
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 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 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 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 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 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'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 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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!