Universal Changes
Fighting Spirit Generation
- Fighting Spirit gained when losing Konpaku reduced by ~80%. NERF
→ This discourages intentional self-suicide play styles and the abuse of lose to win mechanics. - Fighting Spirit gained when landing a hit on your opponent increased by ~67%. BUFF
- Fighting Spirit gained when being hit by your opponent reduced by ~34%. NERF
- Fighting Spirit gained when hitting a blocking opponent reduced by 20%. NERF
- Fighting Spirit gained when blocking an attack reduced by 50%. NERF
- Fighting Spirit gained while holding the Dash button significantly increased (~300%). BUFF
→ The change may seem significant, but it's barely noticeable and simply encourages players to approach. - Fighting Spirit gained from a Yellow Reverse reduced by 50%. NERF
- Timestop removed from all frame 1 SP counters to fix a buffering issue and consistencyNERF
Reverse Actions
- Blue Reverse range increased by 400%BUFF → This was to make it consistent against all characters at all ranges.
- White Reverse hitstun reduced by 1 frame NERF → This was to fix an issue where tier 1 light attacks would combo after white reverse.
- Yellow Reverse guardstun reduced by 2 framesNERF → This was to remove Yellow Reverse Action unblockable setups.
- White Reverse guardstun reduced by 2 frames NERF → This was to remove White Reverse Action unblockable setups.
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 Changes by Nilsix
[Common]
- Fixed a bug where a whiffed (missed) Dash Light, Light 1, or Heavy 1 could be canceled into Hakugeki. FIXNERF
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 Changes by Nilsix
[Common]
- Signature Move: fixed an issue where it could hit an opponent from behind. FIXNERF
- Spiritual Pressure Move 2: knockback on hit increased. NERF → Yamamoto can no longer combo after landing Spiritual Pressure Move 2.
[Awakening]
- Tilt: Restored Yamamoto's original Special Flash Attack BUFF
- Tilt: Burn meter generation reduced by 25%. NERF
- Spiritual Pressure Move 1 (Charged): damage reduced by 25%. NERF
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
[Common]
- Flash Step on block is now neutral (0) instead of negative. FIXBUFF
Ichigo Kurosaki [Shikai] Changes by Bergen
[Awakening]
- Fighting Spirit required to go from Awakening to Sublimation increased by 70%. NERF
- Heavy 2 scaling increased by 15%. NERF
- Spiritual Pressure Move 1 (non-White state): damage increased by 15%. BUFF
- Spiritual Pressure Move 1 (White state): damage reduced by 70%. NERF
- Spiritual Pressure Move 1 (White state): projectile speed doubled and travel distance increased by 20%. BUFF
- Added a new Tilt version of Spiritual Pressure Move 1 while in White state. BUFF
- White Reverse Action can no longer combo into light 1. FIXNERF
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 Changes by Bergen
[Common]
- Flame generation speed cap increased by 50% BUFF → when standing still for 3 seconds or after landing a sig counter, the max speed of flame regeneration has been increased
- Guard gauge drains faster while Escudo is active (~30% faster). NERF
- Timestop removed from Spiritual Pressure Move 1 NERF
[Initial Stage]
- Time required to transform into Cocoon form reduced from 120 seconds to 70 seconds. BUFF
- Heavy 2 (all variations) damage reduced by 15%. NERF
- Front Step recovery slightly reduced BUFF
[Cocoon]
- Fighting Spirit required to evolve out of Cocoon reduced by ~15%. BUFF
- Tilt guard stun increased BUFF → Tilt is now plus on block, allowing for more pressure.
[Awakening]
- Fighting Spirit required to reach Sublimation increased by 20%. NERF
- Fighting Spirit required to reach Reawakening reduced by 25% BUFF
- Heavy 2 (all variations) damage reduced by 15%. NERF
- Tilt 3 (Senju Koten Taihou) guard stun on the final hit slightly reduced. NERF
- Front Step recovery reduced BUFF
[Reawakening]
- Maximum HP increased by 10%. BUFF
- Tilt guard damage reduced by ~38%. NERF
- Heavy 2 guard damage reduced by 30%. NERF
- Tilt hitstun increased BUFF → Tilt now reliably combos into Heavy.
- Front Step recovery greatly reduced BUFF
- 4th and 5th hits of Heavy now have reduced pushback, improving consistency across all characters. FIX
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 Changes by Nilsix
[Awakening]
- Light 1 knockback on hit moderately increased (~60%) NERF → This was to prevent a pseudo infinite light 1 jail on block.
Nnoitra Gilga Changes by Nilsix
[Initial Stage]
- Spiritual Pressure Move 2: startup increased slightly. NERF
- Dash Attack blockstun reduced NERF
- Hakugeki recovery increased by ~7% NERF
[Awakening]
- Dash Attack blockstun reduced NERF
- Spiritual Pressure Move 2: startup increased slightly. NERF
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 Changes by Bergen
[Common]
- Spiritual Pressure Move 2 recovery increased by 25% NERF → mitigates timestop shenanigans.
- Dash Light guard stun increased and recovery reduced BUFF → Dash Light is now safe on block.
[Initial Stage]
- Fighting Spirit required to reach Awakening slightly reduced. BUFF
[Awakening]
- Signature Move recovery on whiff significantly increased (~54%) NERF
- Signature Move (Levels 1 & 2) Fighting Spirit gain on hit increased by 20%. BUFF
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 Changes by Nilsix
[Awakening]
- Spiritual Pressure Move 2 is now unsafe on block. NERF
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 Changes by Nilsix
[Common]
- Light 1 guard damage reduced by ~86%. NERF
- Light 2 guard damage reduced by ~86%. NERF
- Light 3 guard damage reduced by ~67%. NERF
- Heavy 1 guard damage reduced by ~78%. NERF
- Heavy 2 guard damage reduced by 60%. NERF
- Spiritual Pressure Move 2 is now unsafe on block. NERF
[Awakening]
- Light 3: pushback on hit reduced, improving combo consistency against all characters. FIXBUFF → Fixed an issue where Light 3 into SP1 would fail to combo against certain characters.
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] Changes by Nilsix & Bergen
[Common]
- Fighting Spirit required to go from Awakening to Sublimation increased by 67% NERF
- Fixed a bug where the full Flash Step follow-up string would execute even on a blocked Flash Step. FIXBUFF
- Fixed a bug where a whiffed Heavy could be canceled into Hakugeki. FIXNERF
- Dash Attack reverted to its original speed and distance. FIXNERF
- Level 1 Signature: Fighting Spirit given to the opponent on hit reduced by 50%. NERF
[Level 3]
- Tilt: damage increased by 50%. BUFF
- Tilt: hitstun reduced NERF → Tilt no longer combos into Light 1.
- Signature Move: dash cancel removed NERF → Signature no longer combos into dash light but resets neutral instead.
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 Changes by Nilsix & Bergen
[Common]
- Fighting Spirit required to reach Awakening increased by 20%. NERF → This is to bring Nel's awakening time in-line with the rest of the roster, as she previously awakened too quickly.
- Added the ability to use Signature Move immediately after the Spiritual Pressure Move 1 extension. BUFF
- SP1 final hit hitstun significantly reduced REWORK → enables dash light oki but removes sig cancel combo extensions
- SP1 extension final hit hitstun significantly increased REWORK → can now loop with Signature cancels.
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 Changes by Bergen & Goose
[Common]
- Yhwach now starts with 9 Stocks. BUFF
- Spiritual Pressure Move 2 recovery increased by 10% NERF → mitigates timestop shenanigans.
- Spiritual Pressure regeneration from Light attacks increased by 30% across all forms. BUFF
- Spiritual Pressure regeneration from Heavy attacks reduced by 20% across all forms. NERF
[Initial Stage]
- Heavy 2: pushback on the final two hits reduced for improved consistency across all characters. FIXBUFF
- Light 2 guard stun reduced NERF → Light 2 is now minus on block
- Sankt Altar (SP1 Tilt Up): now plus on block, enabling mix-up and pressure opportunities. BUFF
[Awakening]
- Sankt Altar (SP1 Tilt Up): now plus on block. BUFF
- Sankt Altar (SP1 Tilt Up): damage increased by 50%, with better scaling. BUFF
- Tilt: hitstun increased. BUFF → now combos into a light attack.
- Tilt: damage reduced by 20%. NERF
- Signature Move (Neutral): projectile and sword pushback each reduced by 20%. FIXBUFF
[Reawakening]
- Sankt Altar (SP1 Tilt Up): now plus on block. BUFF
- Sankt Altar (SP1 Tilt Up): damage doubled, with better scaling. BUFF
- Signature Move (Neutral): projectile and sword pushback each reduced by 20%. BUFF
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 Changes by Nilsix & Bergen
[Initial Stage]
- Fixed Flashmaster SP1 reverse generation. FIX
[Common]
- Light 1 now tracks the opponent. FIXBUFF → Yoruichi can punish Flash Steps with Light 1.
- Spiritual Pressure Move 2 timestop removed for consistency across all SP counters. FIXBUFF
[Awakening]
- Forward Signature Move blockstun reduced by ~36%. NERF → Anken into forward dash is now unsafe on block.
- SP1 (Flashmaster) hitstun reduced by ~16%. NERF → Removes the SP1 (Flashmaster) into Tilt unblockable reset. She can no longer combo into Heavy afterward, though Light still works.
- Flash Step follow-up (last hit) hitstun reduced by ~14%. NERF → Flash Step follow-up → dash light oki is retained, but Yellow Reverse is no longer possible afterward.
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 Changes by Nilsix
[Common]
- Dash Light whiff (miss) recovery slightly increased NERF
[Awakening]
- Spiritual Pressure Move 1 (during SP2 Rage): unblockable property removed NERF
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 Major Rework by Bergen REWORK
[Common]
- Fighting Spirit gain from Light 1–3, Heavy 1–2, Tilt, Charged Tilt, Flash Step Follow-up, and Grab all reduced by 20%. NERF
- Spiritual Pressure Move 2 is now a DP (Invincible Reversal). REWORK → invincible a few frames after activation, strikes from behind, and deals more damage.
[Initial Stage]
- SP2 reworked into a DP: now invincible at frame 5 and tracks the opponent slightly. Hitstun and guard stun significantly reduced to allow proper punishment. REWORK
[Awakening]
- Fighting Spirit required to reach Sublimation increased by 50%. NERF
- SP1 Fighting Spirit gain doubled. BUFF
- SP1 range increased to prevent dropping after Heavy 2 at max range. FIXBUFF
- Light attack range slightly increased to match base light range. FIXBUFF
- Signature Move in Reishi Concentration State: Fighting Spirit gain reduced by 50%. BUFF
- SP2 reworked into a DP: invincible at startup, tracks opponent, larger explosion radius, and increased damage. Hitstun and guard stun reduced to allow proper punishment. REWORK
- Flash Step follow-up on block fixed FIXBUFF → no longer leaves Uryu unsafe
- Fighting Spirit gain in Reishi Concentration State doubled for Heavy 1–2, Tilt, and Charged Tilt. BUFF
[Reawakening]
- Fighting Spirit required to enter Reawakening significantly increased (~285%). NERF
- Light attack range slightly increased to match base light range. FIXBUFF
- Step speed slightly increased. BUFF
- SP1 minimum guaranteed damage increased by ~48%. BUFF
- SP1 range increased to prevent dropping after Heavy 2. FIXBUFF
- Heavy 1 now homes in on the opponent. BUFF
- Charged Tilt now homes in on the opponent. BUFF
- Guard damage on Heavy 1, Heavy 2, Light 2, Light 3, Tilt, and Charged Tilt all increased by 10%. BUFF
- SP2 reworked into a DP: invincible at startup, large explosion radius, damage redistributed for consistency. Guard damage reduced by 25%. REWORK
- Flash Step follow-up on block fixed: same correction as Awakening. FIXBUFF
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 Changes by Bergen
[Awakening]
- Signature Move Level 1: guard damage reduced by ~33% and chip damage reduced by 30%, and active duration reduced by 50%. REWORK
- Signature Move Level 2: guard damage reduced by ~33% and chip damage reduced by 30%, but damage increased by 100% REWORK
- Signature Move Level 3: Chip damage reduced by 30%, and active duration decreased by ~33%. REWORK
- Spiritual Pressure Move 2: timestop removed. Guard damage reduced by ~70%, chip damage reduced by 50%. NERF
- Heavy 1: guard damage reduced by 20%. NERF
- Heavy 2: guard damage reduced by ~33%. NERF
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 Changes by Nilsix & HBC
[Common]
- Spiritual Pressure Move 1 timestop on the counter removed NERF
- Fixed a bug where Gin could cancel a Grab Dash into SP2 during its animation. FIXNERF
- Light 1 now tracks the opponent BUFF → Gin can punish Flash Steps and Side Steps with Light 1.
- Spiritual Pressure Move 2 is now unsafe on block. Whiff recovery increased. NERF
- Flash Step is now slower and can be consistently punished by opponents. NERF
[Initial Stage]
- Dash Attack whiff can no longer be canceled into Signature Move. NERF
- Tilt (tip range): hitstun increased. BUFF → Tilt now consistently combos into Heavy in Initial Stage.
[Awakening]
- Tilt step cancel removed. NERF → Tilt can still cancel into Signature on block or hit, but can no longer be freely step-canceled on whiff.
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 Changes by Nilsix
[Awakening]
- Maximum HP increased by 10%. BUFF
- Damage resistance increased. BUFF
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] Changes by Nilsix
[Initial Stage & Awakening]
- Spiritual Pressure Move 2 timestop removed NERF
[Awakening]
- Signature Move (during SP2): Damage reduced by 50%, guard damage reduced by ~64%, Fighting Spirit gain greatly reduced. NERF
- Heavy 1: Fighting Spirit gain greatly reduced (~83%), guard damage reduced by ~45%, and damage reduced by ~12%. NERF
- Heavy 2: Guard damage reduced by ~57%, damage reduced by ~19%. NERF
- Heavy 2: Hitstun slightly increased to fix a bug where Heavy 2 into SP2 combo would drop against certain characters. FIXBUFF
- Heavy 2 Follow-up (SP2): Fighting Spirit gain greatly reduced (~83%). NERF
[Reawakening]
- Light 2: no longer plus on block. NERF → now loses to Tier 3 jabs.
- Tilt: no longer plus on block. NERF → now trades with Tier 3 jabs.
- Spiritual Pressure Move 2: damage reduced by ~29%. NERF
Ulquiorra Shifar Changes by Nilsix
[Common]
- Fixed a bug where Ulquiorra could cancel a Grab Dash into SP2 during its animation. FIX
- Light 1 now tracks the opponent. BUFF → Ulquiorra can punish Flash Steps.
- Light 1, 2, and 3 guard damage significantly reduced. NERF
[Initial Stage]
- Dash Light, Light 1, and Heavy 1 whiff into Hakugeki cancel removed. NERF
- Dash Light range reduced to make it match animation NERF
[Awakening]
- Light 1, Light 3, and Heavy 2 guard damage significantly reduced. NERF
- Heavy 2 into Signature: now minus on block NERF → can Flash Step to escape, but cannot mash or grab or step.
- Dash Light range reduced to make it match animation NERF
[Reawakening]
- Light 1: guard damage greatly reduced (~71%), no longer plus on block. NERF
- Light 3: guard damage reduced by ~67%. NERF
- Spiritual Pressure Move 2 timestop removed. NERF
- Heavy 2 into Signature: now minus on block. NERF → can Flash Step or Step to escape, but cannot mash or grab.
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 Changes by Efra & Nilsix
[Initial Stage]
- SP1 (Aerial, Aura Gauge Yellow State): hitstun reduced. NERF → can now only combo into Signature Light.
[Awakening]
- Dash Attack hitbox slightly reduced. NERF
- Light 3: now neutral on block when in Aura Gauge Yellow state. NERF
- Heavy 1: whiff (miss) recovery increased by 20%. NERF
- Tilt: hitstun slightly increased. BUFF → Tilt into Signature Light is now more consistent in Aura Gauge Yellow state.
- SP1 (Aerial, Aura Gauge Yellow state): same changes as Initial Stage. NERF
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 Changes by Meri
[Initial Stage]
- Fixed a bug where Byakuya could hold-Grab Dash and cancel it into SP1. FIXNERF
- Light 3 (Sword Form): hitstun reduced FIXNERF → removes an unintended infinite loop triggered by Strike Back.
- Hoho Follow-up (Petals Down): removed his ability to continue into SP1 immediately after. FIXNERF
- Spiritual Pressure Move 2: timestop removed FIXBUFF → this is to prevent the timestop from "munching" inputs from the opponent that would have otherwise activated the counter.
- SP2 counter collision angle improved for more reliable counter hit connections. FIXBUFF
- Byakuya's arrival position after SP2 adjusted for aura purposes. AURA BUFF
[Awakening]
- Heavy attack hitbox position moved out. Deadzone increased. Max range slightly increased. FIXNERF
- Grab: Byakuya's placement after a successful grab adjusted. FIX → grab placement adjusted so heavy can still combo after above change.
- Spiritual Pressure Move 1: reverse regeneration removed from the second portion of the attack. FIXNERF
- Spiritual Pressure Move 2: timestop removed. Hitbox on the damage portion slightly expanded to reduce janky interactions. Counter hit improved. Arrival position adjusted. FIXBUFF
- Hakugeki (Down and Up variants): movement distance increased FIXBUFF → the in-combo Hakugeki now connects correctly.
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 Changes by Nilsix
[Common]
- Fighting Spirit required to reach Awakening significantly increased (~67%). NERF
- Fighting Spirit required to reach Sublimation increased by ~13%. NERF
- Light 1 recovery slightly increased across Initial Stage and Awakening NERF
[Awakening]
- Spiritual Pressure Move 1: hitstun greatly reduced. NERF → Ankenless SP1 loops are no longer possible.
- Spiritual Pressure Move 1: damage scaling increased. NERF
- Flash Step: now slower and consistently punishable by opponents. NERF
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 Changes by Nilsix
[Common]
- Fixed a bug where a whiffed Heavy 1 could be canceled into Hakugeki. FIXNERF
- Heavy 1 recovery increased by ~15% NERF
- Light 1 whiff into Hakugeki cancel removed. NERF
- Dash Light whiff into Hakugeki cancel removed. NERF
- Light 1 and Light 1 (SP2 active) now track the opponent across Initial Stage and Awakening. BUFF → Kisuke can punish Flash Steps.
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 Changes by Efra
[Common]
- Back Step cancel timing reduced by ~19% for a faster back dash. BUFF → Improves his zoning mobility so he is no longer forced to stand still at mid range.
- Heavy Tilt guard stun on Hit 2 increased by 20%. BUFF → Shuhei can now block after it is guarded instead of being punished.
- Signature recovery reduced by ~38%, with hit and guard stun increased. BUFF → His Signature is no longer punishable on hit or block, but not plus enough to pressure afterward.
- Light 3 guard damage reduced by 50%. NERF
- SP1 (White Fear) Fighting Spirit gain reduced to 0. FIXNERF
- SP1 (Red Fear) guard damage on Hits 1 and 2 completely removed. NERF
- Spiritual Pressure Move 2 startup timestop removed. FIXBUFF → Buffered counters now come out properly instead of eating the opponent's input.
[Initial Stage]
- Heavy 2 guard damage on the first two hits reduced by ~55%. NERF
- Heavy 2 guard damage on Hit 3 reduced by ~44%. NERF
[Awakening]
- Heavy 2 guard damage on Hits 6 and 7 reduced by 50%. NERF
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 Changes by Efra
[Common]
- Heavy 1 guard damage reduced by ~56%. NERF
- Light 1 guard damage reduced by ~51%. NERF
- Light 2 guard damage reduced by ~51%. NERF
- Light 3 guard damage reduced by 50%. NERF
[Initial Stage]
- Heavy 2 guard damage on the first two hits reduced by ~67%. NERF
- Heavy 2 guard damage on the third hit reduced by 50%. NERF
- SP1 guard damage on the first hit reduced by ~67%. NERF
[Awakening]
- Heavy 2 guard damage on Hits 1 through 8 reduced by 80% each. NERF
- Heavy 2 guard damage on Hit 9 reduced by 50%. NERF
- SP1 guard damage on the first and second hit reduced by ~43%. NERF
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 Changes by Efra
[Initial Stage]
- Signature charge now ramps up faster, giving more SP over longer reloads. BUFF
- Light 1 guard pushback increased. NERF
- Light 2 guard pushback increased. NERF → removes Stark's true infinite block string in Initial Stage
- Heavy 2 guard damage reduced by ~42%. NERF
- SP1 damage increased: BUFF
- → SP (50-87) +150%.
- → SP (88-124) +120%
- → SP (125+) +200%.
- SP2 timestop greatly reduced (speed 0.001 to 0.1). NERF → makes the dash-in SP2 mix far harder to time, so it can no longer be used as a free mixup.
[Initial Stage — SP2 Active]
- Heavy 1 guard damage completely removed. NERF
- Heavy Tilt guard damage reduced by ~45%. NERF
[Awakening]
- Dash Light guard damage reduced by ~43%. NERF
- Heavy 1 guard damage reduced by ~56%. NERF
- Heavy 2 guard damage reduced: by 50% on normal hits, and Wolf hits have no guard damage. NERF
- Light 2 guard damage reduced by ~43%. NERF
- Light 3 guard damage on Hits 1 and 2 reduced by 50%. NERF
- Wolves thrown after a button now have greatly increased pushback (0.7 to 3.0). NERF → stops the free loops Stark got after throwing a wolf on block.
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 Changes by RedZekrom913
[Awakening]
- SP1 Heavy into SP1 Light loops now work consistently against all characters. FIXBUFF
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 Changes by RedZekrom913
[Common]
- Shinji can now combo Heavy after a successful Signature counter. BUFF
- Fixed spacing and frame data issues when Sakanade is active. FIXBUFF
- Matched tilt frames on block with that of light 3 (Sakanade not active) BUFF
- Increased dash and walk speed BUFF
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 Changes by Bergen
[Giant Form]
- Chip damage while SP2 is active reduced by 70% on Heavy 1, Heavy 2, and Signature. NERF
[Weakened Form]
- Maximum HP increased by ~6% to match Komamura's. BUFF
- Counter: Damage reduced by 35%. NERF
- Counter: hitstun on the last hit increased by ~67%, and recovery on a landed counter reduced so it now combos. BUFF
- Counter: recovery on a whiffed counter increased by ~17%. NERF
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.