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Pocket BraveryNewsMajor Balance and Performance Update
Community

Major Balance and Performance Update

Pocket Bravery · published 14 Sep 2026, 11:09 UTC

All newsPlayers around this dateRead on Steam

Pocket Bravery’s huge balance update is here!

After lots of community feedback and match analysis, we’ve made a major round of adjustments across almost the entire roster. Expect buffs, nerfs, gameplay changes, and plenty of new possibilities for combos, pressure, and more.

Check out the trailer!

There’s a lot to discover in this update, with plenty of changes coming to your favourite characters!

Some characters received significant changes, while others got smaller adjustments to help maintain the overall balance of the roster.

Full character changes below!

Nuno

Nuno had a gameplay style heavily focused on target combos, and they were somewhat abusive. With the target combo rework, he will now always take a risk whether he stops the target combo midway or completes the sequence. Because of this, Strong Desprezo was buffed to be used as a defensive pressure tool.

  • Target combo execution window (buffer) increased

  • Crouching Light Punch now has 6 frames of startup

  • Standing Light Punch now has 4 more frames of blockstun

  • Standing Light Punch now has an adjusted hurtbox

  • Second hit of the target combo (LK) now has 4 fewer frames of blockstun

  • Third hit of the target combo (HK) now has 3 fewer frames of startup

  • Light Desprezo now has juggle properties

  • Strong Desprezo now has projectile invincibility throughout the entire move, including the first startup and recovery frames

  • Strong Desprezo now has 17 more frames of blockstun

  • Strong Cotovelada now has 14 more frames of blockstun

  • Light Canelada now has 5 more frames of blockstun

  • Strong Canelada now has 9 more frames of blockstun

Sebastian

Sebastian was performing well, but his combo style has always been somewhat repetitive. The idea is to give him new possibilities and see what the community can discover. Some consistency adjustments were also made regarding target combos whiffing at maximum range.

  • Crouching Light Kick now has 1 more frame of startup

  • Sai do Chão no longer connects in restand situations, preventing the previous Sai do Chão loop

  • Fica Frio can now be cancelled into Elemental 3 (One, Two)

  • Fica Frio now appears slightly closer to Sebastian and no longer whiffs when used point-blank

  • Elemental 1 shards (Ice Wall) now launch the opponent slightly higher

  • Sai do Chão now sends the opponent slightly less far backward

  • Sai do Chão can now be cancelled into Elemental 4 (Dash)

  • Elemental 3 (One, Two) now launches slightly higher on the first hit, making it more consistent against airborne opponents

  • Soco Esquiva now sends the opponent slightly less far backward

  • Cruzado Potente now has a slightly larger hitbox

Hadassa

Hadassa had little incentive to focus on a more grappler-oriented gameplay style. The intention is that the buffs to her grabs, together with the other changes, will allow for more versatility in how she can be played.

  • Crouching Heavy Punch now has a larger hitbox

  • Crouching Light Kick now gives the opponent less Elemental

  • Crouching Heavy Kick now has improved projectile invincibility

  • Clinch can now be performed after the opponent blocks Pisão

  • Clinch now has 14 more frames of recovery

  • Light and Heavy Bandal now give the opponent less Elemental

  • Desce now deals more damage

  • Pro Chão now deals more damage

  • Forward Throw now deals more damage

  • Back Throw now deals more damage

  • Acabou a Brincadeira now deals more damage

  • Não Me Enche now has a larger hitbox on all attacks, making combos more consistent

Ndidi

Ndidi had the slowest Light normals among the cast. These changes, together with the significantly faster Elemental Ombrada for dealing with projectiles, should help make his gameplay more consistent.

  • Crouching Light Punch now has 2 fewer frames of startup

  • Crouching Light Punch now has a slightly smaller hitbox

  • Crouching Light Kick now has 1 fewer frame of startup

  • Elemental Ombrada now has 4 fewer frames of startup

  • Soco Brutal now deals less damage

  • Super Arremesso ao Chão now deals less damage

Daisuke

Daisuke was in a good balance position, so the focus was on making only a few changes with a direct impact on his gameplay, improving his neutral game and giving him a better chance of landing his mixups.

  • Corte Iminente now has 3 fewer frames of startup

  • Impacto can now be cancelled on whiff when the opponent is hit

Kimberly

Kimberly's pressure from hops was somewhat abusive. With the changes to counters and the speed of other characters' attacks, she is expected to be less oppressive. A few additional changes were made to improve the performance of some moves.

  • Hop now receives Counter and Critical Counter when interrupted

  • Rolamento > Heavy Punch now has sliding properties

  • Rolamento > Heavy Punch now has a larger hitbox

  • Final Attack now deals more damage

  • Tobi Geri now has a larger hitbox

  • Tobi Geri and Nidan Geri now deal more damage

  • Elemental 1 now gives the opponent less Elemental

Sho

Sho was performing somewhat below expectations. These changes are intended to improve the character's consistency across various matchups.

  • Standing Heavy Punch now has a smaller hurtbox

  • Close Heavy Punch now has a larger hitbox

  • Standing Heavy Kick now has a larger hitbox

  • Kurenai Sandan Geri (Heavy) now consumes fewer juggle points during combos

  • Shippu Seiken Tsuki (Light and Heavy) now deals more damage

  • Shippu Seiken Tsuki (Light and Heavy) now consumes fewer juggle bridges during combos

  • Elemental 2 now gives the opponent less Elemental

  • Kurenai Gansai Shuu is now projectile invincible throughout its travel

Mingmei

Mingmei had some moves that were being used less than expected, so these changes were made to give them more purpose during matches.

  • Crouching Light Punch now has 4 fewer frames of startup

  • Crouching Light Punch now has 3 fewer frames of blockstun

  • Close Heavy Punch now has an adjusted hurtbox

  • Close Heavy Kick now has an adjusted hurtbox

  • Crouching Heavy Punch now has 2 fewer frames of startup

  • Yang now consumes fewer juggle points during combos

  • Light and Heavy Rekka now have a larger hitbox

  • Light and Heavy Rekka now have a larger hurtbox

  • Elemental 4 now deals less damage on block

  • Elemental 4 now deals less damage on hit

  • Elemental 4 now has a larger hitbox

  • Elemental 4 can now be cancelled into Dragão

Arshavin

Arshavin had a very strong risk/reward relationship when approaching the opponent, which was relatively easy to achieve in several matchups. Rather than reducing the reward for getting in, the character's movement has been slightly reduced to make earning that reward more difficult. Other changes were made to support this approach.

  • Forward movement (jumps, run, and walk) is now slower

  • Light Kick now has a larger hitbox

  • Heavy Punch now has a larger hitbox

  • Light Investida de Urso now also has projectile invincibility

  • Elemental 3 now has a larger hitbox

  • Elemental 3 now travels farther forward

  • Elemental 3 is now projectile invincible

Malika

Malika was in an interesting balance state. Her damage and the amount of Elemental she gives the opponent have been improved slightly. Some additional changes were made to improve the consistency and viability of certain moves.

  • Crouching Heavy Punch now has a slightly larger hitbox

  • Crouching Heavy Punch now has a slightly smaller hurtbox

  • Lótus now deals slightly more damage

  • Lótus now gives the opponent less Elemental

  • Elemental 2 is now an overhead

  • Elemental 4 now has increased range

  • Elemental 4 now launches the opponent slightly less far forward

Ximena

Ximena had normals that were well below average, with the exception of Standing Heavy Punch, and her invincible moves had limited viability. These changes are intended to bring more versatility to her close-range gameplay.

  • Standing Light Punch now has 4 fewer frames of startup

  • Crouching Light Kick now has 2 fewer frames of startup

  • Standing Light Kick now has 5 more frames of blockstun

  • Standing Heavy Kick now has 4 fewer frames of recovery

  • Standing Heavy Kick now reaches farther

  • Elemental 2 now has 2 fewer frames of startup

  • Ritual Fúnebre now reaches farther

Hector

Hector had some moves with limited usefulness during matches. Additionally, with the changes to attack speeds, he is expected to have more versatility in his gameplay.

  • Crouching Heavy Punch (without mask) now has 2 fewer frames of startup

  • Crouching Heavy Punch (without mask) now has a larger hitbox

  • Crouching Heavy Punch (without mask) now has a smaller hurtbox

  • Standing Heavy Kick (without mask) now has a larger hitbox

  • Standing Light Kick now has 4 fewer frames of startup

  • Crouching Light Kick now has 4 fewer frames of startup

  • Crouching Heavy Kick now has a larger hitbox

  • Cata Lixo (Light) now has 3 fewer frames of startup

  • Cata Lixo now deals more damage

  • Pixxxtolada (Light) now travels slightly farther

  • Pixxxtolada (Light) now has 2 fewer frames of startup

  • Pixxxtolada (Heavy) now has 2 more frames of startup

  • Elemental 3 now deals more damage

  • Elemental 4 now travels slightly farther

  • Elemental 4 now has 7 fewer frames of startup

Jorge

Jorge is a character with very high combo potential. The changes to attack speed should have a significant impact on his ability to find the openings necessary to utilize that potential.

  • Crouching Light Punch now has 4 fewer frames of startup

  • Crouching Heavy Punch now has a smaller hurtbox

  • Elemental 3 is now 5 frames faster

  • Elemental 4 is now projectile invincible

  • Final Attack now deals slightly more damage

  • Mandrake now breaks projectiles, with some exceptions

Rick

Rick continues to have a very complete kit. Some adjustments were made with the goal of giving him slightly more control over space overall.

  • Standing Light Punch now has 1 fewer frame of startup

  • Standing Light Punch now has a larger hitbox

  • Crouching Light Kick now has 1 fewer frame of startup

  • Crouching Heavy Kick now has a larger hitbox

  • Cometa Relâmpago (Light and Heavy) now deals more damage

  • Elemental 3 now has reworked projectile invincibility

  • Cometa de Plasma is now projectile invincible

Brandon

Brandon was slightly above the other characters in the previous update. With the changes to the rest of the cast, along with a small nerf to his target combo, he should now be closer to the overall standard of the roster.

  • Crouching Light Kick now has 2 fewer frames of startup

  • Crouching Heavy Punch now has a smaller hurtbox

  • Target Combo (LP > HP) now has 2 more frames of recovery and 2 more frames of hitstun

  • Target Combo (LP > HP) now has 2 fewer frames of blockstun

Dvesha

Dvesha was slightly above the other characters in the previous update. Some pressure nerfs, together with the overall rebalance, should bring him more in line with the rest of the cast.

  • Target Combo now has 2 fewer frames of blockstun

  • Crouching Light Kick now has 2 more frames of blockstun

  • Crouching Light Punch now has 2 fewer frames of blockstun

  • Crouching Light Punch now has 1 fewer frame of startup

  • Investida das Trevas is now projectile invincible

Camille

Camille was performing somewhat below expectations compared to other characters in the meta. Range and speed adjustments were made, along with an overall damage buff to her special moves, to give her more room among the more commonly used characters.

  • Crouching Light Punch now has 1 fewer frame of startup

  • Crouching Light Kick now has 1 fewer frame of startup

  • Standing Heavy Punch now reaches farther

  • Crouching Heavy Punch now has 3 fewer frames of startup

  • Crouching Heavy Punch now has a smaller hurtbox

  • Crouching Heavy Kick now has a larger hitbox

  • Glissé now travels farther

  • Elemental 3 now travels farther

  • Elemental 6 can now be cancelled into Écho Fumant

  • Elemental 6 now launches the opponent higher

  • All attacks other than normals now deal slightly more damage

Son

Son had very weak defense due to the slow speed of his Light attacks. Other changes were made to stabilize the recovery and functionality of his other moves in the meta. Additionally, a reduction to Elemental gain from combos while in stance has been applied.

  • Standing Light Punch now has 2 fewer frames of startup

  • Crouching Light Punch now has 3 fewer frames of startup

  • Crouching Light Kick now has 2 fewer frames of startup

  • Crouching Heavy Punch now has a smaller hurtbox

  • Dwi Tora Chagi (Light) now has a smaller hurtbox

  • Dwi Tora Chagi (Light) now has a larger hitbox

  • Dwi Tora Chagi (Light) now has 1 fewer frame of startup

  • Bandae Dolgyeo Chagi now has 15 more frames of blockstun

  • Hoejen Dokki Chagi now has 6 more frames of recovery and hitstun

  • Sam Hoejeon Chagi now has 4 more frames of recovery and hitstun

  • Chookyo Dollyo Chagi now has 6 more frames of recovery and hitstun

  • Elemental 2 now travels farther

  • All attacks in stance, both normals and specials, now give the opponent slightly less Elemental

Arashi

Arashi was performing as expected after the first balance update. A few adjustments were made to his jumps and some special moves.

  • Crouching Light Punch now has 1 fewer frame of startup

  • Air Light Kick now has a smaller hitbox

  • Air Light Kick now has a larger hurtbox

  • Air Heavy Kick now has a smaller hitbox

  • Air Heavy Kick now has a larger hurtbox

  • Kaze-giri (Heavy) now has 1 fewer frame of startup

  • Shuriken (Light and Heavy) now has 6 more frames of recovery, 3 more frames of blockstun, and 6 more frames of hitstun

  • Senzan (Light and Heavy) now gives Arashi less Elemental and slightly less Elemental to the opponent

Filippo

Filippo was also starting to find his place among the other released characters. Adjustments to the recovery of his moves were made to increase the risk of misusing his range. Other quality-of-life buffs were added to compensate for the balance changes.

  • Crouching Light Kick now has 1 fewer frame of startup

  • Air Light Punch now has 6 fewer frames of startup

  • Air Heavy Punch now has a smaller hitbox

  • Air Heavy Kick now has a larger hurtbox

  • Achados e Perdidos now has 7 more frames of recovery

  • Cutucada (Light) now has 3 more frames of recovery, 1 fewer frame of blockstun, and 3 more frames of hitstun

  • Elemental 2 now has 10 more frames of recovery, 11 more frames of blockstun, and 11 more frames of hitstun

  • Cetro Monarca (Light) now has 1 fewer frame of startup

  • Cetro Monarca (Light) now has a smaller hurtbox

  • Cetro Monarca (Light and Heavy) now has 6 more frames of recovery, 6 more frames of blockstun, and 6 more frames of hitstun

  • Cetro Monarca (Light and Heavy) now has a larger hitbox

  • Rebelde Indomável now deals more damage

  • Rebelde Indomável now has 6 more frames of recovery and 6 more frames of hitstun

  • Filippo now has a blue aura when his stack is fully charged

Moha

Moha was a little too strong due to how easily he could escape difficult situations. Nerfs were made to his invincibility, jumps, and speeds, including both movement and startup speeds.

  • Moha's Air Light Kick hitbox has been reduced

  • Kage-ha and Moha's magic Elementals no longer have invincibility

  • Standing Light Kick now has 2 fewer frames of startup

  • Standing Light Kick now has a smaller hitbox

  • Moha's run speed is now slightly slower

The full patch notes can also be found directly in-game.

Try out your mains, give some old favourites another shot, discover new combo routes, and let us know what you think in the comments!