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cover-Bleach: Rebirth of Souls

Tuesday, June 10, 2025 9:53:46 AM

Version 1.10 Updates

General Battle Adjustments/Changes
• Adjusted the attack judgment of each Rebirth Action to improve situations where attacks would not hit.
• Adjusted almost all characters so that they can connect combos with Quick Attacks after a Breaker. Also, adjusted so that steps can be used to cancel after a Breaker.
• Increased the recovery amount of the Guard Gauge. Increased the amount of Guard Gauge recovered when activating Burst Rebirth. Shortened the time it takes for Guard Gauge recovery to begin.
• Reduce the modifier of Soul Rebirth, making it easier to extend combo damage. Significantly increased the multiplier for Spiritual Power acquisition during the effect duration.
• Implemented a cooldown period with a decreasing correction to Spiritual Power acquisition when using Spiritual Pressure Moves. Using a Rebirth Action can overwrite the cooldown. However, if a Spiritual Pressure Move is used again while a Rebirth Action other than Soul Rebirth is active, the cooldown will trigger.
• Unified the appearance position of Hohôs for all characters.
• Unified the cancellable frames upon Counter activation, making it easier to transition into combos. Adjusted the damage stun time during Counter attacks, making it easier to connect combos with various attacks. Increased the recovery speed of the Rebirth Gauge upon Counter activation.
Game Mode Adjustments/Changes
• Online Mode: Implemented RANK MATCH and RANKING in ONLINE mode.
• Online UI: Changed the UI of the controlled character to be displayed on the left side regardless of whether it's 1P or 2P during online battles.
• Versus Mode: Changed the default battle time in VERSUS mode to 300 seconds.
Character Adjustments/Changes
Ichigo Kurosaki


- Stats: Increased the Fighting Spirit required for Awakening, Kikon Channel, and Spirit Drive.
- Exclusive Ability: Increased the effect duration. Increased the damage amount increase multiplier and movement speed increase multiplier during the effect.

- Signature Move: Added frames during the charge animation where it can be cancelled with a step.

- Special Flash Attack: Increased the amount of movement at the beginning of the technique.
- Spiritual Pressure Move 1 (Enhanced): Changed the damage behavior. Increased the damage stun time.
Adjustment Intent: Ichigo Kurosaki is a stable character with excellent offense and defense due to his enhanced state during Rebirth. However, unlike other characters, he had to activate Rebirth in advance and then win again in neutral. This adjustment increases the chances to turn to offense by extending the duration of Rebirth and making the techniques used in neutral easier to handle. In addition, the Spiritual Pressure Move 1 ""Getsugatensho"" in Awakened state can be incorporated into combos only during Rebirth to further increase damage, so once an attack hits, a powerful combo can be aimed at.
Ichigo Kurosaki (Bankai)

- Flash Attack: Increased the stun time.
- Special Flash Attack: Increased the stun time. Increased the guard stun time while Spiritual Pressure Move 2 is active.
- Signature Move (Charge): Increased the stun time. Can now be cancelled with a step only on hit.
- Signature Move (Spiritual Pressure Move 2 Active): Increased the damage amount. Adjusted the combo scaling to decrease damage when incorporated into combos.
- Spiritual Pressure Move 2: Increased the gauge cost for each action while active.

- Fighting Spirit: Increased the Fighting Spirit required for Reawakening.
- Special Flash Attack: Increased the guard stun time.
- Signature Move: Fixed an issue where unintentional charge variations would occur with a slight charge action.
Adjustment Intent: Ichigo Kurosaki (Bankai) has a high standard of combo firepower and reversal performance due to Reawakening with many easy-to-use techniques. In particular, the Signature Move ""Getsugatensho"" was very powerful in suppressing actions. In addition, if Spiritual Power is acquired, Spiritual Pressure Move 2 ""Getsuga Aura"" can be used to connect from high combo firepower to Kikon Move, so he could go on the offensive from anywhere. This adjustment suppresses the strength of techniques used in overall neutral, making it difficult to force powerful actions at all times.
Ichigo Kurosaki

- Flash Attack Follow-Up: Decreased the damage amount when the Conclusion Count is 0.
- Special Flash Attack: Decreased the damage amount when the Conclusion Count is 0.
- Spiritual Pressure Move 1: Decreased the damage amount when the Conclusion Count is 0. Adjusted so that Rebirth Actions cannot be used until the end of the action when the Conclusion Count is 1.
Adjustment Intent: Ichigo Kurosaki (Final Getsugatensho), who can decide the match regardless of the opponent's number of Konpaku, becomes more powerful towards the end. This adjustment suppresses the performance at the start of the game, making it difficult to gain an advantageous situation from the beginning.
Uryu Ishida

- Spiritual Pressure Move 1: Adjusted so that Rebirth Actions cannot be used until the end of the action.
- Spiritual Pressure Move 2: Adjusted so that Rebirth Actions cannot be used until the end of the action when a counter judgment is established.
- Follow-up Hohô: Increased the stun time.

- Flash Attack: Adjusted the attack judgment to extend the range.

- Special Flash Attack (Various): Decreased the stun time.
- Spiritual Pressure Move 1: Adjusted the attack judgment to extend the range.
- Spiritual Pressure Move 2: Increased the damage amount.
- Hakugeki (Variation): Increased the stun time.
Adjustment Intent: Uryu Ishida fights without letting the opponent get close due to his excellent reach, although his operation has quirks. However, the restrictions on neutral were heavy, and there was a long time when it was difficult to move the battle situation. This adjustment extends the reach of the Flash Attack in Awakened state, making it easier to touch the opponent and take advantage of his strengths. In Reawakened state, the stun time of the Special Flash Attack is reduced, making it easier to maintain a distance and fight.

Yasutora Sado (Chad)


- Quick Attack: Increased the damage stun time of the final hit.
- Dash Quick Attack: Increased the duration.
- Flash Attack: Narrowed the width of the attack judgment.
- Flash Attack Follow-Up: Decreased the damage amount. Increased the damage stun time and decreased the guard stun time.
- Special Flash Attack: Fixed an issue where the cancellable frames were delayed. Adjusted so that it can be cancelled into Spiritual Pressure Move 1 on hit or guard.
- Signature Move: Increased the number of frames required for maximum charge. Decreased the damage ratio when not hitting at the root.
- Spiritual Pressure Move 1: Increased the slow effect duration on the opponent. Increased the additional damage multiplier. Made it cancellable only with Special Flash Attack and Breaker.
- Spiritual Pressure Move 2: Increased the grace period to transition to the enhanced version.

- Quick Attack: Increased the attack judgment. Adjusted the hit/guard stun difference to be advantageous.
- Flash Attack: Increased the attack judgment.
- Special Flash Attack: Increased the damage stun time.
- Various Steps: Decreased the overall stun time.
Adjustment Intent: Chad charges his Signature Move by taking advantage of his high durability, and aims to reverse the situation by inflicting large damage whenever there is a gap. However, the restrictions on neutral were heavy, and he was a character who endured patiently but lacked offensive moves. This adjustment makes it easier to handle Quick Attack and Flash Attack, making it easier to demonstrate his true value than before. On the other hand, the charge time required for the Signature Move and the damage other than the root have decreased, so it is necessary to be more careful about how to use it than before. In Awakened state, if you cancel the Special Flash Attack late when it hits, the Signature Move will hit at the root, so you can get a big return although the difficulty is high.
Kisuke Urahara

- Spiritual Pressure Move 1: Adjusted the combo scaling to make it difficult to extend combo damage.
- Spiritual Pressure Move 2: Increased the effect duration.
Adjustment Intent: Kisuke Urahara is a versatile character who is easy to fight regardless of distance or opponent, although he has quirks. However, the combo firepower using various Spiritual Pressure Moves was too high. This adjustment lowers the combo scaling of Spiritual Pressure Move 1 ""Kamisori Benihime"", making it more difficult to extend combo firepower than before. The effect duration when using Spiritual Pressure Move 2 ""Are you prepared?"" has been extended, making it easier to demonstrate the strengths in neutral.
Yoruichi Shihoin

- Spiritual Pressure Move 1: Adjusted so that the opponent cannot use Rebirth Actions until the end of the action when it hits.
- Spiritual Pressure Move 2: Adjusted so that Rebirth Actions cannot be used until the end of the action.

- Special Flash Attack: Adjusted the attack judgment to increase the root judgment. Adjusted so that it can be cancelled with Signature Move on hit or guard while Flash Master is activated.
- Signature Move: Adjusted the attack judgment to extend the range.
Adjustment Intent: Yoruichi Shihoin continues to take the tempo with her rush ability that takes advantage of her speed. However, due to her low Reishi, she was easily allowed to reverse the situation when the opponent seized the opportunity. This adjustment allows her to transition from Special Flash Attack to combo when ""Flash Master"" is activated, so although she is still vulnerable, it is easier to force her strengths with more diverse attacks.
Renji Abarai

- Special Flash Attack: Decreased the duration. Adjusted the guard stun difference to be disadvantageous. Adjusted the hit/guard stun difference to be advantageous while Spiritual Pressure Move 2 is active.
- Signature Move: Increased the cancellable time, damage stun time, and stun time.
- Spiritual Pressure Move 1: Increased the invincibility time at the beginning of the technique.
- Follow-up Hohô: Fixed an issue where it would not follow up normally due to specific inputs.

- Flash Attack Follow-Up: Decreased the duration.

- Spiritual Pressure Move 1: Increased the invincibility time at the beginning of the technique.
-
Adjustment Intent: Renji Abarai continues to put pressure by using actions according to the distance. However, the suppression ability using Special Flash Attack and Signature Move in Normal State was a little too high. This adjustment adjusts these two actions, making it difficult to continue the turn from neutral as before. The guard stun difference of Special Flash Attack is strengthened when Spiritual Pressure Move 2 ""Oath of the Soul"" is used, so it can be used in the same way as before.
Rukia Kuchiki

- Special Flash Attack: Adjusted so that it can be cancelled with Quick Attack and Flash Attack. Increased the stun time. Adjusted the combo scaling to make it difficult to extend combo damage.
- Spiritual Pressure Move 1: Adjusted so that counter hits do not occur. Added counter hit attributes during the stun time.

- Signature Move (Charge Version): Adjusted so that it can be cancelled into Special Flash Attack. Increased the damage stun time. Decreased the guard stun time.
- Spiritual Pressure Move 1: Adjusted the combo scaling to make it difficult to extend combo damage. Adjusted so that it can be cancelled only with Special Flash Attack and Spiritual Pressure Move 2 on hit. Adjusted so that it can be cancelled with a step only on hit.
- Spiritual Pressure Move 2: Increased the slow effect duration on the opponent at the time of occurrence only in the third stage. Increased the stun time only in the third stage.
- Kikon Move 2: Decreased the stun time on hit.
Adjustment Intent: Rukia Kuchiki has a stable fighting style by using techniques according to the distance, although her reach is short. However, she relied heavily on Spiritual Pressure Moves to demonstrate her strengths, and her start-up was slow. This adjustment strengthens neutral within medium range by making it easier to connect combos overall. Spiritual Pressure Move 1 ""Somenomai, Tsukishiro"" in Awakened state is an invincible technique that can also be followed up, giving a very large pressure, so it has a corresponding risk. It is difficult to deal damage with the technique alone, but by using Spiritual Pressure Move 2 ""Tsugi no Mai, Hakuren"", it is easier to extend damage than before.
Shuhei Hisagi

- Exclusive Ability: Changed the specification so that fear is added when he uses Spiritual Pressure Move 1 and Spiritual Pressure Move 2.
- Signature Move: Adjusted the attack judgment to extend the reach.
- Spiritual Pressure Move 2: Adjusted so that Rebirth Actions cannot be used until the end of the action.
Adjustment Intent: Shuhei Hisagi is a slow starter type that demonstrates his true value due to the influence of ""Fear"". However, the opponent often adjusted the situation without adding ""Fear"" by intentionally not using Kikon Move. This adjustment allows him to actively add ""Fear"" with Spiritual Pressure Moves, albeit in small amounts, making it easier to demonstrate Hisagi's strengths even if the soul situation is maintained.
Rangiku Matsumoto

- Flash Attack Follow-Up: Decreased the damage.
- Special Flash Attack: Increased the stun time.

- Signature Move: Increased the stun time.

- Signature Move: Increased the judgment of the ash area. Increased the duration of the ash area when pressing once or holding down. Increased the movement speed of the ash area that follows herself or the opponent.
- Flash Attack Follow-Up: Increased the damage stun time.
- Spiritual Pressure Move 1: Adjusted so that it can be cancelled with Signature Move when a Counter judgment is established.
- Spiritual Pressure Move 2: Increased the additional damage caused by the ash area. Increased the guard crush amount. Increased the slow effect duration on the opponent at the time of occurrence.
Adjustment Intent: Rangiku Matsumoto is a character who maintains her advantage after Awakening by setting up ash and restricting the opponent's actions. However, the situation where ash can be set up is limited, and the suffocating situation tends to last for a long time. This adjustment adjusts the Signature Move ""Haineko Spread"" and Spiritual Pressure Move 2 ""Neko Rinbu"" to improve the ash's continuation ability and ease of handling. On the other hand, the Signature Move in Normal State has become too powerful in suppressing actions, so the stun time has been increased.
Izuru Kira

- Flash Attack: Increased the stun time. Increased the damage stun time and guard stun time.
- Special Flash Attack: Adjusted so that the opponent cannot use Rebirth Actions when a Counter judgment is established. Adjusted so that it can be cancelled with Spiritual Pressure Move 1 when a Counter judgment is established. Increased the damage stun time. Changed the damage behavior.
- Signature Move (Short Press): Adjusted so that it occurs even on guard. Decreased the damage amount. Eliminated the minimum guaranteed damage.

- Exclusive Ability: Increased the debuff effect duration of Wabisuke.
Adjustment Intent: Izuru Kira increases the ""Wabisuke Count"" with attacks, and can decide the game at once from the debuff caused by Spiritual Pressure Moves. However, the timing at which the ""Wabisuke Count"" can be used effectively was limited. This adjustment makes it easier to increase the ""Wabisuke Count"" and extends the effect duration, making it easier to aim for Kikon Move. In addition, the Signature Move ""Hado Number 11: Tsuzuri Raiden"" has a larger guard crush amount than other actions, making it easier to fight in a way that gradually corners the opponent in mid-range combat.
Ikkaku Madarame

- Special Flash Attack: Shortened the retreat distance at the beginning and the subsequent advance distance. Removed the invincibility time at the beginning of the technique.

- Exclusive Ability: Increased the total amount of the Ryumon Gauge.
Adjustment Intent: Ikkaku Madarame maintains his advantage in neutral from a variety of options, and although it takes time, he has the power to decide the game at once with the explosive power of Awakening. However, the opponent's action restriction caused by Special Flash Attack was too large. This adjustment adjusts the strengths of neutral and increases the total amount of the ""Ryumon Gauge"" in Awakened state, so the number of steps required to decide the game has increased compared to before.
Shigekuni Genryusai Yamamoto

- Exclusive Ability: Adjusted so that the Hellfire State is released by hitting or receiving a Kikon Move.
- Quick Attack: Decreased the damage stun time of the first hit.
- Spiritual Pressure Move 1 (Various): Increased the damage stun time and guard stun time.
- Spiritual Pressure Move 1 (No Charge): Decreased the stun time.
- Breaker: Adjusted so that the Inferno Gauge decreases on hit.

- Quick Attack: Decreased the guard stun time of the third hit. Increased the damage stun time and guard stun time in Hellfire State.

- Quick Attack: Increased the decrease amount of the Inferno Gauge. Increased the guard stun time of the second hit. Increased the damage stun time and guard stun time of the third hit.
- Special Flash Attack: Increased the damage stun time and guard stun time.
- Signature Move: Increased the damage amount. Adjusted the attack judgment to extend the reach. Decreased the stun time. Decreased the increase amount of the Inferno Gauge. Adjusted so that it can be cancelled with Spiritual Pressure Move 1 and Spiritual Pressure Move 2.
- Spiritual Pressure Move 1 (Various): Adjusted the attack judgment to extend the reach. Decreased the increase amount of the Inferno Gauge.
Adjustment Intent: Shigekuni Genryusai Yamamoto has overwhelming firepower as a reward for various sacrifices. However, he was a character who returned to neutral even after reaching the opponent, and the difficult situation continued. This adjustment increases the recovery amount of the ""Inferno Gauge"", making it easier to use powerful attacks once he reaches the opponent. In addition, the ""Hellfire State"" is now released when a Kikon Move is hit or received, so the risk is lower than before, making it easier to aim for high damage using resources.
Soi Fon

- Flash Attack: Decreased the damage stun time when branching after using Signature Move once.
- Signature Move: Increased the stun time during replenishment.

- Quick Attack: Increased the stun time of the third hit when following up after using Signature Move twice.
- Signature Move: Increased the damage amount.
Adjustment Intent: Soi Fon decides the game by repeatedly attacking using Signature Move. However, the range of neutral when using Signature Move ""Anken"" was wider than other characters, making it difficult to exploit gaps. This adjustment increases the stun of Signature Move ""Replenish"", so it is necessary to be more careful about timing. In addition, the stun difference of some actions when using Signature Move ""Anken"" has been corrected, so it is no longer possible to connect combos from Quick Attack again.
Gin Ichimaru

- Signature Move (Various): Increased the damage amount.
- Spiritual Pressure Move 2: Delayed the occurrence of the technique.

- Exclusive Ability: Expanded the judgment of Dash Quick Attack, Quick Attack Second Hit, Quick Attack Third Hit, Flash Attack, Flash Attack Follow-Up, and Special Flash Attack in the Snake Possession state.
- Flash Attack: Expanded the judgment of the edge.
- Special Flash Attack: Increased the damage stun time when hitting the tip.
- Spiritual Pressure Move 1: Adjusted so that it can be cancelled with Flash Attack and Step when a counter is established.
Adjustment Intent: Gin Ichimaru fights while maintaining a distance that does not allow him to step into his pocket by taking advantage of his long reach. However, it was difficult to receive benefits for the difficulty of maintaining the distance. This adjustment strengthens the judgment of Exclusive Ability ""Sword Point"" to make it easier to hit the tip, and increases the return of Signature Move ""Serpent Strike"" ""Kamikui Mizuchi"" and Spiritual Pressure Move 1 ""Urozuki"".
Sosuke Aizen

- Stats: Decreased the amount of Reishi.
- Exclusive Ability: Changed the conditions required to activate ""Kyoka Suigetsu"" from consuming 100% of the Rebirth Gauge to consuming 100% of the Rebirth Gauge when the Hôgyoku Fusion Level is 5.
- Special Flash Attack (Haien): Increased the stun time.
- Special Flash Attack (Senjukotentaiho): Increased the stun time.

- Special Flash Attack: Increased the damage stun time and decreased the guard stun time.

- Stats: Increased the multiplier for damage amount and damage received. Increased the Fighting Spirit required for Reawakening.
- Exclusive Ability: Increased the increase amount of the Hôgyoku Fusion Level.
- Flash Attack: Adjusted the attack judgment to extend the reach.

- Special Flash Attack: Decreased the stun time.
- Spiritual Pressure Move 1: Adjusted so that it can be cancelled from Quick Attack and Flash Attack combos only on hit. Adjusted so that Rebirth Actions cannot be used until the end of the action.
- Spiritual Pressure Move 2: Increased the slow effect duration on the opponent at the time of occurrence.
Adjustment Intent: Sosuke Aizen has many unique abilities and is difficult to handle, but he becomes more powerful as time passes. However, it was easy to force his fighting style on the opponent throughout the battle. This adjustment adjusts the performance in Normal State, making it difficult to demonstrate his true value in the end if he is overwhelmed in the early stages. However, he is more powerful in Awakened state, making it easier to fight than before. The required Fighting Spirit has increased, but when Reawakened, the Spiritual Pressure Moves are mainly strengthened, making them easier to handle.
Byakuya Kuchiki

- Quick Attack: Adjusted the attack judgment to extend the reach.
- Dash Quick Attack: Made the occurrence faster.
- Flash Attack: Adjusted the attack judgment to extend the reach.
- Flash Attack Follow-Up: Increased the cancellable frames.
- Signature Move: Fixed an issue where the attack judgment would appear out of alignment. Increased the stun time. Adjusted so that it cannot be cancelled into Quick Attack and Flash Attack.
Adjustment Intent: Byakuya Kuchiki uses two forms in Normal State, and specializes in long-range attacks in Awakened state. However, the attacks in Awakened state have quirks, making it more difficult to fight than in Normal State. This adjustment makes it easier to hit the opponent with basic attacks and increases the opportunities to transition into combos. On the other hand, the techniques that can be transitioned into combos from Signature Move ""Sakurashigure"", which can attack regardless of the opponent's position, are limited, so it is more important to use various attacks to prevent the opponent from narrowing down the target.
Sajin Komamura

- Signature Move (Various): Decreased the stun time. Increased the damage stun time. Added minimum guaranteed damage. Adjusted so that it can be cancelled into Spiritual Pressure Move 1.

- Special Flash Attack: Increased the damage amount. Changed the damage motion to blow away.
- Spiritual Pressure Move 1: Made the start time of the dark screen faster. Made the frames to which Super Armor is applied faster.

- Signature Move (Neutral): Expanded the attack judgment.
Adjustment Intent: Sajin Komamura excels in powerful fighting styles using various Signature Moves. However, his neutral was heavy, making it difficult to turn to offense. This adjustment strengthens various Signature Moves, making it easier to use powerful actions using Tenken. In addition, it is possible to cancel from various Signature Moves with Spiritual Pressure Move 1, making it easier to extend combos.
Shunsui Kyoraku

- Special Flash Attack: Increased the knockback amount on hit and guard.
- Spiritual Pressure Move 1: Increased the damage amount. Fixed an issue where the combo would be interrupted in the middle when used during a combo. Adjusted so that it can be cancelled from Quick Attack and Flash Attack combos.

- Stats: Increased the damage amount multiplier during Awakening.
- Exclusive Ability: Increased the damage amount when outside the King of the Hill. Increased the Fighting Spirit acquisition amount when inside the King of the Hill. Increased the damage amount to reach the conditions for Chase the Devil. Increased the amount of Spiritual Power acquired when winning the Quick Comparison.
- Special Flash Attack: Adjusted so that it can be cancelled with a step before occurrence.
- Spiritual Pressure Move 1: Increased the damage stun time and guard stun time.
- Spiritual Pressure Move 2: Increased the slow effect duration on the opponent only.
Adjustment Intent: Shunsui Kyoraku develops a unique battle using the special rules of ""Children’s Game"". However, the influence of ""Children’s Game"" was small, making it difficult to cause victory or defeat. This adjustment makes it easier to stand at an advantage when winning the game by increasing the benefits of ""Children’s Game"". Other actions are also easier to handle, making it easier to win the game from various options.

Kaname Tosen


- Special Flash Attack: Extended the retreat distance at the beginning and the subsequent advance distance. Removed the invincibility at the beginning of the technique. Increased the stun time. Adjusted so that it can be cancelled with a step only on hit and guard.
- Signature Move: Added the Spiritual Power acquisition amount when a Counter judgment is established.
- Spiritual Pressure Move 2: Adjusted so that Rebirth Actions cannot be used until the end of the action.

- Exclusive Ability: Increased the initial area of the visible range. Shortened the time until the visible range reaches the maximum area.
Adjustment Intent: Kaname Tosen is based on a unique fighting style that deprives visual information with the Awakening effect. However, it has become a unique ability as a fighting game, and has a very large impact. However, since this ability is the greatest feature of the character, this adjustment adjusts the visible range while leaving that individuality, making it easier for the opponent to resist to some extent. Since it is an ability that affects the player rather than the game, we plan to be able to respond carefully in the future.
Toshiro Hitsugaya

- Exclusive Ability: Increased the maintenance time of Tenso Jyurin, Control over Weather Level 3.
- Quick Attack: Made the occurrence of the technique faster.

- Flash Attack: Increased the increase amount of the Tenso Jyurin Gauge.
- Special Flash Attack (Various): Decreased the stun time. Increased the increase amount of the Tenso Jyurin Gauge.
- Signature Move (Various): Decreased the stun time. Widened the distance that can be searched for the opponent at the fastest.
- Spiritual Pressure Move 1: Decreased the stun time. Adjusted the hit/guard stun difference.
Adjustment Intent: Toshiro Hitsugaya enters an enhanced state by repeating attacks, making it possible to perform more intense attacks. However, his reach is short and there are few techniques that are useful in neutral, making it difficult to perform his favorite fighting style. This adjustment improves the overall ease of handling and makes it easier to maintain the ""Tenso Jyurin Gauge"", making it easier to demonstrate his strengths than before.
Kenpachi Zaraki

- Exclusive Ability: Increased the attack power increase value when the soul is reduced.
- Flash Attack Follow-Up: Made the frames that can be cancelled faster.
- Special Flash Attack: Increased the damage stun time and guard stun time.

- Quick Attack: Adjusted the attack judgment to extend the reach.
- Special Flash Attack: Adjusted the attack judgment to extend the reach. Increased the cancellable time to accept additional input. Adjusted so that it can be cancelled with Quick Attack when a branch action hits. Increased the stun time of the branch action.
- Signature Move: Increased the Fighting Spirit acquisition amount of each attack. When receiving an attack, or when receiving an attack that exceeds the specified damage, the damage stun time of the action that branches out is increased, and it is adjusted so that it can be cancelled with a step on hit and guard.
- Kikon Move 2: Decreased the stun time on hit.
Adjustment Intent: Kenpachi Zaraki is a battle maniac whose firepower increases as he gets hurt, but it was difficult to create scenes where he could take advantage of his firepower, and he was likely to be in a difficult situation against characters with longer reach than himself. This adjustment makes it easier to move forward with Special Flash Attack as the axis, and makes it easier to seize the chance to demonstrate high firepower. The damage increase effect due to Exclusive Ability ""Spiritual Pressure Amplification"" has also increased, so although the start-up is slow, it is easier to aim for a reversal in the end.
Mayuri Kurotsuchi

- Spiritual Pressure Move 1: Increased the guard stun time of the explosion judgment part after hitting. Changed the performance so that the ignition action can be activated only from some actions such as Quick Attack and Flash Attack.
- Spiritual Pressure Move 2: Adjusted the combo scaling to make it easier to extend combo damage.

- Special Flash Attack: Increased the poison consumption cost.
- Signature Move: Increased the damage amount.
- Flash Attack Follow-Up: Increased the poison consumption cost.
- Spiritual Pressure Move 1: Adjusted the attack judgment to extend the reach. Increased the damage stun time of the explosion judgment part after hitting.
Adjustment Intent: Mayuri Kurotsuchi is technical but has a wide range of actions, and excels at gradually expanding his advantage with additional damage from ""Poison"". However, the benefits of ""Poison"" from each action were small, and he could not fully utilize his individuality. This adjustment does not make any major changes to the actions used in neutral, but increases the consumption cost of ""Poison"", making it easier to inflict additional damage.
Kaien Shiba

- Flash Attack: Increased the stun time.
- Signature Move (Various): Increased the stun time.
- Spiritual Pressure Move 1: Adjusted the attack judgment to make it difficult to hit the opponent on the side.

- Signature Move (Various): Adjusted the attack judgment to extend the reach. Increased the stun time on hit and guard.
Adjustment Intent: Kaien Shiba is a standard type with combo firepower and invincible techniques, and has few weaknesses. He is a character who can fight easily and perform stable battles against any character. This adjustment increases the stun time of Flash Attack and Signature Move ""Wakimizu"", increasing the risk when whiffing. In addition, in Awakened state, if you can guard the Signature Move ""Wakimizu"" maximum charge, you can take advantageous frames, and you can shake the opponent by whether to input a long press or not.
Shinji Hirako

- Flash Attack Follow-Up (Normal): Increased the damage stun time. Shortened the blow-away distance.
- Spiritual Pressure Move 1: Decreased the stun time.
- Spiritual Pressure Move 2 (Sakande Released): Increased the damage amount.

- Spiritual Pressure Move 1: Adjusted the attack judgment of Hiyori to extend the reach.
Adjustment Intent: Shinji Hirako has many entanglement techniques, and can use more powerful actions if he hits Spiritual Pressure Move 2 ""Sakande"". However, although he has stability, he lacked offensive moves. This adjustment adjusts the judgment of Spiritual Pressure Move 1 ""It’s Your Turn!! "", making it easier to continue attacking after capturing the opponent once. In addition, if he is in the ""Sakande Released"", he can also incorporate it into combos from Flash Attack Follow-Up.
Coyote Stark

- Flash Attack: Made the occurrence of the technique faster.
- Flash Attack Follow-Up: Increased the stun time.
- Special Flash Attack (No Charge): Increased the damage amount and guard crush amount.
- Special Flash Attack (With Charge): Increased the damage amount and guard crush amount. Made it possible to step cancel. Increased the damage stun time.
- Signature Move: Made the occurrence time until Spiritual Power can be acquired faster. Decreased the stun time after releasing.
- Spiritual Pressure Move 2: Increased the dark screen time.

- Flash Attack Follow-Up (No Wolf): Increased the damage stun time.
- Signature Move (With Wolf, Neutral): Decreased the stun time. Increased the damage amount.
- Signature Move (During Combo): Changed the damage behavior and increased the damage stun time. Made it possible to step cancel. Increased the minimum guaranteed damage.
- Kikon Move 1: Changed the number of soul destructions from 5 to 6.
Adjustment Intent: Coyote Stark is required to have completely different fighting styles in Normal State and Awakened, and has powerful actions for each of the large costs. However, he was not getting an appropriate return for the cost he paid. This adjustment improves the overall performance in both forms, and although the point that cost management is necessary does not change, the actions themselves are easier to handle. In Normal State, it is now possible to transition to combos from Special Flash Attack (With Charge), making it easier to deal damage even from a distance. In Awakened state, he immediately acquires ""Blue Flame Wolf Stock"", making it easier to use actions using wolves. The point that souls are used as a cost has not changed, so the large risk remains the same, but the power of Awakened Kikon Move 1 has increased, making it easier to launch a short-term battle.
Tier Halibel

- Exclusive Ability: Increased the basic decrease amount of the Aura Gauge. Increased the value applied to the decrease amount according to the accumulation amount of the Aura Gauge. Set a cool time for the time when the Aura Gauge starts to decrease. Decreased the value that lowers the decrease amount of the Aura Gauge depending on his own Spiritual Power situation. Decreased the Aura Gauge acquisition amount ratio when guarded.
- Flash Attack: Decreased the acquisition amount of the Aura Gauge.
- Flash Attack Follow-Up: Decreased the acquisition amount of the Aura Gauge.
- Special Flash Attack: Decreased the guard crush amount. Increased the stun time.
- Signature Move (Flash Attack Button Variation): Decreased the guard crush amount. Adjusted the combo scaling to make it difficult to extend combo damage. Increased the acquisition amount of the Aura Gauge.
- Spiritual Pressure Move 1: Adjusted the combo scaling to make it difficult to extend combo damage.
- Spiritual Pressure Move 2: Decreased the damage amount. Adjusted so that Rebirth Actions cannot be used until the end of the action.

- Special Flash Attack: Increased the acquisition amount of the Aura Gauge.

- Special Flash Attack: Decreased the acquisition amount of the Aura Gauge.
- Spiritual Pressure Move 1 (Enhanced State): Increased the acquisition amount of the Aura Gauge.
Adjustment Intent: Tier Halibel obtains powerful attack performance depending on the acquisition amount of the ""Aura Gauge"". However, once the ""Aura Gauge"" was accumulated, it was relatively easy to maintain. This adjustment increases the decrease amount of the ""Aura Gauge"", but the decrease amount due to the remaining Spiritual Power amount is reduced, and a cool time is set before it starts to decrease, so it is easier to acquire the ""Aura Gauge"" if you can continue attacking. In addition, it was possible to safely reset by stopping the combo with Special Flash Attack when guarded while crushing the guard gauge, but the stun time has increased, making it easier to receive a counterattack.
Ulquiorra Shifar

- Stats: Decreased the Fighting Spirit required for Awakening and Kikon Channel.
- Spiritual Pressure Move 1: Delayed the startup of the technique.

- Dash Quick Attack: Decreased the duration.

- Dash Quick Attack: Decreased the duration.
- Signature Move (Various): Decreased the amount of his own spirit particle decrease.

- Dash Quick Attack: Increased the duration.
- Signature Move (Various): Decreased the amount of his own spirit particle decrease.
- Follow-up Hohô: Adjusted so that Rebirth Actions cannot be used until the end of the action.
Adjustment Intent: Ulquiorra Shifar is easy to fight regardless of distance, mainly using powerful long-range attacks that cost Reishi. However, the self-inflicted damage from Signature Move ""Cero"" and Spiritual Pressure Move 1 ""Cero Oscuras"" was large, making it difficult to create a difference in health even when dealing damage to the opponent. This adjustment decreases the self-inflicted damage after Awakening, making it easier to use aggressively.
Nnoitora Gilga

- Signature Move: Can now be cancelled from Quick Attack and Flash Attack. If attacked while a Block Stock is acquired, the Block Stock will be lost.
- Spiritual Pressure Move 2: Increased the slow effect duration that only affects the opponent.

- Exclusive Ability: Increased the damage amount of each action when the Six Arms are activated.
- Quick Attack: Made the startup faster. Adjusted the attack judgment to extend the reach.
- Flash Attack Follow-Up: Shortened the blow-away distance.
- Special Flash Attack: Adjusted the attack judgment to extend the reach. Shortened the blow-away distance.
- Spiritual Pressure Move 1: Adjusted the attack judgment to extend the reach. Made the frames to which Super Armor is applied faster when a Block Stock is available.
- Spiritual Pressure Move 2: Adjusted the attack judgment to extend the reach. Made the frames to which Super Armor is applied faster when a Block Stock is available.
Adjustment Intent: Nnoitora Gilga's movements are heavy, but once he enters the range, he can get a chance to deal a lot of damage. However, he was easily attacked before approaching from neutral, making it difficult to force his strengths. This adjustment adjusts the attack judgment and blow-away distance of each action, making it easier to decide the game from one chance. In addition, the ""Block Stock"" is now canceled by receiving an attack, so it is necessary to look for opportunities more than before to reliably exert the Super Armor effect.
Grimmjow Jeagerjaques

- Exclusive Ability: Increased the acquisition amount of the Impulse Gauge due to damage received. Changed the attack judgment when entering the Annihilation State to an unblockable attribute. Enlarged the attack judgment when entering the Annihilation State.
- Flash Attack Follow-Up: Increased the self-inflicted damage amount during the Decimation State.
- Special Flash Attack: Increased the self-inflicted damage amount during the Decimation State. Decreased the guard stun time during the Decimation State.
- Signature Move (Normal): Increased the acquisition amount of the Impulse Gauge.

- Special Flash Attack: Decreased the damage stun time and guard stun time during the Annihilation State.

- Special Flash Attack: Decreased the damage stun time during the Annihilation State.
Adjustment Intent: Grimmjow Jeagerjaques has the potential to decide the game at once with the explosive power of his Unique enhanced state. However, the ability to continue attacking using Special Flash Attack was too high. This adjustment adjusts the stun time during the ""Annihilation State"" and ""Decimation State"", making it difficult to continue attacking. On the other hand, the increase amount of the ""Impulse Gauge"" due to Signature Move ""Preparación"" has increased, making it easier to maintain the ""Annihilation State"" and fight than before.
Szayelaporro Grantz

- Exclusive Ability: Increased the number of Rokureichu planted by specific actions. Decreased the amount of Rokureichu required for Spiritual Pressure Understanding Level 2. Increased the amount of Rokureichu required for Spiritual Pressure Understanding Level 3.
- Special Flash Attack: Adjusted the combo scaling to make it difficult to extend combo damage. Decreased the guard stun time.
- Signature Move: Increased the damage amount. Adjusted the combo scaling to make it difficult to extend combo damage.
- Follow-up Hohô: Fixed an issue where it would not branch normally due to specific inputs.

- Special Flash Attack (Various): Adjusted the attack judgment to extend the reach. Fixed an issue where branch attacks were not becoming combos on hit.
- Spiritual Pressure Move 1 (Spiritual Pressure Understanding Level 2 or higher): Adjusted the combo scaling to make it difficult to extend combo damage.
- Kikon Move 1: Increased the effect duration when destroying the Achilles tendon, humerus, and lungs with Teatro de Titere.
- Hakugeki: Adjusted the attack judgment to extend the reach.
Adjustment Intent: Szayelaporro Grantz brings the battle into a long-term fight using a special Unique specification, and aims to gradually build up the battle situation and win by perseverance. However, it was difficult to raise the ""Spiritual Pressure Understanding Level"", and even if it was raised, the benefits were small. This adjustment makes it easier to transition to ""Spiritual Pressure Understanding Level"" 2, where some actions are strengthened during Awakening, increasing the chances to turn to attack. In addition, the benefits of destroying the correct organs with Awakened Kikon Move 1 ""Teatro de Titere"" have increased, and the appearance rate of the heart also increases if the ""Spiritual Pressure Understanding Level"" reaches 3, so you can change the battle plan depending on whether you aim for a one-shot reversal with Kikon Move or steadily aim for soul destruction.
Nelliel Tu Odelschwanck

- Flash Attack: Increased the stun time.
- Flash Attack Follow-Up (When using Chase Stock): Increased the damage amount.
- Spiritual Pressure Move 1: Adjusted so that it can be cancelled into Signature Move on hit.
- Spiritual Pressure Move 2: Decreased the damage amount when activated with 2 or fewer Chase Stocks.

- Signature Move: Decreased the stun time. Made the gauge recovery speed during charge faster.
- Spiritual Pressure Move 1: Increased the damage amount.
Adjustment Intent: Nelliel Tu Odelschwanck is easy to gain an advantage in neutral using actions with excellent reach and the expandability of combos using ""Chase Stock"". However, it took time to fully acquire ""Chase Stock"". This adjustment adjusts the charge speed and stun time of Signature Move ""Pursuit Preparation"", making it easier to charge in small increments, making it easier to fight without being bound by the opponent's movements.