[Initial Stage]
[Awakening]
Developer's Notes
Shuhei is built around zoning with his buttons, but a slow back dash and an unsafe Signature left him unable to play the game properly. reducing his back dash recovery and making his Signature safe should give him the tools he needs to zone effectively, while the guard-damage nerfs across his kit remove the guaranteed guard-break setups.
Kenpachi Zaraki
Kenpachi Zaraki Changes by Efra
[Common]
[Initial Stage]
[Awakening]
Developer's Notes
Kenny was one of several characters able to chain his buttons into guaranteed guard-break setups to steal the match unfairly. Cutting guard damage across his kit removes the consistency of that playstyle while keeping his pressure intact.
Coyote Starrk
Coyote Starrk Changes by Efra
[Initial Stage]
[Initial Stage — SP2 Active]
[Awakening]
Developer's Notes
SP2 was Stark's only real option in optimal play, so SP1 received a large damage buff to give players a reason to use it. The guard-damage nerfs and the wolf pushback increase should rein in his guard-break potential and remove his free block-string loops, giving opponents a chance to fight back.
Ikkaku Madarame
Ikkaku Madarame Changes by RedZekrom913
[Awakening]
Developer's Notes
This is a pure consistency fix. The SP1 Heavy into SP1 Light combo route was dropping against certain character hurtboxes. it now connects reliably across the entire roster.
Shinji Hirako
Shinji Hirako Changes by RedZekrom913
[Common]
Developer's Notes
Landing a Signature counter is a high-risk read. it now delivers a properly rewarding follow-up. The Sakanade frame data fix ensures the inverted-controls state behaves consistently with all characters, and the increased movement and walk speed should allow him better neutral play.
Renji Abarai
Renji Abarai Changes by Bergen
[Giant Form]
[Weakened Form]
Developer's Notes
Renji used to be able to get a lot of cheap damage for free during his awakening when SP2 was active, and this change should amend that. He still retains his high guard damage during install. His weakened form HP was increased to match komamura's and his counter now combos but has more recovery so it matches the risk to reward ratio it's supposed to provide.