
@Overall Adjustment Policy
Previously, most projectile attacks had their hurtboxes extended forward to prevent them from becoming too powerful. However, this resulted in a situation where projectiles were difficult to cancel out, giving an advantage to the first attacker, while still being difficult to lose to melee attacks. This time, when projectiles are fired, the hurtbox in front has been reduced, and the hurtbox at the feet has been expanded. This makes it easier for projectiles to cancel out each other, and makes them more susceptible to low attacks such as 2C.
In addition, relatively significant revisions have been made to several characters, primarily aimed at improving controllability based on information gathered up to EVO JAPAN 2026.
@Overall
・New Generation Urban Pop: Fixed a bug where, when used against an opponent in a back-hit state (such as during wire damage), the character would sometimes be sent flying to the opposite side.
・Metropolis Stage: Fixed a bug where the background music was missing.
@Iroha
Iroha was created as a standard character with high power but somewhat lacking in reach and agility. However, many of her moves left her in a bad position after a hit, requiring the use of the difficult-to-execute Melt Attack to extend combos, and making it difficult to maintain her preferred close-range and wake-up pressure situations. While the addition of Saint Blaze Drake Buster and the sustained hit of 5C improved her wake-up pressure situation somewhat, its usability remained limited. Therefore, this update aims to make her more protagonist-like, simpler, and to increase the number of options that make it easier to maintain advantageous situations.
・ 5C: If only the second hit connects, it will now always result in an advantage, similar to the previous sustained hit situation.
・ Magi Trick: Adjusted the push-off hitbox at the back of the screen.
・ Melt Attack: Expanded the attack hitbox downwards. Expanded the hitbox downwards. Changed the starting command to 6C repeated presses → 6C. Added projectile negation properties.
・ Fire Thrust B: Enlarged the hitbox of the final hit. Enlarged the hurtbox of the final hit. Changed the overall recovery time from 90F to 82F. Adjusted the knockback.
・ Magi Fire Thrust: Adjusted the knockback.
・ Saint Blaze A: Enlarged the hitbox. Eliminated the gap in the hitbox between the first and second hits.
・ Saint Blaze B: Enlarged the hitbox. Eliminated the gap in the hitbox between the first and second hits.
・ Aerial Saint Blaze A: Increased the guard recovery time by 6F. Fixed a bug where the gauge increase amount was incorrect.
・ Aerial Saint Blaze B: Increased the guard recovery time by 6F.
・ Aerial Magi Saint Blaze: Increased the guard recovery time by 6F.
・ Brave Slash B: Changed the attack attribute of the ground hit portion from mid + mid to high + mid. Increased the guard recovery time by 4F.
・ Flames of Justice (various types): Reduced the hurtbox in front of the attack.
@Kaori
・ Magic Blizzard (various types): Extended the duration of the projectile elimination hitbox and changed it so that there is no gap between the first and second hits.
・ Sperior Freeze (various types): Reduced the front of the hurtbox and expanded it downwards.
@Seira
・ Focus Rejection (various types): Reduced the front of the hurtbox and expanded it upwards.
・ Dark Ring (various types): Reduced the front of the hurtbox and expanded it both upwards and downwards.
@Kokoa
Kokoa's strength lies in her ability to transition from a variety of mix-up attacks and rushes into stable combos. However, many felt that some of her surprise attacks were too strong, and she has repeatedly been weakened, mainly in terms of hurtboxes. In this adjustment, the hurtbox weakening of Shining Mirage, which was significantly weakened, has been mitigated, making it less likely to lose unfairly. Also, the Holy Thrust > Holy Shot A combo, which was strengthened in the previous adjustment, has been made more stable.
・ Holy Thrust: Adjusted the stagger on hit.
・ Magi Saint Wave: Invincibility frames changed from 1-9F to 1-13F.
・ Holy Shot B: The hurtbox in front has been reduced, and the area below has been expanded.
・ Magical Holy Shot: The hurtbox in front has been reduced, and the area below has been expanded.
・ Shining Mirage B: The hurtbox in front during attacks has been reduced.
・ Magi Shining Mirage: The hurtbox in front during attacks has been reduced.
@Akisa
One of Akisa's concepts was to boost her offense and defense through self-enhancement, but her normal self-enhancement had a large overall recovery time, meaning that even when used after the opponent was knocked down, she had to be prepared for a counterattack. This meant there were very few situations where it could be used reliably, and it didn't mesh well with her other concept, powerful wake-up pressure. Furthermore, the removal of combo routes and adjustments to knockback after implementation had lowered her average damage output. The implementation of Melty Rain aimed to revive the self-enhancement technique, but its use was still limited.
This update shortens the overall frame data for self-buffing techniques, making them easier to use in combination with aerial protection D and Melty Rain. Additionally, the cancel route to Beat Break has been eased, making it easier to transition to the character's strong close-range guard break.
・ Far A: Damage changed from 30+20+20 to 30+15+15.
・ Beat Break: Now cancelable from far 5A and far 5B.
・ Shadow Armor A: Overall recovery changed from 56 to 50 frames.
・ Shadow Armor B: Overall recovery changed from 56 to 50 frames.
・ Invisible Chains A: Overall recovery changed from 56 to 50 frames.
・ Invisible Chains B: Overall recovery changed from 56 to 50 frames.
@Riri
Riri is a speed character with many derivative techniques, allowing her to flexibly adapt to any situation. However, the sheer number of techniques made her controls complicated, leading to frequent mistakes. This time, to alleviate this complexity, we have adjusted the input and composition of her derivative techniques to make them as simple as possible.
・ Auto Rush Combo A: Changed the route when hitting in the air.
・ JA: Expanded the attack hitbox to the rear. Expanded the hitbox to the rear.
・ FHWW Derived Rupture Flame Strike (Various): Changed to be activated with ← + button.
・ Rupture Flame Strike A: Changed the attack attribute from mid to high. Reduced the overall recovery time by 7F. Changed the damage from 80 to 60. Adjusted the knockback. Expanded the attack hitbox. Reduced the hurtbox. Changed the attack duration from 2F to 8F. Removed the charge input.
・ Rupture Flame Strike B: Changed the attack duration from 2F to 8F. Adjusted the knockback.
・ Undertake: Added as a new move. The command is ← or ↓ + A or B during Rupture Flame Strike.
・ FHWW-Heat Derived Flame: Fixed a bug where it could not be followed up with Rupture Flame Strike.
・ Bombing Down: Reduced the overall recovery time on hit by 14 frames. Adjusted the knockback.
@Hanabi
Hanabi was created as a character with explosively high combo damage from certain situations, but consequently, low defensive capabilities. In particular, 2B (Shrimp Kick), an anti-air move common to all characters, almost never hits airborne opponents, and from the initial implementation it was merely a low-stance move. In previous updates, it has been strengthened as a down-follow-up move. Instead, although Thrust Upper (6C) was initially an upper-body invincible move, the upper-body invincibility was removed due to compatibility with other moves, resulting in Hanabi being the character with the lowest anti-air capabilities among all characters. This time, with the implementation of his father, Tamaki Shinji, we have revised the performance of 2B (Shrimp Kick), which is equivalent to his father's crescent kick, so that it can be properly used as an anti-air and combo linker.
・ Added a unique intro and victory lines for Tamaki Shinji.
・ 2B: Expanded the attack hitbox upwards. Adjusted the knockback on air hits. Expanded the hurtbox after the attack hitbox ends.
・ Raise Curse: Fixed a bug where combo scaling was not being applied.
@Marianne
Marianne is a character who excels at defensive play and has elements such as health recovery and blocking through regeneration, so we tried to avoid increasing her damage output. However, as a result, she ended up at a significant disadvantage in damage races. With the implementation of Prismatic Emitter, she can now deal a decent amount of damage, but even then, it is still only just about on par with other characters even when the conditions are met. This time, while maintaining the character concept, we've made changes to ensure that there's a return on investment when you successfully predict the opponent's moves and meet the conditions. This includes multi-faceted performance enhancements when in regeneration state. This makes the goal of applying regeneration → successfully predicting the opponent's moves and dealing damage much clearer.
・ 5B: Overall recovery time changed from 40F to 34F.
・ Far B: Overall recovery time changed from 46F to 36F.
・ Healing Light: Changed to grant 180F of regeneration upon hit. Changed to grant 600F of regeneration when Magic Death is achieved.
・ Youth Delusion Fight Life: Changed to grant 180F of regeneration upon hit.
・ Shining Wave B: Overall recovery time changed from 65F to 53F. Attack duration changed from 4+4 to 4+8F. Prevents passing through opponents.
・ Causal Return A: Changed the hit effect when regeneration is active to wire damage.
・ Causal Return B: Overall stun duration changed from 40F to 36F. Counter hit detection duration changed from 17-28F to 17-36F. Hit effect when regeneration is active changed to wire damage.
・ Holy Light Thaumaturgy: Advantage duration when regeneration is active increased by 18F.
・ Magi Holy Light Thaumaturgy: Advantage duration when regeneration is active increased by 18F.
・ Holy Call Shield: Downed opponent can now be attacked. Regeneration duration changed from 450F to 600F.
・ Magi Holy Call Shield: Downed opponent can now be attacked. Regeneration duration changed from 600F to 900F.
・ Blooming Sacred Flowers: Overall stun duration changed from 84F to 60F. Regeneration duration changed from 600F to 1200F.
・ Strong Will to Connect Hope: Changed the duration of regeneration from 600F to 1200F.
・ Prismatic Emitter: Reduced the hitbox of the initial attack. When regeneration is active, the damage has been changed from 40*10 + fixed (gauge amount/10) to 40*10 + fixed (gauge amount/5).
@Dia
Dia is a character whose concept is to endure in a low-mobility, low-firepower Sloth Mode, then transform into a high-mobility, high-firepower Mad Bull Mode to aim for massive damage from a single opportunity. However, with previous updates improving the performance of both Sloth Mode and Mad Bull Mode, situations where Mad Bull Mode can overwhelm opponents have become much more frequent. Therefore, this time, we have made adjustments to make the elements that were unfairly overpowered in Mad Bull Mode generally milder.
・ Far 5A (Mad Bull 6A): Changed to knock down the opponent if it hits an airborne opponent 5 or more times.
・ Mad Bull 5B: Reduced the downward attack hitbox. Changed so that the forward hitbox does not shrink until the end of the animation.
・ Flux counter: Changed so that a certain period of stun occurs when hit. Complete invincibility during stun.
・ Demon Edge B: Reduced the rear attack hitbox. Changed the attack attribute of the final hit in Sloth Mode from low to high.
・ Aerial Demon Edge B: Reduced the hitbox at the rear. The first hit will no longer hit opponents on the ground. The final hit in Sloth Mode was changed from low to high.
・ Fierce Bull Fortitude Slash A: Will no longer hit opponents in the air above a certain altitude who are not being stunned.
・ Fierce Bull Fortitude Slash B: Damage changed from 100 to 80. Down follow-up is now possible.
・ Magi Bull Rush Blue Break Flash: Hitstop shortened by 6 frames. Knockback adjusted.
・ Cruel Bull Attack: Fixed a bug where the character would bounce during the slide-down process.
@Avarin
Avarin is a character known for her pressure tactics using a variety of projectiles. However, due to the weakening of the screen-edge gas pressure, which was difficult to escape in the initial release, some combos using far-range standing B would miss in certain situations. Therefore, adjustments have been made to auto-rush combos and other elements, and to enhance pressure, the skill-cancel detonation, which was previously only possible when the gauge was held, has been officially implemented as a feature.
・ Auto-rush combo A: Changed the route when guarding.
・ Auto-rush combo B: Changed the route.
・ Explosive Ghelte No.5 Detonation: Changed so that it can be activated by canceling from any skill at any time.
・ Mukokuseki Romance: Changed the number of projectile occurrences from 12 to 8.
@Hoshina
Hoshina's average damage output was set lower than similar grappling characters because she has many long-range attack options. However, due to the weakening of her dash attack after implementation, her actions became very restricted, making it difficult to feel the character's strengths. To resolve this situation while differentiating her from other characters, we have mainly strengthened Laffitte Arrow Variant to raise her average damage output and make it easier to initiate set plays from long range.
・ In Laplace's Rift: Added upper body invincibility and projectile invincibility to frames 16-33.
・ Shooting Star: Changed damage from 25*7 to 60+25*6. Fixed a bug where the damage increase upon successful Magic Death was insufficient.
・ Shooting Star Mk-I: Changed damage from 0+48*6+80 to 0+70*6+80.
・ Shooting Star Variant: Changed damage from 0+48*9 to 0+64*9.
・ Laffitte Arrow Mk-I: Changed damage from 0+120 to 0+fixed 90. Made it possible to cancel into Laffitte Arrow Variant.
・ Laffitte Arrow Variant: Changed damage from 0+240 to 80+fixed 100.
・ Meteor Swarm: Made it impossible to cancel into Meteor Swarm Variant. The landing recovery animation can now be canceled with a Magi Skill or higher.
@Nemesis
Compared to regular Iroha, this character's playstyle has been strengthened, and adjustments were made to prevent excessive damage output. However, even with these adjustments, compared to other characters, outside of Nemesis state, her damage output was still relatively low, and she often had poor wake-up situations. Therefore, new routes have been added to make wake-up pressure easier or to increase damage output.
・ Far B: Knockback adjusted.
・ Ashen Bloom A: When in Nemesis state, it now remains on screen for a certain period of time.
・ Ashen Bloom Awakened: When in Nemesis state, it now remains on screen for a certain period of time.
・ Delonix Regia B: When the sustained hit portion connects, it is now possible to follow up with a normal attack. The frame for the sustained hit has been changed from the 3rd frame of the attack hitbox's duration to the 2nd frame. When canceled from Far B, knockback now occurs. Knockback on sustained hits has been adjusted.
・ Delonix Regia Awakened Derived: Fixed a bug where, only in Nemesis state, it was possible to cancel the final hit just before it started and use a skill.
・ Magi Air Delonix Regia: Changed so that when canceled from Punish Blaze and Heroic Blaze Awakened Derived Derived, it moves forward. This adjustment corrects the issue where it sometimes missed when the tip hit.
・ Wrath Blaze: Adjusted the knockback of the final hit.
@Mao
Mainly fixed bugs. Also, there were many comments that the Nekomata command was difficult to input, so to improve operability, the command has been changed to a simultaneous button press.
・ Far 5A: Changed so that if it hits an airborne opponent 5 or more times, it will knock the opponent down.
・ Moonlit Vow: Fixed a bug where, during the Babel Chain combo from 5C, it was possible to cancel the start and use a skill, effectively allowing a pseudo-skill cancel of 5C.
・ Nekomata A: Command changed to A+D.
・ Nekomata B: Command changed to B+D.
・ Nekomata C: Command changed to C+D.
@Vivian
Similar to Akisa, Vivian's self-buffing technique had a heavy recovery time, limiting the situations in which she could use her normal self-buffs. This update reduces the recovery time of her self-buffs, similar to Akisa, improving usability. However, because her remaining projectiles had excessive screen control, the projectiles placed upon being hit now disappear.
・ AI implemented.
・ Dash: Hurtbox enlarged.
・ Far A: Damage changed from 30+20+20 to 30+15+15.
・ Pulsar: Fixed a bug where it was a mid-level attack.
・ Grand Light Field: Hurtbox enlarged.
・ Graviton Field: Recovery time changed from 56 to 50F. The field no longer disappears upon guarding.
・ The Silver Key A: Changed overall recovery time from 56 to 50 frames.
・ The Silver Key B: Changed overall recovery time from 56 to 50 frames.
・ Proton Annihilator A: Expanded hurtbox. Removed the projectile removal effect at the start of the move.
・ Proton Annihilator B: Expanded hurtbox. Reduced attack hitbox. Changed so that projectiles disappear upon being hit.
・ Melt Dark B: Expanded hurtbox. Reduced gauge increase on whiff to 0.
@Shinji Tamaki
In some situations, there were few effective moves to follow up after a hit from Huku-Teki or 2B; this has been improved. Also, the Untai-Hien-Tsuki sometimes didn't function effectively depending on the situation, so its usability has been improved.
・ 2B: Expanded attack hitbox. Made cancelable with C attacks or higher.
・ Huku-Teki: Made cancelable with C attacks or higher.
・ Untai-Hien-Tsuki: Reduced the hitbox. Increased the attack hitbox. Adjusted the bounce.