Granblue Fantasy Versus Patch Notes 2.70

Granblue Fantasy Versus is getting new characters with Vira and Avatar Belial. As such we wall know what that means. It means we will get a balance patch for the rest of the characters. There may be a big change or little change to your favorite characters. To see what is going on check out the information below to see what has changed.

General Changes

• Jumping Light
– The startup of Jumping Lights that were slow has been decreased, putting all characters’ Jumping Light startup in line with each other.
– For Jumping Lights that had a hard time clashing or had a small hitbox, their hitbox has been expanded in the upwards direction. There has been no change on how they hit against grounded opponents.

• Combo Limit Value
– The combo limit value has been recalculated and the moves that did the highest combo limit additions have had their combo limit value decreased.

Gran

• Combo Limit changes
– Reginleiv (projectile portion) and Overdrive Surge now add less to the combo limit.

• Jumping Light
– In accordance with the overall Jumping Light changes, hitbox has been expanded upwards.

• Power Raise (Level 1)
– Startup is now faster.

• Power Raise (Level 2)
– Startup is now faster.
– The airborne hitstun is now longer.
– When hitting close to the wall, it will now wall bounce.

• Power Raise (Level 3)
– Startup is now faster.
– When hitting close to the wall, it will now wall bounce.

• Power Raise (Full Charge)
– Startup is now faster.
– On hit, will now enter an animation.
– Now sends the opponent flying further on hit.
– Will now wall bounce when it hits midscreen.
– It now takes longer before the wall bounce portion starts, making it easier to land followup attacks.

• Power Raise (Cancel)
– Can now also be cancelled by pressing the guard button.

• Medium Reginleiv (First hit)
– Now leaves the opponent floating after hit.
– The airborne hitstun is now longer.

• Light Overdrive Surge
– Adjusted so that it can’t be cancelled in scenarios where the two hits wouldn’t have been a combo.

• Overdrive Surge (Followup)
– Startup is now faster.

Katalina

• Combo Limit changes
– Frozen Blade and Medium Enchanted Lands now add less to the combo limit.

• Jumping Light
– In accordance with the overall Jumping Light changes, hitbox has been expanded upwards.

• Frozen Blade
– The hitbox when the projectile spawns (and only then) has been expanded forward.

• Light Enchanted Lands
– Startup is now faster.
– The forward-facing hitbox right after the attack’s startup has been made smaller.

• Heavy/EX Enchanted Lands
– Recovery has been reduced and as a result it is now less negative on block.
– In accordance with the faster recovery, the height at which it launches opponents and the wall bounce function have been adjusted.

Charlotta

• Combo Limit changes
– With Flying Nobility now adds less to the combo limit.

• Jumping Light
– In accordance with the overall Jumping Light changes, hitbox has been expanded upwards.

• Noble Strategy
– Extended the input window for followup attacks.

• With Purest Bravery!
– Extended the distance moved forward when performed from a Light Noble Strategy.

• Light or Medium Noble Strategy to With Sweetest Skills!
– Will now be performed while on the Noble Strategy trajectory instead of briefly stopping in the air to perform the move.
– The way opponents are launched after the move has changed, making it possible to follow up with attacks even midscreen as well.

• EX Noble Strategy to EX With Sweetest Skills!
– Charlotta’s trajectory and theway the opponent is sent flying has been adjusted so that followup attacks are now easier to connect with (the input leniency window has not been changed).

Lancelot

• Backdash
– The speed at which he moves backward is now slower, but the distance traveled is further. There has been no change to the overall frames of the move.

• Jumping Light
– In accordance with the overall Jumping Light changes, hitbox has been expanded upwards.

• Wirbelwind
– The input window for followup attacks has been extended.

• Wirbelwind to Crossover
– The overall move time is now shorter. The speed of movement and movement distance remain unchanged.

• Wirbelwind to Feint
– The overall move time is now shorter. The speed of movement and movement distance remain unchanged.

• Wirbelwind to Jump
– Adjusted so that when used close to the opponent, Lancelot will still appear in front of the opponent. Also, made the height at which Lancelot appears slightly lower.

• Medium Wogenstrom
– The projectile’s active frames have been increased.

Percival

• Combo Limit changes
– Anzünden now adds less to the combo limit.

• Medium Anzünden (Regular version)
– The projectile’s active frames have been increased.

• Medium Platzen (Regular version and Träumerei-charged)
– Invincibility has been increased (except against projectiles).
– The second hit now has a larger hitbox upwards.

• Medium Platzen (Träumerei-charged)
– Now sends the opponent flying higher up on hit.
– From the third hit onward it is now air unblockable.

• Heavy/EX Platzen (Regular version and Träumerei-charged)
– The second hit now has a larger hitbox upwards.

• Schneiden
– The upwards hitbox has been enlarged (except at the tip).

• Macht (Regular version)
– Added a hitbox above Percival’s head. Also, the forwards hitbox has been enlarged, putting it in line with the Träumerei-charged version.

• Macht (Träumerei-charged)
– Added a hitbox above Percival’s head. Also, reduced the upwards hurtbox, putting its hurtbox in line with the regular version.

Ladiva

• Crouching Heavy
– The knockback on the first hit has been reduced.
– The tip of the second hit’s hitbox has been enlarged downwards. These two changes put together make it more difficult for it to whiff.

• Jumping Light
– In accordance with the overall Jumping Light changes, Ladiva’s Jumping Light now has faster startup.
– In accordance with the overall Jumping Light changes, hitbox has been expanded upwards.

• Love Grapple
– Increased the hitbox backwards for this move, making it more likely to hit in instances where Ladiva and the opponent overlap with each other.

• EX Jewel Resort Screwdriver
– Now reaches further.

• Leg Drop of Adoration
– Can now be cancelled to from aerial attacks.
– Will now be able to hit airborne opponents who are in hitstun, and can thus be used in air combos.

• Devoted Body Slam
– Active frames have been increased.
– Recovery has been reduced. As a result, even though the active frames has been increased, the overall frames of this move have been decreased.

• Medium Devoted Body Slam
– Startup is now faster.
– The movement speed after the move’s startup is now faster.

Metera

• Close Heavy
– On both hit and block, the hitbox has been enlarged foward making it harder for this move to whiff.

• Jumping Light
– In accordance with the overall Jumping Light changes, hitbox has been expanded upwards.

• Starry Sky (High and Low)
– Chip damage has been increased.

• Medium Starry Sky (Low)
– Now sends the opponent flying on counter hit.

• The Great Fall
– The chip damage on the rising portion has been increased, putting it in line with the falling portion of the move. Since only the EX version of the move can hit grounded opponents with its rising portion, this only affects the EX version.
– The effects on block have been reduced, making it easier for the blocking character to see their character and what is happening.

• Medium The Great Fall
– Startup is now faster.
– Recovery has been decreased, meaning it is now more advantageous on block. The overall frames on the move have also been decreased.

• Aetherial Seal
– Chip damage has been increased.
– The effects on block have been reduced, making it easier for the blocking character to see their character and what is happening.

Lowain

• Combo Limit changes
– Sammy & Tommy and the Medium and Heavy/EX versions of Magnificent Tool of Destruction now add less to the combo limit.

• Autocombo 2nd Attack
– The hitbox has been enlarged upwards (except at the tip).

• Jumping Light
– In accordance with the overall Jumping Light changes, the startup of Lowain’s Jumping Light is now faster.

• Don’t Mind If I Do
– The overall frames of this move have been reduced.
– The timing at which it recovers your health or gauge is now faster.

• Sammy & Tommy
– The timing at which Sammy or Tommy leave after being hit by an enemy attack has been made faster, meaning that you can now call them out again earlier than you could before.

• Come at Me, Bro! (Attack portion)
– Startup is now faster.
– Recovery has been increased. However, in situations where the opponent spot-dodged the attack, Lowain’s recovery is now better.
– The forward hitbox has been increased.

• Light Come at Me, Bro! (Attack portion)
– Now sends the opponent flying less distance on hit, but they also get sent flying higher up.

• Medium Awesome Sauce
– Startup is now faster.

• Heavy/EX Magnificent Tool of Destruction
– The effects on block have been reduced, making it easier for the blocking character to see their character and what is happening.

Ferry

• Far Standing Light
– Damage has been increased from 350 to 400.
– Attack level has been increased.

• Ein Ball
– The forward hitbox on the first 11 hits (when Ferry is still holding the whip close to her) has been enlarged.

• Medium Gespenst to Heel
– When hit at a close range, the opponent is now sent flying higher making it easier to land a followup attack.

• Heavy/EX Gespenst to Heel
– When hit at a close range, it now pulls the opponent in better and sends them flying higher, making it possible to land followup attacks.

• Light Trombe
– The knockback of the first and second hit has been decreased.
– The knockback of the third hit onward has been increased.

• Medium Trombe
– Startup is now faster.

• Geegee, Get ‘Em!
– The effects on block have been reduced, making it easier for the blocking character to see their character and what is happening.

Zeta

• Light Infinite Wonders
– The forward hitbox at the start of the move has been enlarged. This move will now hit far opponents faster.

• Knee Assault
– The downward hitbox at the start of the move has been enlarged (excluding the tip).

• Light and Medium Rhapsody to Knee Assault
– On hit, it will now knock the opponent closer to Zeta letting her do followup attacks even at midscreen.

• Airborne Resolute Strike
– The forwards hitbox after the attack starts has been enlarged.
– The speed at which Zeta moves has been slowed down.
– The distance at which this attack registers as a close hit has been increased.

Vaseraga

• Combo Limit changes
– Savage Rampage’s steps now add less to the combo limit.

• Jumping Light
– In accordance with the overall Jumping Light changes, Vaseraga’s Jumping Light now has faster startup.
– In accordance with the overall Jumping Light changes, hitbox has been expanded upwards.

• Soul Forge
– The forward hitbox at his feet has been expanded.
– The active frames have been increased.
– Recovery has been decreased. These changes put together make it so that the overall freams of this move remain the same.

• Medium Battalions of Fear
– Recovery has been decreased and it is now more advantageous on block.
– The wall bounce on counter hit when performed close to a wall now happens later, making it easier to land followup attacks.

• Medium Great Scythe Grynoth
– Will now connect on opponents who are in airborne hitstun, and can be performed in juggle combos. Because of this, the damage of the move has been decreased by 500 (Easy Input version now does 1500 and Technical Input version now does 2000).

• Aftermath
– Damage on a far hit has been increased from 3000 to 3500.
– Will now move slightly forward, but only in instances where the opponent is far away.

Beelzebub

• Combo Limit changes
– Black Flies now adds less to the combo limit.

• Black Flies
– The effects on block have been reduced, making it easier for the blocking character to see their character and what is happening.

• Anthem
– Can now connect on opponents who are in hitstun, and therefore be used in combos.

Narmaya

• Combo Limit changes
– Crescent Moon and Airborne Crescent Moon (except for the Heavy/EX versions) now add less to the combo limit.

• Standing Light
– Is now easier to connect with after two Crouching Light (both stances).

• (Dawnfly) Close Standing Medium
– Startup is now faster, putting it in line with the Freeflutter version.

• (Dawnfly) Jumping Light
– In accordance with the overall Jumping Light changes, hitbox has been expanded upwards.

• Light Setsuna
– The timing at which the hitbox expands is now faster.
– The hitstun has been increased.
– The recovery has been decreased.

• Medium Setsuna
– The opponent’s falling state on counter hit has been changed. This means the opponents will be falling for longer, making it easier to land followup attacks.

• Light Kyokasuigetsu
– The airborne hitstun has been decreased.
– The blockstun has been increased.
– The knockback has been increased.
– When landed close to the screen’s edge, it is now harder to be pushed out of your own attack range for followups.

• Light Kyokasuigetsu (When performed from Transient)
– Startup is now faster.

• Butterfly Effect: Ame-no-Uzume
– Knockback has been decreased.
– The distance at which the attacks locks the opponent into an animation is now closer.
– The recovery for the opponent after the cinematic version is now slightly less, making it easier to land a jump attack on your opponent’s wakeup.

Soriz

• Crouching Unique (Sweep)
– Startup is now faster.

• Jumping Light
– In accordance with the overall Jumping Light changes, hitbox has been expanded upwards.

• Medium Impact Knuckles
– Recovery has been decreased, making it more advantageous on block. The braking portion of the move has been adjusted so that Soriz’ distance to the opponent will remain consistent after hitting the move.

• Heavy/EX Punch the Stars
– Now has less knockback, but only on block.

• Punch the Stars (During Macho Ultimatum)
– Can now be cancelled to Tenacious Will or Bravado Bullet either at the 4th hit or at the 8th hit on either hit or block.

• Tenacious Will
– Recovery has been decreased, making it more advantageous on hit or block.
– The crumple time has been increased. Also, the crumple time will no longer be different from a standing hit anymore when you land a crouching hit or a counter hit.
– When landed as a grounded counter hit, will now crumple the opponent.
– The knockback has been adjusted to be easier to separate from the opponent midscreen, but harder in the corner.

• Light Rock Smash
– The way the opponent is sent flying on hit has been adjusted so that followups can be landed even on midscreen hit.
– The airborne hitstun has been increased.
– Because the above changes make this have a high loop potential in the corner, its combo limit value has been increased.

• Medium Rock Smash
– The way the opponent is sent flyong on hit has been adjusted so that followups can be landed even on midscreen hit.

Djeeta

• Combo Limit changes
– Overdrive Surge, Reginleiv and Reginleiv: Recidive now add less to the combo limit. In Overdrive Surge’s case, it’s only been adjusted for Level 3 charge and higher, putting it in line with level 2 charge.

• Jumping Light
– In accordance with the overall Jumping Light changes, hitbox has been expanded upwards.

• Overdrive Surge
– The upwards hitbox when descending has been enlarged. In accordance with this, the hurtbox has also been adjusted.
– The forward hitbox when landing has been enlarged. In accordance with this, the hurtbox has also been adjusted.
– The landing spot is now slightly further forward than before.
– When causing a ground bounce, there have been adjustments to the height at which opponents are bounced making it easier to land followup attacks.
– The airborne hitstun for no charged version up to the level 2 charge version has been increased, putting it in line with the level 3 charged version.

• Overdrive Surge (No Charge)
– When landed against airborne opponents and hitting them to the ground, it will now do a ground bounce if landed as a counter hit.

• Overdrive Surge (Level 1 Charge)
– When landed against airborne opponents it will now ground bounce and lead to followup attacks.

• Overdrive Surge (Level 2 Charge)
– When landed against airborne opponents it will now ground bounce and lead to followup attacks.
– The hitstun and blockstun have been increased.

• Overdrive Surge (Level 3 Charge, Maximum Charge)
– The blockstun has been increased.

• Overdrive Surge (Cancel)
– Can now also be cancelled by pressing the Block button.

• Medium Vorpal Blade
– The first hit will now cause the opponent to enter a floating state if landed as a counter hit.

• Heavy/EX Vorpal Blade (Final Hit)
– Will now cause a wall bounce if close to the screen’s edge.
– EX Vorpal Blade’s followup attacks will now send the opponent flying further.

Zooey

• Summon Dragon (Heavy Breath)
– The beam’s knockback has been adjusted, making it easier to hit the full attack against airborne opponents.
– The knockback of the flame pillar is now shorter, making it possible to land followup attacks.
– Hitbox properties have been added to the flame pillar close to the ground making it easier to hit the whole attack.
– When performed at a distance where the dragon is far from the opponent, the dragon will now move slightly forward before firing the attack.
– Right when the move is performed, the dragon will now have a collision box for only a brief moment.

• Light Aerial Spinning Slash
– Will now rise faster. The startup and the timing at which Zooey descends are now both faster.
– The speed at which Zooey descends during this move is now slower.

• Light and Medium Thunder
– When performed close to the screen’s edge, the bolts will no longer fall offscreen. There have been no changes to this in regards to the charged versions.

• Light and Medium Thunder (Charged versions)
– Recovery has been decreased, putting the overall frames of the move on par with the uncharged versions.

• EX Thunder (Charged version)
– Recovery has been decreased, putting the overall frames of the move on par with the Light and Medium versions.

Belial

• Combo Limit changes
– Goetia and Everyone’s A Little Crooked now add less to the combo limit.

• Give Daddy Some Sugar
– When successfully landed as a counter, the background will now darken to make it more clear that the followup is about to happen.

• Light Everyone’s A Little Crooked
– Only when performed from a Medium Goetia, the forward-moving speed of the projectile is now faster.

• Heavy/EX Everyone’s A Little Crooked
– Only when performed from a Medium Goetia, the projectile will now move directly downwards.

Cagliostro

• Combo Limit changes
– Collapse and Alexandria now add less to the combo limit.

• Close Standing Heavy
– The beginning of the move now has a larger upwards hitbox making it easier to hit airborne opponents.
– The downwards hitbox during the active frames has been enlarged, making it so it will hit a Roll regardless of what timing it’s done at.

• Jumping Light
– In accordance with the overall Jumping Light changes, hitbox has been expanded upwards.

• Collapse
– The effects on block have been reduced, making it easier for the blocking character to see their character and what is happening.
– The hitstop on Level 2 Charge and Level 4 Charge has been increased, making it positive on both hit and block in these states.

• Calculated
– When you have a stone summoned with Collapse, it can be used to erase an opponent’s projectile while performing Calculated. This doesn’t affect the level of Collapse’s rock.
– The tracking area has been expanded.

• Medium Calculated
– Recovery has been decreased, making it more advantageous on hit and block. The overall frames of this move have been decreased as a result.
– Now sends the opponent flying higher on counter hit, making it easier to land followup attacks.

• Heavy/EX Calculated
– Now sends the opponent flying higher on hit, making it easier to land followup attacks.
– Now sends the opponent flying even higher on counter hit, making it easier to land followup attacks.

• Everything’s Coming Up Cagliostro
– Startup is now faster.

Yuel

• Combo Limit changes
– Starlit Sky now adds less to the combo limit.

• Guren
– If hitting the opponent at the initial startup, it will now send the opponent flying (There have been no changes to the Charged version).

• Medium Hanaarashi
– The opponent will now be sent flying higher on hit so that followup attacks can be landed.
– On close hits, Yuel will no longer go under the opponent to cause a sideswitch and instead remain on the same side.

• EX Hanaarashi (Medium followup)
– Recovery has been decreased, making it more advantageous on hit and block. The overall frames of the move have also been reduced.
– The opponent will now be sent flying higher on hit so that followup attacks can be landed.
– On close hits, Yuel will no longer go under the opponent to cause a sideswitch and instead remain on the same side.

Anre

• Combo Limit changes
– Radiance Ruination and Peerless Thrust now adds less to the combo limit.

• Jumping Light
– In accordance with the overall Jumping Light changes, hitbox has been expanded upwards.

• Medium and Heavy/EX Rakshasa
– Now reaches further.

• Rakshasa Followup
– If Rakshasa hit at a far range, this followup would sometimes whiff before. Now, its hitbox has been expanded so that it won’t whiff when the first attack connects.
– When Medium Rakshasa lands a counter hit, the move will now knock them back less distance and send them flying higher, making it possible to land followup attacks.

• Peerless Thrust
– Startup is now faster and will connect to combo from a Light or Medium Spiral Spear hit on standing opponents.

• Medium and Heavy/EX Mantra Wheel
– Will now hit 10 times instead of 6 times. The damage on the hits have been adjusted, and there has been no change to the move’s overall damage when all hits land.

• Light Fleeting Spark
– When hit against an airborne opponent, it will now send them flying a shorter distance, leaving them closer to Anre.
– The hitstun on an airborne counter hit has been increased.

Eustace

• Combo Limit changes
– Flamek Thunder (besides the Light Charged version), Slow Kill, Rat Race and Spread Shot now add less to the combo limit.

• Far Standing Heavy Followup
– Active frames have been increased.
– Recovery has been decreased. These two changes together make it so that the overall move’s frames have not been changed.
– The clash level has been increased, so it will now clash against Far Standing Heavy attacks.

• Jumping Light
– In accordance with the overall Jumping Light changes, hitbox has been expanded upwards.

• Light and Medium Flamek Thunder
– The blockstun at the starting point of the attack has been increased.

• Light and Heavy/EX Charged Flamek Thunder
– Recovery has been decreased, making it more advantageous on hit and block. The overall frames of the move have also decreased as a result.

• Light and Medium Slow Kill
– The Easy Input damage has been increased from 400 to 600. The Technical Input damage has been increased from 500 to 700.

• Light and Medium Charged Slow Kill
– The Easy Input damage has been increased from 250×2 to 350×2. The Technical Input damage has been increased from 300×2 to 400×2.

• Medium Rat Race
– Startup is now faster.

• Heavy/EX Rat Race
– The explosion part which can be detonated after landing this on the opponent is now air unblockable.

Seox

• Combo Limit changes
– Demon Step/New Perspective and Gate of Demons (Aiborne version included) now add less to the combo limit.

• New Perspective
– Recovery has been reduced, making it easier to land followup attacks.

• Medium Archdemon Kick
– When cancelled to from Six-Claw Execution at a late point, the startup of it is now faster. When cancelled to late on hit, it will still connect (For the Light version of Six-Claw Execution, this only applies to crouching opponents).

• Light Gate of Demons
– The counter-hittable state has been extended, putting it in line with other projectile moves.

• EX Gate of Demons (Including Airborne version)
– The counter-hittable state has been extended, putting it in line with other projectile moves.

• EX Gate of Demons (Grounded version only)
– When using it against a crouching opponent after landing, Seox will no longer jump past the opponent.

Article: https://www.eventhubs.com/news/2021/dec/13/granblue-versus-270-patch-notes/

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About JCR Comic Arts

I am a gamer into fighting games perferablly such as King Of Fighters and Street Fighters. Also DMC and Ninja Gaiden as well. In recent years I have become a fan of two shooters. Fear and Resistance."
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