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新着情報
[Qliphah in Providence's Shadow]Update patch Ver. 1.04
We have released update patch Ver. 1.04, which includes various improvements and bug fixes.
◆ Improvements & Adjustments
・Added a practice area in the menu where you can test skills.
・Adjusted the performance of attack skills obtained during game progression to make them easier to use.
・Improved the visibility of hard-to-see attacks, such as those projected onto the ground.
・Added arrows during time stop to indicate which player an enemy is targeting.
・Added an option to change the slow-motion speed. Settings can be configured separately for normal slow-motion and sub-palette slow-motion.
◆ Bug Fixes & Issue Resolutions
・Fixed an issue where performance dropped significantly when “Very High” image quality was selected on 4K monitors. Additionally, the image quality settings have been adjusted to three levels: Low, Middle, and High.
・Removed the restriction where the “Flawless Victory” trophy (requiring an A-rank defeat on Dread difficulty) was unintentionally limited to boss fights.
・Fixed an issue in Dread difficulty where the Chapter 1 boss tutorial failed to appear. Additionally, the issue where the ‘Basic Training’ trophy could not be unlocked in certain situations has been resolved.
・Fixed an issue where attack visual effects disappeared when a large number of effects were generated on-screen.
・Fixed an issue regarding the emergency dodge skill triggered when a partner is not performing a skill, where invincibility frames lasted for an unintended duration.
◆ Other Adjustments
・Prevented the in-game date from advancing during battles in the “The Gymnasium” map.
・Added an icon next to the enemy level indicating the highest difficulty setting when playing on Dread difficulty.
・Added support for automatic pop-up of the on-screen keyboard on Steam Deck.
[神貌のクリファ]アップデートパッチVer.1.04
各種仕様の改善、および不具合修正を行うアップデートパッチVer.1.04を配信いたしました。
◆改善対応
・スキルの試し打ちができるエリアをメニューに搭載しました
・ゲーム進行上で手に入る攻撃スキルの性能を、使いやすくなるように調整しました
・地面に投影される等の見えにくい攻撃を見えやすくしました
・敵がどのプレイヤーを狙っているかを時間停止中に矢印で表示するようにしました
・スロー状態の速度を変更できる機能をオプションに追加しました。通常スローとサブパレット時のスローと別で設定可能です
◆修正&不具合対応
・4Kモニター接続時、グラフィック設定の画像品質を「Very High」にしていると処理が非常に重くなる不具合があったためその対策を行い、合わせて画像品質の設定段階も「Low/Middle/High」の3段階に改めました
・難易度Dreadで“Aランク討伐を条件とする”のトロフィー「完璧なる勝利」が意図せずボス限定の取得になっていたため、この制限を外しました
・難易度Dreadで1章ボスのチュートリアルが出現しない問題を発見したためこれを修正しました。合わせて、トロフィー「基礎訓練」が取れない場合がある問題も解決されました
・大量にエフェクトが出る状況で攻撃の表示が消える問題を緩和しました
・パートナーがスキルを実行していない時に発生する緊急回避スキルについて。無敵フレームの時間が意図しない長さであったためこれを修正しました
・敵討伐時のスキルドロップ判定が抜ける場合があった不具合を修正しました
◆その他の修正
・マップ「訓練所:体育館」での戦闘で日付が進まない様にしました
・難易度Dreadの場合、敵のレベルの横に最高難易度を示すアイコンが出るようにしました
・steamデックのキーボード入力の自動出現に対応しました
EVO France Sale開催中!
アークシステムワークス株式会社は、2026年10月19日(月)まで、Steamにて、アークシステムワークス「EVO France 2026 Sale」を開催中です。
常に進化し続ける格闘ゲーム『GUILTY GEAR -STRIVE-』、新規プレイアブルキャラクター、「トリニティ=グラスフィール」の参戦決定、『BLAZBLUE CENTRALFICTION』、作品の垣根を超えて人気キャラたちが集結した『BLAZBLUE CROSS TAG BATTLE』他バラエティ豊かなタイトルがお得な価格でお楽しみいただけます。
※各プラットフォームで対象タイトル、セール期間が異なります。お求めの際は、セール価格になっているかのご確認をお願いします。
Steamタイトル
セール期間:2026年10月2日(金)~ 2026年10月19日(月)
https://store.steampowered.com/developer/arcsystemworks
PlayStation5/PlayStation4 タイトル
セール期間:2026年10月7日(水)~ 2026年10月21日(水)
| タイトル | 販売価格 | 割引率 | 割引後価格 |
| GUILTY GEAR -STRIVE- PS4 & PS5 | ¥3,990 | 50% | ¥1,995 |
| GGST シーズンパス1 | ¥1,760 | 34% | ¥1,161 |
| GGST シーズンパス2 | ¥2,750 | 60% | ¥1,100 |
| GGST シーズンパス3 | ¥2,750 | 60% | ¥1,100 |
| GGST シーズンパス4 | ¥2,750 | 50% | ¥1,375 |
| ダウンタウン熱血物語SP | ¥3,740 | 50% | ¥1,870 |
| くにおくんの三国志だよ全員集合! | ¥3,740 | 50% | ¥1,870 |
| ダウンタウンスペシャル くにおくんの三国志だよ満員御礼!! | ¥3,740 | 30% | ¥2,618 |
| BLAZBLUE CROSS TAG BATTLE ベーシックエディション | ¥4,180 | 80% | ¥836 |
| BLAZBLUE CROSS TAG BATTLE スペシャルエディション | ¥7,480 | 80% | ¥1,496 |
| BLAZBLUE CROSS TAG BATTLE Ver2.0 コンテンツパック | ¥2,970 | 80% | ¥594 |
| 熱血硬派くにおくん外伝 イカすぜ!小林さん | ¥1,500 | 75% | ¥375 |
| ダウンタウン乱闘行進曲マッハ | ¥1,500 | 70% | ¥450 |
| GUILTY GEAR | ¥1,222 | 80% | ¥244 |
| 熱血硬派くにおくん外伝 リバーシティガールズ2 | ¥3,190 | 50% | ¥1,595 |
| 新・熱血硬派 くにおたちの挽歌 -with River City Girls Extra- | ¥1,650 | 50% | ¥825 |
| 熱血硬派くにおくん外伝 River City Girls | ¥3,190 | 50% | ¥1,595 |
| GUILTY GEAR Xrd -REVELATOR- | ¥6,380 | 80% | ¥1,276 |
| GUILTY GEAR Xrd REV 2 | ¥4,888 | 80% | ¥977 |
| GUILTY GEAR Xrd -SIGN- | ¥3,035 | 90% | ¥303 |
| BLAZBLUE CENTRALFICTION | ¥6,380 | 85% | ¥957 |
| UNDER NIGHT IN-BIRTH Exe:Late[cl-r] | ¥5,280 | 80% | ¥1,056 |
Nintendo Switch™ タイトル
セール期間:2026年10月7日(水)~ 2026年10月21日(水)
| タイトル | 販売価格 | 割引率 | 割引後価格 |
| GUILTY GEAR -STRIVE- Nintendo Switch Edition | ¥5,940 | 50% | ¥2,970 |
| ダウンタウン熱血物語SP | ¥3,740 | 50% | ¥1,870 |
| くにおくんの三国志だよ全員集合! | ¥3,740 | 50% | ¥1,870 |
| ダウンタウンスペシャル くにおくんの三国志だよ満員御礼!! | ¥3,740 | 30% | ¥2,618 |
| ダウンタウン乱闘行進曲マッハ | ¥1,500 | 70% | ¥450 |
| GUILTY GEAR | ¥1,222 | 80% | ¥244 |
| GUILTY GEAR XX ACCENT CORE PLUS R | ¥1,507 | 75% | ¥376 |
| 熱血硬派くにおくん外伝 リバーシティガールズ2 | ¥3,190 | 50% | ¥1,595 |
| 新・熱血硬派 くにおたちの挽歌 -with River City Girls Extra- | ¥1,650 | 50% | ¥825 |
| 熱血硬派くにおくん外伝River City Girls | ¥3,190 | 50% | ¥1,595 |
Microsoft Store タイトル
セール期間:2026年10月9日(金)~ 2026年10月21日(水)
| タイトル | 販売価格 | 割引率 | 割引後価格 |
| GUILTY GEAR -STRIVE- | ¥3,990 | 50% | ¥1,995 |
| GGST シーズンパス4 | ¥2,750 | 50% | ¥1,375 |
| GGST シーズンパス3 | ¥2,750 | 60% | ¥1,100 |
| GGST シーズンパス2 | ¥2,750 | 60% | ¥1,100 |
| GGST シーズンパス1 | ¥1,760 | 34% | ¥1,161 |
| BLAZBLUE CROSS TAG BATTLE Special Edition | ¥7,480 | 80% | ¥1,496 |
画面を埋め尽くすゾンビの大群をぶっ飛ばす爽快アクション!『くにおくんのサバイバーズ・オブ・ザ・デッド』Apple Arcadeにて配信開始!
『くにおくんのサバイバーズ・オブ・ザ・デッド』配信開始!
くにおくんの「サバイバーズライクアクションゲーム」がApple Arcadeに登場!
画面を埋め尽くすゾンビたちをなぎ倒し、縦横無尽に暴れまわる熱血サバイバルを体験せよ!
■毎日最初の1プレイクリアでデイリーボーナスをゲットしよう!
毎日最初の1プレイをクリアすると、お金、装備用経験値、装備用進化アイテムなど、育成や装備強化に必要なアイテムをゲットすることができます。
連続してクリアした日数は「連続生存記録」として記録され、日数が伸びると手に入るアイテムもより豪華になっていきますので、毎日忘れずにプレイしましょう!

■『くにおくんのサバイバーズ・オブ・ザ・デッド』とは
◆必殺技をド派手に進化!
大量のゾンビを倒してEXPを獲得し、レベルアップ!
くにおくんシリーズお馴染みの「必殺技」が、見た目も威力もケタ違いにパワーアップしていきます。

◆遊ぶたびに変わる「爆発的成長」
レベルアップ時に提示される強化項目は完全にランダムです。
技攻撃、発射攻撃、能力強化を組み合わせ、その時だけの最強ビルドを構築しましょう。

◆装備とハクスラで最強を目指せ!
学ラン、ボンタン、ベルト、靴、アクセ、裏釦の6つのスロットに装備を装着し、ステータスを恒久的に強化!
装備には特殊な効果が付与されていることがあり、より良い効果を求めて装備を集める「ハクスラ」的な楽しみも味わえます。

◆総勢20名以上の操作キャラクター
ゲームを進めることで、くにおやりきをはじめとした20人以上のキャラクターが解放!
キャラごとに異なる技やステータスで、多彩なアクションを楽しめます。

◆仲間との共闘が勝利のカギ
最大2名の仲間をAI操作のNPCとして連れて行くことが可能です。
お気に入りのチームを編成し、仲間も装備で強化して、過酷なゾンビパニックを生き抜きましょう。

■「くにおくん 公式X」をフォローして、最新情報をチェックしよう!
くにおくん公式Xアカウントでは、本タイトルをはじめとした「くにおくんシリーズ」の最新情報をおとどけしますので、ぜひフォローしてください。
| くにおくん公式アカウント |
| https://x.com/Kunio_Kun_PR |
| 製品タイトル | くにおくんのサバイバーズ・オブ・ザ・デッド |
| 配信日 | 2026年10月1日 |
| ジャンル | 熱血サバイバーライクアクション |
| 対応プラットフォーム | Apple Arcade ・「Apple Arcade」とは200種類以上のゲームを無制限に楽しめるAppleのゲームサブスクリプションサービスです。 Apple Arcadeには、30日間の無料トライアルがあります(利用規約が適用されます)。お住まいの地域によっては、一部のゲームが利用できない場合があります。 ・Apple Oneにご加入の方は追加料金なしでApple Arcadeをお楽しみいただけます。 |
| 権利表記 | © ARC SYSTEM WORKSApple および Apple ロゴは Apple Inc. の商標であり、Apple Arcade は Apple Inc. のサービスマークです。これらはそれぞれ、米国およびその他の国や地域で登録されています。 |
「UNDER NIGHT IN-BIRTH II Sys:Celes」[Ver.1.40][Ver.1.41]Patch Notes
■ Changes Outside of Battle
The version 1.40 update includes the addition of the new character, Zohar, as well as balance adjustments to existing characters and game mechanics.
The version 1.41 update fixes in-game issues from version 1.40.
The outline and purpose of the game balance changes are summarized in the “Battle Related Adjustments” section.
We have added a new rating system to Ranked Matches.
We have also added new features and improved usability of Training Mode, Mission Mode, and Replay Mode.
We will continue to make updates to improve the play experience.
■ Overall Changes
Added playable character “Zohar.”
Added Zohar’s story to the single player Arcade Mode, as well as a VS Zohar story for Kuon.
Added Zohar’s battle stage, “Seaside Warehouse District.”
Added Zohar’s battle BGM, “Scouting.exe.”
Added customization items and titles related to Zohar.
Added illustrations to the Gallery.
The BGM title will now be displayed during the round call sequence.
Adjusted Missions for some characters.(Ver1.41)
Fixed other minor issues.
■ Network Mode Changes
Added a rating system to Ranked Matches.
In addition to the existing RIP, this adds IR (Inbirth Rate).
IR is an ELO style point system calculated for each character separately.
When all of the following conditions are met, you will trigger an “IR match” that alters your IR.
・Currently playing a Ranked Match.
・At the start of the match, both players’ ranks are S or S+.
IR is not affected by Casual Matches.
Added a new menu displayed after matches in both Ranked Match and Casual Match.
You can view recent match replays or enter matchmaking in Training Mode from this menu.
■ Training Mode Changes
Added the option to set different reversal actions on damage or on block.
Added an activation rate option to the Guard Shield settings.
This makes it possible to set the Guard Shield activation rate in addition to the current initial hit settings.
Added a setting to toggle HUD display on or off.
We have adjusted the frame data display so that 1P and 2P sides can be displayed simultaneously.
We have also added the frame count for the gap in a string in addition to the frame advantage.
■ Mission Mode Changes
Added a feature to playback recent gameplay.
This allows you to view the results of your own inputs.
■ Replay Mode Changes
Added a frame data display option to the pause menu during replay playback.
Added options to display attack and frame data during replay playback or replay assist.
Added options to select multiple replays and either delete, favorite, or unfavorite them at once.
■ Battle Related Adjustments
In the update to version 1.40, we have made adjustments both to individual character balance as well as to the overall battle mechanics.
● Combo damage and meter gain values
Through previous updates and players working out new combos, the amount of damage and EXS gauge attainable in a single combo has increased.
Due to the increased amount of EXS gauge gained, there are more opportunities to gain an advantage such as by ending a combo with an EX special move to deal heavy damage and go into okizeme or use an EX special move during your offense to maintain advantage.
EX special moves result in powerful effects in exchange for their EXS gauge cost.
With these adjustments, we have not made EX special moves themselves weaker as a whole, but rather re-evaluated the amount of EXS gauge gained to manage the frequency at which EX special moves can be utilized.
We have also added restrictions on damage and meter gain during combos.
The restrictions increase for longer combos in particular.
We have also re-evaluated the EXS meter gain during Vorpal.
These changes aim to make the decision making more meaningful, with the player having to weigh options as to the timing when to use or preserve their gauge, rather than using it right as they accumulate it.
On the other hand, we have been careful to limit the effect on standard combos to maintain the exhilarating feel of the combo mechanics.
● Steer Ender
Steer Ender can be used in combos to deal damage and gain GRD, creating an advantageous situation afterwards.
In prior versions, it would often give you an advantage when used at the end of long combos, creating little variation in the timing of its use.
With these adjustments, the properties of Steer Ender now vary depending on the recovery proration.
When used at the end of a long combo, it shortens the opponent’s untechable time, making it more challenging to go into okizeme than before.
On the other hand, it deals more damage and gains more GRD when used earlier in a combo.
These changes mean that it would not always be used at the end of long combos, opening up the option to use Steer Ender earlier on depending on the TS cycle and situation afterwards.
As well, Steer Ender no longer triggers from a →+A+B input.
This intends to address unintentional inputs when performing a dash with the button input.
● Aerial actions and risk upon whiff
Some aerial special moves and dashing attacks could not be intercepted by anti-air attacks with head invincibility, making it hard to understand their counters.
There were also moves that were challenging to punish even after evading them.
With these adjustments, we have added the “head property” to some attacks performed while leaping up.
This makes anti-air attacks with head invincibility work more consistently as a countermeasure against them.
We have also re-evaluated the counter hit window for jumping attacks and aerial command normals.
This makes it risky to whiff certain follow-up moves or descending aerial command normals.
These changes make it easier to understand countermeasures against aerial attacks, as well as to punish your opponent after evading their attacks.
● Backdash
Certain characters’ backdashes had fewer overall frames, making it possible to evade attacks and directly punish the opponent.
We have re-evaluated the overall frames of the backdashes for all characters.
We have mainly extended them for characters with fewer overall frames, and shortened them for some characters with longer ones.
This lessens extreme gaps between characters, making it more challenging to get a guaranteed punish after evading an attack with a backdash.
● Throw and Shield
We have made minor adjustments to offense and defense at close range focusing on throws and shield.
We have decreased the overall frames of standard throws to decrease the risk of using them.
On the other hand, we have limited the dashing momentum when using throws or certain normal moves after a dash.
We have also adjusted the window during which throws cannot be teched as well as the process upon successful shield to fine tune situations revolving around throw and shield.
We have also re-evaluated the behavior on input and the blockstun of Guard Shield.
■ Battle Related Changes
● Combo damage / gauge related
Combo damage and meter gain now decreases corresponding to the length of the combo.
Decreased amount of gauge gained upon attack hit.
The gauge gained has been decreased more for special moves.
When the EXS gauge gain limit is triggered by performing EX special moves in a combo or by other means, the restricted duration now counts starting from the end of the combo.
Removed the bonus EXS gauge gain during Vorpal.
Due to increased attack damage during Vorpal, it is easier to gain EXS gauge than normal.
This change has not removed that feature, only the separate EXS gauge gain rate bonus.
The additional EXS gauge gain from activating an EX special move during Vorpal now only applies during combos.
Adjusted certain command grabs that function as powerful mixup so that minimum guaranteed damage proration applies when they hit as the first attack in a combo.
Decreased the amount of GRD gained when using Steer Ender in a combo that started from a grab.
● Steer Ender related
The properties of Steer Ender now vary depending on recovery proration.
If the recovery proration is low when Steer Ender hits, it decreases the duration of the opponent’s untechable time.
The color of the effect upon activation changes to reflect this.
If the recovery proration is high when Steer Ender hits, it results in additional damage and GRD gain.
→+A+B input no longer triggers Steer Ender.
● Aerial actions / whiff related
Added the head property to certain attacks performed while leaping up, such as aerial special moves and dashing attacks.
This makes them easier to intercept with anti-air moves (such as ↘+C) with head invincibility.
Certain descending attacks now have the head property in addition to their existing air property.
Revised the counter state duration of jumping attacks and aerial command normals.
These changes make it easier to land a counter hit with an anti-air move.
GRD now depletes upon activating certain follow-up moves available after normals and command normals as a whiff cancel.
Added additional recovery upon landing after whiffing certain descending aerial command normals.
Previously, some anti-air moves could be canceled into EX special moves even on whiff.
However, as this made them safe to whiff, we have adjusted the conditions for canceling them.
● Backdash related
Revised the overall frames of each characters’ backdash.
We have extended the overall frames for characters with shorter backdashes, and shortened them for some characters with longer backdashes.
● Throw / shield related
Decreased the overall frames when a normal throw whiffs.
Decreased the impact of dash momentum when using a normal throw, command throw, Standing A, or Crouching A after a dash.
Decreased the duration during which throws cannot be teched after inputting a normal throw.
Removed the duration during which throws cannot be teched after a successful shield.
Alleviated issues where shield would be activated accidentally when inputting throw while blocking.
Decreased the additional blockstun upon activating Guard Shield.
■ Hyde
Increased recovery time of backdash.
Decreased recovery time of normal throw on whiff.
Decreased cancel window of Crouching A.
Increased counter state duration of Jumping A.
Increased counter state duration of Increased Jumping C.
Decreased range of ↘+B.
Decrease blockstun of [Dark Lotus](↓↘→+AorB>→+A).
Changed [Sinister Bend] (↓↘→+AorB>→+B) to head attack property.
Changed [Vacant Shift](↓↙←+AorBorC) to head attack property.
Increased starter damage proration of the A and B versions of [Vacant Shift – First] (↓↙←+AorB).
Expanded back hitbox of [Vacant Shift – Second] (↓↙←+AorB>←+AorB).
Increased damage proration of the B version of [Shadow Scare] (↓↓+B).
Changed the strike part of the A and B versions of aerial [Dark Lotus] (↓↘→+AorB mid-air) to head attack property.
■ Linne
Delayed the start of movement and increased the recovery of backdash.
Decreased recovery time of normal throw on whiff.
Increased recovery time and upper hurtbox of Crouching B.
Expanded upper hurtbox of Crouching C.
Increased counter state duration of Jumping A.
Increased counter state duration of Jumping B.
GRD now depletes when performing the follow-up after [Wolf Howl] (→+C>→+C>→+C) upon whiff.
Increased landing recovery time of aerial ↓+B upon whiff.
Made it impossible to act again during the recovery of [Soaring Dragon] (→+B+C during dash) upon whiff.Changed [Soaring Dragon] (→+B+C during dash) to head attack property. (※Reverted in Ver.1.41: Removed head property)
The A version of [Moon Gyre] (→↓↘+A) can no longer by canceled into an EX special move upon whiff.
Increased recovery time of the A version [Tenacious Mist] (↓↙←+A).
Changed [Flying Swallow] (↓↓+AorB) to head attack property.
Changed [Soaring Swallow] (↓↓+C) to head attack property.
Adjusted attack property of [Dragon Fang] (→↘↓↙←+AorBorC mid-air) to head and air properties.
Decreased damage and increased damage proration when the first hit of a combo for the A and B versions of [Dragon Fang] (→↘↓↙←+AorB mid-air).
■ Waldstein
Decreased recovery time of normal throw on whiff.
Changed Dashing C to head attack property.
Increased counter state duration of aerial →+C.
Decreased effect of dash momentum on the A version of [Drehen Durchbohren] (full circle+A).
The A and B versions of [Drehen Durchbohren] (full circle+AorB) now trigger minimum guaranteed damage proration when hitting as the first move in a combo.
[Sturmangriff] (←charge→+AorBorC) now triggers minimum guaranteed damage proration when hitting as the first move in a combo.
■ Carmine
Increased recovery time of backdash.
Decreased health regain when normal throw hits.
Decreased recovery time of normal throw on whiff.
Increased counter state duration of Jumping A.
Increased counter state duration of Jumping B.
Increased initial damage proration and decreased blockstun of Dashing C.
Decreased health regain when [That’s Gotta Hurt!] (B>B>B) hits.
GRD now depletes when performing the follow-up after [That’s Gotta Hurt!] (B>B>B) upon whiff.
[That’s Gotta Hurt!] (B>B>B) now triggers minimum guaranteed damage proration when hitting as the first move in a combo.
Increased landing recovery time of standard and Increased [Eat Guillotine!] (↘+C mid-air) upon whiff.
Adjusted the damage state on hit and made it possible to perform a grounded tech after [Twist!] (↙+B+Cor↘+B+C) when activated with a directional input.
Increased the health depleted when setting up Increased [Thrust!] (↓↙←+C).
Changed the EX version of [Thrust!] (↓↙←+C) to head attack property.
Decreased health regain when [Give Me That!] (↓↙←+B+C) hits.
■ Orie
Delayed the start of movement and increased the recovery of backdash.
Decreased recovery time of normal throw on whiff.
Decreased range of Standing A directly after startup.
Increased recovery time of Standing B.
Increased counter state duration of Jumping A.
Increased counter state duration of Jumping B.
Decreased speed of movement and increased initial damage proration of Dashing C.
Changed ↘+C to head attack property.
Decreased the cancel window and opponent hitstop after aerial ↓+C is blocked.
Removed the height gained when aerial ↓+C hits mid-air.
Increased landing recovery time of aerial ↓+C.
Removed the decreased height of aerial ↓+C when performed after a back jump.
Increased recovery time of the A version of [Divine Thrust] (↓↘→+A). It can now also be canceled when blocked, not only on hit, during the latter half of the cancel window.
Decreased damage and increased initial damage proration of the A version of [Divine Thrust] (↓↘→+A).
Increased startup of the EX version of [Divine Thrust] (↓↘→+A).
Adjusted the hitbox of the latter half of the active frames of the A version of [To Me! (Command Order)] (↓↙←+A) to a unique follow-up one.
Removed the guaranteed startup from the EX version of [Sealing Hoplon] (↓↓+C).
Changed aerial [To Me! (Command Order)] (↓↙←+AorBorC mid-air) to head attack property.
■ Gordeau
Delayed the start of movement and increased the recovery of backdash.
Decreased recovery time of normal throw on whiff.
[Mortal Slide] ~ forward input version of [Assimilation] (↓↘→+AorBorC>→+AorBorC>→+AorBorC) performed as a follow-up now triggers minimum guaranteed damage proration when hitting as the first move in a combo. (Updated 9/16)
Decreased effect of dash momentum on the A version of [Assimilation] (↓↙←+A).
The A version of [Assimilation] (↓↙←+A) now triggers minimum guaranteed damage proration when hitting as the first move in a combo.
Changed the final hit of the B and EX versions of [Precise Aim] (↓↓+B, ↓↓+C) to head attack property.
Changed [Mortal Glide] (↓↘→+AorBorC mid-air) to head attack property.
Adjusted attack property of aerial [Precise Aim] (↓↙←+AorBorC mid-air) to head and air properties.
■ Merkava
Decreased recovery time of normal throw on whiff.
Increased counter state duration of Jumping A.
Increased counter state duration of Jumping B.
Increased counter state duration of Jumping C.
The attack property of Dashing C now changes to head property from the start of the move.
GRD now depletes when performing the follow-up after B>B upon whiff.
Increased landing recovery time of aerial ↓+C upon whiff.
The B version of [I, Penetrate the Clear Skies] (→↓↘+B) can no longer by canceled into an EX special move upon whiff.
■ Vatista
Decreased recovery time of normal throw on whiff.
Increased counter state duration of Jumping A.
Increased counter state duration of Jumping B.
GRD now depletes when performing the follow-up after B>B upon whiff.
GRD now depletes when performing the follow-up after ↓+B>↓+B upon whiff.
Delayed the timing when the A version of [Ruber Angelus] (↓charge↑+A) is considered airborne.
Removed aerial attack property of the B version of [Transvoranse] (↑charge↓+B mid-air) after landing.
Adjusted attack property of the B version of [Transvoranse] (↑charge↓+B mid-air) while descending to head and air properties.
Adjusted attack property of the EX version of [Transvoranse] while descending to head and air properties.
■ Seth
Decreased recovery time of normal throw on whiff.
Increased recovery time of Standing B.
Increased counter state duration of Jumping A.
GRD now depletes when performing the follow-up after C>C upon whiff.
Changed →+C to head attack property.
Increased counter state duration of aerial →+C.
Decreased opponent’s hitstop after blocking the A version of [Dual Piercing Vengeance] (→↓↘+A).
Decreased damage of [Unexpected Blade Vendetta] (↓↙←+AorBorC>C).
Decreased effect of dash momentum on the A version of [Transgressing Convict] (→↘↓↙←→+A).
Delayed start of the throw hitbox and increased recovery time of the A version of [Transgressing Convict] (→↘↓↙←→+A).
The A version of [Transgressing Convict] (→↘↓↙←→+A) now triggers minimum guaranteed damage proration when hitting as the first move in a combo.
Adjusted attack property of [Narrow Intrusion] (→↓↘+AorBorC mid-air) to head and air properties.
The B version of [Piercing Penetration] (↓↙←+B mid-air) now triggers minimum guaranteed damage proration when hitting as the first move in a combo.
Adjusted attack property of the B version of [Piercing Penetration] (↓↙←+B mid-air) to head and air properties.
Adjusted attack property of the EX version of [Piercing Penetration] (↓↙←+C mid-air) to head and air properties.
■ Yuzuriha
Increased recovery time of backdash.
Decreased recovery time of normal throw on whiff.
Increased counter state duration of Jumping A.
Increased counter state duration of Jumping B.
Increased counter state duration of Jumping C.
Changed Dashing C to head attack property.Changed [Sougetsu Ittou-Ryu et cetera! Ten’i Muhou] (↓+B+C) to head attack property. (※Reverted in Ver.1.41: Removed head property)
Changed aerial [Battoujutsu Ni no Kata: Saki] (↓↘→+AorBorC mid-air) to head attack property.
Adjusted attack property of [Sougetsu Ittou-Ryu et cetera! Yae Ichirin] (↓↙←+AorBorC mid-air) to head and air properties.
■ Hilda
Decreased recovery time of normal throw on whiff.
Increased counter state duration of Jumping B.
Increased counter state duration of Jumping C.
Increased starter damage proration of Dashing B.
Increased starter damage proration of Dashing C.
GRD now depletes when performing the follow-up after B>B upon whiff.
GRD now depletes when performing the follow-up after C>C upon whiff.
GRD now depletes when performing the follow-up after ↓+C>↓+C upon whiff.
Increased counter state duration of Jumping C > follow-up C.
Increased landing recovery time of aerial ↓+C upon whiff or block.
Changed [Tri-Furket] (B+C) to head attack property.
Changed [Front Stab] (A before hit while holding B+C or B+C mid-air) to head attack property.
Changed [Under Stab] (↓+A before hit while holding B+C or B+C mid-air) to head attack property.
■ Chaos
Decreased cooldown duration after Azhi Dahaka disappears.
Greatly decreased cooldown duration when Azhi Dahaka disappears after a light class attack.
Decreased recovery time of normal throw on whiff.
Sped up the timing when Dashing B gains head invincibility and increased the attack’s active frames.
GRD now depletes when performing the follow-up after B>B upon whiff.
GRD now depletes when performing the follow-up after C>C upon whiff.
Expanded upper hitbox and increased active frames of [Burn Them to a Crisp] (B+C).
Increased untechable time of Increased [Spew Out] (↓↙←+AorB).
Increased untechable time of Conceal (↓↓+AorBorC).
■ Nanase
Delayed the start of movement and increased the recovery of backdash.
Decreased recovery time of normal throw on whiff.
Increased recovery time of Standing B.
Increased counter state duration of Jumping A.
Increased counter state duration of Jumping B > follow-up B.
Changed Dashing C to head attack property.
Increased counter state duration of aerial ↓+C.
Increased counter state duration of Increased aerial ↓+C.
Adjusted attack property of [Conveying My Vrai Coeur] (↓↙←+AorBorC>AorBorC) to head and air properties.
Adjusted attack property of aerial [Conveying My Vrai Coeur] (↓↙←+AorBorC mid-air) to head and air properties.
■ Byakuya
Increased recovery time of backdash.
Decreased recovery time of normal throw on whiff.
Increased starter damage proration of Dashing B.
Decreased active frames and increased recovery time of Dashing B.
GRD now depletes when performing the follow-up after B>B upon whiff.
Increased landing recovery time of aerial ↓+C and Increased aerial ↓+C upon whiff.
[You’re Almost Ready to Eat] (→↓↘+AorBorC) now triggers minimum guaranteed damage proration when hitting as the first move in a combo.
Adjusted attack property of [Caught You!] (↓↙←+AorBorC>AorBorC>AorBorC) to head and air properties.
Adjusted attack property of [Caught You!] (↓↙←+[AorBorC]>AorB) when performed with the Increased version additional input follow-up to head and air properties.
■ Phonon
Sped up the start of movement and decreased recovery time of backdash.
Decreased recovery time of normal throw on whiff.
Decreased recovery of Standing A.
Shrunk hurtbox before startup and increased range of Crouching B.
Increased counter state duration of Jumping A.
Increased counter state duration of Jumping B.
GRD now depletes when performing the follow-up after B>B upon whiff.
Increased counter state duration of aerial ←+B.
Changed [Raid] (→+B+C>B) to head attack property.
■ Mika
Sped up the start of movement and decreased recovery time of backdash.
Decreased recovery time of normal throw on whiff.
Increased cancel window of Standing B into normals.
Increased cancel window of Crouching C.
Increased counter state duration of Jumping C.
Changed Dashing C to head attack property.
GRD now depletes when performing the follow-up after B>B upon whiff.
Changed [Mika’s Crash] (B+C) to head attack property.
Fixed an issue where the opponent would not launch on hit when activating Cross Cast Veil Off after the first hit of Increased [Mika’s Crash] (B+C) or Increased aerial [Mika’s Crash] (B+C mid-air), making it hard to follow up.
Changed [Mika’s Press] (↓+B+C) to head attack property.
[Mika’s Cannon] (↓↙←+AorBorC) now triggers minimum guaranteed damage proration when hitting as the first move in a combo.
[Mika’s Hip Attack] (full circle+C) no longer expends a wall bounce count on hit.
[Mika’s Hip Attack] (full circle+C) now triggers minimum guaranteed damage proration when hitting as the first move in a combo.
Adjusted attack property of aerial [Mika’s Missile] (↓↘→+AorBorC mid-air) and the additional input to head and air properties.
Adjusted attack property of aerial [Mika’s Twister] (→↓↘+AorBorC mid-air) to head and air properties.
■ Wagner
Increased recovery time of backdash.
Decreased recovery time of normal throw on whiff.
Increased recovery time of Standing B.
Increased counter state duration of Jumping A.
Changed →+C to head attack property.
Increased landing recovery time of aerial ↓+C upon whiff.
Increased recovery time of the EX version of [Sturm Brecher] (↓↙←+C).
Adjusted attack property of [Sturm Schlag] (↓↘→+AorBorC mid-air) to head and air properties.
■ Enkidu
Delayed the start of movement and increased the recovery of backdash.
Decreased recovery time of normal throw on whiff.
Decreased recovery of Crouching A.
Increased range of Crouching C.
Increased counter state duration of Jumping B.
Changed Dashing B to head attack property.
Changed Dashing C to head attack property.
Decreased recovery of the second hit of [Three Chain Strike] (C>C).
Changed the third hit of [Three Chain Strike (Secret)] (↓+C>↓+C>↓+C) to head attack property.
Increased the movement speed of Increased ↘+C. Expanded the overlap hitbox above before the attack.
The A and B versions of [Chained Kick] (→↓↘+AorB) can no longer by canceled into an EX special move upon whiff.
Decreased recovery time of the EX version of [Thunder Stomp] (↓↓+C).
[Armor Drill] (full circle+C) now triggers minimum guaranteed damage proration when hitting as the first move in a combo.
Adjusted attack property of [Gale Edge] (↓↘→+AorBorC mid-air) to head and air properties.
■ Londrekia
Increased recovery time of backdash.
Decreased recovery time of normal throw on whiff.
Increased counter state duration of Increased Jumping C.
Increased damage proration of B>B.
Expanded hurtbox before the attack startup of B>B.
GRD now depletes when performing the follow-up after B>B upon whiff.
Decreased B>B cancel window of Standing B on whiff outside of combos.
Decreased guaranteed untechable frames of ←+C.
Increased landing recovery time of aerial ↘+B and Increased ↘+B upon whiff.
Adjusted the follow-up of [Frozen Cleave: Bisect] (B+C>AorBorC) to only be available on hit.
■ Tsurugi
Increased recovery time of backdash.
Decreased recovery time of normal throw on whiff.
Increased recovery time of Standing B.
Adjusted the clash hitbox of Increased Jumping C to no longer trigger a clash when the opponent has head invincibility.
Changed Dashing C to head attack property.
Increased startup of the EX version of [Crushing Piler!] (↓↘→+C).
The A version of [Trebuchet!] (→↓↘+A) can no longer by canceled into an EX special move upon whiff.
[Jaw Crusher!] (↓↙←+AorBorC) now triggers minimum guaranteed damage proration when hitting as the first move in a combo.
Changed [Bloomer!] (↓↘→+AorBorC mid-air), including the Increased B version, to head attack property.
Adjusted the clash hitbox of the Increased Jumping B version of [Bloomer!] (↓↘→+B mid-air) to no longer trigger a clash when the opponent has head invincibility.
■ Kaguya
Decreased recovery time of normal throw on whiff.
Changed →+C to head attack property.
GRD now depletes when performing the follow-up after B>B upon whiff.
[Lack Leaves a Hole in the Heart: Rising Crescent] (→↓↘+B) can no longer by canceled into an EX special move upon whiff.
■ Kuon
Sped up the start of movement of backdash.
Decreased recovery time of normal throw on whiff.
Increased counter state duration of Jumping A.
GRD now depletes when performing the follow-up after →+B>→+B upon whiff.
Decreased startup of [Heavenly Law] (B+C) when performed as a cancel. Fixed an issue causing the startup to be inconsistent.
Increased counter state duration of the A and B versions of [Scarlet Wings of Authority] (B+C>AorB).
Added foot invincibility to the B version of [Mantle of Nothingness] (→↓↘+B) before the attack. Expanded lower hitbox.
Adjusted the EX version of [Mantle of Nothingness] (→↓↘+C), the A version of aerial [Mantle of Nothingness] (aerial →↓↘+A), and [Mantle of Nothingness] after [Heavenly Law] (B+C>↓+B+C mid-air) to turn after the warp.
The EX version of [Mantle of Nothingness] (→↓↘+C, aerial →↓↘+C) now tracks distant opponents as well.
■ Uzuki
Decreased recovery time of backdash.
Decreased recovery time of normal throw on whiff.
Expanded frontal and lower hitbox of Jumping B.
Increased counter state duration of Jumping B.
Expanded frontal and lower hitbox of Jumping C. Increased active frames of the attack.
Decreased startup of Increased ←+C.
Aerial ↓+C can now be canceled even if it is blocked.
The opponent will no longer be concealed by the explosion effect of [Bag of Secrets] (↓+B+C).
Adjusted attack property of the B version of [Ride on Bones] (↓↘→+B) while descending to head and air properties.
The B version of [Ride on Bones] (↓↘→+B) can no longer by canceled into an EX special move upon whiff.
[Gorging Coffin] (↓↙←+AorBorC>←+D>A+D) now triggers minimum guaranteed damage proration when hitting as the first move in a combo.
Adjusted attack property of aerial [Trap of Death] (↓↙←+AorBorC aerial) to head and air properties.
■ Ogre
Increased recovery time of backdash.
Decreased recovery time of normal throw on whiff.
Increased recovery time of Standing B.
Changed Dashing C to head attack property.
Increased startup of →+C.
Increased starter damage proration of the A and B versions of [I’ll Break You!] (↓↘→+AorB).
The A version of [Oh No, You Don’t!] (→↓↘+A) can no longer by canceled into an EX special move upon whiff.
Decreased damage of the A and B versions of [No Escape!] (↓↙←+AorB).
Changed [Now, Fall!] (↓↙←+A>follow-up C) to head attack property.
[I’ve Got You!] (→↘↓↙←→+AorBorC) now triggers minimum guaranteed damage proration when hitting as the first move in a combo.
Decreased effect of dash momentum on the A version of [I’ve Got You!] (→↘↓↙←→+A).
Increased startup of the throw and increased recovery time of the A version of [I’ve Got You!] (→↘↓↙←→+A).
The opponent will no longer be concealed by the effect of the Dryly Bomb after [I’ve Got You!] (→↘↓↙←→+AorBorC) hits.
The explosion of the Dryly Bomb after [I’ve Got You!] (→↘↓↙←→+AorBorC) hits can now be aerial blocked. Decreased blockstun.
■ Izumi
Decreased recovery time of normal throw on whiff.
Increased recovery time of Standing B.
Increased recovery time of Crouching B.
Expanded hurtbox before the attack startup of Crouching B.
Increased counter state duration of Jumping A.
Increased counter state duration of Jumping B.
Increased counter state duration of Increased Jumping B.
Increased starter damage proration of Dashing B.
Increased cancel input buffer window when landing during Dashing C.
Changed Dashing C to head attack property.
[C’mere, Elefee!] (B+C) can no longer be used to evade command grabs that can throw the opponent’s hurtbox.
Increased startup of [Lots of Bubbly Breath] (↓↙←+B+C).
Adjusted attack property of the aerial part of [I’ll Handle This Myself!] (↓↘→+AorBorC mid-air) to head and air properties.
[I’ll Handle This Myself!] (↓↘→+AorBorC mid-air) can now be whiff Chain Shifted at the timing of landing.
■ Eltnum
Increased recovery time of backdash.
Decreased recovery time of normal throw on whiff.
Increased recovery time of Crouching C.
Changed the second hit of Crouching C to foot property.
Changed Dashing B to head attack property.
Changed Dashing C to head attack property.
Changed the first hit of Dashing C to a follow-up hitbox.
GRD now depletes when performing the follow-up after C>C upon whiff.
Changed →+C and Increased →+C to head attack property.
Aerial ↓+B and Increased aerial ↓+B now have landing recovery upon whiff when outside of a combo.
Increased starter damage proration of Increased [Etherlite Shift] (B+C).
Increased landing recovery time of the standard and Increased [Etherlite Shift] (B+C).
The A version of [Etherlite Air] (→↓↘+A) can no longer by canceled into an EX special move upon whiff.
Shrunk the upper hitbox and expanded the upper hurtbox of [Etherlite Ground] (↓↙←+AorBorC).
Increased recovery time of the A version of [Etherlite Ground] (↓↙←+A).
The Increased B version of [Etherlite Ground] (↓↙←+B). now triggers minimum guaranteed damage proration when hitting as the first move in a combo.
Adjusted the damage proration of the EX version of [Etherlite Ground] (↓↙←+C). to add with each hit, and increased the proration.
Increased startup of aerial [Etherlite Air] (→↓↘+AorBorC mid-air).
Changed aerial [Etherlite Air] (→↓↘+AorBorC mid-air) to head attack property.
Adjusted attack property of [Air Slide] (↓↙←+AorBorC mid-air) to head and air properties.
The B version of [Air Slide] (↓↙←+B mid-air) now triggers minimum guaranteed damage proration when hitting as the first move in a combo.
■ Akatsuki
Increased recovery time of backdash.
Decreased recovery time of normal throw on whiff.
Increased recovery time of Far Standing B.
Increased counter state duration of Jumping A.
Decreased untechable time of neutral Jumping C.
Increased starter damage proration and damage proration of [Jaw Crusher] (→+C) , and decreased damage.
Increased landing recovery time of [Tile Crusher] (↓+C mid-air) upon whiff.
Increased landing recovery time of the standard and Increased versions of [Skull Crusher] (→+C mid-air) upon whiff.
The B version of [Armor Pierce Kick] (↓↙←+B) can no longer by canceled into an EX special move upon whiff.
Increased starter damage proration of the B version of [Armor Pierce Kick] (↓↙←+B).
Changed [Armor Pierce Kick] (↓↙←+AorBorC) to head attack property.
Decreased blockstun of the [Heavy Assault Protection] (↓↘→+B+C) attack performed after a successful parry. Also fixed an issue where the hurtbox disappeared when it becomes possible to act during the recovery.
Changed aerial [Armor Pierce Kick] (↓↙←+AorBorC mid-air) to head attack property.