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]
A new mode where every character has 12 Konpaku, for much longer sets. NEW MODE
→ requested by GreenGoldfish.
Exceptions: Aizen and Ichigo have 10, Szayelaporro has 8, and Yhwach has 9. NEW MODE
→ Yhwach's 9 is there to fit the Quincy poem.
[Sudden Death]
A new mode where every character has a single Konpaku. NEW MODE
→ one exchange decides the round.
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 Changes by Mela
[Initial Stage]
Light 1: pushback on block increased by 200%. NERF
→ prevents a Light 1 jail.
Heavy 1: startup reduced by ~6%. BUFF
→ brought in line with Dangai's, so Komamura can use space trapping more consistently. Will monitor.
Tilt (Forward Heavy): Super Armor window extended by ~136%. BUFF
→ armor now runs through the move's active frames, so he can't be mashed out of it. Will monitor.
SP1: damage doubled, with guaranteed damage raised by ~83% and cancel timing increased by ~8%. BUFF
→ reinforces the move's identity as an armored wake-up option and whiff-punish tool. It stays unsafe on block, with the damage upgrade to compensate.
Signature (Zoning): cancel timing increased by ~102%, taking it from roughly 36 frames plus on block to roughly 13 frames minus. NERF
→ he can no longer hold a screen's worth of space behind it for free.
Signature (Forward Heavy Ender): damage increased by ~67%, with first-hit damage scaling reduced by 90%. BUFF
[Awakening]
Transition into Weakened: inputs are now locked out and Komamura is fully invincible for the transition's duration. FIXBUFF
→ fixes a bug where inputs made during the transitional cutscene stayed active and left Komamura unsafe. The transition now fully resets to neutral, in line with every other transformation.
[Weakened]
Maximum health increased by ~58%. BUFF
→ his Weakened health was only 1500 above Vasto Lorde, which brings it in line with other characters at that point in a match.
Dash Light: hitstun increased by 20% and guard stun by ~15%. BUFF
→ brings it in line with Initial Stage, where in Weakened it had been 4 frames minus on block and 6 frames short on hitstun.
Tilt (Forward Heavy): Super Armor window extended by ~136%. BUFF
→ made consistent with his Initial Stage Tilt.
Signature: active frames extended by 40%, combo-start window widened by 40%, and cancel timing increased by ~17%. NERF
→ riskier to spam in neutral, with the extra active frames as compensation.
SP1: damage increased by ~155%, with guaranteed damage raised by ~123%. BUFF
→ this lands it at 87.5% of his Initial Stage SP1, in line with those changes while keeping the Weakened motif.
SP1: fixed the bugged grab interaction. FIX
[Initial Stage]
Light 1: pushback on block increased by 200%. NERF
→ prevents a Light 1 jail. This is his first change: V1.0 and V1.1 both left him untouched.
Heavy 1: startup reduced by ~6%. BUFF
→ brought in line with Dangai's, so Komamura can use space trapping more consistently. Will monitor.
Tilt (Forward Heavy): Super Armor window extended by ~136%. BUFF
→ armor now runs through the move's active frames, so he can't be mashed out of it. Will monitor.
SP1: damage doubled, with guaranteed damage raised by ~83% and cancel timing increased by ~8%. BUFF
→ reinforces the move's identity as an armored wake-up option and whiff-punish tool. It stays unsafe on block, with the damage upgrade to compensate.
Signature (Zoning): cancel timing increased by ~102%, taking it from roughly 36 frames plus on block to roughly 13 frames minus. NERF
→ he can no longer hold a screen's worth of space behind it for free.
Signature (Forward Heavy Ender): damage increased by ~67%, with first-hit damage scaling reduced by 90%. BUFF
[Awakening]
Transition into Weakened: inputs are now locked out and Komamura is fully invincible for the transition's duration. FIXBUFF
→ fixes a bug where inputs made during the transitional cutscene stayed active and left Komamura unsafe. The transition now fully resets to neutral, in line with every other transformation.
[Weakened]
Maximum health increased by ~58%. BUFF
→ his Weakened health was only 1500 above Vasto Lorde.
Dash Light: hitstun increased by 20% and guard stun by ~15%. BUFF
→ brings it in line with Initial Stage, where in Weakened it had been 4 frames minus on block and 6 frames short on hitstun.
Tilt (Forward Heavy): Super Armor window extended by ~136%. BUFF
→ made consistent with his Initial Stage Tilt.
Signature: active frames extended by 40%, combo-start window widened by 40%, and cancel timing increased by ~17%. NERF
→ riskier to spam in neutral, with the extra active frames as compensation.
SP1: damage increased by ~155%, with guaranteed damage raised by ~123%. BUFF
→ this lands it at 87.5% of his Initial Stage SP1, in line with those changes while keeping the Weakened motif.
SP1: fixed the bugged grab interaction. FIX
[Initial Stage]
Light 1: pushback on block increased by 200%. NERF
→ prevents a Light 1 jail. Komamura's first pass in the patch, so everything here is new in V1.1.2.
Heavy 1: startup reduced by ~6%. BUFF
→ brought in line with Dangai's, so Komamura can use space trapping more consistently. Will monitor.
Tilt (Forward Heavy): Super Armor window extended by ~136%. BUFF
→ armor now runs through the move's active frames, so he can't be mashed out of it. Will monitor.
SP1: damage doubled, with guaranteed damage raised by ~83% and cancel timing increased by ~8%. BUFF
→ reinforces the move's identity as an armored wake-up option and whiff-punish tool. It stays unsafe on block, with the damage upgrade to compensate.
Signature (Zoning): cancel timing increased by ~102%, taking it from roughly 36 frames plus on block to roughly 13 frames minus. NERF
→ he can no longer hold a screen's worth of space behind it for free.
Signature (Forward Heavy Ender): damage increased by ~67%, with first-hit damage scaling reduced by 90%. BUFF
[Awakening]
Transition into Weakened: inputs are now locked out and Komamura is fully invincible for the transition's duration. FIXBUFF
→ fixes a bug where inputs made during the transitional cutscene stayed active and left Komamura unsafe. The transition now fully resets to neutral, in line with every other transformation.
[Weakened]
Maximum health increased by ~58%. BUFF
→ in vanilla his Weakened health was only 1500 above Vasto Lorde.
Dash Light: hitstun increased by 20% and guard stun by ~15%. BUFF
→ brings it in line with Initial Stage, where in Weakened it had been 4 frames minus on block and 6 frames short on hitstun.
Tilt (Forward Heavy): Super Armor window extended by ~136%. BUFF
→ made consistent with his Initial Stage Tilt.
Signature: active frames extended by 40%, combo-start window widened by 40%, and cancel timing increased by ~17%. NERF
→ riskier to spam in neutral, with the extra active frames as compensation.
SP1: damage increased by ~155%, with guaranteed damage raised by ~123%. BUFF
→ this lands it at 87.5% of his Initial Stage SP1, in line with those changes while keeping the Weakened motif.
SP1: fixed the bugged grab interaction. FIX
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 Changes by Mela
[Initial Stage, Cocoon & Awakening]
Dash Light: total forward travel reduced by 25%. BUFF
→ the shorter travel mitigates Dash Light's telegraphing, making it a far more feasible aggressive option. Still steppable.
Kyōka Suigetsu (kill denial): inputs are now locked out and Aizen is fully invincible for the whole 700-frame cutscene, with both windows ending exactly where his cancel timing opens. FIXBUFF
→ the cutscene previously carried neither, so Aizen came out of it actionable with no invulnerability and no input lock, which meant an input buffered before the denial fired on arrival and left him immediately punishable. The costume variant is kept consistent.
Kyōka Suigetsu: no longer consumes 2 Reverse bars, leaving its cost at 5 flames. BUFF
[Initial Stage, Cocoon & Awakening]
Dash Light: total forward travel reduced by 25%. BUFF
→ V1.1 left Aizen untouched, so everything here is new in V1.1.2. The shorter travel mitigates Dash Light's telegraphing. Still steppable.
Kyōka Suigetsu (kill denial): inputs are now locked out and Aizen is fully invincible for the whole 700-frame cutscene, with both windows ending exactly where his cancel timing opens. FIXBUFF
→ the cutscene previously carried neither, so Aizen came out of it actionable with no invulnerability and no input lock, which meant an input buffered before the denial fired on arrival and left him immediately punishable. The costume variant is kept consistent.
Kyōka Suigetsu: no longer consumes 2 Reverse bars, leaving its cost at 5 flames. BUFF
[Common]
Dash Light: total forward travel reduced by 25% in Initial Stage, Cocoon and Awakening. BUFF
→ added in V1.1.2. The shorter travel mitigates Dash Light's telegraphing. Still steppable.
Kyōka Suigetsu (kill denial): inputs are now locked out and Aizen is fully invincible for the whole 700-frame cutscene, with both windows ending exactly where his cancel timing opens. FIXBUFF
→ added in V1.1.2. In vanilla the cutscene carried neither, so Aizen came out of it actionable with no invulnerability and no input lock, which meant an input buffered before the denial fired on arrival and left him immediately punishable.
Kyōka Suigetsu: no longer consumes 2 Reverse bars, leaving its cost at 5 flames. BUFF
→ added in V1.1.2.
Flame generation speed cap increased by 50%. BUFF
→ when standing still for 3 seconds or after landing a Signature counter, the max speed of flame regeneration is higher.
Guard gauge drains faster while Escudo is active (~30% faster). NERF
Spiritual Power Move 1: timestop removed. NERF
[Initial Stage]
Time required to transform into Cocoon form reduced by ~42%. 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
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 Changes by Trono
[Common]
Heavy SP1: damage increased by ~16% in Initial Stage and ~9% in Awakening. BUFF
→ the Awakening figure holds across every Inked level. Measured against Hakugeki plus the Flash Step follow-up, the SP1 route now comes out roughly 8% ahead in Initial Stage and ~12% ahead in Awakening.
The counter no longer combos. NERF
[Awakening]
Light SP1 can now combo, but only once. BUFF
Tilt can now combo into Light at any range, and into Heavy at max range. BUFF
→ Initial Stage is unchanged.
[Common]
Light 1: guard pushback decreased by 39%. BUFF
→ Example: three Light 1s on block can still grab against Uryu, but a fourth Light 1 now whiffs.
Light 1, Light 2, and Light 3: Spiritual Power regeneration rate increased by 10%. BUFF
Signature Tilt (counter) can now combo into SP1 if the counter lands. BUFF
Heavy SP1: damage increased by ~16% in Initial Stage and ~9% in Awakening. BUFF
→ added in V1.1.2. Against Hakugeki plus the Flash Step follow-up, that leaves the SP1 route roughly 8% ahead in Initial Stage and ~12% ahead in Awakening.
Signature Tilt (counter) can combo into SP1 if the counter lands. REVERTED
→ V1.1 change removed in V1.1.2 — the counter no longer combos.
[Awakening]
SP2: unblockable property removed. REWORK
→ it can combo into Yellow Reverse, but a Flash Step follow-up will not work and the move can now be blocked.
Light SP1 can now combo, but only once. BUFF
Tilt can now combo into Light at any range, and into Heavy at max range. BUFF
→ Initial Stage is unchanged.
[Common]
Light 1: guard pushback decreased by 39%. NERF
→ three Light 1s on block can still reach a grab against Uryu, but a fourth Light 1 now whiffs.
Light 1, Light 2, and Light 3: Spiritual Power regeneration rate increased by 10%. BUFF
Heavy SP1: damage increased by ~16% in Initial Stage and ~9% in Awakening. BUFF
→ the Awakening figure holds across every Inked level. Measured against Hakugeki plus the Flash Step follow-up, the SP1 route now comes out roughly 8% ahead in Initial Stage and ~12% ahead in Awakening.
Signature Tilt (counter) can combo into SP1 if the counter lands. REVERTED
→ V1.1 change removed in V1.1.2 — the counter no longer combos.
[Awakening]
SP2: unblockable property removed. NERF
→ it can still combo into Yellow Reverse, but a Flash Step follow-up will not work and the move can now be blocked.
Light SP1 can now combo, but only once. BUFF
Tilt can now combo into Light at any range, and into Heavy at max range. BUFF
→ Initial Stage is unchanged.
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 Changes by Nilsix
[Awakening]
Damage increased on the Wolf-powered Heavy, the Wolf-powered Grab, and the Wolf-powered Hoho follow-up. BUFF
[Common]
Kikon Move rotation changed from 5–6 to 4–5 once Awakening is popped, and from 2–3 to 3–4 once Weakened. REWORK
[Awakening]
Damage increased on the Wolf-powered Heavy, the Wolf-powered Grab, and the Wolf-powered Hoho follow-up. BUFF
→ V1.1 left Starrk untouched, so everything here is new in V1.1.2.
[Common]
Kikon Move rotation changed from 5–6 to 4–5 once Awakening is popped, and from 2–3 to 3–4 once Weakened. REWORK
[Common]
Kikon Move rotation changed from 5–6 to 4–5 once Awakening is popped, and from 2–3 to 3–4 once Weakened. REWORK
[Initial Stage]
Signature charge now ramps up faster, giving more SP over longer reloads. BUFF
SP2 timestop duration reduced by 99%. 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]
Damage increased on the Wolf-powered Heavy, the Wolf-powered Grab, and the Wolf-powered Hoho follow-up. BUFF
→ added in V1.1.2.
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 (~330%). NERF
→ stops the free loops Starrk got after throwing a wolf on block.
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 Changes by Nilsix
[Common]
Heavy 1: slash colour changed to be more accurate to the source material. COSMETIC
→ requested by Meri, colour work by Koacd. Applies to both Initial Stage and Awakening.
Heavy 2: recovery increased, reverting the reduction V1.1 gave it. NERF
[Initial Stage]
Dash Light, Light 1 and Heavy 1 can no longer be canceled into a stance switch on whiff. Applies in both stances. FIXNERF
[Awakening — Senkei]
Light 2 and Light 3: Fighting Spirit gain increased. BUFF
→ replicates the Fighting Spirit gain he gets from Scattered State.
SP1: minimum damage per hit raised by 20%, across all nine hits. BUFF
Senka: movement speed increased by 12.5% and range increased by 25%. BUFF
→ gives back part of the cut V1.1 made to the move.
SP1: now only swaps Byakuya into Scattered State on hit. NERF
[Awakening — Scattered State]
Spiritual Power generation reduced by 80% while in Scattered State. NERF
→ gain on Petals Heavy 1 and Petals Light 1–3 is now a fifth of its vanilla value.
[Awakening — Common]
Fixed a bug where Byakuya could land a hit on block or on hit, charge Tilt, then cancel the end of the animation by holding L2 (the SP menu button). Applies to both forms. FIXNERF
Added a sword/petals icon, as in Initial Stage, showing which form he is currently in. QUALITY OF LIFE
[Common]
Heavy 1: slash colour changed to be more accurate to the source material. COSMETIC
→ added in V1.1.2. Requested by Meri, colour work by Koacd.
[Initial Stage]
Scattered State SP1: blockstun reduced by 47%, going from plus on block to minus on block. NERF
→ This tool is a long-range instant whiff punish that combos. Being plus on block as well was overloaded, so its power has been toned down.
Dash Light, Light 1 and Heavy 1 can no longer be canceled into a stance switch on whiff. Applies in both stances. FIXNERF
→ added in V1.1.2.
[Awakening — Reworked]
Byakuya can now switch between two forms during Awakening: Senkei (melee) and Scattered State (ranged). He starts his Awakening in Senkei. REWORK
[Awakening — Senkei]
Identical to his base sword form, with damage improved on all abilities. BUFF
Heavy range deadzone increased. NERF
Heavy range slightly increased. BUFF
New Signature Move: Senka. A low-range command grab and mix-up tool. REWORK
→ combos into Hoho follow-up, Yellow Reverse, and SP1.
SP1: same as base form, but now swaps Byakuya into Scattered State for 20 seconds before wearing off. REWORK
SP1: hitstun reduced by 20% and no longer combos into Scattered State SP1 afterward. NERF
SP1: removed Byakuya's ability to press Heavy right away after casting SP1 without moving first. NERF
SP2: can no longer be combo'd into afterward. NERF
Light 2 and Light 3: Fighting Spirit gain increased. BUFF
→ added in V1.1.2, replicating the Fighting Spirit gain he gets from Scattered State.
SP1: minimum damage per hit raised by 20%, across all nine hits. BUFF
→ added in V1.1.2.
SP1: now only swaps Byakuya into Scattered State on hit. NERF
→ added in V1.1.2.
Senka: movement speed increased by 12.5% and range increased by 25%. BUFF
→ added in V1.1.2, giving back part of the cut V1.1 made to the move.
Heavy 2 recovery decreased slightly. REVERTED
→ V1.1 change reverted in V1.1.2 — recovery is back to where it was.
Hakugeki is identical across both forms.
[Awakening — Scattered State]
Identical to his zoner form; lasts 20 seconds before reverting to Senkei. REWORK
SP1: same as before, but now swaps Byakuya back into Senkei. REWORK
SP2 can now combo if performed during the Scattered State. BUFF
Spiritual Power generation reduced by 80% while in Scattered State. NERF
→ added in V1.1.2. Spiritual Power gain on Petals Heavy 1 and Petals Light 1–3 is now 20% of its vanilla value.
[Awakening — Common]
Grab: position after a successful throw adjusted. FIX
→ Grab → Heavy no longer whiffs.
Fixed a bug where Byakuya could land a hit on block or on hit, charge Tilt, then cancel the end of the animation by holding L2 (the SP menu button). Applies to both forms. FIXNERF
→ added in V1.1.2.
Added a sword/petals icon, as in Initial Stage, showing which form he is currently in. QUALITY OF LIFE
→ added in V1.1.2.
[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 Power Move 2: timestop removed. FIXBUFF
→ prevents 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
Scattered State SP1: blockstun reduced by 47%, going from plus on block to minus on block. NERF
→ added in V1.1 — a long-range instant whiff punish that combos shouldn't also be plus on block.
Dash Light, Light 1 and Heavy 1 can no longer be canceled into a stance switch on whiff. Applies in both stances. FIXNERF
→ added in V1.1.2.
Heavy 1: slash colour changed to be more accurate to the source material, in both Initial Stage and Awakening. COSMETIC
→ added in V1.1.2. Requested by Meri, colour work by Koacd.
[Awakening — Reworked in V1.1]
Byakuya can now switch between two forms during Awakening: Senkei (melee) and Scattered State (ranged). He starts his Awakening in Senkei. REWORK
Senkei: identical to his base sword form, with damage improved on all abilities and slightly increased Heavy range. BUFF
Senkei: new Signature Move (Senka) — a medium-range command grab that combos into Hoho follow-up, Yellow Reverse, and SP1. REWORK
Senkei: Senka's movement speed reduced by 25% in V1.1, and its range cut by roughly half (travel distance, failed-move distance, and limit length all reduced) so it can no longer be hold-dashed across half the screen for a sneaky command grab. NERF
→ V1.1.2 gave part of that back, raising its movement speed by 12.5% and its range by 25%.
Senkei: Senka can no longer be canceled into at all — not on whiff, block, or hit — with hitstun increased by 1 frame so it stays consistently plus on hit. NERF
Senkei: SP1 swaps Byakuya into Scattered State for 20 seconds before wearing off, and as of V1.1.2 only does so on hit. REWORK
Senkei: SP1 hitstun reduced by 20%, no longer combos into Scattered State SP1 afterward, and removed Byakuya's ability to press Heavy right away without moving first. NERF
Senkei: SP1 minimum damage per hit raised by 20%, across all nine hits. BUFF
→ added in V1.1.2.
Senkei: Light 2 and Light 3 Fighting Spirit gain increased. BUFF
→ added in V1.1.2, replicating the Fighting Spirit gain he gets from Scattered State.
Senkei: SP2 can no longer be combo'd into afterward. NERF
Scattered State: identical to his zoner form; lasts 20 seconds, with Heavy 1 guard damage first improved, then reduced by 38%. SP1 swaps him back into Senkei, with its minimum damage per hit reduced by 47%. REWORK
Scattered State: Spiritual Power generation reduced by 80% — gain on Petals Heavy 1 and Petals Light 1–3 is now a fifth of its vanilla value. NERF
→ added in V1.1.2.
Scattered State: SP2 can now combo without needing to cancel the animation. BUFF
SP2 swaps Byakuya's form in either state, and begins a combo. Hakugeki is identical across both forms. REWORK
Heavy 2 recovery decreased slightly. REVERTED
→ V1.1 change reverted in V1.1.2 — recovery is back to its vanilla value.
Grab: position after a successful throw adjusted. FIX
→ Grab → Signature no longer whiffs against Yhwach.
Fixed a bug where Byakuya could land a hit on block or on hit, charge Tilt, then cancel the end of the animation by holding L2 (the SP menu button). Applies to both forms. FIXNERF
→ added in V1.1.2.
Added a sword/petals icon, as in Initial Stage, showing which form he is currently in. QUALITY OF LIFE
→ added in V1.1.2.
[Awakening — V1.0 adjustments]
These V1.0 changes were made to the pre-rework Awakening kit and carry over where the corresponding moves still exist.
Heavy attack hitbox position moved out. Deadzone increased. Max range slightly increased. FIXNERF
Spiritual Power Move 1: reverse regeneration removed from the second portion of the attack. FIXNERF
Spiritual Power Move 2: timestop removed. Hitbox on the damage portion slightly expanded to reduce janky interactions. Counter hit improved. FIXBUFF
Hakugeki (Down and Up variants): movement distance increased. FIXBUFF
→ the in-combo Hakugeki now connects correctly.
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:
Byakuya's Hoho follow-up in sword form sometimes drops before the final strike.
After a Hoho follow-up is used against Byakuya, he will sometimes perform an uncontrollable whiffed grab.
Gin Ichimaru Changes by Nilsix
[Awakening]
Dash Light: recovery increased by 5 frames. NERF
Backdash: recovery increased by 8 frames. NERF
Light 2: blockstun reduced by 2 frames. NERF
Signature (Level 1): recovery restored to its state before the nerf. BUFF
→ the large recovery increase still applies to Signature Levels 2 and 3.
Fighting Spirit required to go from Awakening to Sublimation increased by 25%. NERF
→ re-applied after the V1.1 change was lost during upload.
[Awakening]
Fighting Spirit required to go from Awakening to Sublimation increased by 25%. NERF
→ first applied in V1.1, lost during upload, and re-applied in V1.1.2.
Light 2: blockstun reduced by 11% in V1.1, and by a further 2 frames in V1.1.2. NERF
→ removes a tech that gave Gin continuous pressure even against Tier 1 light. No longer possible against Tier 1–2 jabs, and REALLY hard against Tier 3.
Heavy 2 (last hit): hitstun reduced by 5%. NERF
→ removes the Heavy 2 → Signature cancel → Dash Light infinite. The route still works during White Reverse, but the timing is tighter.
Signature recovery increased by 100% for Levels 2 and 3. NERF
→ V1.1 applied this to every Signature level; V1.1.2 restored Level 1 to its original recovery.
Dash Light: recovery increased by 5 frames. NERF
→ added in V1.1.2.
Backdash: recovery increased by 8 frames. NERF
→ added in V1.1.2.
[Common]
Spiritual Power 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 Power 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.
Light 2: blockstun reduced by 11% in V1.1, and by a further 2 frames in V1.1.2. NERF
→ removes his continuous-pressure tech against Tier 1–2 jabs.
Heavy 2 (last hit): hitstun reduced by 5%. NERF
→ removes the Heavy 2 → Signature cancel → Dash Light infinite (White Reverse loop version still possible).
Fighting Spirit required to go from Awakening to Sublimation increased by 25%. NERF
→ intended for V1.1 but lost during upload, so V1.1.2 is the first build that actually carries it.
Signature recovery increased by 100% for Levels 2 and 3. NERF
→ V1.1 applied this to every Signature level; V1.1.2 restored Level 1 to its original recovery, so only Levels 2 and 3 still carry it.
Dash Light: recovery increased by 5 frames. NERF
→ added in V1.1.2.
Backdash: recovery increased by 8 frames. NERF
→ added in V1.1.2.
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 Changes by Bergen
[Common]
Fixed SP2 being able to punish moves that are minus but still safe, such as Ichibei's Tilt. FIXNERF
SP2: hitstun increased on the first part of the move (the explosion). FIX
→ fixes the follow-up arrow failing to hit certain characters when they activate an SP move at the same time.
Fighting Spirit gain on the fully charged Signature and the SP2-install Signature reduced by 40%. NERF
[Common]
SP2 is now a true DP: invincible at cast + a few frames. BUFF
SP2 install is now granted only on hit, and the arrow only comes out on hit. FIX
→ resolves the earlier issue where SP2 handed Uryu his install even on block or whiff. Armored moves still count as "guarded" against, so they do not grant install nor the arrow follow up either.
SP2 is very unsafe on whiff or guard, keeping it reactable and easy to punish. NERF
Fixed SP2 being able to punish moves that are minus but still safe, such as Ichibei's Tilt. FIXNERF
→ added in V1.1.2.
SP2: hitstun increased on the first part of the move (the explosion). FIX
→ added in V1.1.2, fixing the follow-up arrow failing to hit certain characters when they activate an SP move at the same time.
Light 1 follow-up can now combo into Hoho follow-up. BUFF
Tilt can now be canceled in Awakening and Reawakening. BUFF
Fixed a bug where Uryu's Tilt follow-up would miss certain opponents in red HP. FIX
Fighting Spirit gain penalty outside Reishi Concentration State removed (was −20% in V1.0). BUFF
Fighting Spirit gain on the fully charged Signature and the SP2-install Signature reduced by 40%. NERF
→ added in V1.1.2.
[Initial Stage]
Light 2 and Light 3 guard stun increased to 34. FIX
→ stops certain characters (for example Kaien) from landing a Strike Back Heavy starter after the light string on block.
[Awakening]
Fighting Spirit gain bonus in Reishi Concentration State reduced by 75%. NERF
Fixed a bug where Uryu could not continue into Heavy 2 after Light 2 at max range. FIX
Light 2 hitstun increased by 14%, for consistency with the Heavy 2 fix. FIX
Heavy 2 arrow speed increased by 50%. BUFF
[Common]
Spiritual Power Move 2 reworked from a counter into a true DP (Invincible Reversal): strikes from behind, deals more damage, and is invincible from frame 1 for its entire duration — including during the follow-up arrow. In exchange, it is reactable and mega unsafe on whiff or guard. REWORK
SP2 install is now granted only on hit, and the arrow only comes out on hit. FIX
→ no install on block or whiff. Armored moves count as "guarded" against, so they do not grant install either.
Fixed SP2 being able to punish moves that are minus but still safe, such as Ichibei's Tilt. FIXNERF
→ added in V1.1.2.
SP2: hitstun increased on the first part of the move (the explosion). FIX
→ added in V1.1.2, fixing the follow-up arrow failing to hit certain characters when they activate an SP move at the same time.
Light 1 whiff follow-up can now combo into the Hoho follow-up. BUFF
Tilt can now be canceled in Awakening and Reawakening — an instant cancel, though once the arrow releases you can no longer cut the recovery with a step. BUFF
Fighting Spirit gain from Light 1–3, Heavy 1–2, Tilt, Charged Tilt, Flash Step Follow-up, and Grab reduced by 20%. REVERTED
→ V1.0 change removed in V1.1 — his Fighting Spirit gain outside Reishi Concentration is back to vanilla.
Fighting Spirit gain on the fully charged Signature and the SP2-install Signature reduced by 40%. NERF
→ added in V1.1.2.
Fixed a bug where Uryu's Tilt follow-up would miss certain opponents in red HP. FIX
[Initial Stage]
SP2 (True DP): tracks the opponent slightly. Hitstun and guard stun significantly reduced to allow proper punishment. REWORK
Light 2 and Light 3 guard stun increased to 34. FIX
→ stops certain characters (for example Kaien) from landing a Strike Back Heavy starter after the light string on block.
[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 Fighting Spirit gain in Reishi Concentration State restored to its pre-nerf value (a 100% increase), then reduced by 40% on the fully charged version in V1.1.2. BUFF
Fighting Spirit gain in Reishi Concentration State for Heavy 1–2, Tilt, and Charged Tilt: +25%. BUFF
→ was +100% in V1.0, reduced to +25% in V1.1.
SP2 Fighting Spirit gain reduced by 50%. NERF
SP2 (True DP): tracks the opponent, larger explosion radius, and increased damage. Recovery and guard stun reduced for easier punishing. REWORK
Flash Step follow-up on block fixed. FIXBUFF
→ no longer leaves Uryu unsafe.
[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 (True DP): large explosion radius, damage redistributed for consistency. Guard damage reduced by 25%. REWORK
Ranged Hakugeki cast speed increased by 10% for fewer drops. BUFF
Fixed a bug where Uryu could not continue into Heavy 2 after Light 2 at max range, with Light 2 hitstun increased by 14% for consistency. FIX
Heavy 2 arrow speed increased by 50%. BUFF
Flash Step follow-up on block fixed: same correction as Awakening. FIXBUFF
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 Changes by Mela
[Common]
SP2 Forward Heavy (Byakurai): no longer re-tracks on side-step or back-dash. The beam now disengages before Kisuke's movement options become available, instead of staying live through them. NERF
→ the opponent can side-step and raw Hoho during the beam's duration.
SP2-enhanced Light attack (3rd hit): Spiritual Power gain roughly halved, in both Initial Stage and Awakening. NERF
→ it was generating double the Spiritual Power of the base version. Brought in line with the game's one other comparable enhanced-state mechanic (Unohana) to prevent constant SP2 rotation.
[Common]
Fixed an issue where Kisuke would sometimes fail to punish Flash Step while in SP2 install. FIX
SP2 Forward Heavy (Byakurai): no longer re-tracks on side-step or back-dash, and the beam disengages before Kisuke's movement options become available. NERF
→ added in V1.1.2. The opponent can side-step and raw Hoho during the beam's duration.
SP2-enhanced Light attack (3rd hit): Spiritual Power gain roughly halved, in both Initial Stage and Awakening. NERF
→ added in V1.1.2, to prevent constant SP2 rotation.
[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.
Fixed an issue where Kisuke would sometimes fail to punish Flash Step while in SP2 install. FIX
SP2 Forward Heavy (Byakurai): no longer re-tracks on side-step or back-dash, and the beam disengages before Kisuke's movement options become available. NERF
→ added in V1.1.2. The opponent can side-step and raw Hoho during the beam's duration.
SP2-enhanced Light attack (3rd hit): Spiritual Power gain roughly halved, in both Initial Stage and Awakening. NERF
→ added in V1.1.2. It was generating double the Spiritual Power of the base version; now in line with the game's one other comparable enhanced-state mechanic (Unohana).
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 Changes by Mela and Trono
[Common]
Light 1 recovery and blockstun increased to match Yoruichi's. NERF
→ makes her punishable on whiff.
Raw Hoho recovery timing retuned for consistent punishing. NERF
[Common]
Light 1 recovery and blockstun increased to match Yoruichi's. NERF
→ added in V1.1.2, making her punishable on whiff.
Raw Hoho recovery timing retuned for consistent punishing. NERF
→ added in V1.1.2.
[Initial Stage]
Fighting Spirit required to reach Awakening reduced by 29%. BUFF
[Common]
Fighting Spirit required to reach Awakening increased. NERF
→ raised ~67% in V1.0, then reduced 29% in V1.1, leaving it roughly 19% above vanilla.
Fighting Spirit required to reach Sublimation increased by ~13%. NERF
Light 1 recovery slightly increased across Initial Stage and Awakening in V1.0, then increased again in V1.1.2 along with its blockstun to match Yoruichi's. NERF
→ makes her punishable on whiff.
Raw Hoho recovery timing retuned for consistent punishing. NERF
→ added in V1.1.2.
[Awakening]
Spiritual Power Move 1: hitstun greatly reduced. NERF
→ Ankenless SP1 loops are no longer possible.
Spiritual Power Move 1: damage scaling increased. NERF
Flash Step: now slower and consistently punishable by opponents. NERF
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 Changes by Trono
[Common]
Raw Hoho recovery timing retuned for consistent punishing. NERF
[Common]
Raw Hoho recovery timing retuned for consistent punishing. NERF
→ V1.1 left Ulquiorra untouched, so this is his only change since V1.0.
[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
Raw Hoho recovery timing retuned for consistent punishing. NERF
→ added in V1.1.2.
[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 Power 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
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 Changes by Mela
[Common]
Damage in Aura Gauge state increased by 7% across the board. BUFF
→ makes her hit-confirms feel more rewarding, compensating for her harder neutral.
[Awakening]
Tilt: hitstun increased by 2.5%. QUALITY OF LIFE
→ not a balance change: it makes the Tilt → Signature Light link slightly more consistent online while keeping it tight.
[Common]
Damage in Aura Gauge state increased by 7% across the board. BUFF
→ added in V1.1.2, making her hit-confirms feel more rewarding to compensate for her harder neutral.
[Awakening]
Tilt: hitstun increased by ~8% in V1.1, then by a further 2.5% in V1.1.2. BUFF
→ Tilt → Signature Light was made less tight to execute online, especially on bad connections.
[Common]
Damage in Aura Gauge state increased by 7% across the board. BUFF
→ added in V1.1.2.
[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 increased in V1.0, by a further ~8% in V1.1, and by a further 2.5% in V1.1.2. BUFF
→ Tilt → Signature Light is consistent in Aura Gauge Yellow state and comfortable to execute online without becoming loose.
SP1 (Aerial, Aura Gauge Yellow state): same changes as Initial Stage. NERF
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 Changes by Bergen
[Common]
SP1 extension (first hit): hitbox radius increased. FIX
→ stops it from dropping against characters like Uryu.
[Common]
SP1 extension (first hit): hitbox radius increased. FIX
→ added in V1.1.2. V1.1 left Nel untouched, so this is her only change since V1.0.
[Common]
Fighting Spirit required to reach Awakening increased by 20%. NERF
→ brings Nel's Awakening timing 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 Power Move 1 extension. BUFF
SP1 final hit hitstun significantly reduced. REWORK
→ enables dash light oki but removes Signature cancel combo extensions.
SP1 extension final hit hitstun significantly increased. REWORK
→ can now loop with Signature cancels.
SP1 extension (first hit): hitbox radius increased. FIX
→ added in V1.1.2, stopping it from dropping against characters like Uryu.
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 Changes by Nilsix
[Common]
Dash Light: fixed an issue where it dealt far more damage than intended (6000 instead of 125). FIXNERF
[Common]
Dash Light: hitstun increased by 14%. FIXBUFF
→ fixed an issue where Dash Light → Light 1 wouldn't connect.
Dash Light: fixed an issue where it dealt far more damage than intended (6000 instead of 125). FIXNERF
→ added in V1.1.2.
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 Changes by Bergen
[Awakening]
Fixed an issue where the game would run at nine times its normal speed when casting Sankt Zwinger. FIX
[Common]
Spiritual Power gain adjustments on his Heavies and Lights reverted back to vanilla. REVERTED
→ V1.0 change rolled back in V1.1.
Konpaku count reverted to 8. REVERTED
→ V1.0 change rolled back in V1.1.
[Awakening]
Fixed an issue where the game would run at nine times its normal speed when casting Sankt Zwinger. FIX
→ added in V1.1.2.
[Common]
Spiritual Power gain nerf/buff on his Heavies and Lights removed. REVERTED
→ V1.0 change rolled back in V1.1 — his Heavy and Light SP gain is back to vanilla.
Konpaku count restored to 8. REVERTED
→ V1.0 change rolled back in V1.1 — back to the vanilla count.
Yhwach now starts with 9 Stocks. BUFF
Spiritual Power Move 2 recovery increased by 10%. NERF
→ mitigates timestop shenanigans.
[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
Fixed an issue where the game would run at nine times its normal speed when casting Sankt Zwinger. FIX
→ added in V1.1.2.
[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
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 Changes by Nilsix
[Awakening]
Light 1: fixed an issue where it would not push back on block as much as intended while in Blood Mode. FIXNERF
[Initial Stage]
Fighting Spirit required to go from Initial Stage to Awakening increased by 15%. NERF
[Awakening]
Light 1 pushback increased by 50%. NERF
→ further reducing the Light 1 jail/mix from V1.0.
Light 1: fixed an issue where it would not push back on block as much as intended while in Blood Mode. FIXNERF
→ added in V1.1.2.
[Initial Stage]
Fighting Spirit required to go from Initial Stage to Awakening increased by 15%. NERF
→ added in V1.1.
[Awakening]
Light 1 knockback on hit moderately increased (~240%). NERF
→ prevents a pseudo-infinite Light 1 jail on block. Raised once before V1.1, then by a further 50% in V1.1.
Light 1: fixed an issue where it would not push back on block as much as intended while in Blood Mode. FIXNERF
→ added in V1.1.2 — the pushback increases above were not applying correctly in that state.
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 Changes by Nilsix
[Awakening]
Fixed an issue where the vacuum effect on his Dash Light would not work as intended. FIX
[Awakening]
Dash Light now has a vacuum effect that allows for better mixup options. BUFF
Dash Light recovery increased by 9%. NERF
Fixed an issue where the vacuum effect on his Dash Light would not work as intended. FIX
→ added in V1.1.2.
[Awakening]
Dash Light now has a vacuum effect that allows for better mixup options. BUFF
→ added in V1.1; V1.0 left him untouched.
Dash Light recovery increased by 9%. NERF
Fixed an issue where the vacuum effect on his Dash Light would not work as intended. FIX
→ added in V1.1.2.
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]
The launcher and installer have been optimized so installs run more smoothly. OPTIMIZATION
General bug fixes FIX
New quick launchers let you jump straight into either the Community Patch or vanilla BRoS without opening the launcher first. QUALITY OF LIFE
→ handy as a shortcut when you just want to get into a match as fast as possible.
Reverse Mechanics Changes by Bergen
[Yellow Reverse]
Passive Fighting Spirit gain during Yellow Reverse removed. NERF
Spiritual Power gain rate reduced by 44%. NERF
[White Reverse]
Fighting Spirit added increased by 4%. BUFF
Spiritual Power gain rate while attacking reduced by 44%. NERF
Base Spiritual Power gain rate increased by 25%. BUFF
[Yellow Reverse]
Passive Fighting Spirit gain during Yellow Reverse removed. NERF
Spiritual Power gain rate reduced by 44%. NERF
[White Reverse]
Fighting Spirit added increased by 4%. BUFF
Spiritual Power gain rate while attacking reduced by 44%. NERF
Base Spiritual Power gain rate increased by 25%. BUFF
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 Changes by Bergen, Meri and NilsixREWORK
[Initial Stage]
Scattered State SP1: blockstun reduced by 47%, going from plus on block to minus on block. NERF
→ This tool is a long-range instant whiff punish that combos. Being plus on block as well was overloaded, so its power has been toned down.
[Awakening — Reworked]
Byakuya can now switch between two forms during Awakening: Senkei (melee) and Scattered State (ranged). He starts his Awakening in Senkei. REWORK
[Awakening — Senkei]
Identical to his base sword form, with damage improved on all abilities. BUFF
Heavy range deadzone increased. NERF
Heavy range slightly increased. BUFF
New Signature Move: Senka. A low-range command grab and miux-up tool. REWORK
→ combos into Hoho follow-up, Yellow Reverse, and SP1.
SP1: same as base form, but now swaps Byakuya into Scattered State for 20 seconds before wearing off. REWORK
SP1: hitstun reduced by 20% and no longer combos into Scattered State SP1 afterward. NERF
SP1: removed Byakuya's ability to press Heavy right away after casting SP1 without moving first. NERF
SP2: can no longer be combo'd into afterward. NERF
Hakugeki is identical across both forms.
[Awakening — Scattered State]
Identical to his zoner form; lasts 20 seconds before reverting to Senkei. REWORK
SP1: same as before, but now swaps Byakuya back into Senkei. REWORK
SP2 can now combo if performed during the Scattered State. BUFF
[Awakening — Common]
Grab: position after a successful throw adjusted: FIX
→ Grab → Heavy no longer whiffs.
[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 Power Move 2: timestop removed. FIXBUFF
→ prevents 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
Scattered State SP1: blockstun reduced by 47%, going from plus on block to minus on block. NERF
→ added in V1.1 — a long-range instant whiff punish that combos shouldn't also be plus on block.
[Awakening — Reworked in V1.1]
Byakuya can now switch between two forms during Awakening: Senkei (melee) and Scattered State (ranged). He starts his Awakening in Senkei. REWORK
Senkei: identical to his base sword form, with damage improved on all abilities and slightly increased Heavy range. BUFF
Senkei: new Signature Move (Senka) — a medium-range command grab that combos into Hoho follow-up, Yellow Reverse, and SP1. REWORK
Senkei: Senka's movement speed reduced by 25%, and its range cut by roughly half (travel distance, failed-move distance, and limit length all reduced) so it can no longer be hold-dashed across half the screen for a sneaky command grab. NERF
Senkei: Senka can no longer be canceled into at all — not on whiff, block, or hit — with hitstun increased by 1 frame so it stays consistently plus on hit. NERF
Senkei: SP1 swaps Byakuya into Scattered State for 20 seconds before wearing off. REWORK
Senkei: SP1 hitstun reduced by 20%, no longer combos into Scattered State SP1 afterward, and removed Byakuya's ability to press Heavy right away without moving first. NERF
Senkei: SP2 can no longer be combo'd into afterward. NERF
Scattered State: identical to his zoner form; lasts 20 seconds, with Heavy 1 guard damage first improved, then reduced by 38%. SP1 swaps him back into Senkei, with its minimum damage per hit reduced by 47%. REWORK
Scattered State: SP2 can now combo without needing to cancel the animation. BUFF
SP2 swaps Byakuya's form in either state, and begins a combo. Hakugeki is identical across both forms. REWORK
Heavy 2 recovery decreased slightly. BUFF
Grab: position after a successful throw adjusted. FIX
→ Grab → Signature no longer whiffs against Yhwach.
[Awakening — V1.0 adjustments]
These V1.0 changes were made to the pre-rework Awakening kit and carry over where the corresponding moves still exist.
Heavy attack hitbox position moved out. Deadzone increased. Max range slightly increased. FIXNERF
Spiritual Power Move 1: reverse regeneration removed from the second portion of the attack. FIXNERF
Spiritual Power Move 2: timestop removed. Hitbox on the damage portion slightly expanded to reduce janky interactions. Counter hit improved. FIXBUFF
Hakugeki (Down and Up variants): movement distance increased. FIXBUFF
→ the in-combo Hakugeki now connects correctly.
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 Changes by BergenREWORK
[Common]
SP2 is now a true DP: invincible at cast + a few frames BUFF
SP2 install is now granted only on hit, and the arrow only comes out on hit. FIX
→ resolves the earlier issue where SP2 handed Uryu his install even on block or whiff. Armored moves still count as "guarded" against, so they do not grant install nor the arrow follow up either.
SP2 is very unsafe on whiff or guard, keeping it reactable and easy to punish. NERF
Light 1 follow-up can now combo into Hoho follow-up. BUFF
Tilt can now be canceled in Awakening and Reawakening. BUFF
Fixed a bug where Uryu's Tilt follow-up would miss certain opponents in red HP. FIX
Fighting Spirit gain penalty outside Reishi Concentration State removed (was −20% in V1.0). BUFF
[Initial Stage]
Light 2 and Light 3 guard stun increased to 34. FIX
→ stops certain characters (for example Kaien) from landing a Strike Back Heavy starter after the light string on block.
[Awakening]
Fighting Spirit gain bonus in Reishi Concentration State reduced by 75%. NERF
Fixed a bug where Uryu could not continue into Heavy 2 after Light 2 at max range. FIX
Light 2 hitstun increased by 14%, for consistency with the Heavy 2 fix. FIX
Heavy 2 arrow speed increased by 50%. BUFF
[Common]
Spiritual Power Move 2 reworked from a counter into a true DP (Invincible Reversal): strikes from behind, deals more damage, and is invincible from frame 1 for its entire duration — including during the follow-up arrow. In exchange, it is reactable and mega unsafe on whiff or guard. REWORK
SP2 install is now granted only on hit, and the arrow only comes out on hit. FIX
→ no install on block or whiff. Armored moves count as "guarded" against, so they do not grant install either.
Light 1 whiff follow-up can now combo into the Hoho follow-up. BUFF
Tilt can now be canceled in Awakening and Reawakening — an instant cancel, though once the arrow releases you can no longer cut the recovery with a step. BUFF
Fighting Spirit gain from Light 1–3, Heavy 1–2, Tilt, Charged Tilt, Flash Step Follow-up, and Grab reduced by 20%. REVERTED
→ V1.0 change removed in V1.1 — his Fighting Spirit gain outside Reishi Concentration is back to vanilla.
Fixed a bug where Uryu's Tilt follow-up would miss certain opponents in red HP. FIX
[Initial Stage]
SP2 (True DP): tracks the opponent slightly. Hitstun and guard stun significantly reduced to allow proper punishment. REWORK
Light 2 and Light 3 guard stun increased to 34. FIX
→ stops certain characters (for example Kaien) from landing a Strike Back Heavy starter after the light string on block.
[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 Fighting Spirit gain in Reishi Concentration State restored to its pre-nerf value (a 100% increase). BUFF
Fighting Spirit gain in Reishi Concentration State for Heavy 1–2, Tilt, and Charged Tilt: +25%. BUFF
→ was +100% in V1.0, reduced to +25% in V1.1.
SP2 Fighting Spirit gain reduced by 50%. NERF
SP2 (True DP): tracks the opponent, larger explosion radius, and increased damage. Recovery and guard stun reduced for easier punishing. REWORK
Flash Step follow-up on block fixed. FIXBUFF
→ no longer leaves Uryu unsafe.
[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 (True DP): large explosion radius, damage redistributed for consistency. Guard damage reduced by 25%. REWORK
Ranged Hakugeki cast speed increased by 10% for fewer drops. BUFF
Fixed a bug where Uryu could not continue into Heavy 2 after Light 2 at max range, with Light 2 hitstun increased by 14% for consistency. FIX
Heavy 2 arrow speed increased by 50%. BUFF
Flash Step follow-up on block fixed: same correction as Awakening. FIXBUFF
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 Changes by Nilsix
[Common]
Spiritual Power Move 2: knockback on hit reduced by 96%. BUFF
→ Yamamoto can now combo after SP2 again with Light 1.
Spiritual Power Move 2: hitstun on the last hit reduced by 15%. NERF
→ keeps the new follow-up limited to Light 1.
Fixed a bug where SP2 would whiff when a grab was performed at the same time. FIX
[Awakening]
Charged SP1: damage increased across the multi-hit by 75% (hits 5 times) and by 25%, with damage guarantee on the multi-hit reduced by 33%. BUFF
Tilt: Inferno gauge gain restored, increased by 33%. BUFF
→ back to his vanilla burn gauge gain rate.
Signature Move 1: damage reduced by 40%. NERF
Signature Move 2: damage reduced by 33%. NERF
→ for reference: Signature 1 + Signature 2 against Bankai Ichigo now deals ~28% less overall.
[Common]
Signature Move: fixed an issue where it could hit an opponent from behind. FIXNERF
Spiritual Power Move 2: knockback and hitstun retuned (knockback 0.2, last-hit hitstun 66). NERF
→ Yamamoto can only follow up with Light 1 after SP2 lands — vanilla allowed full combos.
Fixed a bug where SP2 would whiff when a grab was performed at the same time. FIX
→ resolves the V1.0 known issue where SP2 could miss against an opponent grabbing at very close range.
[Awakening]
Tilt: Restored Yamamoto's original Special Flash Attack. BUFF
Tilt: Inferno gauge gain reduced by 25%. REVERTED
→ V1.0 change reverted in V1.1 — gain is back at the vanilla rate (0.2).
Charged SP1: after the V1.0 25% damage cut, damage has been pushed back up in V1.1 by 75% (hits 5 times) and by 25%, with the multi-hit damage guarantee reduced by 33%. BUFF
Signature Move 1: damage reduced by 40%. NERF
Signature Move 2: damage reduced by 33%. NERF
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 Changes by Nilsix
[Initial Stage]
Fighting spirit required to go from Base to Evo increased by 15%. NERF
[Awakening]
Light 1 pushback increased by 50% NERF
→ further reducing the light1 jail/mix from V1.0.
[Initial Stage]
Fighting Spirit required to go from Initial Stage to Awakening increased by 15%. NERF
→ added in V1.1.
[Awakening]
Light 1 knockback on hit moderately increased (~240%). NERF
→ prevents a pseudo-infinite Light 1 jail on block. Raised once before V1.1, then by a further 50% in V1.1.
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 Changes by Nilsix
[Awakening]
SP1 (Flashmaster): hitstun restored, increased by 19%. BUFF
→ SP1 can now combo into Heavy again, and SP1 → Light 1 no longer whiffs against certain characters.
Heavy 1: damage scaling reduced by 25%. NERF
→ the next move after Heavy 1 now does 60% of its damage instead of 80%.
[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 Power 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%. REVERTED
→ V1.0 change reverted in V1.1 — hitstun is back at 50, so SP1 combos into Heavy as in vanilla.
Heavy 1: damage scaling reduced by 25%. NERF
→ the next move after Heavy 1 does 60% of its damage instead of 80%.
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
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 Changes by Nilsix
[Awakening]
Amount of fighting spirit required to go from evo to sublimation increased by ~20%. NERF
→ this change was lost during upload and did not make the shipped V1.1 build; it was re-applied in V1.1.2.
Light 2: blockstun reduced by 11%. NERF
→ removes a tech that gave Gin continuous pressure even against Tier 1 light. No longer possible against Tier 1–2 jabs, and REALLY hard against Tier 3.
Heavy 2 (last hit): hitstun reduced by 5%. NERF
→ removes the Heavy 2 → Signature cancel → Dash Light infinite. The route still works during White Reverse, but the timing is tighter.
Signature recovery increased by 100% NERF
→ increased recovery to make punishing the signature more reliable and discourage players from spamming it.
[Common]
Spiritual Power 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 Power 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.
Light 2: blockstun reduced by 11%. NERF
→ removes his continuous-pressure tech against Tier 1–2 jabs.
Heavy 2 (last hit): hitstun reduced by 5%. NERF
→ removes the Heavy 2 → Signature cancel → Dash Light infinite (White Reverse loop version still possible).
Signature recovery increased by 100%. NERF
→ makes punishing the Signature more reliable and discourages players from spamming it.
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] Changes by Nilsix
[Common]
Light 2: blockstun reduced by 4%. NERF
→ Light 2 on block → Light 1 no longer frametraps Tier 3 lights online.
signature light blockstun reduced by 1 frame NERF
→ TYBW ichigo can't sidestep tier 3 lights after sig light, just like he can't do it to tier 1 & 2 lights.
[Common]
Light 2: blockstun reduced by 4%. NERF
→ Light 2 on block → Light 1 no longer frametraps Tier 3 lights online. This is his first change: V1.0 left him untouched.
Signature light blockstun reduced by 1 frame. NERF
→ TYBW Ichigo can't sidestep Tier 3 lights after Signature light, just as he can't against Tier 1 and 2 lights.
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] Changes by Bergen
[Level 3]
Signature Move: hitstun increased by 25%. FIXBUFF
→ fixed a bug where Signature was not connecting into the Flash Step follow-up on hit.
SP2: made faster to allow for better whiff punishing. BUFF
[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.
Signature Move: hitstun increased by 25%. FIXBUFF
→ Signature now connects into the Flash Step follow-up on hit, as intended.
SP2: made faster to allow for better whiff punishing. BUFF
Grimmjow Jeagerjaques Changes by Nilsix
[Common]
Dash Light: hitstun increased by 14%. FIXBUFF
→ fixed an issue where Dash Light → Light 1 wouldn't connect.
Fixed an issue where Kisuke would sometimes fail to punish Flash Step while in SP2 install. FIX
[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.
Fixed an issue where Kisuke would sometimes fail to punish Flash Step while in SP2 install. FIX
Shuhei Hisagi Changes by Efra
[Common]
Signature Move: blockstun reduced by 26%. NERF
→ Signature is now unsafe on block.
[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
→ no longer punishable on hit. V1.1 tuned its blockstun back down by 26% to keep the advantage on block in check.
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 Power 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
V1.0's Signature buff overshot slightly on block. It was made unsafe on block but still safe on hit.
Tier Halibel Changes by Nilsix
[Awakening]
Tilt: hitstun increased by ~8%. BUFF
Tilt → Signature Light was made less tight to execute online, especially on bad connections.
[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 increased in V1.0, and by a further ~8% in V1.1. BUFF
→ Tilt → Signature Light is consistent in Aura Gauge Yellow state and comfortable to execute online.
SP1 (Aerial, Aura Gauge Yellow state): same changes as Initial Stage. NERF
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 Changes by BergenREWORK
[Common]
Light 3: guard stun reduced by 14%, making it minus on block. NERF
Tilt: guard stun reduced by 14%, making it minus on block. NERF
[Awakening — Reworked]
The Sublimation Kikon move now plays during Awakening instead, dealing 3–4 Konpaku damage and granting Sakanade. In Sublimation the same Kikon plays but deals 4–5 Konpaku damage. REWORK
New Sakanade dash light added: plus on block, with a multi-hit property to match Light 3 in Sakanade. REWORK
[Common]
Shinji can now combo Heavy after a successful Signature counter. BUFF
Fixed spacing and frame data issues when Sakanade is active. FIXBUFF
Tilt frames on block matched to Light 3 (Sakanade not active). BUFF
Dash and walk speed increased. BUFF
Light 3: guard stun reduced by 14%, making it minus on block. NERF
→ added in V1.1.
Tilt: guard stun reduced by 14%, making it minus on block. NERF
→ added in V1.1, walking back part of the V1.0 Tilt frame change.
[Awakening — Reworked]
The Sublimation Kikon move now plays during Awakening instead, dealing 3–4 Konpaku damage and granting Sakanade. In Sublimation the same Kikon plays but deals 4–5 Konpaku damage. REWORK
New Sakanade dash light added: plus on block, with a multi-hit property to match Light 3 in Sakanade. REWORK
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 Changes by Bergen
[Initial Stage]
Fighting Spirit required to reach Awakening reduced by 29%. BUFF
[Common]
Fighting Spirit required to reach Awakening increased. NERF
→ raised ~67% in V1.0, then reduced 29% in V1.1, leaving it roughly 19% above vanilla.
Fighting Spirit required to reach Sublimation increased by ~13%. NERF
Light 1 recovery slightly increased across Initial Stage and Awakening. NERF
[Awakening]
Spiritual Power Move 1: hitstun greatly reduced. NERF
→ Ankenless SP1 loops are no longer possible.
Spiritual Power Move 1: damage scaling increased. NERF
Flash Step: now slower and consistently punishable by opponents. NERF
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 Changes by Bergen
[Common]
Spiritual Power gain adjustments on his Heavies and Lights reverted back to vanilla. REVERTED
Konpaku count reverted to 8. REVERTED
[Common]
Spiritual Power gain nerf/buff on his Heavies and Lights removed. REVERTED
→ V1.0 change rolled back in V1.1 — his Heavy and Light SP gain is back to vanilla.
Konpaku count restored to 8. REVERTED
→ V1.0 change rolled back in V1.1 — back to the vanilla count.
Yhwach now starts with 9 Stocks. BUFF
Spiritual Power Move 2 recovery increased by 10%. NERF
→ mitigates timestop shenanigans.
[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
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 Changes by Bergen
[Common]
Light 1: guard pushback decreased by 39%. BUFF
→ Example: three Light 1s on block can still grab against Uryu, but a fourth Light 1 now whiffs.
Light 1, Light 2, and Light 3: Spiritual Power regeneration rate increased by 10%. BUFF
Sig tilt (counter) can now combo into SP1 if the counter lands. BUFF
[Awakening]
SP2: unblockable property removed. REWORK
→ it can combo into Yellow Reverse, but a Flash Step follow-up will not work and the move can now be blocked.
[Common]
Light 1: guard pushback decreased by 39%. BUFF
→ three Light 1s on block can still reach a grab against Uryu, but a fourth Light 1 now whiffs.
Light 1, Light 2, and Light 3: Spiritual Power regeneration rate increased by 10%. BUFF
Signature Tilt (counter) can now combo into SP1 if the counter lands. BUFF
[Awakening]
SP2: unblockable property removed. NERF
→ it can still combo into Yellow Reverse, but a Flash Step follow-up will not work and the move can now be blocked.
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
[Common]
Damage dealt to an opponent outside the King of the Hill zone (Blue Game Zone) reduced by 35%. NERF
[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 Power Move 2 is now unsafe on block. NERF
Damage dealt to an opponent outside the King of the Hill zone (Blue Game Zone) reduced by 35%. NERF
→ added in V1.1.
[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'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.
SP2 freeze time reduced. NERF
→ fixes an issue where Kira could guarantee SP2 with certain setups.
[Initial Stage]
Heavy 1 damage increased. BUFF
[Awakening]
Heavy string damage increased. BUFF
Tilt can now combo into Heavy off a successful counter. BUFF
[Common]
Fixed a bug where a whiffed (missed) Dash Light, Light 1, or Heavy 1 could be canceled into Hakugeki. FIXNERF
→ these were unintended escape options that let Kira avoid punishment for whiffed attacks by cancelling into an armored move.
SP2 freeze time reduced. NERF
→ fixes an issue where Kira could guarantee SP2 with certain setups.
[Initial Stage]
Heavy 1 damage increased. BUFF
[Awakening]
Heavy string damage increased. BUFF
Tilt can now combo into Heavy off a successful counter. BUFF
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 Changes by Nilsix
[Awakening]
Dash Light now has a vacuum effect that allows for better mixup options. BUFF
Dash Light recovery increased by 9%. NERF
[Awakening]
Dash Light now has a vacuum effect that allows for better mixup options. BUFF
→ this is his first change: V1.0 left him untouched.
Dash Light recovery increased by 9%. NERF
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
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 Power Move 2: knockback on hit increased. NERF
→ Yamamoto can no longer combo after landing Spiritual Power Move 2.
[Awakening]
Tilt: Restored Yamamoto's original Special Flash Attack BUFF
Tilt: Burn meter generation reduced by 25%. NERF
Spiritual Power Move 1 (Charged): damage reduced by 25%. NERF
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
[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 Power Move 1 (non-White state): damage increased by 15%. BUFF
Spiritual Power Move 1 (White state): damage reduced by 70%. NERF
Spiritual Power Move 1 (White state): projectile speed doubled and travel distance increased by 20%. BUFF
Added a new Tilt version of Spiritual Power Move 1 while in White state. BUFF
White Reverse Action can no longer combo into light 1. FIXNERF
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 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 Power Move 1 NERF
[Initial Stage]
Time required to transform into Cocoon form reduced by ~42%. 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 Power Move 2: startup increased slightly. NERF
Dash Attack blockstun reduced NERF
Hakugeki recovery increased by ~7% NERF
[Awakening]
Dash Attack blockstun reduced NERF
Spiritual Power Move 2: startup increased slightly. NERF
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 Changes by Bergen
[Common]
Spiritual Power 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 Power Move 2 is now unsafe on block. NERF
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 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 Power 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 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] 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 Power 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 Power Move 2 recovery increased by 10% NERF
→ mitigates timestop shenanigans.
Spiritual Power regeneration from Light attacks increased by 30% across all forms. BUFF
Spiritual Power 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 Power 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'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 BergenREWORK
[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 Power 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 Power 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 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 Changes by Nilsix & HBC
[Common]
Spiritual Power 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 Power 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 Power 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 Power 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 Power 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 Power 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 Power Move 1: reverse regeneration removed from the second portion of the attack. FIXNERF
Spiritual Power 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 Power Move 1: hitstun greatly reduced. NERF
→ Ankenless SP1 loops are no longer possible.
Spiritual Power 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 Power 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
SP2 timestop duration reduced by 99%. 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 (~330%). 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.
The Team
Everyone building BLEACH: reBALANCE of Souls. Roles overlap — most of the team works across more than one.