Balance Patch – November 2025

Balance Update / 11.10.2025

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Trini Kwan

Trini Kwan

General

  • Fixed hit collider location to better hit airborne and juggled opponents

Tiger Strikes

  • Changed animation attack order from uppercut, palm x2, kick to palm x2, uppercut, kick
  • Changed uppercut hit reaction from Interrupt to Sweep
  • Changed dash cancel window from after the 1st hit to after the 2nd hit

Claw Counter

  • Changed to automatically transition to Counter Offense w/o receiving a Strike/Block
  • Startup speed = 60 frames
  • Increased recovery speed

Spinning Blades

  • Increased startup speed from 47 to 30
  • Changed first 3x standing hit reaction from Interrupt to Sweep
  • Increased recovery speed

Flying Dagger

  • No Change

Rushing Daggers (Assist)

  • Increased startup speed from 50 to 37
  • Changed 2nd standing hit reaction from Interrupt to Sweep
  • Changed 3rd air hit reaction Knockdown

Heckyl

Heckyl

Dark Orbit

  • Fixed boomerang’s final hit from missing the opponent when activating from the back corner next to an opponent

Hayley Foster

Hayley Foster

White Steel Slash

  • Dash cancel back on startup now transitions to White Steel Slash v2 (Upward Slash Launcher)
  • Dash cancel back after the 1st hit before the 2nd hit now transitions to White Steel Slash v2 (Upward Slash Launcher)
  • Dash canceling to White Steel Slash v2 during EP cooldown no longer resets EP cooldown meter.
  • This change removes canceling into Dash Back from startup or after the 1st hit entirely.

Arrow Blast

  • Activating now resets EP cooldown meter like all Block type moves

Possesed Flames

  • Dash canceling to Posseded Flames v2/v3 (forward/back) during EP cooldown no longer resets EP cooldown meter.

Orion

Orion

Silver Spear

  • Changed 1st standing hit-reaction from Sweep to Interrupt

Nick Russell

Nick Russell

Red Dragon Fire Ranger (Super Stance)

  • Decreased startup speed
  • Decreased Stance meter depletion speed
  • Super abilities will now decrease Stance meter upon activation
  • Maximum number of Super Abilities per Super Stance = 3
  • Red Dragon Fire Armor will now vanish when Stance meter is depleted
  • Activating when EP meter is on cooldown now allows EP meter regen

Phoenix Fury (Assist)

  • Decreased startup speed from 36 to 50
  • Decreased jump arc to be more visible on startup
  • Changed location of Clash Icon (Breaker) to be below the feet for more visibility on startup

Robert “R.J.” James

Robert "R.J." James

Alpha Wolf [New]

  • Changed animation so that the initial kick has been removed. The starting attack is now the jumping kick
  • Changed number of hits from 3 to 4
  • 1st attack’s standing hit reaction = Sweep
  • 1st attack’s air hit reaction = Floor
  • 2nd and 3rd standing hit reaction = Sweep
  • 2nd and 3rd air hit reaction = Interrupt
  • 4th standing/air hit reaction = Knockdown
  • Startup speed = 38 (slower compared to the original low kick)
  • Increased range (compared to the orignal low kick which has been removed)
  • EP cost reduced from 4 to 3
  • Damage decreased

Hunter’s Ploy

  • Activating in neutral (standing still) remains unchanged
  • Extrended Dodge Projectile frames up to the punch
  • Activating during forward or back dash activates the V2 variant

Hunter’s Ploy V2 [New]

  • Changed animation so that the initial back dash is removed
  • Startup now goes straight into the forward lunging punch
  • Number of hits increased from 1 to 2
  • 1st attack’s standing/air hit reaction = Interrupt
  • 2nd attack’s standing/air hit reaction = Knockdown
  • Startup speed = 29
  • Combined damage is equivalent to Hunter’s Ploy
  • Dash cancel is allowed in between the 1st and 2nd hit

Wolf Beam

  • Changed number of hits from 2 to 5
  • Decreased startup speed from 32 to 45
  • Decreased recovery speed slightly
  • Changed 1st to 4th standing hit reaction to Recovery
  • Changed 1st to 4th air hit reaction to Interrupt
  • Changed 5th standing hit reaction to Stagger
  • Changed 5th air hit reaction to Knockdown
  • Increased EP cost from 2 to 3
  • Increased damage

Predator Pounce

  • Changed 1st attack’s air hit reaction from Stun to Floor
  • Decreased gap between 1st and 2nd attack
  • Startup speed increased from 52 to 45
  • Damage increased
  • Activating during forward dash activates the V2 variant

Predator Pounce V2 [New]

  • Changed animation so that the startup is now the uppercut and the followup is the jumping bash (sequence reverse of Predator Pounce)
  • Startup speed = 35
  • On miss = transitions back to Idle
  • On hit = automatic delayed transition to the jumping bash
  • Dash cancel is allowed between the delayed transition to the follow up attack with a window of 45 frames (after landing the uppercut)
  • Ability cancel is allowed between the delayed transition to the follow up attack but with a smaller window of 30 frames (after landing the uppercut)
  • Combined damage is equivalent to Predator Pounce

Wolf Beam Blast (Super)

  • Changed super meter gain behavior to now allow ALL dealt damage to gain super meter (except for super ability damage)
  • Changed super meter gain behavior to also allow recieved damage to gain some super meter
  • Recovery speed decreased slightly

Flying Pounce (Assist)

  • Added Dodge Projectile throughout forward motion
  • Increased recovery speed and improved cueuing window at the end of the attack
  • Decreased EP cost from 5 to 4
  • Increased damage

Nokrea – Psycho Pink

Nokrea - Psycho Pink

Evil Strikes

  • Increased startup speed from 31 to 25
  • Increased recovery speed
  • Increased damage
  • Activating from more than 1/2 dash length activates Evil Strikes V2 variant [New]

Evil Strikes V2 [New]

  • Shoots 2 bolts of lightning projectile that travels full screen
  • Startup = 30
  • 1st standing/air hit reaction = Stagger
  • 2nd standing/air hit reaction = Knockdown
  • No dash cancel allowed in between hits
  • Decreased damage compared to Evil Strikes

Envious Blow

  • Increased startup speed from 58 to 42
  • Added dodge projectile on startup until attack’s active frames
  • Increased damage

Psycho Speed

  • Changed range to full screen
  • Startup speed at the closest range = 40 (slightly faster than original at 42)
  • Startup speed at max range = 53
  • Increased number of hits from 3 to 5
  • Decreased EP cost from 5 to 4
  • Increased damage

Hidden Hunt

  • Startup speed decreased from 31 to 37
  • Increased number of shots from 3 to 6
  • Changed 1st projectile angle so that it can hit a standing opponents from full screen
  • Increased damage

Pink Explosion (Assist)

  • Changed projectile angle to a horizontal angle to better hit juggle victims
  • Increased damage

Savage Mode (Super)

  • Changed super meter gain behavior to now gain super meter on hit (except for super ability damage)
  • Changed super meter to gain less from taking damage
  • Changed super meter timer to drain instead infinite
  • Activating super abilities during super mode will now drain super meter (max super ability use = 3)

(Super) Evil Strikes

  • Decrease startup speed to 31
  • Decreased animation speed between 1st and 2nd hit for easier Block interruption for the opponent
  • Damage increased
  • Activating from more than 1/2 dash length activates Super Evil Strikes V2 variant [New]

(Super) Evil Strikes v2 [New]

  • Shoots 3 bolts of lightning projectile that travels full screen
  • Startup = 30
  • 1st and 2nd standing/air hit reaction = Stagger
  • 3rd standing/air hit reaction = Knockdown
  • No dash cancel allowed in between hits
  • Increased damage compared to Super Evil Strikes

(Super) Envious Blow

  • Increased number of hits from 1 to 2
  • Increased startup speed from 58 to 37
  • Added dodge projectile on startup until 2nd attack’s active frames
  • Increased EP cost from 2 to 3
  • Increased damage

Savage Sword

  • Increased recovery speed on miss
  • Increased EP gained by during followup from 1 to 2
  • Increased HP gained during followup from 5% to 10% of max HP
  • Increased damage

Rage Detonation

  • Changed animation: removed the initial kick and the lightning bolt followup, now only includes the charging fireball animation
  • Reduced number of hits from 3 to 1
  • 1st attack changed to a slow moving projectile
  • Startup speed = 35
  • Damage increased

Antonio

Antonio

General

  • Fixed hit collider location to better hit airborne and juggled opponents

Barracuda Dash

  • Increased startup speed from 42 to 32
  • Changed 2nd hit reaction of the followup (on hit) from Interrupt to Stun
  • Changed dash cancel window during the followup from after the 2nd hit to after the 1st hit
  • Increased recovery speed
  • Increased damage slightly

Barracuda Blur

  • Increased startup speed from 23 to 17
  • Increased recovery speed
  • Decreased gap between 1st and 2nd attack (attacks faster)
  • Changed 3rd hit reaction from Interrupt to Sweep
  • Changed 4th hit reaction from Sweep to Knockdown
  • Increased damage

Sheath Slash

  • Increased startup from 54 to 32
  • Increased range
  • Increased recovery speed
  • Changed first 6 hit reactions from Hover to Stun
  • Decreased EP cost from 5 to 4
  • Decreased damage

Barracuda Blade

  • Increased startup from 54 to 40
  • Changed last hit reaction from Sweep to Launch
  • Increased EP cost from 4 to 5
  • Increased damage

Mark of Light (Stack Counter – Status Effect) [New]

  • Increased max stack from 10 to 15
  • Changed decrease stack behavior from Taking Damage to Landing during juggle or transitioning from a juggled state to Bounce state
  • Landing from an Air Interrupt does not reduce stacks as it does not transition to Bounce state
  • Changed hitreactions based on nunber of stacks
  • 1 to 8 = Interrupt
  • 9 to 12 = Stagger
  • 13 to 14 = Stun
  • 15 = Launch

Mark of Lights (Super Ability)

  • Increased startup speed from 85 to 72
  • Added 4 variants increasing in aimation duration depending on stack count: 0-8, 9-12, 13-14, 15
  • Decreased damage per hit

Barracuda Bite (Assist)

  • Increased startup speed to 33
  • Increased recovery speed
  • Increased (forward dash) range significantly
  • Decreased gap between 1st and 2nd attack (attacks faster)
  • Added Dodge Projectile on startup till the 1st attack
  • Changed 1st hit reaction from Stagger to Interrupt
  • Changed 2nd hit reaction from Sweep to Stagger
  • Changed 3rd (projectile) hit reaction from Stagger to Knockdown
  • Changed EP cost from 4 to 3
  • Increased damage