1. Update v1.1.1.145550:
  2. Character Adjustments and Fixes
  3. Platinum
  4. Fixed an issue with abnormal combo transitions in [Magical Weapon: Blue] at "Lucky!" or higher;
  5.  
  6. Fixed an issue where using [Magical Do-Re-Mi Potion] under certain conditions while playing Platinum in online mode could cause stages to be skipped;
  7.  
  8. Adjusted the activation logic for [Air Persia] to reduce cases where [Air Persia] would activate before a dash-related action could be canceled into the [Precious Rune] chant;
  9.  
  10. Fixed an issue where [Cure Dot Typhoon] could be interrupted incorrectly after incurring a stun penalty;
  11.  
  12. Fixed incorrect damage-type classifications for some damage dealt by [Dream Sally] and [Cure Dot Typhoon];
  13.  
  14. Fixed an issue in [Precious Rune] where the displayed Potential combination requirement for making [Magical Symphony] always trigger "Mega Lucky!" was missing;
  15.  
  16. Jin
  17. Fixed an issue where Jin could fail to perform the sheathing action when using Down + Jump to sheathe his sword;
  18.  
  19.  
  20. Other Fixes
  21. Fixed an issue where an incorrect trigger area in the Stage 6 - Mumei battle stage could prevent progression;
  22.  
  23. Fixed an issue where some attacks from Take-Mikazuchi could cause character attack effects to display incorrectly;
  24.  
  25. Fixed an issue where the top of the arena was treated as the ground during the Susanoo battle;
  26.  
  27. Fixed an issue in the Extreme Susanoo battle where Forms V and VI could fail to activate during Phase 2 and their effects could be missing;
  28.  
  29. Fixed an issue where the player's recovery animation would be forcibly played during Extreme Susanoo's entrance sequence even when the player had not been immobilized;
  30.  
  31. Fixed an issue in the online Extreme Susanoo battle where players could interrupt Susanoo's phase transition;
  32.  
  33. Fixed an issue where the AI could enter an idle state under certain conditions during the Extreme Susanoo battle;
  34.  
  35. Fixed visual presentation issues in the story's Final Trial;
  36.  
  37. Fixed an issue where two identical options could appear when removing debuffs;
  38.  
  39. Fixed several other issues affecting the gameplay experience;
  40.  
  41. Update v20260812:
  42. Highlights
  43. • Added the new base-game Prototype [Platinum], unlockable with 1 [Analyzer].
  44.  
  45. • Added a series of Palettes for [Platinum]. The VFX Palette [The Other Side] will be granted automatically after unlocking the Prototype [Platinum], while other Palettes can be obtained by completing achievements, missions, and other objectives.
  46.  
  47. • Added the Avatar [Cat-Person Doll], which will be obtained automatically after unlocking the Prototype [Platinum].
  48.  
  49.  
  50. Content & System Optimizations
  51. • Expanded and adjusted the [Susanoo] challenge on [Extreme] difficulty. [Susanoo] will return in Stage 6 of [Mind Training].
  52.  
  53. • In the main story battle [Final Trial], [Susanoo] will now appear at [Extreme] difficulty.
  54.  
  55. • Adjusted the flow of Phase 6 in [Mind Training]. Players can now select rooms while progressing through Phase 6.
  56.  
  57. • Upgraded the [Try Evotype] Space. Players can now customize the battle environment in [Training Details], including the Space height, enemy count and type, and whether enemy AI is enabled.
  58.  
  59. • Fixed an issue where successfully dodging with certain characters could incorrectly consume a shield charge or drain [Overload] energy while [Overload] was active.
  60.  
  61. • Fixed an issue in [Local Multiplayer Mode] where the Potential selection lock effect did not apply to Player 2.
  62.  
  63. • Fixed an issue in [Local Multiplayer Mode] where the newly added HP recovery boost from [Mind Crystal] did not apply to Player 2.
  64.  
  65. • Expanded and refined the descriptions of some [Legacy Skills].
  66.  
  67. • After achieving any ending in the main story, [Palette Voucher] will become available for purchase at the hub shop.
  68.  
  69.  
  70. Prototype Optimizations & Bug Fixes
  71. Naoto
  72.  
  73. • Fixed an issue where Naoto could lose invincibility while charging Down + Attack.
  74.  
  75. • Optimized how Naoto can cancel the use of [HP Mixture].
  76.  
  77. Taokaka
  78.  
  79. • Fixed an issue where Taokaka could not immediately chain into a Skill follow-up after charging Up + Attack while a clone was present.
  80.  
  81. Rachel
  82.  
  83. • Added visual cues for Rachel's command inputs.
  84.  
  85. • Fixed an issue where Rachel could not perform Attacks under certain conditions.
  86.  
  87. • Fixed an issue where dodge frames were missing during the startup of Rachel's dash attack.
  88.  
  89. • Reduced the recovery after Rachel lands from a downward jump, allowing her to chain into a dash sooner.
  90.  
  91. Hazama
  92.  
  93. • When Hazama's [Legacy Skill 2] hits an enemy that cannot be grabbed, tapping the input will now also pull Hazama toward the target.
  94.  
  95. Jin
  96.  
  97. • Fixed an issue where the Slow and Freeze effects of Jin's [Legacy Skill 1] could be disabled by Character Customization settings.
  98.  
  99. Bullet
  100.  
  101. • Fixed an issue where entering a directional input while using [Lock On] at point-blank range against a large enemy could cause [Lock On] to fail.
  102.  
  103. ICEY
  104.  
  105. • Fixed an issue where ICEY could not chain into a dash attack after firing a sword wave in the air.
  106.  
  107. • Optimized input detection when chaining an Attack after using [Divide] following a dash.
  108.  
  109. • Fixed an issue where ICEY could slide off abnormally when using a downward attack on a sloped platform.
  110.  
  111. Update v20260701:
  112. Features and System Optimizations
  113.  
  114. • Adjusted the [Overload] energy mechanics: while in combat and Overload is not active, [Overload] energy will continue to accumulate. Using varied moves to attack enemies in succession, successfully dodging enemy attacks, or successfully blocking enemy attacks will increase the recovery rate. [Overload] can also be activated before the energy gauge is full, but its energy consumption rate will increase accordingly.
  115.  
  116. • Optimized UI presentation related to [Overload].
  117.  
  118. • Fixed an issue where grab detection did not take effect properly when using grab moves to break the guard of advanced enemies.
  119.  
  120. • Added appearance and disappearance presentation to the shield gauge of [Hades Izanami].
  121.  
  122. • Optimized the shield visual effects of [Reki].
  123.  
  124. • Optimized ICEY narrator voice settings: when the ICEY narrator setting in the [DBS Lab] storyline is set to Chinese, Chinese voice-over will play in ICEY stages instead of always playing Japanese voice-over.
  125.  
  126. • Adjusted certain narrator voice-over and subtitle content in ICEY stages.
  127.  
  128.  
  129. Character Optimizations and Bug Fixes
  130.  
  131. Naoto Kurogane
  132.  
  133. • Optimized the move damage decay algorithm after Naoto performs consecutive dash cancels.
  134.  
  135.  
  136. Jin Kisaragi
  137.  
  138. • Fixed an issue where, after Jin Kisaragi's [Touga Hyoujin] hit an enemy and knocked them into a wall, casting [Hyourou Mugetsu] would fail to generate icicle follow-up attacks.
  139.  
  140. • Fixed an issue where the grounded sheathed version of [Touga Hyoujin] could occasionally fail to cast after Jin Kisaragi obtained [Rengoku Hyouya].
  141.  
  142. • Fixed an issue where the phantom visual effect did not display properly when Jin Kisaragi connected a jump after using [Sekkajin] during sheathing.
  143.  
  144. • Fixed an issue where the visual effects of Jin Kisaragi's [Rengoku Hyouya] could be abnormally blown away by Rachel Alucard's [Silpheed].
  145.  
  146. Hibiki
  147.  
  148. • Fixed an issue where Hibiki's aerial down normal attack could bring [Defiled Eye] to the ground.
  149.  
  150.  
  151. ICEY
  152.  
  153. • Fixed an issue where ICEY's move combo could be abnormally interrupted after dashing from the ground into the air or from the air onto the ground. After crossing between grounded and airborne states, the corresponding airborne or grounded follow-up moves will now connect correctly.
  154.  
  155. • Optimized ICEY's follow-up rules after using dash to interrupt normal attack combos: when connecting into certain moves and their follow-ups, the original follow-up/combo records will be retained for a short time, allowing subsequent connection into [Electron Flow] follow-ups or normal attack combos.
  156.  
  157. • Optimized the input feel of ICEY's block, dash, and [Electron Flow]-related moves, reducing incorrect move triggers and input stiffness.
  158.  
  159. • Fixed an issue where ICEY could not immediately connect into skills after jumping following the second grounded [Electron Flow].
  160.  
  161. • Fixed an issue where ICEY could not connect into a jump at the proper timing after the second aerial [Electron Flow].
  162.  
  163. • Fixed an issue where ICEY's diagonal downward dash could not properly connect into [Electron Flow].
  164.  
  165. • Optimized ICEY's skill connection logic after aerial normal attacks, reducing cases where [Sweep] was triggered unintentionally.
  166.  
  167. • Fixed an issue where certain follow-up moves could not be connected reliably after ICEY's dash ended.
  168.  
  169.  
  170. Lambda-11
  171.  
  172. • Now, when Lambda-11 casts [Calamity Sword] by holding Down + Skill, continuing to hold Down will no longer automatically trigger [Legacy Edge].
  173.  
  174. • Now, Lambda-11's [Corsair Sabre] can trigger certain Tactics effects.
  175.  
  176.  
  177. Noel
  178.  
  179. • Fixed an issue where the visual effects of Noel's [Rising Kick] could be missing under certain circumstances.
  180.  
  181.  
  182. Ragna
  183.  
  184. • Fixed an issue where Ragna could automatically perform a jump under certain circumstances.
  185.  
  186. Platform-Specific Optimizations
  187.