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Granblue Fantasy Versus Season 2 Has Started; Here Are The Biggest Winners & Losers

The latest update to GBVS brings in new(?) character Belial into the mix, along with upcoming characters like Cagliostro. The game also gets a new story mode and a couple of new single-player challenges to tackle in case you need a break from all the salt you’ll get from online play.

Most importantly, GBVS is giving its roster a huge shake-up. This means longtime players will need to find new mains, or figure out how to get around their current character’s latest nerfs.

Here is a quick guide as to who got the shaft and who got out unscathed. Spoiler alert: Ferry players are going to be pissed.

Losers

Percival

He gets more recovery frames and less active frames in most of his safe moves, so players will need to be more cautious when employing Season 1 strategies with him.

Gran & Djeeta

Players will not feel threatened by the duo’s Rising Sword/Vorpal Blade anymore. Plus, their go-to invincible reversals are slowed down and have more recovery to them.

Ferry

The most-requested character to get nerfs finally gets a slew of them. Her go-to moves like her standing Medium are given more recovery frames, and her ghost buddy Geegee is a lot less threatening. Still, her same setups and tricks will still lead to big damage. You just cannot throw out moves as casually as last time as they’ll be punished quick by the majority of the winners below.

Middle Ground

Lancelot

He gets a damage buff for his SKybound and Super Skybound arts, as well as a super-fast crouching Medium. Otherwise, he’s pretty much the same rushdown character everyone loves.

Charlotta

She’s largely unchanged, though most of the roster are either weakened with nerfs or given buffs to bring themselves to her level.

Ladiva

Her Super Skybound Art has slower startup, but its invincibility time has been extended. Otherwise, she has no significant changes.

Narmaya

Her moves are equally buffed and nerfed, with some getting more recovery frames while others getting faster startups. She feels largely unchanged.

Winners

Lowain

His Sammy and Tommy assists have shorter cooldowns. They also disappear earlier from throws and Skybound Art, meaning they can be summoned quicker again. Lowain’s normals also gets some significant buffs, meaning he’s not just a one-trick pony with an awesome Super Skybound Art move.

Beelzebub

He has reduced recovery for his Shadowstep and also some buffs to his normals and corner damage conversions. Coupled with the universal fireball tweak, his zoning tools are pretty potent. Plus, he moves faster.

Soriz

Many of Soriz’s moves have reduced recovery.

Vaseraga

Not only does he has a reduced hurtbox on his arm area while standing, but has some good normal attack buffs and increased throw range for his Great Scythe Grynoth.

Zeta

She receives some buffs to get her out of low-tier status: less recovery for her moves and improved hitboxes. Since EX fireballs no longer knocks down opponents, she can use her fullscreen projectile Infinite Wonder just fine to win the fireball game. She is now better in mid and full-screen combat now.

Metera

This zoner now has new Aetherial Seal moves that don’t require EX. Her Super Skybound Art comes out faster too. Her damage may be toned down for some moves, but overall she comes out stronger in Season 2.

Zooey

She gets a buff to her Wyvern Gauge meter and management, which means more opportunities to start her patented mixup offense to keep her opponents in a block state.

Full patch notes are below. Let us know what you think about these changes and whether they breathe new life into GBVS or not.


System Changes

Cooldown Time
• Has been overhauled entirely. As a general rule, cooldowns from easy inputs have been lowered but attacks with invincibility and a few other exceptions have been made longer instead.

Standing block, standing damage taken, crouching block, crouching damage taken
• The hurtbox during movement has been enlarged in front of the character. Because of this change, there will be less inconsistencies between different characters’ combos and it should be easier to hit your opponent from a further distance.

Face up falling hurtbox
• Percival, Beelzebub, Soriz and Zooey had a bigger hurtbox around their leg area which has now been shrunk.

Face down falling hurtbox
• Metera, Ferry, Zeta, Narmaya, Djeeta and Zooey had hurtboxes placed higher than others while falling which has now been lowered in height. Because of this change, their hurtboxes should match their models more.

Forward jump
• Increased the distance travelled (except for Lancelot, Metera, Ferry and Zeta). This change only affects regular jumps and will not change anything for high jumps.

Wakeup
• When waking up and having to turn around to face your opponent, even if you inputted a crouching guard the character would first stand up briefly to turn around. It was just for a moment, but this would make your character have a higher hurtbox than intended, so in these situations the game will now prioritize crouch blocking if input.

Recovery
• For characters who don’t rise up when recovering (Percival, Ladiva, Ferry, Vaseraga) we made some changes. We made it easier to visually discern whether they’re recovering regularly or backwards when in the corner. This has no effect on the actual properties of said recovery.

Counter hits
• Changed the text color for “Counter!” and “Crush!” to red to make it easier to discern during a match.
• For moves like close lights and crouching lights which didn’t have any change in properties whether they were counter hits or regular hits, we’ve increased the hitstop on counter hits. Because of this change, it should now be easier to land followup hits when you get a counter hit even on moves such as these.
• For abilities in which counter hits had exceptionally long hitstop, we’ve toned it down and shortened it. Because of these changes, followups to counter hits may have changed in certain situations.

Close standing light, far standing light, crouching light
• The chain timing has been made faster, so for example crouching light to crouching light will now be considered a blockstring (with certain exceptions).
• Close standing lights and crouching lights can now be chained together up to twice (with certain exceptions).

Autocombos (first hit)
• Will no longer come out if inputting down light or down forward light. Because of this change, it will now be easier to get close standing light to crouching light from chaining.

Jump attacks in general
• Pushback on block has been decreased (with certain exceptions).

Throws
• Meter gain has been normalized for all characters’ throws.
• Scaling has been increased. Because of this change, moves that combo after throws will now do less damage. (There has been no change to throw damage itself)

Grounded throw teching
• Distance to opponent after a teched throw has been normalized across the cast.
• After being grabbed by the opponent, if you input “Dodge” or “Dodge Roll” during that time you will be forced into a late grab tech.
• The time window for a regular throw tech has been increased and the window for a late throw tech has been decreased. Because of this change, it will now be easier to aim for a regular throw tech. (There has been no change to the overall window of tech frames).

Air throw tech
• The distance both players are pushed back after an air tech has been decreased, leaving players closer to each other after a teched air throw.

Projectile abilities
• Easy-input projectiles have had their damage reduced (with certain exceptions).
• Recovery on whiff has been increased. Hitstun and blockstun has also been increased, so there’s no large discrepency on recovery when the projectile hits or is blocked (please look closer at each individual character for more details).
• Multi-hit projectiles have received more active frames after hitting opponents or other projectiles. Because of this change, it is now more likely that projectiles will hit all of their hits if they connect.

Abilities with invincibility
• When done via easy input damage will now be 200 lower across the board compared to the technical input version.

Skybound Art, Super Skybound Art
• The command input window has been shortened, making it less likely for the player to get these out by accident.
• The time counter will be paused from the start of a Skybound Art or Super Skybound Art until it finishes.
• Adjusted so that close hits will not be interrupted. When landing a far hit, there will be differences depending on each character’s different invulnerability properties.
• Adjusted the circumstances after landing a full animation for certain Skybound Arts and Super Skybound Arts. Also fixed an issue where characters locations would change drastically after a landed Skybound Art of Super Skybound Art.

Characters

Gran

Crouching Heavy
• Startup is now slower.

Crouching Unique (Sweep)
• The hurtbox during the latter part of the move has been enlarged upwards and the move’s low profile time has been decreased.

Power Raise
• The hurtbox forward has been enlarged from the move’s startup until the beginning of its active frames.
• The Level 4 (maximum level) version’s combo limit scaling has been decreased, putting it in line with the Level 3 version.

Light Reginleiv
• Hitstop has been increased.
• Recovery has been increased. No change to frame advantage/disadvantage on hit or block.

Medium Reginleiv
• The knockback on the hit portion of the move against airborne opponents has been made smaller, making it easier for the hit to connect into the projectile against an airborne opponent.
• The projectile will now come out faster, meaning that the hit portion to the projectile portion is now considered a blockstring.
• Hitstop on the projectile portion has been increased.
• Recovery has been increased. No change to frame advantage/disadvantage on hit or block.

Heavy/EX Reginleiv
• Opponents will no longer become airborne if hit with this move while grounded.
• When hit in an airborne state by this move, opponents will now land closer but fly higher up.
• Recovery has been increased.

Rising Sword
• Startup is now slower. Because of this change, invincibility time has been extended accordingly.
• Recovery after landing has been increased.

Heavy/EX Rising Sword
• To account for the increased recovery on the first portion of the attack, opponents will now fly higher when hit.

Light Overdrive Surge
• To account for the changes to the move’s followup, the knockback on grounded hit has been decreased and opponents will not fly as far any more on airborne hit. There has been no change to values on block.

Light Overdrive Surge (Followup)
• The forward hitbox while traveling has been shrunk and the hurtbox has been enlarged.
• Will no longer wall bounce on counter hit near the corner.

Medium Overdrive Surge
• The forward hitbox while traveling has been shrunk and the hurtbox has been enlarged.
• Recovery has been increased.
• Opponents will no longer become airborne if hit by this move while grounded.
• Knockback has been increased.

Heavy/EX Overdrive Surge
• The forward hitbox while traveling has been shrunk and the hurtbox has been enlarged.
• Will not send the opponent flying as far anymore.
• The wall bounce timing has been made later, making it easier to follow up when landing this move on opponents in the corner.

Catastrophe
• Knockback has been decreased.
• Recovery has been increased.

Katalina

Close Standing Light
• Active frames have been reduced.
• Recovery has been increased. There has been no change to the move’s total frames.

Close Standing Heavy
• Startup is now slower.

Autocombo (Second hit)
• The movement timing is now slower. There has been no change to movement distance.

Crouching Medium
• The hurtbox on her extended arm and sword has been increased downwards meaning it is now easier to crush with moves that have low hitboxes.

Crouching Heavy
• Startup is now slower.
• Recovery has been increased.

Jumping Unique
• The hitbox on the early portion of the move has been shrunk and the hurtbox has been enlarged.

Overhead Attack
• Will now move further forward when doing this move.
• Added attacking frames on the landing portion of the move as well, increasing active frames.

Frozen Blade
• Hitstun and blockstun has been increased.
• Recovery has been increased. As a result, the overall hitstun and blockstun for Light and Medium versions has become better while the Heavy/EX version has become worse.

Heavy/EX Frozen Blade
• Opponents will no longer become airborne if hit by this move while grounded.
• Will not send opponent flying as far anymore on airborne hit.

Emerald Sword
• Startup is now slower. Because of this change, invincibility time has been increased accordingly.

Medium Emerald Sword
• The knockback on the first hit has been decreased, making it more difficult to whiff the following hits.

Heavy/EX Emerald Sword
• The knockback on the first four hits has been decreased and increased on the fifth hit.

Enchanted Lands
• When the opponent is hit or blocks, Katalina will now stop moving forward from that point.
• Pushback on block has been decreased.
• Will not send the opponent flying as far anymore.

Heavy/EX Enchanted Lands
• Active frames have been reduced.
• Recovery has been increased. There has been no change to hitstun or blockstun.

Realm of Ice
• If the first hit lands, Katalina will now pull the opponent inwards making it more difficult for the following attacks to whiff.

Charlotta

Crouching Heavy
• Hurtbox upwards has been increased at the very start of the attack’s startup but decreased right when the hitbox comes out.
• Recovery has been decreased.
• The movement distance of the charged version has been increased.

Holy Ladder
• Will no longer come out when forward or down forward is being input, making it more difficult to accidentally get the move out.
• Pushback has been decreased.

Light Shining Onslaught
• Charlotta’s bounce-off during hit and block has been adjusted and recovery has been reduced.

Medium Shining Onslaught
• Charlotta’s bounce-off during hit and block has been adjusted and recovery has been reduced.
• Because of the hitstop change on counter hit, it became more difficult for Charlotta to follow up on this so to fix that we made the wall bounce time slower making it easier to follow up while close to the corner.

Sword of Lumiel
• The final hit will send the opponent flying higher upwards.

Medium Noble Strategy
• Changed the behavior of the move. The trajectory is now lower putting it closer in line with the Heavy/EX Version.

With Surest Strike
• The active part of Light and Medium Noble Strategy has been decreased as well as the recovery of this move, putting it closer in line with the Heavy/EX Version.

Noble Strategy Followups
• The auto-correction on these moves has been eliminated (except for in the case of With Surest Strike).

Brilliant Moon
• The upwards hitbox of the attack has been enlarged.
• The invincibility time of the move has been decreased.
• Shortened the distance in which this move will be registered as a close hit.

Noble Execution
• Startup is now slower. Invincibility time has been increased accordingly.
• Pushback has been reduced.

Lancelot

Close Standing Medium
• Upwards hitbox has been enlarged making it more difficult to whiff.

Close Standing Heavy
• The first hit will now knock back a smaller distance, making it more difficult for the second hit to whiff.

Crouching Medium
• Damage has been reduced from 600 to 500.
• Startup is now faster.
• Attack level has been lowered.

Wirbelwind
• Each followup can now be input in advance, making it faster to get the followups out.

Wirbelwind (Cross Over)
• Hurtbox on Lancelot’s legs has been shrunk during movement, making it more difficult to crush him after he’s successfully gone behind the opponent.
• The brake after moving behind his opponent is better, meaning that Lancelot will now end up closer to his opponent after crossing them up.
• Reduced recovery after the movement’s end.

Wirbelwind (Jump)
• Invincibility time now begins earlier.
• Will now move further forward during the rising portion of the move and less forward during the falling portion of it.
• Reduced recovery after the movement’s end.
• Will now face his opponent’s direction after appearing.

Back Throw
• The knockback distance of the move has been adjusted, and Lancelot will now be less advantageous after landing this throw.

Delta Leap
• The time Lancelot is stuck to the wall has been increased, meaning the movement itself now starts slower.
• Can now input attacks in advance, getting out his moves faster once the jump happens.

Heavy/EX Wogenstrom
• Airborne damage time was slower than others, so it has now been put in line with other similar EX moves.

Medium Blade Impulse
• Damage has been reduced from 1400 to 1000.
• Opponents will now be sent flying at a lower angle.
• Recovery has been reduced.

Heavy/EX Southern Cross
• Airborne damage time was slower than others, so it has now been put in line with other similar EX moves.
• The third hit’s movement has been adjusted, so it should now be easier to connect even mid-screen.

Turbulenz (Followup Attack)
• Damage has been decreased from 1600 to 800 on easy input and from 1600 to 1000 on technical input.
• Light and Medium versions now have faster startup and Heavy/EX version now has slower startup, putting them in line with each other.
• The invincibility timing is now slower. With this change, the EX Version will now also lose invicibility for a moment between the movement and the attack.
• Can now be clashed with. Its clash level is the same as other invicible moves such as Rising Sword.

Heavy/EX Turbulenz (Followup Attack)
• Just like with the Light and Medium versions, Lancelot now has less recovery if he lands the hit.

Weiss Flugel
• Invincibility time has been shortened. Lancelot will now be invincible for the attack portions after landing the first hit.
• The technical version’s damage has been increased from 3000 to 3200.

Schöner Winterhügel
• Pushback has been decreased.
• The technical version’s damage has been increased from 4000 to 4200.

Grounded Schöner Winterhügel
• Recovery after landing has been increased.

Percival

Crouching hurtbox
• Percival’s hurtbox while crouching has been put in line with the other characters in the game.

Far Standing Light
• The effect on the attack has been adjusted. The attack itself has not been changed.

Far Standing Medium
• Startup is now slower
• Recovery has been reduced.

Crouching Medium
• Recovery has been increased.

Crouching Unique (Sweep)
• Recovery has been increased.

Jumping Unique • This was cancellable right at the point of landing, so it has been adjusted to have no cancel properties throughout the entire move.

X-Seele
• Startup is now slower.
• Recovery on whiff has been increased.

Light Anzünden
• Startup is now slower.
• Hitstop is now shorter.

Medium Anzünden
• Hitstop is now shorter.
• The medium version will no longer make grounded opponents airborne on hit (the Träumerei-enhanced version will still do this).

Heavy/EX Anzünden
• Recovery has been increased.
• The heavy/EX version will no longer make grounded opponents airborne on hit (the Träumerei-enhanced version will still do this).
• The Träumerei-enhanced version will now send opponents flying higher on hit.

Platzen
• Startup is now slower. Because of this change, invincibility time has been extended accordingly.

Heavy/EX Platzen
• The invincbility time has been reduced, and Percival will now lose invincibility during his forward movement.

Lord’s Strike (Medium and Heavy/EX Versions)
• Träumerei icons will no longer be consumed by Lord’s Strike itself, but instead only when a followup is input.

Schneiden
• Recovery when input from a Light or Medium Lord’s Strike has been reduced.
• Recovery when input from a Heavy/EX Lord’s Strike has been increased.

Macht
• Will move forward during the move, leaving him closer to the opponent after it lands or is blocked.

Zerreisen (Clean Hit)
• On Clean Hit, Percival’s recovery has been increased and his advantageous frames have been decreased.
• There was an issue with this move where advantageous frames would be different depending on which character it was done on, so this has been adjusted to be the same for any cast member.

Träumerei
• Counter-hit state has been changed from “when active frames end” to “when the Träumerei buff icon appears”.

Lohenwolf
• Invincibility on the uncharged version has been decreased.
• The distance where the move will register as a close hit when used against an airborne opponent has been enlarged.
• After the first hit, opponents will now always be moved in front of Percival.
• Fixed an issue where opponents would have an extraordinarily long recovery time after trading with this move.

Feuerotte Krone
• Recovery has been increased.
• The knockback on the projectile portion has been decreased.
• If attacked before the projectile portion happens, Percival will no longer fire the projectile.

Ladiva

Close Standing Heavy
• The active frame portion of the move has had its hitbox enlarged downward, making it so that it will now hit Dodge Rolls.

Auto-Combo (First Hit)
• Distance traveled has been reduced.

Far Standing Heavy
• Will now move forward during recovery.

Crouching Light
• Hitbox has been enlarged downwards, making it so that it will now hit Dodge Rolls. With the hitbox being enlarged, the hurtbox has also been enlarged accordingly.

Crouching Heavy
• The second hit has had its downwards hitbox enlarged, making it more difficult for it to whiff after the first hit lands.
• When hitting grounded opponents it will now force stand.

Love Grapple
• Made the throw hitbox wider. The travel distance has not been changed.

Work the Crowd
• After using it, the next Jewel Resort Screwdriver or Leg Drop of Adoration will have increased damage (only lasts for one try, including whiffs).

Jewel Resort Screwdriver
• No longer has throw invulnerability.
• Recovery on whiff increased.
• When used from a dash, will stop at the point where the move was input and perform it there.

Medium Jewel Resort Screwdriver
• Throw range decreased.

Leg Drop of Adoration
• No longer has throw invulnerability.

Heavy/EX Headbutt of Love
• Distance traveled has been decreased.

Light Elegant Lariat
• Will now send the opponent flying furher away.

Medium Elegant Lariat (Dash Version)
• Will ow send the opponent flying higher up. The regular version has not received this change.

Heavy/EX Elegant Lariat
• Will now send the opponent flying further away.

Maximum Love Bomb (Strike)
• No longer armors through projectiles but instead has projectile invincibility. However, the projectile invincibility is shorter than the armor was, meaning that it is now more difficult to make it through projectiles with this move.

Maximum Love Bomb (Throw)
• Startup is now slower. Because of this change, invincibility time has been extended accordingly.

The Shape of Love
• Startup is now slower. Because of this change, invincibility time has been extended accordingly.

Metera

Close Standing Light
• Recovery has been decreased.

Close Standing Medium
• Proximity to get Close instead of Far has been widened.

Close Standing Heavy
• Damage has been changed from 400×3 to 400+300+300.
• The distance opponents are pushed back by the first and second hit has been decreased, making it more difficult for the third hit to whiff.

Crouching Light
• Recovery has been increased.

Far Standing Heavy
• Hitstop has been shortened.
• Recovery has been increased.

Crouching Medium
• The hurtbox on the bow has been enlarged upwards from when the move starts.

Crouching Heavy and Down Back Heavy
• Hitstop has been shortened.
• Increased the damage time on the move. Because of hitstop being shortened, the time in which you can follow up with attacks has decreased.

Jumping Medium
• Damage has been changed from 350×2 to 300×2.

Zephyr
• The cancel timing window is now later in the move.
• Any jump move can now be input in advance, making it easier to get the cancel as fast as possible.

Overhead Attack
• A hitbox has been added to the back part of the arrow.

Starry Sky (High)
• Hitstun and blockstun has been increased.
• Recovery has been increased. There has been no change to overall hitstun or blockstun values.

Heavy/EX Starry Sky (High)
• Opponents will now be sent flying higher up on hit.

Starry Sky (Airborne)
• In the air, Metera can now use back+ability (Technical input quarter-circle-back light, medium or heavy) as well.
• The behavior of light and medium versions have been changed so that Metera can now move forwards while firing.
• On hit or block, the projectile hitting and it disappearing now happens faster. Because of this change, the cooldown icon will begin recovering faster.

Heavy/EX Starry Sky (Airborne)
• Hitstop is now shorter.

The Great Fall
• The knockback on the rising portion of the move has been adjusted to make the falling portion less likely to whiff.
• Fixed an issue where the combo limit wasn’t being properly displayed.

Light and Medium The Great Fall
• Made it so that the rising portion of the move can no longer hit grounded opponents.

Light and Medium Aetherial Seal
• Added a charged version of the move. When charged, the butterfly will fly at a curved upwards angle.

Aetherial Seal (Upwards Curved Angle)
• Increased the time before the butterfly disappears after it touches the ground.

Rapid Pulverize
• Startup is now faster. Because of this change, the invincibility time has been shortened accordingly.

Lowain

Close Standing Medium
• Proximity to get Close instead of Far has widened.

Far Standing Medium
• The hurtbox at the beginning of the move has been shrunk
• Startup is now faster.

Close Standing Heavy
• The horizontal knockback on the first hit has been decreased, making it more difficult for the second hit to whiff.

Crouching Light
• The hitbox forward has been enlarged.

Crouching Unique (Sweep)
• The distance traveled has been increased.

Jumping Unique
• The first and second hits are considered overheads, but from the 3rd hit onwards it can now be blocked low.
• Attack level has been lowered.
• Since it was possible to change the trajectory of an air grab through this move, we have now made it so this is no longer possible by causing the trajectory change to occur slightly later in the move.

Don’t Mind If I Do
• When used from a dash, Lowain will now stop at the point where the move was input and perform it there.
• Counter hit state time has been shortened.

Back Throw
• Changed the behavior after the throw had been landed so that Sammy & Tommy can be used as soon as the recovery ends. No change has been made to general advantage frames.

Sammy & Tommy
• Cooldown will now start decreasing after Sammy and/or Tommy disappear.
• Shortened the knockdown time for Sammy and/or Tommy when they get hit.

Light Come At Me, Bro!
• The active frames of this move have been increased. There has been no change to the move’s total frames.

Medium Come At Me, Bro!
• The active frames now come out faster, and the move will now counter as soon as it happens. There has been no change to the move’s total frames.

Heavy/EX Come At Me, Bro!
• The time freeze when the move is successful has been shortened.

Medium Awesome Sauce
• Distance traveled has been increased.
• The opponent will be sent flying higher from the second hit.

Heavy/EX Awesome Sauce
• The hitbox on the third hit has been enlarged upwards making it more difficult to whiff. In accordance with this, the hurtbox has also been enlarged.
• Recovery has been increased.
• Because of the recovery increase it became more difficult to follow up after this move, so the timing in which the opponent wall bounces has been slowed down to make it easier to land followups.

Magnificent Tool of Destruction
• Lady Katapillar’s hurtbox has been extended upwards.
• Lady Katapillar will now disappear quicker. The cooldown will also start quicker, as it begins when she leaves.
• Lady Katapillar’s action before disappearing when hit has been changed.

Human! Pyramid! Attack!
• When being hit by an opponent during the move, their hitstop will now be shorter than the opponents (they will get to move slightly before the opponent gets to).
• When the move ends, Sammy and Tommy will leave faster making it possible to call them back in earlier than before.

It’s Lit, Bros
• Attack level has been heightened.

Flex On ‘Em
• When hitting a grounded opponent, it will now force crouch.

Moment of Truth
• Sammy and Tommy will leave faster making it possible to call them back earlier than before.

Ferry

Far Standing Medium
• Startup is now slower.

Far Standing Heavy
• Recovery has been increased.

Crouching Medium and Crouching Unique (Sweep)
• Pushback on block has been reduced.

Close Standing Heavy
• Active frames have been reduced.

Crouching Heavy
• Damage has been changed from 1000 to 900.
• Recovery has been increased.

Crouching Unique (Sweep)
• Will now send the opponent flying higher on hit.

Jumping Light
• Attack level has been lowered.
• Active frames have been reduced.

Jumping Medium
• Startup is now slower.
• Active frames have been reduced.

Jumping Heavy
• Damage has been changed from 800 to 750.
• Attack level has been lowered.
• Active frames have been reduced.

Spectral Dive
• Attack level has been increased.

Spectral Dive (Neutral and Forward Input)
• Will now hit twice instead of once. Because of this, damage has been adjusted from a flat 600 to 300×2.

Spectral Dive (Back Input)
• Startup is now faster.

Ghostswing
• Will now be in a counter hit state during this move.

Forward Throw
• Increased Ferry’s recovery and decreased the hitstun on this move. Because of these changes, Ferry is now less advantageous after a forward throw.

Back Throw
• Decreased the opponent’s downtime.

Gespenst
• Changed the hitstop on guard and made it so attacks won’t happen after blocking.

Heavy/EX Gespenst
• Startup is now slower.
• Reduced Ferry’s recovery when this move is blocked. With the change to hitstop, this makes Ferry more advantageous on block.

Whip It Good (From a Medium Gespenst)
• The opponent will now fly higher from this move making followup attacks possible.

Geegee, Get ‘Em!
• Reduced the hitbox after landing, making it so that Geegee won’t hit jumping opponents while on the ground (exceptions for jumping attacks and similar situations).

Heavy/EX Geegee, Get ‘Em!
• Geegee will appear later than before but recovery after his appearance has been reduced. There have been no changes to the total frames of this move.
• Geegee will now run faster.
• Now gives a hard knockdown similar to other EX moves.

Vergiften
• Startup is now slower.
• After bounding against the wall, knockback from this attack will now be in the opposite direction.

Hinrichten
• Ein Ball has been removed from the 3-time limit (For example, Far Light -> Far Medium -> Far Heavy -> Ein Ball is now possible).

Zeta

Jump
• Her hurtbox was a bit lower than other character, so it has been normalized to be in line with the rest of the cast.

Close Standing Medium
• Proximity to get Close instead of Far has been widened.
• Will now move forward as the move comes out making it more difficult to whiff.

Jumping Unique
• The initial start of the move is no longer considered an overhead and can be blocked crouching.

Heavy/EX Infinite Wonders
• The hitbox on the first hit has been expanded forwards.
• The second hit now has a higher attack level. However, there has been no change to its hitstop.

Spear of Arvess (Medium and Heavy/EX Version)
• Movement speed is now faster.

Spear of Arvess (Fall)
• Now shares an ability icon with “Spear of Arvess (Rise)”.

Spear of Arvess (Rise)
• Landing recovery has been reduced.

Spear of Arvess (Up Back, Up, Up Forward Versions)
• Landing recovery has been reduced.

Rhapsody
• Zeta’s hitstop when blocking projectiles has been shortened.
• The followups now do 200 less damage when performed via Easy Input instead of Technical Input. Knee Assault does 100 less damage instead of 200.

Grounded Resolute Strike
• The distance in which this would be considered a close attack against an airborne opponent has been widened.

Sirius Roar
• Will now move forward slightly at its startup, increasing this move’s range.

Vaseraga

Hurtbox
• Minimized the hurtbox on his arm area while standing (this affects standing, standing attacked, walking forward, walking back, stopping and crouching.

Close Standing Light
• Damage has been increased from 400 to 500.

Close Standing Medium
• Pushback has been decreased.

Far Standing Medium
• Damage has been increased from 800 to 900.
• Recovery has been decreased.
• Changed the effect on this attack. The general attack properties have not been changed as a result of this.

Close Standing Heavy
• Startup is now faster. There has been no change to the startup of the charged version.

Crouching Light
• The hitbox has been enlarged downwards making it so that it will hit Dodge Rolls. In accordance with this change, the hurtbox has also been enlarged.

Crouching Unique
• Damage has been changed from 900 to 1000.

Jumping Unique
• The hitbox has been enlarged fowards.

Dodge Roll
• Distance traveled has been increased.

Soul Forge Armor Property
• When hit during this property, Vaseraga’s hitstop will be shorter than the opponents (meaning Vaseraga gets to move slightly earlier than the opponent does).

Light and Medium Instinction
• When the projectile part of the move hits a grounded opponent they will no longer become airborne. In counter hit situations, they will still become airborne as before.

Medium and EX/Heavy Instinction
• The hit portion of the move will now make grounded opponents airborne. The move has been adjusted so that the projectile part will always hit the opponent in this situation as well.

Medium Battalions of Fear
• Active frames have been reduced. In accordance with this, movement distance has also been shortened.
• Pushback has been increased.
• Removed the guard break property on blocked opponents. There has been no change to the recovery time on block.

EX/Heavy Battalions of Fear
• Startup is now faster. There has been no change to the startup of the charged version.
• Removed the guard break property on blocked opponents. There has been no change to the recovery time on block.

Light Savage Rampage
• The transition from this to followup moves is now faster. There has been no change to the timing of the Soul Forge Armor properties to this move, however.

Savage Rampage Followups
• The auto-correct property has been removed.
• The hitstop on counter hits has been extended. There has been no change to the time alloted for followup attacks.
• It is now possible to go straight in to Great Scythe Grynoth from the start of this move, making it easier to connect Great Scythe Grynoth from a Savage Rampage.

Ravaging Stomp
• When taking a hit from an opponent in this state, the hitstop on Vaseraga will be shorter than it will on the opponent (meaning Vaseraga gets to move slightly earlier than his opponent does).
• The startup is now faster from Light and Medium Savage Rampages, putting them in line with the Heavy/EX version.
• The version from Heavy Savage Rampage now has higher damage reduction, meaning that Vasearaga will now take less damage when hit during this.

Light Great Scythe Grynoth
• Throw range has been increased.
• When used from a dash, Vaseraga will stop where the move was input and perform it there.

Medium Great Scythe Grynoth
• Throw range has been increased.

Heavy/EX Great Scythe Grynoth
• When used from a dash, Vasearaga will stop where the move was input and perform it there.

Bloody Moon
• The distance in which this would be considered a close attack against an airborne opponent has been widened.

Beelzebub

Walk (Forward and Back)
• Speed has been increased.

Close Standing Medium
• Proximity to get Close instead of Far has widened.
• Hitbox forward has been enlarged making it more difficult to whiff.

Close Standing Heavy
• The blowback on the first two hits has been decreased making it more difficult for the third hit to whiff.

Far Standing Light
• The downwards hitbox has been enlarged. In accordance, the hurtbox has also been enlarged.

Far Standing Heavy
• Recovery has been decreased.

Crouching Heavy
• The forwards hitbox on the beginning of the move has been enlarged making it easier to hit grounded opponents.
• Recovery has been decreased.
• Airborne opponents hit by this mvoe will now be sent flying at a lower angle.

Shadowstep
• Recovery after reappearing has been reduced.

Light Black Flies
• Startup is now faster.
• Hitstop has been increased.
• Recovery has been increased. There have been no changes to the total frames of the move.

Medium Black Flies
• Projectile speed is now the same regardless of charge level. Because of this, the projectile speed is now slightly slower.

Heavy/EX Black Flies
• Startup is now faster.
• Projectile speed is now the same regardless of charge level. Because of this, the projectile speed is now slightly slower.

Langelaan Field
• Recovery has been reduced.

Light Chaoscalibur
• Damage has been changed from 200+400+400 to 200+200+600. The overall damage remains the same.

Medium Chaoscalibur
• Damage has been changed from 250+500+500 to 250+300+700. The overall damage remains the same.

Heavy/EX Chaoscalibur
• The wall bounce motion is now bigger than it used to be, making it easier to land followup attacks.

Karma
• When clashing with a fireball, Beelzebub will now gain projectile invincibility until the move’s end.

Medium Unisonic
• Forward movement has been increased.

Heavy/EX Unisonic
• Recovery on hit has been reduced.
• The second hit will now knock the opponent further away.

Black Spear
• The fireball spead is now faster.
• If Beelzebub is attacked before the projectile is launched, he will no longer fire the projectile.

Narmaya

Close Standing Medium (Dawnfly Stance)
• Proximity to get Close instead of Far has been increased.

Far Standing Heavy (Dawnfly Stance)
• Recovery has been increased.

Crouching Heavy (Dawnfly Stance)
• Hitbox at the tip has been enlarged downwards.
• Active frames have been increased.
• Recovery has been decreased. There has been no change to the total frames of this move.

Crouching Unique (Dawnfly Stance)
• Startup is now slower.

Close Standing Medium (Freeflutter Stance)
• Proximity to get Close instead of Far has been increased.
• The hitbox has been increased forward making it more difficult to whiff.

Jumping Unique (Freeflutter Stance)
• When hitting an airborne opponent, they will be sent flying a shorter distance horizontally but also higher vertically.
• The damage time on an airborne hit has been increased.

Butterfly Effect
• Fixed an issue where inputting Butterfly Effect before landing, sometimes the stance change wouldn’t occur if you didn’t return to neutral before your next input.

Setsuna
• The damage close up has been changed from 900 to 800 for Easy Input and 1000 to 900 for Technical Input.
• At the corner, changed it so that if Narmaya hits the opponent on hit or on block with the close up hitbox of this move Narmaya will no logner be pushed back (putting it in line with the longer range hit version of the move).

Medium Setsuna
• Reduced the maximum charge time.

Heavy/EX Setsuna
• Decreased the distance opponents will be sent flying on hit.
• Decreased the opponent’s hitstop. There has been no change to the hitstun or blockstun.
• Because of the hitstop change it became more difficult to land followup moves, so the wall bounce will now be slower making it easier to land followups.

Absolute Horizon
• Startup is now slower. In accordance with this, invincibility time is now also longer.

Medium Kyokasuigetsu
• Distance traveled has been increased.
• The second hit will now send the opponents flying higher up.

Heavy/EX Kyokasuigetsu
• Recovery has been increased.
• The third hit will now send the opponents flying higher up.
• The pushback on the third hid has been reduced.

Mugenkagura
• The active frames on the first hit have been increased, making it easier to hit airborne opponents with the first hit.

Medium Mugenkagura
• The second hit will now send the opponent flying at a lower angle than before.

Heavy/EX Mugenkagura
• The startup is now faster.
• The fourth hit will now send the opponent flying at a lower angle than before.

Heavy/EX Crescent Moon
• Startup is now slower. As a result, the frame advantage is now better.
• Active frames have been reduced.

Airborne Crescent Moon
• If input from a jump right after a dash, Narmaya would keep moving forward after landing. This has been fixed so that she will now stop where she lands.

Abilities During Freeflutter
• Fixed an issue where Narmaya would sometimes gain the properties of Transient even while not performing Transient.

Soriz

Close Standing Medium
• Proximity to get Close instead of Far has been increased.

Close Standing Heavy
• Recovery has been decreased.

Far Standing Light
• Recovery has been decreased.

Far Standing Medium
• Recovery has been decreased.

Crouching Medium
• Recovery has been decreased.

Crouching Heavy
• Shrank the upwards hurtbox on the start of the move.
• Active frames have been increased.
• Recovery has been decreased. There have been no changes to the total frames of this move.

Muscle Fury
• Heightened Soriz’ damage reduction during this move.
• Recovery has been decreased.

Reactive Muscles
• There was an issue where during hitstop after the actual hit, Soriz’ advantageous frames would decrease if a projectile was hitting him. Due to this, we’ve made it so that Soriz is fully projectile invulnerable during the hitstop animation.

Light Impact Knuckles
• During both the regular and powered up versions, there could be a big difference in distance after landing this move. We’ve adjusted Soriz’ braking properties to make it less variable how far from the opponent he is.

Medium Impact Knuckles
• When hitting a grounded opponent, this will now send them airborne.
• Damage time when hitting an airborne opponent has been increased.
• Opponents will now be sent flying at a lower angle than before.
• Recovery has been decreased.
• During both the regular and powered up versions, there could be a big difference in distance after landing this move. We’ve adjusted Soriz’ braking properties to make it less variable how far from the opponent he is.

Heavy/EX Impact Knuckles
• When hitting a grounded opponent, this will now send them airborne.
• Startup is now slower. The powered up version is now faster than the regular version as a result, comparatively.
• Opponents will now be sent flying a shorter distance when hit by this move.

Medium Roundhouse Fang
• Recovery has been reduced.
• The opponent will now be sent flying at a lower angle than before.
• Damage time when hitting an airborne opponent has been reduced.

Heavy/EX Roundhouse Fang
• Distance traveled has been increased.

Punch the Stars
• The hitstop has been adjusted on each hit except the last one, making it easier to land more hits.

Tenacious Will
• Active frames have been reduced.
• Recovery has been increased. There has been no change to the total frames of this move.

Bravado Bullet
• Recovery has been decreased.
• When done from a Heavy/EX Punch the Stars, this move will now cause a wall bounce when at the corner.

Rock Smash
• Upwards hitbox has been enlarged (also includes the powered up version).

Light Rock Smash
• The opponent will now be sent flying higher.
• Recovery has been decreased.

Medium Rock Smash
• The opponent will now be sent flying higher.
• Damage time against airborne opponents has been increased.

Leaping Tiger, Charging Dragon
• Movement distance has been increased, leading to the first hit of this move now having longer range.

Way of the Fundoshi Fist
• Damage has been increased from 3000 to 4000 for the Easy Input version and 3500 to 4500 for the Technical Input version.

Djeeta

Crouching Medium
• Recovery has been increased.

Crouching Unique (Sweep)
• The hurtbox during the latter part of the move has been enlarged upwards and the move’s low profile time has been decreased.

Overdrive Surge
• When hitting a grounded opponent, it will now force crouch.
• When landed as a counter hit the opponent will now fly in a different manner making it easier to land followup attacks.
• The Level 3 charged version now sends the opponent flying a shorter distance making it easier to land followup attacks.

Reginleiv
• Recovery has been increased.

Light and Medium Reginleiv
• Hitstop has been increased. There has been no change to hitstun or blockstun.

Heavy/EX Reginleiv
• When hitting a grounded opponent it will no longer make them airborne.
• When hitting an airborne opponent it will now send them shorter horizontally but higher vertically.

Reginleiv: Recidive
• Recovery has been increased.

Light and Medium Reginleiv: Recidive
• Hitstop has been increased. There has been no change to hitstun or blockstun.

Heavy/EX Reginleiv: Recidive
• When hitting a grounded opponent it will no logner make them airborne. When landed as a counter hit, it will still make them airborne as before.
• When hitting an airborne opponent it will now send them flying higher up.
• Fixed an issue where it would sometimes have infinite projectile durability.

Rising Sword
• Recovery after landing has been increased.

Light Rising Sword
• Startup is now slower. In accordance with this, invincibility time has been extended.

Heavy/EX Rising Sword
• Startup is now slower. In accordance with this, invincibility time has been extended.
• To account for the increased recovery on the first portion of the attack, opponents will now fly higher when hit.
• The damage on the fifth hit has been reduced from 300 to 150, putting her in line with Gran.

Light Vorpal Blade (Followup)
• The opponent will now be sent flying a shorter distance horizontally and lower distance vertically.

Medium Vorpal Blade
• Startup is now slower.
• Distance traveled has been increased.

Medium Vorpal Blade (Followup)
• The opponent will now be sent flying a shorter distance horizontally and lower distance vertically.

Heavy/EX Vorpal Blade
• Startup is now slower.
• Recovery has been increased.
• Opponents will now be launched higher on hit making it easier to land followup attacks.

Heavy/EX Vorpal Blade (Followup)
• Recovery has been increased.
• To make up for the increased recovery, the second hit will now send them flying higher.

Heavy/EX Vorpal Blade (Final Hit)
• Startup is now slower, meaning it is no longer a blockstring.
• The opponent will now be sent flying a shorter distance horizontally and lower distance vertically.

Eternal Ascendancy
• Invincibility time has been reduced.

Zooey

Close Standing Medium
• Proximity to get Close instead of Far has been increased.

Close Standing Heavy
• Hitbox has been extended forward making it more difficult to whiff.

Crouching Heavy
• Reduced the upwards hurtbox on the initial beginning of the attack.

Jumping Unique
• The timing in which the player can do the next Jumping Unique is now faster.

Overhead Attack
• It was difficult to see the Overhead Attack coming during a Sweeping Beam, so the effect has been changed to now be easier to visually discern.

Wyvern Gauge
• Zooey will no longer loose Wyvern Gauge while taking damage even if she has Lyrn summoned. In exchange, the gauge will now decrease while she is knocked down or performing an air recovery.

Summon Dragon – Immortal Thrust
• Now consumes less Wyvern Gauge.
• Hitstop has been increased.
• Recovery has been increased.

Summon Dragon – Heavy Breath
• Will now penetrate through projectiles.

Summon Dragon – Sweeping Beam
• Will now penetrate through projectiles.

Light and Heavy/EX Spinning Slash
• Startup is now faster.

Bisection
• Recovery has been increased.
• The opponent will now be sent flying a shorter distance from this move.

Light Aerial Spinning Slash
• The descending portion of the attack is now faster. With this change, active frames have also been reduced and the move is now 3 hits.
• When done from a dash, Zooey would sometimes advance further even after landing from this move. She will now stop where she landed.

Medium Aerial Spinning Slash
• The ascending portion of the attack now knocks back a shorter distance making it easier to land all the hits.
• The horizontal movement of this move has been adjusted so Zooey should be closer to her opponent both on hit and block.

Heavy/EX Aerial Spinning Slash
• Active frames on the ascending portion of the attack have been increased. Because of this change, the invincibility of the move has also been increased.
• The ascending portion of the attack now knocks back a shorter distance making it easier to land all the hits.
• The horizontal movement of this move has been adjusted so Zooey should be closer to her opponent both on hit and block.

Airborne Thunder
• Recovery after landing has been increased.

Gamma Ray (Easy Input)
• Damage has been changed from 3500 to 3000.

Armageddon
• Made the distance where the Easy Input version would be considered a close hit wider.
• Reduced active frames. As a result of these changes, travel distance has also been shortened.
• Made the braking effect during recovery tighter, meaning she will stop at a shorter distance if blocked.

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