Patch Notes — V1.1.2 Out Now
Written by the Community Project Lead: Nela Mela
Research Lead: bergentrückung · Jojicus Balance Lead: Nilsix · Tronogon Design Lead: Kovacd · Malum
See the full team →
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Watch the V1.1 Teaser

Patch V1.1.2

August 2026 · Komamura's overhaul, Aizen's mobility pass & a punish-consistency sweep
Patch Highlights
Balance

Komamura's Keep-Away Curbed

His zoning Signature sat around 36 frames plus on block. Its cancel timing has been roughly doubled so it now lands about 13 frames minus, with extended Tilt armor and a much healthier Weakened state alongside it.
System

Kyōka Suigetsu Fixed

Aizen's kill denial ran 700 frames with no input lock and no invulnerability, leaving him exposed on arrival. Both now cover the full cutscene, and the move no longer charges 2 Reverse bars on top of its flames.
Damage

Ichibei's SP1 Pass

Heavy SP1 hits noticeably harder in both stages, Light SP1 can combo in Awakening (once), and Tilt links at any range — while the counter loses its combo entirely.
Game Modes

Extra Konpaku & Sudden Death

Two new modes at opposite ends of the dial: Extra Konpaku pushes every character to 12 Konpaku for long sets, while Sudden Death gives everyone a single one.
Hotfixes

Bug Fix Sweep

Grimmjow's Dash Light no longer deals 6000 damage instead of 125, Yhwach's Sankt Zwinger no longer runs the game at nine times speed, and Byakuya loses two whiff-cancel exploits.
System

Punish Consistency

A sweep across Soi Fon, Ulquiorra and Kisuke: raw Hoho recovery is retuned for consistent punishing, and Kisuke's Byakurai beam no longer stays live through his own movement options.
Compare against: “V1.1” shows only what this update changed compared to the last V1.1 Patch. “V1.0” shows everything that has changed since the V1.0 Patch, merged across V1.1 and V1.1.2. “Vanilla” shows every change currently active versus the unmodded game, merged across all three patches.
System & Game Modes
New Game Modes Added by Nilsix
[Extra Konpaku]
[Sudden Death]
Developer's Notes
Two modes sitting at opposite ends of the same dial. Extra Konpaku stretches a set out far enough that comeback mechanics and resource management actually matter across a long match, while Sudden Death compresses everything into a single decisive exchange. The per-character Konpaku counts in Extra Konpaku follow each character's existing balance rather than being flat across the roster.
Character Adjustments and Changes
Sajin Komamura
Sajin Komamura Changes by Mela
[Initial Stage]
[Awakening]
[Weakened]
[Initial Stage]
[Awakening]
[Weakened]
[Initial Stage]
[Awakening]
[Weakened]
Developer's Notes
Komamura's Signature was doing all of its work from a distance. The zoning version sat around 36 frames plus on block, which meant he could claim a screen's worth of space and never really be challenged for holding it, so its cancel timing has been roughly doubled and it now lands around 13 frames minus instead. The payoff stays on the Forward Heavy Ender, which hits considerably harder, so the move is still worth committing to when it actually leads somewhere. The rest of the pass is about making his armor and his weaker state honest. Tilt's Super Armor now runs through the move's active frames in both Initial Stage and Weakened, so committing to it is no longer beaten by a simple mash, while SP1 hits far harder in both states and keeps its identity as an armored wake-up and whiff punish that stays unsafe on block. Weakened picks up a much healthier pool of health along with a Dash Light that finally matches the Initial Stage version instead of sitting minus on block and short on hitstun.
Sosuke Aizen
Sosuke Aizen Changes by Mela
[Initial Stage, Cocoon & Awakening]
[Initial Stage, Cocoon & Awakening]
[Common]
[Initial Stage]
[Cocoon]
[Awakening]
[Reawakening]
Developer's Notes
Kyōka Suigetsu was the outstanding problem. Its cutscene runs 700 frames and carried neither an input lock nor invulnerability, so Aizen came out of his own kill denial actionable but completely exposed, and any input buffered before the denial would fire the moment he arrived. Both windows now cover the full cutscene and end exactly where his cancel timing opens, with the costume variant kept in line. On top of that the move no longer charges 2 Reverse bars alongside its flames, so an already expensive option costs what it actually should. Dash Light is the other change, with its forward travel cut by a quarter so it reads less as a telegraphed commitment and more as something he can genuinely open with, while still being steppable.
Ichibei Hyosube
Ichibei Hyosube Changes by Trono
[Common]
[Awakening]
[Common]
[Awakening]
[Common]
[Awakening]
Developer's Notes
Ichibei's Heavy SP1 was not paying out enough for the commitment it asks for, so its damage has been brought up in both stages, and his Awakening Tilt now links into Light at any range rather than only up close. Light SP1 gaining a combo is deliberately capped at a single use, because the first pass let it loop, which was far more than intended. Paying for all of that, the counter loses its combo entirely, since rewarding a correct read with a full conversion on top of everything else was too much.
Coyote Starrk
Coyote Starrk Changes by Nilsix
[Awakening]
[Common]
[Awakening]
[Common]
[Common]
[Initial Stage]
[Initial Stage — SP2 Active]
[Awakening]
Developer's Notes
V1.0 spent most of its attention on cutting Starrk's guard-break potential, which left his Awakening feeling like it gave up a lot without offering much back. Raising the damage on his Wolf-powered Heavy, Grab and Hoho follow-up puts the reward back into the state he has to work to reach, and the adjusted Kikon rotation changes how the pace of a round shifts once he transforms.
Byakuya Kuchiki
Byakuya Kuchiki Changes by Nilsix
[Common]
[Initial Stage]
[Awakening — Senkei]
[Awakening — Scattered State]
[Awakening — Common]
[Common]
[Initial Stage]
[Awakening — Reworked]
[Awakening — Senkei]
[Awakening — Scattered State]
[Awakening — Common]
[Initial Stage]
[Awakening — Reworked in V1.1]
[Awakening — V1.0 adjustments]
Developer's Notes
The form-switching Awakening from V1.1 works, but Scattered State was paying for itself far too quickly, because sitting in petals generated Spiritual Power fast enough that the ranged half of the kit funded its own next turn. That gain is now a fifth of what vanilla gave, and Senkei's Light 2 and Light 3 pick up the Fighting Spirit that petals used to provide, so committing to the melee form is not a resource loss. The swap itself also has to be earned now, since Senkei's SP1 only sends him into Scattered State on hit, with its minimum damage raised to keep the move worth throwing out. Senka gets a little of its reach back after V1.1 cut it harder than intended, while the Heavy 2 recovery reduction from that same patch has been rolled back.

Known Issues:
  1. Byakuya's Hoho follow-up in sword form sometimes drops before the final strike.
  2. After a Hoho follow-up is used against Byakuya, he will sometimes perform an uncontrollable whiffed grab.
Gin Ichimaru
Gin Ichimaru Changes by Nilsix
[Awakening]
[Awakening]
[Common]
[Initial Stage]
[Awakening]
Developer's Notes
Gin's Awakening still moved a little too freely for how strong his buttons are there, so his Dash Light and backdash both pay more on recovery and Light 2 gives up another two frames of blockstun. The Signature nerf from V1.1 went further than intended, as Level 1 was never the problem, so its recovery is back to what it was while Levels 2 and 3 keep the increase. His Awakening-to-Sublimation cost is also back, since the V1.1 change never made it into the shipped build.
Uryu Ishida
Uryu Ishida Changes by Bergen
[Common]
[Common]
[Initial Stage]
[Awakening]
[Reawakening]
[Common]
[Initial Stage]
[Awakening]
[Reawakening]
Developer's Notes
A true DP is supposed to beat what it is meant to beat and lose to everything else. Uryu's was reaching a little past that by punishing moves that are minus but still safe, with Ichibei's Tilt being the clearest example, so that window has been closed. The other half of the pass is resource economy, as his fully charged Signature and the SP2-install version were both paying out too much Fighting Spirit for how easily they come out, so both lose 40% of that gain.
Kisuke Urahara
Kisuke Urahara Changes by Mela
[Common]
[Common]
[Common]
Developer's Notes
Byakurai staying live through Kisuke's own movement options meant the beam covered his approach for him, so it now disengages first and the opponent gets a real window to side-step or raw Hoho through it. The bigger issue was economy: his SP2-enhanced Light was generating double the Spiritual Power of the base version, which let him rotate back into install almost immediately. Halving it puts him in line with the only comparable enhanced state in the game.
Soi Fon
Soi Fon Changes by Mela and Trono
[Common]
[Common]
[Initial Stage]
[Common]
[Awakening]
Developer's Notes
Soi Fon's jab was doing too much for how little it risked, so its recovery and blockstun now match Yoruichi's and whiffing it can actually be punished. Her raw Hoho gets the same treatment as Ulquiorra's this patch: the recovery timing is retuned so punishing it is consistent rather than a matter of guessing the right frame.
Ulquiorra Shifar
Ulquiorra Shifar Changes by Trono
[Common]
[Common]
[Common]
[Initial Stage]
[Awakening]
[Reawakening]
Developer's Notes
A small but overdue correction: Ulquiorra's raw Hoho recovery was inconsistent enough that punishing it came down to guesswork rather than reaction. The timing has been retuned so the punish window behaves the same way every time. Soi Fon received the identical treatment this patch.
Tier Halibel
Tier Halibel Changes by Mela
[Common]
[Awakening]
[Common]
[Awakening]
[Common]
[Initial Stage]
[Awakening]
Developer's Notes
V1.0 pulled Halibel's damage ceiling down hard and V1.1 only handed back execution leniency, which left her neutral noticeably harder to win without a matching payoff when she did. A flat 7% on her Aura Gauge damage puts some of that reward back where it belongs: on the hit-confirms she has to work for, rather than on the buttons that were the problem in the first place.
Nelliel Tu Odelschwanck
Nelliel Tu Odelschwanck Changes by Bergen
[Common]
[Common]
[Common]
Developer's Notes
This is a consistency fix rather than a balance change. The V1.0 rework gave Nel a Signature-cancel loop off her SP1 extension, but the extension's first hit had a hitbox tight enough to simply miss certain body types such as Uryu, which meant the route she was rebuilt around would drop through no fault of the player. The larger radius makes it behave the same way across the roster.
Grimmjow Jeagerjaques
Grimmjow Jeagerjaques Changes by Nilsix
[Common]
[Common]
[Common]
[Awakening]
Developer's Notes
The V1.1 hitstun increase that made Dash Light into Light 1 connect reliably shipped alongside a damage value that was badly wrong, with the button dealing 6000 instead of 125, which was enough to end rounds off a single stray poke. That has been corrected to its intended value, and nothing else about the move has changed.
Yhwach
Yhwach Changes by Bergen
[Awakening]
[Common]
[Awakening]
[Common]
[Initial Stage]
[Awakening]
[Reawakening]
Developer's Notes
Purely a stability fix: casting Sankt Zwinger in Awakening was running the entire game at nine times speed, which is about as broken as a bug gets and made the move unusable in any serious setting. Nothing about Yhwach's balance has moved in V1.1.2.
Unohana Retsu
Unohana Retsu Changes by Nilsix
[Awakening]
[Initial Stage]
[Awakening]
[Initial Stage]
[Awakening]
Developer's Notes
The Light 1 pushback increases from earlier patches were doing their job everywhere except Blood Mode, where the value simply wasn't applying, which meant the exact state Unohana most wants to be in was still running the old jail. This closes that hole, so the intended pushback is now consistent across her whole Awakening.
Mayuri Kurotsuchi
Mayuri Kurotsuchi Changes by Nilsix
[Awakening]
[Awakening]
[Awakening]
Developer's Notes
The vacuum added to Mayuri's Dash Light in V1.1 was the whole point of that change, since it is what turns a hard-to-punish button into a real mix-up, and it was not firing as intended. With it working properly, the V1.1 pass finally reads the way it was designed to.

Patch V1.1

July 2026 · Balance changes, reworks & the big online update
Patch Highlights
Online

Online Play

Patch players can now face each other online in Ranked, Free Battle, and Room Matches. On top of that, the region lock has been removed from Room Matches.
Launcher

Launcher & Installer Optimization

The launcher and installer have been optimized alongside general bugfixes to make setup more reliable.
System

Reverse Rebalance

Yellow Reverse has been reined in while White Reverse gains a little more reward, keeping the two Reverse options more evenly matched.
Rework

Byakuya Awakening Rework

Byakuya's Awakening has been rebuilt around form-switching: swap between Senkei (melee) and Scattered State (ranged) mid-match. Full details in his entry below.
Rework

Uryu's True DP Full Rework

Uryu's Spiritual Power Move 2 is now a true DP. fully invincible for its duration, way more unsafe on block and whiff, alongside other balance changes to match his rework.
Launcher

Quick Launchers

New shortcuts let you instantly launch either the Community Patch or vanilla BRoS without opening the launcher first.
Compare against: “V1.0” shows only what this update changed compared to the last V1.0 Patch. “Vanilla” shows every change currently active versus the unmodded game, merged across V1.0 and V1.1. Entries that are marked REVERTED are V1.0 changes that have been rolled back.
System, Reverse & Launcher
Launcher & Installer
[Optimization & Bugfixes]
Reverse Mechanics Changes by Bergen
[Yellow Reverse]
[White Reverse]
[Yellow Reverse]
[White Reverse]
Developer's Notes
Yellow Reverse was building resources a little too freely, so its passive Fighting Spirit gain has been removed and its Spiritual Power gain rate was reduced to stop it from being the do all wonder action that it was. White Reverse gets a small nudge in the other direction: slightly more Fighting Spirit per tick and a higher base Spiritual Power gain rate, with the attacking gain rate trimmed to keep it in line. The goal is to leave the two Reverse options feeling like real alternatives rather than one being the default optimal option.
Character Adjustments and Changes
Byakuya Kuchiki
Byakuya Kuchiki Changes by Bergen, Meri and Nilsix REWORK
[Initial Stage]
[Awakening — Reworked]
[Awakening — Senkei]
[Awakening — Scattered State]
[Awakening — Common]
[Initial Stage]
[Awakening — Reworked in V1.1]
[Awakening — V1.0 adjustments]
Developer's Notes
The community has always been divided on Byakuya and how to properly balance him. His ability to zone unchecked left a lot feeling like he was just unfair or too strong, but nerfing too much of his kit would only gut the character. That's why Byakuya's Awakening has been rebuilt around form-switching: Senkei for melee, Scattered State for ranged, with SP1 and SP2 acting as the switches with SP2 even starts a combo on top of swapping. His new command-grab Signature allows him a much stronger mix-up tool that combos into hoho follow up, Yellow Reverse, or SP1. In base form, Scattered State SP1 was a long-range instant whiff punish that could combo while also being plus on block made it too strong of a move, so it is now minus.
Uryu Ishida
Uryu Ishida Changes by Bergen REWORK
[Common]
[Initial Stage]
[Awakening]
[Reawakening]
[Common]
[Initial Stage]
[Awakening]
[Reawakening]
Developer's Notes
Uryu's SP2 now works as a genuine reversal: it is invincible from frame 1, but in exchange it is reactable and very unsafe on whiff or guard. Just as important, the earlier install problem is resolved. SP2 now grants his install only on hit, and the arrow itself only comes out on hit, so there is no more free install off a blocked or whiffed reversal. His Fighting Spirit was rebalanced across all stages, and a batch of Reawakening bug fixes cleans up his combo consistency at max range.
Shigekuni Genryusai Yamamoto
Shigekuni Genryusai Yamamoto Changes by Nilsix
[Common]
[Awakening]
[Common]
[Awakening]
Developer's Notes
V1.0 turned SP2 into a pure spacing tool; V1.1 gives him Light 1 instead as a middle ground, so landing it is rewarded without restoring his full combo damage. In exchange, his Awakening signature damage has been brought down: both Signature 1 and 2 hit noticeably less hard, while his Inferno gauge gain on Tilt returns to its vanilla values.
Unohana Retsu
Unohana Retsu Changes by Nilsix
[Initial Stage]
[Awakening]
[Initial Stage]
[Awakening]
Developer's Notes
V1.0 already increased Light 1's knockback to break up her Awakening jail, but what was left behind still sat close enough to a loop that the mix had almost no answer, so its pushback goes up again. Alongside that, the Fighting Spirit needed to reach Awakening has been raised, as she was reaching Awakening way faster than the rest of the cast.
Yoruichi Shihoin
Yoruichi Shihoin Changes by Nilsix
[Awakening]
[Initial Stage]
[Common]
[Awakening]
Developer's Notes
An earlier hotfix experimented with reducing Flashmaster SP1's knockback to stop SP1 → Light 1 whiffing against certain characters, but the very last hit still whiffed against characters like Komamura and risked leaving the move in a bugged state. That experiment has been reverted in favor of restoring SP1's full hitstun, while the harsher Heavy 1 scaling keeps the resulting combo damage in check.
Gin Ichimaru
Gin Ichimaru Changes by Nilsix
[Awakening]
[Common]
[Initial Stage]
[Awakening]
Developer's Notes
A hard-to-execute Light 2 tech let Gin run effectively endless pressure even against Tier 1 jabs. While very difficult online, it was still too strong to leave in. It is now gone against Tiers 1 and 2 and would trade with Tier 3. The Heavy 2 hitstun shave removes a true infinite while deliberately preserving the White Reverse loop version, which now demands tighter execution.
Ichigo Kurosaki [TYBW]
Ichigo Kurosaki [TYBW] Changes by Nilsix
[Common]
[Common]
Developer's Notes
His Light 2 behaved differently online than offline, granting an unintended online-only plus move. A character with a plus-on-block Light 1 and built-in frametraps does not also need infinite Light 2 pressure against Tier 3 jabs, nor a sidestep mix against tier 3 jabs, so a single frame of blockstun comes off.
Ichigo Kurosaki [Dangai]
Ichigo Kurosaki [Dangai] Changes by Bergen
[Level 3]
[Common]
[Level 3]
Grimmjow Jeagerjaques
Grimmjow Jeagerjaques Changes by Nilsix
[Common]
[Common]
[Awakening]
Kisuke Urahara
Kisuke Urahara Changes by Nilsix
[Common]
[Common]
Shuhei Hisagi
Shuhei Hisagi Changes by Efra
[Common]
[Common]
[Initial Stage]
[Awakening]
Developer's Notes
V1.0's Signature buff overshot slightly on block. It was made unsafe on block but still safe on hit.
Tier Halibel
Tier Halibel Changes by Nilsix
[Awakening]
[Initial Stage]
[Awakening]
Developer's Notes
A pure quality-of-life change: nothing about Halibel's combo routes or damage moves, but the extra hitstun gives her Tilt → Signature Light link enough leniency to be performed reliably online, especially on bad connections.
Shinji Hirako
Shinji Hirako Changes by Bergen REWORK
[Common]
[Awakening — Reworked]
[Common]
[Awakening — Reworked]
Developer's Notes
Shinji's plus-on-block buttons, Light 3 and Tilt, were cheap plus frames that pressured the opponent unfairly, and didn't require much to be performed. In exchange, the Kikon move now fires during Awakening to hand him Sakanade earlier if SP2 wasn't landed yet, and a new plus-on-block Sakanade dash light gives more pressure.
Soi Fon
Soi Fon Changes by Bergen
[Initial Stage]
[Common]
[Awakening]
Developer's Notes
Soi Fon leans on her Awakening for a lot of her strongest tools, so getting there was made noticeably easier. Dropping the Fighting Spirit requirement lets her spend more of the round in the state she is built around.
Yhwach
Yhwach Changes by Bergen
[Common]
[Common]
[Initial Stage]
[Awakening]
[Reawakening]
Developer's Notes
The V1.0 tuning to Yhwach's Spiritual Power gain on his Heavies and Lights, along with his increased Konpaku count, ended up doing more harm than good and promoting a lot more stalling, which is the opposite of this patch's vision. So both have been rolled back to their vanilla values.
Ichibei Hyosube
Ichibei Hyosube Changes by Bergen
[Common]
[Awakening]
[Common]
[Awakening]
Developer's Notes
Ichibei's Light 1 pushback is tuned so his blockstring pressure can now more reliably mix-up with it since it's plus. The slightly faster Spiritual Power regeneration on his lights keeps his resource economy healthy, while removing the unblockable property from his Awakening SP2 gives opponents a real answer: it can still be converted into Yellow Reverse, but it can now simply be blocked.
Shunsui Kyoraku
Shunsui Kyoraku
[Common]
[Common]
[Awakening]
Developer's Notes
Shunsui's zone reward was punishing a little too hard. Trimming the bonus damage taken outside the Blue Game Zone by 35% keeps the space still worth fighting over without letting him snowball/get snowballed off a single mistake.
Izuru Kira
Izuru Kira Changes by Reign and RedZekrom
[Common]
[Initial Stage]
[Awakening]
[Common]
[Initial Stage]
[Awakening]
Developer's Notes
Kira had many flaws as a character, such as losing tools whenever he popped evo, lackluster damage, weakness to stalling, and loss of pressure, with these changes he should be much more solid all around, and have his more unintentional and exploitative tactics toned down. (there will be further changes adressing certain other aspects later)
Mayuri Kurotsuchi
Mayuri Kurotsuchi Changes by Nilsix
[Awakening]
[Awakening]
Developer's Notes
Mayuri's dash light was a very active button that was very hard to punish, but it also didn't give the proper mix-up that it deserved. This change should allow proper counterplay while making the button stronger.

Patch V1.0 — Initial Release

The original reBalance of Souls release · All changes listed relative to the vanilla game
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 Power 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 Power 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 Power 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 Power 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 Power 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 Power 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 Power 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.

The Team

Everyone building BLEACH: reBALANCE of Souls. Roles overlap — most of the team works across more than one.

Project Lead

  • Nela Mela

Research Lead

  • bergentrückung
  • Jojicus

Community Manager

  • Reign
  • Stama

Research Team

  • bergentrückung
  • Jojicus

Balance Lead

  • Nilsix
  • efra

Balance Team

  • Nilsix
  • efra
  • bergentrückung
  • RedZekrom913
  • TomAzod
  • Trono
  • Meri

Design Lead

  • Kovacd
  • Malum

Design Team

  • Kovacd
  • Malum

Staff

  • bergentrückung
  • efra
  • Jojicus
  • Kovacd
  • Malum
  • Meri
  • Nela Mela
  • Nilsix
  • RBH312
  • Reborn | Malum
  • RedZekrom913
  • Reign
  • Sacred
  • Carlo
  • Stama
  • TomAzod
  • Trono