Battle System Adjustments and Changes
Reduced the hitbox for Breaker attacks.
However, Rangiku Matsumoto’s hitbox has been expanded.You can now cancel into Follow-up Hoho even when your attack is guarded.
Landing a Kikon Move outside of Soul Break will now restore Reverse Gauge.
If you are in Reishi Deficiency state when taking damage, your damage output and guard chip damage will increase.
Attacks during Awakening or Reawakening can no longer be countered with Counter.
Developer’s Notes
Previously, the cost to close in and pressure an opponent using Breaker varied greatly between characters.
To address this, we’ve allowed Follow-up Hoho cancels even on guard, enabling players to create advantageous close-range situations from more moves.
Since Breaker’s hitbox is now smaller, you’ll need to commit to deeper approaches than before.
Also note that Reverse Gauge recovery only applies on hit, not on guard.
This game emphasizes comeback potential through mechanics like Fighting Spirit Gauge, Awakening, Kikon Channel, and Reawakening.
However, a dominant strategy emerged where players would intentionally avoid finishing an opponent to build Fighting Spirit instead.
To mitigate this, we’ve added a buff: when you enter Reishi Deficiency state (indicated by red Spirit Particles), your damage output increases.
While this doesn’t completely eliminate the tactic, it adds significant pressure when you’re pushed into that state.
In high-level matches, the ability to destroy one extra Konpaku with Soul Break is extremely powerful, making non-Soul Break scenarios less rewarding.
As a result, critical burst into Kikon Moves outside of Soul Break became rare.
With this update, landing a Kikon Move outside of Soul Break now restores Reverse Gauge, creating new strategies—such as prioritizing Reverse Gauge actions over Konpaku destruction.
Character Adjustments and Changes
Ichigo Kurosaki
[Common]
- Spiritual Pressure Move 1
- Fixed an issue where it could be air-canceled from certain actions.
[Initial Stage]
- Signature Move (Charged Version)
- Increased startup speed.
- Expanded the frames where it can be canceled into a Step.
[Awakening]
- Signature Move (Charged Version)
- Slowed startup speed.
- Reduced recovery time.
Developer’s Notes
In the initial stage, faster startup allows Charged Signature Move to overlap with the opponent’s wake-up after a Flash Attack follow-up
The increased cancel frames make it easier to use for feints.
During Awakening, although startup is slower, you gain advantageous frames.
Charging lets you create favorable situations even outside the opponent’s range, forcing them to respond.
Ichigo Kurosaki [Bankai]
[Initial Stage & Awakening]
- Spiritual Pressure Move 2
- Fixed an issue where it could be air-canceled from certain actions.
[Initial Stage]
- Breaker
- Fixed an issue where damage values swapped between normal state and Spiritual Pressure Move 2 activation.
[Reawakening]
- Special Flash Attack
- Increased forward movement.
- Signature Move
- Increased hitstun duration.
- Changed knockback animation.
Developer’s Notes
These changes improve stability during Reawakening.
Signature Move now transitions smoothly into wake-up pressure from forward steps, enabling relentless offense.
Ichigo Kurosaki [Final Getsuga Tensho]
[Initial Stage]
- Special Flash Attack
- When Conclusion = 2, added full invincibility during the initial motion.
- Increased invisibility duration.
Developer’s Notes
Special Flash Attack was harder to use compared to other moves, so we’ve improved it.
It now has full invincibility during its motion, making it effective against long-range pokes and offering high reward on hit.
However, it lacks invincibility at startup, so its reversal potential remains limited.
Uryu Ishida
[Common]
- Spiritual Pressure Move 1
- Fixed an issue where it could be air-canceled from certain actions.
[Awakening & Reawakening]
- Special Flash Attack
- Increased Spiritual Pressure gain.
- Signature Move
- Can now cancel pre-startup motion into a Step.
[Awakening]
- Dash Quick Attack
- Fixed an issue where it couldn’t cancel into Follow-up Hoho.
- Signature Move
- Increased Fighting Spirit gain.
Developer’s Notes
Signature Move now boosts Fighting Spirit Gauge, making Reawakening easier to aim for.
Canceling the early motion into a Step improves its utility in neutral.
Yasutora Sado
[Common]
- Signature Move (Giant Flash Attack)
- Adjusted knockback distance.
- Reduced recovery time.
[Awakening]
- Special Flash Attack
- Gains Super Armor at startup when Spiritual Pressure Move 1 is active.
- Breaker
- Fixed an issue where damage didn’t increase during Spiritual Pressure Move 1 activation.
Developer’s Notes
With Super Armor on Special Flash Attack during Spiritual Pressure Move 1, you can force your turn even while absorbing enemy attacks.
This creates varied pressure options—charging Signature Move or diving in with Special Flash Attack—depending on the opponent.
Kisuke Urahara
[Common]
- Follow-up Hoho
- Fixed an issue where damage was reduced.
[Awakening]
- Signature Moves (All Types)
- Reduced recovery time.
- Improved combo scaling.
- During Spiritual Pressure Move 2 activation, can now cancel from Quick Attack Combo, Flash Attack, and Special Flash Attack.
Developer’s Notes
These changes increase the reward from Signature Moves.
With Spiritual Pressure Move 2 active, you can cancel from various attacks, enabling rhythm-breaking strategies.
Yoruichi Shihoin
[Common]
- Dash Quick Attack
- Fixed an issue where it couldn’t cancel into Spiritual Pressure Move 1.
- Quick Attack Combo
- Fixed an issue where it couldn’t cancel into Spiritual Pressure Move 1.
[Initial Stage]
- Spiritual Pressure Move 2
- Fixed an issue where position was too high when counter hit triggered.
[Awakening]
- Special Flash Attack (Exclusive Ability Active)
- Expanded hitbox.
- Spiritual Pressure Move 2 (Exclusive Ability Active)
- Increased hitstun duration on counter hit.
- Changed knockback animation.
Developer’s Notes
Adjustments make “Flash Goddess” activation more rewarding.
Landing a counter with Spiritual Pressure Move 2 now deals heavy damage and allows follow-ups, making it easier to pressure while using it as a shield.
Renji Abarai
[Initial Stage & Weakened State]
- Spiritual Pressure Move 2
- Fixed an issue where it could be air-canceled from certain actions.
[Initial Stage]
- Special Flash Attack
- Increased damage.
- Increased guard chip damage.
- Reduced hitstun duration when Spiritual Pressure Move 2 is not active.
- Signature Move
- Reduced recovery time on third hit.
- Can now cancel into Spiritual Pressure Move 2.
[Weakened State]
- Special Flash Attack
- Increased damage and guard chip damage.
- Increased hitstun and guard stun duration.
- Signature Move
- Faster startup.
- Reduced recovery time.
- Increased damage.
- Increased self-damage.
- Added forced counter-hit property during recovery.
- After counter activation, Reverse Actions cannot be used until motion ends.
- Signature Move (Spiritual Pressure Move 2 active)
- Reduced recovery time on third hit.
Developer’s Notes
Even in a weakened state, Renji can turn the tide with high-risk, high-reward Signature Moves. Increased self-damage makes short battles critical for success.
Rukia Kuchiki
[Common]
- Spiritual Pressure Move 2
- Can now cancel only on hit or guard.
[Awakening]
- Quick Attack Combo
- Can now cancel into Signature Move.
- Flash Attack
- Can now cancel into Signature Move.
- Signature Move (Short Press)
- Can cancel into Spiritual Pressure Move 1 on hit or guard.
- Signature Move (Long Press)
- Increased recovery and guard stun duration.
- Improved combo scaling.
Developer’s Notes
Although Signature Move has longer recovery, combo scaling adjustments allow recovery of combo potential when integrated properly. Resource usage enables high-damage combos.
Shuhei Hisagi
[Common]
- Spiritual Pressure Move 1
- Can now cancel only on hit or guard.
[Initial Stage]
- Dash Quick Attack
- Fixed an issue where unintended actions could be canceled mid-motion.
[Awakening]
- Special Flash Attack
- Increased movement distance.
- Increased hitstun on first hit.
- Spiritual Pressure Move 1 (Haien)
- Increased hitstun duration.
Developer’s Notes
Greater movement on Special Flash Attack improves anti-projectile options. Increased hitstun ensures follow-up hits connect even at close range. Haien adjustments ease combo integration.
Rangiku Matsumoto
[Common]
- Breaker
- Fixed an issue where hitbox was extremely small.
- Special Flash Attack
- Increased hitstun and guard stun duration.
- Reduced recovery time.
- Can now cancel into Spiritual Pressure Move 2 only on hit or guard.
- Fixed an issue where cancel into Spiritual Pressure Move 1 was possible.
- Signature Move
- Fixed an issue where air cancel was possible from certain actions.
[Awakening]
- Signature Move
- Increased guard penetration damage.
- Spiritual Pressure Move 2
- Increased guard penetration damage.
Developer’s Notes
Enhancements to guard pressure through Haineko Area make lockdown strategies stronger. Combined with Follow-up Hoho adjustments, Matsumoto can enforce her preferred scenarios more effectively.
Izuru Kira
[Common]
- Signature Move (General)
- Fixed an issue where air cancel was possible from certain actions.
- Signature Move (Hado Number 11:Tsuzuri Raiden)
- Increased damage.
- Increased guard chip damage.
- Increased Spiritual Pressure gain.
- Signature Move (Bakudo Number 4: Hainawa)
- Increased Spiritual Pressure gain.
- Spiritual Pressure Move 1
- Fixed an issue where air cancel was possible from certain actions.
[Awakening]
- Spiritual Pressure Move 1
- Changed knockback animation.
- Kikon Move
- Increased Konpaku destruction count from 3 to 4.
Developer’s Notes
Signature Moves now grant more Spiritual Pressure, making it easier to activate Wabisuke Count. Increased Konpaku destruction from Kikon Move enables faster match conclusions when executed strategically.
Ikkaku Madarame
[Awakening]
- Signature Move (Rush Strike, Counter Strike, Cleave Strike)
- Faster cancel frames.
- Spiritual Pressure Move 1 (Rush Strike Kai, Counter Strike Kai, Cleave Strike Kai)
- Faster cancel frames.
- Can now cancel into Spiritual Pressure Move 1.
- Spiritual Pressure Move 1 (Undo Stance)
- Reduced recovery time.
Developer’s Notes
Improved usability for both Signature Moves and Spiritual Pressure Moves. Cancels between Spiritual Pressure Moves allow varied pressure strategies.
Shigekuni Genryusai Yamamoto
[Awakening]
- Special Flash Attack
- Increased damage.
- Slowed startup.
- Increased hitstun duration.
- Improved combo scaling.
- Increased Inferno Gauge gain.
- Follow-up Hoho
- Fixed an issue where damage varied based on conditions.
Developer’s Notes
Special Flash Attack now offers higher reward for increased risk. Successful hits yield greater damage potential.
Soi Fon
[Common]
- Spiritual Pressure Move 1
- Fixed an issue where air cancel was possible from certain actions.
- Spiritual Pressure Move 2
- Fixed an issue where Breaker property attacks hit during max charge duration.
- Fixed an issue where air cancel was possible from certain actions.
[Awakening]
- Spiritual Pressure Move 1 (Kazaguruma)
- Increased hitstun duration.
- Can now cancel into Signature Move.
- Reduced blowback distance.
- Increased recovery for no-charge and slight-charge versions.
Developer’s Notes
Improved usability of Spiritual Pressure Move 1 for both combo initiation and extension. Safer resource replenishment supports aggressive play.
Gin Ichimaru
[Awakening]
- Signature Move
- Increased hitstun and guard stun duration.
- Changed knockback animation.
- Reduced recovery for slight-charge and max-charge versions.
- Can now cancel into Step on hit or guard.
- Step Variants
- Reduced overall recovery time.
Developer’s Notes
Signature Move adjustments emphasize cancel flexibility. Successful hits allow follow-ups like Flash Attack. Reduced Step recovery improves spacing and surprise tactics.
Sosuke Aizen
[Initial Stage & Awakening]
- Signature Move
- Faster counter activation.
- Faster attack hitbox activation.
- Increased Fighting Spirit gain.
- Changed knockback animation on successful counter.
- Signature Mode
- Increased time required to transition to Hôgyoku Fusion - Second Phase.
Developer’s Notes
Signature Move is now more responsive for neutral play. Increased Fighting Spirit gain rewards successful counters. While Phase 2 transition time is longer, overall duration is shorter, enabling stronger states for sustained combat.
Byakuya Kuchiki
[Initial Stage]
- Signature Move (Senbonzakura Release / Seal)
- Reduced recovery time.
- Enabled air cancel from Dash Quick Attack, Quick Attack series, and Flash Attack.
- Spiritual Pressure Move 1 (During Senbonzakura Release)
- Increased pull-in distance on hit.
- Follow-up Hoho
- Fixed an issue where damage varied during Senbonzakura Release.
[Awakening]
- Quick Attack
- Can now cancel into Signature Move from first and second hits (cannot cancel back into Quick Attack).
- Flash Attack
- Increased hitstun duration.
- Can now cancel into Signature Move (cannot cancel back into Flash Attack).
- Signature Move
- Can now cancel into Quick Attack, Flash Attack, and Special Flash Attack from first and second hits (cannot cancel back into Signature Move).
Developer’s Notes
Focus on strengthening Signature Move chains. Initial stage allows easier form switching for adaptive play. Awakening enables multiple cancel routes for pressure and mix-ups, though infinite loops are prevented.
Sajin Komamura
[Initial Stage]
- Signature Move (Ten Ken - Shou)
- Reduced recovery time.
- Spiritual Pressure Move 2
- Increased minimum guaranteed damage.
[Weakened State]
- Signature Move
- Increased hitstun and guard stun duration.
- Can now cancel into Spiritual Pressure Move 2.
- Spiritual Pressure Move 2
- Expanded forward hitbox, reduced side coverage.
- Follow-up Hoho
- Fixed an issue where damage was reduced.
Developer’s Notes
Spiritual Pressure Move 2 adjustments improve viability. Cancels from Signature Move ensure reliable combo integration for high damage when conditions align.
Shunsui Kyoraku
[Awakening]
- Signature Mode
- Prevents consecutive selection of the same “Children’s Game.”
- Special Flash Attack
- Can now cancel into Spiritual Pressure Move 1.
- Signature Move
- Can now cancel into Step during charge motion.
- Enabled air cancel from Quick Attack Combo and Flash Attack.
- Expanded hitbox for max-charge version.
- Reduced frames required to reach max charge.
- Increased movement control during max-charge motion.
Developer’s Notes
Signature Move adjustments allow broader neutral options via Step cancels and aggressive max-charge assaults. Preventing repeated “Children’s Game” effects encourages strategic planning for greater rewards.
Kaname Tosen
[Common]
- Spiritual Pressure Move 1
- Fixed an issue where air cancel was possible from certain actions.
[Awakening]
- Special Flash Attack
- Increased forward movement when used from Step.
- Signature Move
- Fixed an issue where attack actions could cancel mid-motion.
- Faster counter activation and extended counter duration.
- Increased recovery time.
- Increased Spiritual Pressure gain on successful counter.
- Increased forward movement when used from Step.
Developer’s Notes
Enhancements emphasize Tosen’s strength during Awakening. Increased mobility from Step usage enables pressure from unexpected ranges.
Toshiro Hitsugaya
[Common]
- Spiritual Pressure Move 1 & 2
- Fixed an issue where air cancel was possible from certain actions.
[Awakening]
- Special Flash Attack
- Faster startup at Tenso Jyurin Level 3.
- Spiritual Pressure Move 2
- Increased Tenso Jyurin Gauge gain.
- Increased damage at Level 3.
Developer’s Notes
Gauge gain improvements allow quicker access to Level 3. Chaining moves post-Level 3 extends pressure duration compared to previous versions.
Kenpachi Zaraki
[Common]
- Spiritual Pressure Move 1
- Fixed an issue where air cancel was possible from certain actions.
[Awakening]
- Signature Move
- Can now cancel into Step during charge motion.
- Adjusted max-charge follow-up to match damage threshold behavior.
- Reduced frames required to reach max charge.
- Spiritual Pressure Move 2
- Increased hitstun duration.
- Reduced recovery time.
- Changed knockback animation.
Developer’s Notes
Signature Move adjustments improve rhythm disruption via charge and Step cancels. Spiritual Pressure Move 2 now offers strong reversal potential with follow-up opportunities.
Mayuri Kurotsuchi
[Common]
- Special Flash Attack
- Reduced damage.
- Worsened combo scaling.
- Spiritual Pressure Move 1
- Reduced cancel window from various actions.
- Increased damage.
- Increased guard stun duration.
- Spiritual Pressure Move 2
- Adjusted Mayuri’s motion and Nemu’s spawn position.
- Worsened combo scaling.
- Ensures hits during opponent’s hitstun.
- Enabled cancels from Quick Attack Combo and Flash Attack Combo.
- Follow-up Hoho
- Fixed an issue where damage varied by condition.
[Awakening]
- Signature Mode
- Reduced max increase value.
- Increased time to reach max value.
- Signature Move (Branch)
- Added damage to mist hitbox.
Developer’s Notes
Adjustments simplify use of complex Spiritual Pressure Moves. Move 1 fixes unintended activation issues. Move 2 now integrates into combos, while Awakening adds mist damage for greater payoff.
Kaien Shiba
[Common]
- Quick Attack Combo (Exclusive Ability Active)
- Fixed an issue where cancel into Spiritual Pressure Move 2 was impossible.
- Signature Move
- Fixed an issue where air cancel was possible from certain actions.
- Spiritual Pressure Move 2
- Increased slow effect duration on opponent.
- Fixed an issue where air cancel was possible from certain actions.
[Initial Stage]
- Follow-up Hoho
- Fixed an issue where damage varied by condition.
[Awakening]
- Quick Attack
- Fixed delayed cancel frames compared to Initial Stage.
- Flash Attack
- Fixed delayed cancel frames compared to Initial Stage.
- Spiritual Pressure Move 1 (Exclusive Ability Active)
- Increased hitstun duration.
- Can now cancel into Signature Move on hit.
- Spiritual Pressure Move 2
- Reduced recovery time.
- Increased guard stun duration.
Developer’s Notes
Expanded utility for Spiritual Pressure Moves. Move 1 enables reversal into Current Aura State state, while Move 2 grants advantage on guard for sustained pressure.
Shinji Hirako
[Common]
- Breaker
- Fixed an issue where damage was lower than other characters.
- Quick Attack Follow-up (Exclusive Ability Active, Third Hit)
- Delayed cancel frames for Follow-up Hoho and Reverse Action.
- Spiritual Pressure Move 1
- Fixed an issue where air cancel was possible from certain actions.
[Awakening]
- Quick Attack Follow-up (Third Hit: Exclusive Ability Active)
- Reduced knockback distance.
- Spiritual Pressure Move 1
- Reduced guard stun duration on first hit.
- Adjusted second hit to move behind opponent before attacking.
- Breaker
- Fixed an issue where damage did not increase during Signature Active.
Developer’s Notes
Strengthened synergy with Spiritual Pressure Move 1. Reduced guard stun on first hit allows mix-ups with Breaker or Special Flash Attack.
Coyote Stark
[Initial Stage]
- Spiritual Pressure Move 2
- Reduced Spiritual Pressure consumption per frame.
- Follow-up Hoho
- Adjusted spawn position.
[Awakening]
- Signature Move (Blue Flame Wolf Stock Combo Branch)
- Reduced hitstun duration.
- Increased guard stun duration.
- Reduced guard gauge depletion.
- Increased guard pushback distance.
- Can now cancel into Signature Move, Spiritual Pressure Move 1, and Spiritual Pressure Move 2.
- Breaker (Blue Flame Wolf Stock Active)
- Reduced damage.
- Delayed cancel frames for attack actions.
Developer’s Notes
Initial stage adjustments reduce resource drain during Spiritual Pressure Move 2. Awakening changes emphasize resource management for extended combos while preventing excessive damage from wolf stock usage.
Tier Halibel
[Common]
- Spiritual Pressure Move 1
- Fixed an issue where air cancel was possible from certain actions.
- Can cancel from Signature Move “Corriente.”
[Initial Stage]
- Follow-up Hoho
- Fixed an issue where damage varied by condition.
[Awakening]
- Signature Move (Fuerza Aguja)
- Can now cancel into Spiritual Pressure Move 2 on hit.
- Spiritual Pressure Move 2
- Increased damage when Aura Gauge is accumulated.
Developer’s Notes
Improved combo integration for Spiritual Pressure Move 2 as a reversal tool. Aura Gauge accumulation boosts damage for immediate high-impact follow-ups.
Ulquiorra Shifar
[Common]
- Spiritual Pressure Move 2
- Increased total Reishi recovery.
[Reawakening]
- Flash Attack Follow-up
- Reduced blowback distance.
- Signature Move
- Faster cancel frames.
- Increased recovery time.
- Increased hitstun duration.
- Can now cancel into Spiritual Pressure Move 2.
- Adjusted motion when canceled from Special Flash Attack.
- Spiritual Pressure Move 2
- Increased slow effect duration during charge motion.
Developer’s Notes
Spiritual Pressure Move 2 now restores more Reishi. During Reawakening, Signature Move enables follow-ups into Spiritual Pressure Move 2 for extended pressure. Charge adjustments maintain consistent frame advantage for durability.
Nnoitra Gilga
[Common]
- Flash Attack
- Increased recovery time.
- Special Flash Attack
- Reverse Actions cannot be used during first hit recovery.
- Added counter-hit vulnerability during first hit recovery.
- Spiritual Pressure Move 1
- Can now cancel on hit or guard from Quick Attack Combo or Flash Attack Combo.
- Spiritual Pressure Move 2
- Added counter-hit vulnerability during first hit recovery.
[Awakening]
- Signature Move
- Added frames granting Super Armor during motion.
- When absorbing an attack with Super Armor, can cancel into Quick Attack, Flash Attack, or Special Flash Attack.
- Usable even when Block Stock is available.
- Follow-up Hoho
- Fixed an issue where damage varied by condition.
Developer’s Notes
Signature Move now gains Super Armor during motion, allowing Nnoitra to absorb attacks. After absorbing, immediate retaliation is possible via cancels. Increased risk for previously dominant tools like Flash Attack and Special Flash Attack ensures balanced play.
Grimmjow Jeagerjaques
[Common]
- Signature Move
- Fixed an issue where air cancel was possible from certain actions.
[Initial Stage]
- Spiritual Pressure Move 1
- Fixed an issue where air cancel was possible from certain actions.
[Awakening]
- Exclusive Ability
- Fixed an issue where invincibility ended prematurely when Impulse Gauge was maxed.
- Increased hitstun duration for attack hitbox.
- Signature Move (During Spiritual Pressure Move 2)
- Increased hitstun duration.
- Changed knockback animation.
- Follow-up Hoho
- Fixed an issue where damage varied by condition.
Developer’s Notes
Signature Move during Spiritual Pressure Move 2 now transitions smoothly into combos, enabling strong reversals and sustained offense.
Szayelaporro Grantz
[Common]
- Spiritual Pressure Move 2
- Fixed an issue where air cancel was possible from certain actions.
[Awakening]
- Signature Move
- When canceled from Breaker or Spiritual Pressure Move 2, now counts as strike hitbox.
- Reduced overall recovery when Spiritual Pressure Understanding Level ≥ 2.
- Spiritual Pressure Move 1
- Fixed an issue where unintended cancels were possible.
- Kikon Move (Doll Show)
- Increased debuff duration when destroying Achilles Tendon, Humerus, or Lung.
Developer’s Notes
Signature Move adjustments make it easier to raise Spiritual Pressure Understanding Level, increasing opportunities to leverage Szayelaporro’s strengths earlier in matches.
Nelliel Tu Odelschwanck
[Common]
- Spiritual Pressure Move 2
- Fixed an issue where slow effect duration before activation was reduced when consuming 2 Chase Stocks.
[Awakening]
- Special Flash Attack
- Can now cancel into Spiritual Pressure Move 2 after follow-up action.
- Spiritual Pressure Move 2
- Added slow effect during charge motion.
- Increased slow effect duration before activation when consuming Chase Stock.
Developer’s Notes
Spiritual Pressure Move 2 is now easier to integrate into combos, enabling high-damage sequences without relying on sheer volume of attacks.
Ichigo Kurosaki [Thousand-Year Blood War]
[Common]
- Signature Move (Full Moon)
- Increased damage.
- Reduced hitstun duration.
[Awakening]
- Signature Move (Moonlight)
- Improved combo scaling.
- Signature Move (Rising Moon)
- Reduced recovery time.
Developer’s Notes
Full Moon previously dominated offensive options, reducing diversity. Adjustments emphasize its role as a high-damage move, while Moonlight and Rising Moon offer varied pressure and mix-up potential.
Retsu Unohana
[Initial Stage]
- Fighting Spirit
- Reduced amount required for Awakening.
[Awakening]
- Fighting Spirit
- Increased amount required for Kikon Channel.
Developer’s Notes
No action changes, but Fighting Spirit adjustments make immediate Kikon Channel harder post-Awakening, reducing sudden match-ending scenarios.
FormeIchibe Hyosube
[Common]
- Exclusive Ability
- Paint Over Gauge now decreases after a set time following increase.
Developer’s Notes
Paint Over State previously offered excessive control. Adjustments maintain strength but require precise timing to maximize gauge before depletion.
