Patch Notes for Apr. 24
BlazBlue Entropy Effect Patch Notes — April 24, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.

Advanced Enemies & Elite Enemies Adjustments
Adjusted the Super Armor coverage for enemies' idle states and reduced the Super Armor levels during the recovery frames of certain moves.
Standardized the low-HP Guard Break rule for Elite Enemies, which now triggers uniformly at 20% HP.
Increased the Max HP limit for Elite Enemies and added new combat mechanics for specific Elite Enemies.
Optimized the spawn mechanics in Elite Combat Spaces: platforms will now automatically disappear after any Elite Enemy spawns or is Guard Broken, improving combat fluidity.
Fixed an issue where monsters would abnormally continue to spawn after certain Elite Enemies were defeated.
Fixed an issue with excessive enemy numbers on the field, and corrected an anomaly where defeating a charging \ would cause another one to spawn continuously.
Adjusted the Guard Break mechanics for \: changed from a part-based Guard Break system to triggering at a 50% HP threshold per phase.
Optimized \'s hit detection: if the character successfully blocks the phase-transition slam without entering a passive hit state, the Stun negative effect will no longer be applied.
Increased the startup frames and damage for certain moves of \.
Removed \'s random fire meteorite drop and mouth-thrusting attack moves.
Optimized general enemy AI logic.
Adjusted the cooldowns and mechanics of enemies' barrage-type moves.
Adjusted the mechanics of \'s energy orb move during the \ battle: the orbs will now detonate upon approaching the character, dealing only explosion damage without leaving a persistent AoE damage zone. Also made visual and numerical adjustments to her phase two mass-orb move.
Optimized \'s combat mechanics: her hit-escape will no longer interrupt the character's actions. Increased the decay rate of her shield and removed its collision detection.
Increased the startup frames for most of \'s moves and optimized attack warning indicators; additionally, increased her Max HP and move damage.
Optimized \'s interactions with Block and Super Armor levels, allowing characters to handle more combat situations utilizing Super Armor or Block.
Redesigned the logic and visual performance of certain moves for \.
Combat System & Operation Optimizations
Fixed the input overlapping issue when characters consecutively cancel moves.
Fixed abnormal move connection detections after a character performs a drop-down action.
Further reduced the hitstop (frame freeze) duration when a character takes damage while in the Super Armor state.
Added system mechanic descriptions for \ and \. Successfully blocking an enemy's grab skill utilizing \ now triggers exclusive visual effects and audio cues.
Added multiple Character Customization settings to accommodate different player control preferences.
Character Optimizations & Fixes
ICEY
New Mechanic: Aerial \ can now be charged, and \ can now be cast in the air.
Optimized combo interruption logic: \ and Dash will no longer interrupt standard move combos.
Optimized the casting feel of specific moves after normal attack combos and dash cancels, fixing input loss caused by displacement deviations.
Enhanced Armor/Guard Break capabilities for ICEY's specific strong moves:
\ breaks enemy Guard upon trigger.
The final hit of \ breaks enemy Super Armor.
\ and \ break enemy Guard.
Successfully casting moves with charging properties now increases their Super Armor break detection level.
Added effect description for the Potential combination \: successfully casting the enhanced move can break Super Armor.
Adjusted \ mechanics: the character enters a Dodge state during the attack, and the original suction-on-hit effect has been removed.
Adjusted \ mechanics: the character enters a Block state during the attack.
Adjusted \ mechanics: the character enters a Dodge state during the attack.
Split and reconstructed Potential combinations; \-related combos are now \-related combos:
Hitting enemies with \ slightly recovers MP.
The moment \ attacks, the character briefly enters an Invincibility state.
Optimized visual stuttering when ICEY continuously attacks enemies.
Comprehensively optimized combo controls, including: additional slash for \, clone positional swap for \, aerial follow-ups for \, and the casting speed of \ and \ after entering their respective stances.
Optimized aerial normal attack combos and the feel of transitioning into normal attacks or \ after dashing.
Fixed an issue where the unenhanced \ would incorrectly trigger skill tear effects upon hitting an enemy on the third aerial hit.
Fixed an issue in Phase 6 stages where \ clones would incorrectly track destructible objects; \ can now normally track and hit \'s head.
Fixed an issue where the hidden effect of \ (\ and \) failed to maintain full invincibility during casting while possessing a shield.
Fixed an issue where landing from a diagonal downward dash would abnormally cancel dodge invincibility frames.
Fixed abnormal MP recovery mechanics during jump cancels.
Fixed an issue where ICEY's clones could not properly lock onto \'s head.
Fixed an issue where hitting an enemy with aerial \ would fail to trigger the bounce action if the fall height was too high.
Fixed an issue preventing smooth transitions from aerial dashes to jumps.
Fixed an issue where casting \ after a double jump and inputting further skill commands would incorrectly cast the unenhanced \.
Fixed an issue where skill derivations following a grounded enhanced \ failed to receive enhancement effects.
Fixed an issue where normal attacks could not be used after casting an aerial \ and transitioning into a dash.
Fixed an issue where the character could still be hit by enemy throws despite successfully triggering a block during \.
Mai Natsume
Fixed an issue where the first hit of the aerial normal attack did not properly receive the \ damage buff.
Fixed an issue where \ could not be cast when connecting skills from a Down+Dash at specific heights; this action can now connect to \ earlier.
Optimized the control logic for aerial \, allowing an earlier transition to the Special button \.
Adjusted the damage composition of \.
Adjusted the pursuit control logic for \: it now requires inputting the Special button before the Normal Attack button to cast.
Optimized the hidden effect detection of \; an early transition to \ no longer strictly requires a successful pursuit.
Optimized the casting logic for the Special button \; it can now be cast directly without directional inputs.
Added an option in Character Settings to "Disable Spear Throw on Dash Hold."
Fixed missing dodge frames for a short duration when immediately following a dash with \.
Fixed missing dodge frames for a short duration after landing from an aerial dash transitioning into \.
Fixed an issue where an aerial dash might not connect to a jump after a single upward jump.
Hakumen
Fixed an issue where connecting a normal attack after \ under specific circumstances would cause incorrect combo count calculations.
Increased the interrupt priority of Hakumen's jump actions over certain normal attacks.
Fixed an issue where the Super Armor damage reduction from \ did not properly apply to \.
Optimized the damage immunity mechanics for \: after gaining the immunity effect, it will now be maintained throughout the falling period of an aerial Down+Normal Attack.
Reworked the animation for Hakumen entering the \ state.
Adjusted the normal attack combo counts when connecting after \ and a successful \ grab.
Fixed an issue where the character could not turn normally when connecting to other moves after landing from a downward normal attack.
Fixed an issue where taking damage while in a damage immunity state failed to trigger the on-hit SP recovery effect.
Λ-No.11-
Optimized the input feel for \, and the character now gains damage immunity while charging.
Optimized the mechanics of \, allowing its final hit to recover MP.
Enhanced the mobility of \ and \, upgrading their dodge effects to Invincible Dodge status.
Optimized skill chain mechanics: casting \ and \ in the air will now reset the aerial normal attack count.
Fixed an issue where the 2nd and 3rd dash segments could not be used to cancel move recovery after connecting an aerial skill to a normal attack.
Ragna
Optimized move connections: releasing the Down directional key and inputting a skill before landing from an aerial Down+Normal Attack will now directly cast \.
Reduced the startup frames for connecting \ to an aerial \.
Fixed an issue where Down+Dash could not be input during dash attacks and \.
New Hidden Effect: The character gains a dodge detection state during the startup frames of a dash attack.
Adjusted the control logic for dash attacks: holding the dash key will no longer trigger continuous dash attacks.
Reduced the hitstop effect on the character when \ hits an enemy.
Jin Kisaragi
Adjusted the invincibility mechanics of the \ Talent: changed from Invincibility to Damage Immunity. The invincibility effects during generic knockdown recoveries and mid-air recoveries have also been synchronized to Damage Immunity.
Fixed an issue where residual invincibility from a successful block failed to clear properly when switching moves.
Fixed an issue where the exclusive block visual effect was missing for the \ move after acquiring the "Draw Sword Block" Potential.
New Mechanic: Successfully blocking will now grant an additional damage boost.
Optimized the control feel of connecting a jump from the 2nd hit of the aerial normal attack.
Optimized pursuit mechanics: after hitting an enemy with certain moves, casting the 1st hit of grounded enhanced normal attack or the 2nd hit of aerial enhanced normal attack within a short time will trigger a pursuit effect, granting Damage Immunity for the duration.
Added Character Customization: Players can now freely choose to disable "Freeze/Slow" effects (excluding specific moves).
Optimized the performance and hit detection of the SP Skill \.
Adjusted the command input for \ to "Up/Down + Dash".
Optimized sheath state retention logic: holding the directional key to enter a running state after a grounded \] will no longer cancel the sheathed state.
Added "Sheath Enhanced" branch versions for \], \], and dash attacks. The sheathed version of \] can now trigger a ground bounce effect.
Optimized the animation for \]: reduced total action time, and adjusted fall speed and sheathing timing.
Optimized the hitboxes for all dash-type moves, increasing the success rate of dodges and blocks, and reducing the probability of being hit by undodgeable attacks.
Optimized move connections for all \ variants, allowing faster transition to jump commands after casting.
Fixed an issue where an aerial "Normal Attack + Skill" could not smoothly transition into ground skills.
Fixed an issue where the 2nd hit of \ could not connect to \.
Increased the damage multipliers when connecting an Issen from \] / \, and when inputting a skill during a grounded \.
Reduced the command startup for connecting an Issen from \]. \ can now cast active Issen faster, and transition into jumps or dashes more swiftly after an Issen.
Optimized the chaining logic for \ and \ within normal attack combos, allowing for freer integration.
Fixed an issue where a sheath-enhanced Issen would fail to hit targets at point-blank range.
Fixed hit detection offsets for sword aura visuals during dash attacks.
Fixed an issue where enemy freeze duration was insufficient when casting prolonged SP skills at max SP.
Fixed an issue where enemies would abnormally launch vertically if Jin used continuous freezing attacks after hitting them with Naoto Kurogane's Legacy Skill 1.
New Hidden Effects for Jin Kisaragi:
Successfully executing a Draw Sword Block resets available mid-air jumps and dashes.
A Draw Sword Block recovers MP/SP; doing so from a sheathed state significantly increases the recovery amount.
A successful \ block recovers SP.
Casting Special or "Normal Attack + Skill" while sheathed recovers MP; executing a Draw Sword Block simultaneously grants extra MP.
Casting \ by any means recovers MP.
Hitting Frozen/Slowed enemies grants extra MP recovery.
Jumping or dashing while sheathed retains the sheathed state and grants corresponding enhanced derivations.
Consecutive hits from \ on the same enemy no longer trigger damage decay.
Holding the input while dashing seamlessly connects to \/\.
When dashing at the exact moment of sheathing and maintaining the hold input: pressing Normal Attack while releasing the Left/Right directional keys casts a Sheath Enhanced Normal Attack; pressing Normal Attack while holding the Left/Right directional keys casts a Sheath Enhanced Dash Attack.
Es
Fixed an issue where the attack animation for \ would abnormally interrupt under certain conditions.
Bullet
Fixed an issue where quickly pressing Normal Attack or Down+Jump after an aerial dash would abnormally trigger a downward dash.
Naoto Kurogane
Adjusted the mechanics for "Universal Enhancement 3," adding a damage decay mechanism upon consecutive triggers.
Taokaka
Fixed an issue where overlapping visual effects of ground electrical skills caused screen overexposure.
Fixed several known input/control anomalies.
Hibiki
Fixed a series of anomalies triggered by extreme inputs.
Noel
Fixed an issue where immediately connecting an aerial \ after a dash could incorrectly derive a dash detection.
Fixed an issue where transitioning to different directions or segments of normal attacks shortly after an aerial \ would only release the first segment of the aerial normal attack.
Optimized the connection feel of aerial normal attacks and uppercuts; dashing into a normal attack and releasing the button now smoothly casts the second segment of the aerial normal attack.
Other Fixes
Removed poorly placed aerial and platform traps that severely hindered combat fluidity in certain stage scenes.
Optimized the Covenant & Cost system: removed negative costs that caused a poor experience, and added/optimized several positive Covenant effects.
Refined the UI presentation of the Black Market Tactics system: unified the icons and effect names of \ options to match Black Market Covenants.
Enhanced collection feedback in the Tactics Tree: players can now visually distinguish unlocked Tactics during combat.
Enhanced visual feedback and stage prompts when the clear reward is \, \, or \.
Optimized the visibility of \'s Phase 2 arena, allowing players to clearly identify her position and current action.
Optimized the Infinite Shop interaction before the final Vanguard in Mind Training: attempting to buy "Remove Negative Effect" when lacking any will now trigger an un-purchasable prompt.
Optimized the UI for the room selection in \; the "Double Rewards" indicator for regular combat spaces is now more prominent.
Fixed an issue preventing the unlocking of specific achievements, restoring their acquisition methods.
Fixed an issue in the \ stage where model collisions on the elevator could trap the character beneath the scene geometry.
Fixed an issue where visual effects on the character would abnormally loop during stage transitions.
Fixed an issue where humanoid Vanguard enemies could bypass standard recovery animations and forcefully trigger attacks while knocked down.
Optimized the hit visual feedback for \ and regular monsters, and completely fixed an issue where \ would lock its HP and become unkillable in certain states.
Optimized the visual effects when using \.
Fixed an issue where \ could be juggled infinitely to death due to abnormal juggle hitboxes.