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Claws encroaching unseen, the "Doppelganger" joins the battle under the dark veil!
This update aims to improve the network connection issues occurring for some players under certain conditions. While we cannot guarantee this patch will fix the issues for all play environments, we expect it will result in improvement for some confirmed instances. We sincerely apologize for the inconvenience caused to the players impacted.
This update to Version 1.35 consists of balance adjustments for game mechanics as well as some characters.
The outline and purpose of the game balance changes are summarized in the “Battle Related Adjustments” section.・Hyde
Increased health by 900. (10300→11200)The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent: (Jump A, Jump B, Jump C, Aerial →+C, Aerial ↓+C)・Linne
Increased health by 900. (10600→11500)The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent: (Jump A, Jump B, Jump C, Aerial →+B, Aerial ↓+B)・Waldstein
Increased health by 1000. (11500→12500)The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent: (Jump A, Jump B, Jump C, Aerial →+C, Aerial ↓+C)・Carmine
Increased health by 700. (10800→11500)The increase in health reduces the drawbacks of health-consuming skills, and considering his high recovery rate, Carmine’s health increase is lower than others.The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent:(Jump A, Jump B, Jump C, \ ( Aerial →+B), \ ( Aerial ↘+C), Aerial \ ( Aerial B + C))\ (B>B>B) and \ (↓↙←+B+C) now absorb half the GRD when used not as a starter.This nerf balances the reduced GRD gain during combos introduced in version 1.30.・Orie
Increased health by 1000. (10400→11400)The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent:(Jump A, Jump B, Jump C, Aerial ↓+C)・Gordeau
Increased health by 1000. (10800→11800)The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent:(Jump A, Jump B, Jump C)・Merkava
Increased health by 1000. (10400→11400)The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent:(Jump A, Jump B, Jump C, Aerial ↓+C)・Vatista
Increased health by 1000. (10300→11300)Fixed an issue where attempting a backstep could cause the A and B versions of \ (→Charge←+A or B) to activate unexpectedly.The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent:(Jump A, Jump B, Jump C, \ ( Aerial B+C))・Seth
Increased health by 1000. (9500→10500)The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent: (Jump A, Jump B, Jump C, Aerial →+C, Aerial ↓+C, Aerial \ (Aerial B + C))・Yuzuriha
Increased health by 1000. (10400→11400)The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent: (Jump A, Jump B, Jump C, Aerial \ (Aerial →+A or B or C), Aerial ↓+ C, Aerial \ (Aerial B + C))・Hilda
Increased health by 900. (10100→11000)The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent: (Jump A, Jump B, Jump C, Air ↓+C, Air \ (Air B+C), \ (Hold B+C and press A before hit), \ (Hold B+C and press ↓+A before hit))・Chaos
Increased health by 1100. (10400→11500)The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent: (Jump A, Jump B, Jump C, Aerial ↓+C, Aerial \ (Aerial B+C))・Nanase
Increased health by 1000. (10500→11500)The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent:(Jump A, Jump B, Jump C, Aerial ↑+C, Aerial ↓+C)・Byakuya
Increased health by 1000. (10500→11500)The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent:(Jump A, Jump B, Jump C, Aerial ↓+C)・Phonon
Increased health by 1100. (10400→11500)The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent:(Jump A, Jump B, Jump C, Aerial ↓+B, Aerial ←+B)・Mika
Increased health by 1100. (10700→11800)The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent: (Jump A, Jump B, Jump C, Aerial \ ( Aerial B+C))・Wagner
Increased health by 900. (10100→11000)We’ve increased the damage proration for the Increased ground throw during sword enhancement.While scaling was reduced in adjustments from version 1.24 to 1.30, we’ve now slightly increased it to a mid-range level.This nerf aligns with the strategic balance for normal throws in this version.The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent: (Jump A, Jump B, Jump C, Aerial↓+C, \ (Aerial←+B+C))・Enkidu
Increased health by 1100. (11000→12100)The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent:(Jump A, Jump B, Jump C)・Londrekia
Increased health by 900. (10100→11000)\ (→+B) and \ (↓↘→+B+C) now absorb half the GRD when hitting outside of starter.This nerf aligns with the reduced GRD gain during combos introduced in version 1.30.The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent:(Jump A, Jump B, Jump C, Aerial ↘+B)・Tsurugi
Increased health by 1000. (10800→11800)\ (B+C>←← or ←+A+B) now also reflects the backstep system changes.The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent:(Jump A, Jump B, Jump C, Aerial →+C, Aerial ↓+C)・Kaguya
Increased health by 1000. (10300→11300)The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent:(Jump A, Jump B, Jump C, Aerial ↓+C)・Kuon
Increased health by 1000. (10100→11100)The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent:(Jump A, Jump B, Jump C, Aerial →+C)・Uzuki
Increased health by 1000. (10300→11300)The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent: (Jump A, Jump B, Jump C, Aerial ↓+C, \ (Aerial B+C))・Ogre
Increased health by 1000. (10800→11800)Fixed an issue where performing the EX version of \ (Aerial ↓↘→+C) at a specific timing during a jump descent could cause the character to land immediately after the superflash, preventing the move from activating.The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent: (Jump A, Jump B, Jump C, Aerial ↓+C, Aerial \ (Aerial B+C))・Izumi
Increased health by 1000. (10400→11400)Expanded the hitbox of ↘+C backward.This addresses a brief instance where it would unnaturally whiff when used against close-range assaults.Increased B Version of \ (↓↙←+B) has been fixed. Previously, if the projectile was attacked the instant the opponent guarded it, the projectile would bounce and attack while also making the opponent to guard.The correct behavior is that the character can only choose one of the two bounce actions: either the bounce from guarding or the bounce from the attack.The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent:(Jump A, Jump B, Jump C)・Eltnum
Increased health by 900. (10400→11300)\ (↓↓+C) now grants half the GRD increase when successfully performing an enhanced reload if the opponent is downed or in a recovery state.This nerf aligns with the reduced GRD gain during combos introduced in version 1.30.The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent:(Jump A, Jump B, Jump C, Aerial ↓+B)・Akatsuki
Increased health by 1000. (10800→11800)The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent:(Jump A, Jump B, Jump C, Vertical Jump B, Vertical Jump C, Aerial →+C, Aerial ↓+C)The version 1.34 updates address issues that occurred in versions 1.32 and later.
We sincerely apologize for any inconvenience caused.
■ Overall Changes
Changed Battle Version to 1.34.
We have fixed an issue where the display order of certain custom titles was incorrect.
■ Battle Related Changes
・Byakuya
For both the normal and Increased versions of \ (B+C), the landing recovery can now be canceled into actions like dash on hit.
While version 1.32 introduced adjustments allowing landing recovery cancellation, it only worked for normal and special attacks, not with other actions like dashes. This caused an unintended nerf and execution issues, as dashing attacks were prone to accidentally triggering other normal attacks. This adjustment fixes this problem.
・Kaguya
We have fixed an issue where the voice audio timing for ↘+C>B would occasionally become misaligned.
・Izumi
Fixed an issue where performing specific inputs after the EX Special version of \ (↓↓+C) hits could cause Elfie to display or behave abnormally.
For the A and B versions of \ (↓↙←+A or B), we've added an effect to Koffy while moving. This addresses the issue where Koffy was difficult to see in dark stages.
In Version 1.33, this update focuses only on addressing urgent bug fixes.
We sincerely apologize for any inconvenience this has caused.
Until now, our updates have generally set the overall balance standard a bit higher, keeping nerfs to a minimum while focusing on buffs across the board.
With Izumi’s release now complete, future updates are planned to slightly lower that standard and include balance adjustments with not only buffs but also nerfs, so that players can enjoy the game’s unique style of mind games and back-and-forth interactions even more.
■General Updates
Changed Battle Version to 1.33.
Made minor fixes to text.
■ Battle Related Changes
Ogre
Fixed a bug where performing certain inputs after using Chain Shift on \ (↓↓+B+C) could cause the move to behave incorrectly.
The Initiator of the final act drifts quietly on the waves…
Wield the power of water—Elefee—to forge the perilous path!
The version 1.32 update includes the addition of a new character, Izumi, as well as balance adjustments to existing characters and game systems.
▼\ Patch Notes
https://www.arcsystemworks.jp/portal/post-30285/
Thank you for supporting UNDER NIGHT IN-BIRTH II Sys:Celes.
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This page aggregates Steam news feeds, patch notes, and developer announcements for UNDER NIGHT IN-BIRTH II Sys:Celes, sourced from official Steam community posts.
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