After some of the recent patches to UNI2 there was a notable concern about the direction of the game, with buffs that were seemingly neither needed nor asked for. This newest patch technically continues down the line of buffs, but also comes with some system-wide changes that are meant to make the game less volatile.
The developers have notes that the number of interactions between players was getting fairly low, with some games essentially ending in just 2-3 mistakes. To aleviate that, some of the defensive actions will have a less explosive payoff (however guarding in itself is now stronger), and the overall character health is getting increased. Recovery proration is now also much more visible, informing both you and your opponent about the untechable window during combos.
Damage itself should also be slightly lower, but only when it comes to outlier situations. For example, dodging throws with either backstep or jump should now lead to more significant scaling instead of allowing low risk high reward situations.
Meanwhile, the GRD mechanic should now play a slightly bigger role, as guarding attacks will yield you more GRD gain. On the other hand, during high proration and for auto-combo enders, the GRD gain will be lower.
And here is the list of specific character adjustments and how the roster should be impacted by new system changes:
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, [Gouge!] ( Aerial →+B), [Eat Guillotine!] ( Aerial ↘+C), Aerial [Twist!] ( Aerial B + C))
[That’s Gotta Hurt!] (B>B>B) and [Give Me That!] (↓↙←+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 [Mikoruseo] (→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, [Armabellum (Aerial)] ( 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 [Gloomy Invitation] (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 [Battoujutsu Ichi no Kata: Kiri] (Aerial →+A or B or C), Aerial ↓+ C, Aerial [Battoujutsu San no Kata: Tachi] (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 [Tri-Furket] (Air B+C), [Front Stab] (Hold B+C and press A before hit), [Under Stab] (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 [Burn Them to a Crisp] (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 [Mika’s Crash] ( 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, [Eroberung] (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)
[Frozen Slope] (→+B) and [Frozen Vine] (↓↘→+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)
[Move Back!] (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, [Float with Parasol] (Aerial B+C))
Ogre
Increased health by 1000. (10800→11800)
Fixed an issue where performing the EX version of [Hit the Shower!] (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 [Beat You to the Punch!] (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 [Bubbly Breath] (↓↙←+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)
[Reload] (↓↓+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)