Update: This story has been updated with fully translated patch notes.

The upcoming patch to Granblue Fantasy Versus which includes Zooey as a playable character alongside new RPG mode content for her, several new lobby avatars, a new stage and more has been further detailed by Cygames and Arc System Works today.

The patch, which goes live tomorrow, has changes to the game and the entire cast and are currently being translated here at EventHubs by myself, Nicholas "MajinTenshinhan" Taylor.

General Changes Landing after a Jump or Backdash

• To solve an issue where you were able to cancel your landing if an opponent was attacking you, if you hold any upwards direction while inputting the guard button, you will no longer be blocking. Guard Crush

• Changed an issue where you were able to cancel your guard crush to forward movement under certain circumstances. Early Input

• Have decreased the window in which attack buttons or dashes can be input early and still come out. Projectiles

• If attacked before a projectile comes out, the projectile will no longer appear (some specific exceptions exist). Quarter-Circle Forward Command

• When inputting a quarter-circle forward command as part of a half-circle forward command, the fireball command will generally take precedent over a dragon punch input. Generally, doing a fireball input while walking forward (→ ↓ ↘ →) will give you a dragon punch (→ ↓ ↘) while doing a half circle forward from a forward walk ( → ← ↙ ↓ ↘ → ) will give you a fireball (↓ ↘ →). Down Down Command

• If you go in another directon than neutral or down after the input, the moves associated with down down will no longer come out.

Gran Close Standing Light

• Increased recovery. Far Standing Light

• Startup is now slower. Close Standing Medium

• Increased recovery. Auto Combo Followup 1

• Since it was considered an airborne attack and couldn't be cancelled until landing, its properties have been adjusted.

• Until the attack comes out, it is considered grounded and can be cancelled to abilities and such on both hit and block.

• When hit during airborne status, the knockback has been adjusted to be in line with other characters. Auto Combo Followup 2

• Since it was considered an airborne attack and couldn't be cancelled until landing, its properties have been adjusted.

• Until the attack comes out, it is considered grounded and can be cancelled to abilities and such right away on both hit and block.

• When hit during airborne status, the knockback has been adjusted to be in line with other characters. Power Raise

• Adjusted an issue where Gran was able to charge it during the cutscenes of his Skybound Art and Super Skybound Art. Medium Reginleiv

• If hit before his projectile is released, the projectile will no longer appear. Catastrophe (Easy Input)

• The advantage time on a close hit has been reduced, putting the difference between the Easy Input and Technical Input in line with other characters' Super Skybound Arts.

Katalina Backwards walk

• Her forward hurtbox while walking backwards was remarkably small, so it has been put in line with her standing hurtbox. Close Standing Light

• Increased recovery. Close Standing Medium

• Increased recovery.

• Changed close distance (meaning that the distance at which Katalina switches from Far Standing Medium to Close Standing Medium has become narrower). Far Standing Heavy

• Reduced active frames and increased recovery, but no changes hav ebeen made to the overall time of the attack. Because of this change, the cancel window has become smaller.

• The forward hurtbox after her active frames end has been greatly enlarged. Frozen Blade

• If attacked before the projectile comes out, the projectile will no longer appear. Medium Enchanted Lands

• Damage has been reduced from 1600 to 1400.

Charlotta Auto Combo Followup 2

• Startup has been slowed down, putting her in line with other characters. Medium Shining Onslaught

• Clash level has been increased (Clash level refers to what type of attacks it will clash with — against attacks of a lower level, a move of a higher level will win the trade and say "Crush!" on the screen.) EX Shining Onslaught

• Damage has been reduced from 1400 to 1200.

• Clash level has been decreased (Clash level refers to what type of attacks it will clash with — against attacks of a lower level, a move of a higher level will win the trade and say "Crush!" on the screen.) Holy Ladder

• The descending portion of the attack has been set to have the same Clash level as Close Standing Light. Noble Strategy (Technical Input)

• If inputting anything other than down or neutral after the move's input, the move will no longer come out.

Lancelot Backwards Walk

• His forward hurtbox while walking backwards was remarkably small, so it has been put in line with his standing hurtbox. Close Standing Medium

• Recovery has been increased. Airborne Wirbelwind

• Recovery after landing has been increased. EX Wogenstrom

• The active frames of the fireball have been shortened. Because of this, the distance travelled by the projectile is now shorter.

• If attacked before the projectile comes out, the projectile will no longer appear (this change also applies to the Light and Medium versions).

• The hitstop in the case of a projectile clash has been adjusted, making it more difficult for the projectiles to pass through each other. EX Blade Impulse

• Startup is now slower. Turbulenz (Technical Input)

• If inputting anything other than down or neutral after the move's input, the move will no longer come out. Light or Medium Turbulenz

• If the opponent did a recovery after being hit, Lancelot was actually at a disadvantage when hitting, so the recovery on this move has been decreased, but only in the event that Lancelot hits. On block or whiff the recovery remains the same.

Percival Medium and EX Platzen (Easy Input)

• Now sends the opponent further away from Percival on hit, putting it in line with other invincible moves' Easy Input versions. Träumerei (Technical Input)

• If inputting anything other than down or neutral after the move's input, the move will no longer come out. Lohenwolf (Easy Input)

• Slightly less advantage on hit, putting its differences between Easy Input and Technical Input versions in line with the rest of the cast.

Ladiva All Standing and Crouching states (neutral, while blocking, while being hit)

• Her hurtbox was smaller than it looked to be, so her hurtbox has been enlarged across the board. Backwards Walk

• Hurtbox has been enlarged to be in line with her new neutral hurtbox status. Spot Dodge and Roll

• Hurtbox on recovery has been enlarged to be in line with her new neutral hurtbox status. Close Standing Light

• Recovery has been increased. Far Standing Light

• Recovery has been increased. Jewel Resort Screwdriver

• Had different advantage frames after landing it depending on the character, which has now been fixed to be the same against every character. Headbutt of Love (Technical Input)

• When inputting a half-circle forward it is now more likely to get this move out than accidentally getting Devoted Body Slam. EX Elegant Lariat

• Damage has been reduced from 1500 to 1300 (the dash version has been reduced from 1600 to 1400).

Metera Far Standing Light

• The forward hurtbox on her Far Standing Light has been increased for the duration from before the move comes out to after it's finished. Close Standing Medium

• Recovery has been increased. Far Standing Heavy, Crouching Heavy, Down Back Heavy

• After the opponent has been hit or blocked, the arrow will no longer cause a clash if they press a button (has no effect on triggering Aetherial Seal). Auto Combo Followup 1

• Startup is now slower, putting it in line with the rest of the cast. Zephyr

• Fixed an issue where after Metera crossed the opponent up, her abilities could still sometimes launch in the wrong direction. Starry Sky

• After a high arrow hits, is blocked or clashes, she can now instantly fire a low version. The same is true of a low version hitting, blocking or clashing, as it will now let her instantly fire a high version.

• The hitstop in the case of a projectile clash has been adjusted, making it more difficult for the projectiles to pass through each other. The Great Fall

• Fixed an issue where the angle of her arrow changed depending on which corner of the screen she was in. Both corners will now act as only the right hand corner previously did. Aetherial Seal (Technical Input)

• If inputting anything other than down or neutral after the move's input, the move will no longer come out.

Lowain Auto Combo Followup 1

• Since it was considered an airborne attack and couldn't be cancelled until landing, its properties have been adjusted.

• Until the attack comes out, it is considered grounded and can be cancelled to abilities and such on both hit and block.

• When hit during airborne status, the knockback has been adjusted to be in line with other characters. Auto Combo Followup 2

• To be in line with the changes made to Auto Combo Followup 1, its behavior has been slightly adjusted. Magnificent Tool of Destruction (Technical Input)

• If inputting anything other than down or neutral after the move's input, the move will no longer come out.

Ferry Far Standing Light

• The downwards hurtbox on her whip after the active frames end has been increased, letting her be hit around ground levels. Far Standing Medium

• Recovery has been increased. Far Standing Heavy

• Clash level has been decreased (Clash level refers to what type of attacks it will clash with — against attacks of a lower level, a move of a higher level will win the trade and say "Crush!" on the screen.) Crouching Unique (Sweep)

• Clash level has been decreased (Clash level refers to what type of attacks it will clash with — against attacks of a lower level, a move of a higher level will win the trade and say "Crush!" on the screen.) Gespenst (Technical Input)

• When inputting a half-circle forward it is now more likely to get this move out than accidentally getting Beppo, Sic 'Em! Whip It Good and Heel

• Had different advantage frames after landing it depending on the character, which has now been fixed to be the same against every character. EX Beppo, Sic 'Em!

• Startup is now slower. Geegee, Get 'Em! (Technical Input)

• If inputting anything other than down or neutral after the move's input, the move will no longer come out.

Zeta Spear of Arvess (Rise) and Spear of Arvess (Fall)

• If inputting anything other than down or neutral after the move's input, the move will no longer come out. Infinite Wonders (Technical Input)

• Because it could cause it to come out by accident, it is no longer possible to input this move with half-cricle forward. Airborne Resolute Strike

• Adjusted so that after hitting the first part of the attack, she can no longer land in the middle of it, ensuring that if it hits it will continue until the very last hit. Sirius Roar

• Because it had exceptionally low damage when hit at a far range (meaning no animation), its damage distribution has been changed from "first part 2000 damage, second part 500 damage" to "first hit 2000 damage, second hit onwards 500 damage".

Vaseraga Close Standing Light

• Attack level has been decreased. Its damage and clash properties haven't been changed, but its hitstop, knockback, hitstun and blockstun have been changed. (ATtack level refers to the general strength of a move, and higher attack levels give more hitstun and blockstun, while lower attack levels give lesser). Close Standing Medium

• Recovery has been increased.

• Made it so that he moves forward slightly when using it, making it more difficult for it to whiff when you're just barely in close distance (meaning the range in which an attack shifts from its far version to its close version). Jumping Medium

• Knockback has been decreased. Jumping Heavy

• Knockback has been decreased. Light Battalions of Fear

• Damage has been increased from 1200 to 1300. Savage Rampage (Technical Input)

• If inputting anything other than down or neutral after the move's input, the move will no longer come out. Bloody Moon

• Fixed an issue where sometimes after the second hit connected, the second hit would happen again.

Beelzebub Auto Combo Followup

• Input priority has been decreased, allowing Beelzebub to get crouching attacks out if he has a clash happen close up instead of auto combo followups. Black Flies

• If attacked before the projectile comes out, the projectile will no longer appear. Black Flies (Technical Input)

• When inputting a half-circle forward it is now more likely to get this move out than accidentally getting Langelaan Field. Langelaan Field (Easy Input)

• Now sends the opponent further away from Beelzebub on hit, putting it in line with other invincible moves' Easy Input versions. Karma (Technical Input)

• If inputting anything other than down or neutral after the move's input, the move will no longer come out. Black Spear (Easy Input)

• The advantage time on a close hit has been reduced, putting the difference between the Easy Input and Technical Input versions in line with other characters' Skybound Arts. Anthem (Easy Input)

• The advantageous frames after landing the grab have been reduced, putting the difference between the Easy Input and Technical Input versions in line with other character's Skybound Arts.

Narmaya Standing Light (Freeflutter Stance)

• The forward hitbox at the beginning of the move has been enlarged (the hitbox on the other active frames have not been changed).

• Recovery has been decreased. Far Standing Medium (Freeflutter Stance)

• Recovery has been decreased. Setsuna

• The hurtbox on at the beginning of the move is now smaller. Absolute Horizon

• Now moves slightly forward at the start of the attack. Mugenkagura

• Now moves slightly forward at the start of the attack. Mugenkagura (Medium and EX Easy Input versions, Light version)

• Now sends the opponent further away from Narmaya on hit, putting it in line with other invincible moves' Easy Input versions. Crescent Moon (Ground Version)

• Reduced the downwards hurtbox during the move's active frames. Light and Medium Crescent Moon (Ground Version)

• Reduced the recovery after landing. One Hundred Cloudscapes (Easy Input)

• Slightly less advantage on hit, putting its differences between Easy Input and Technical Input versions in line with the rest of the cast.

Soriz Impact Knuckles

• Damage has been increased from 1000 to 1100. Impact Knuckles (Technical Input)

• When inputting a half-circle forward it is now more likely to get this move out than accidentally getting Roundhouse Fang. Rock Smash (Technical Input)

• If inputting anything other than down or neutral after the move's input, the move will no longer come out. Way of the Fundoshi Fist

• If the second hit lands, leading into a cinematic super, Soriz will now be invincible until the end of the cinematic, and time will no longer count during the animation.

• Fixed an issue where sometimes the Super Skybound Art BGM wouldn't end even if Soriz didn't kill with it and the match returned to the normal. The music will now go back to normal as intended.

Djeeta Close Standing Light

• Recovery has been increased. Overdrive Surge

• Adjusted an issue where Djeeta was able to charge it during the cutscenes of her Skybound Art and Super Skybound Art. Reginleiv (Technical Input)

• When inputting a half-circle forward it is now more likely to get this move out than accidentally getting Rising Sword. Eternal Ascendancy

• Fixed an issue where it would deplete the super gauge twice, once during the first hit and another time during the last hit. Skyfall

• When blocked or endured through Super Armor, there was an issue where each hit would count as a first hit which has been fixed. The move will now do 1500 damage on the first hit, and 100 damage for each following hit (no changes have been made to its damage on regular hit).

Patch notes gathered from the official Granblue Fantasy Versus website and translated by Nicholas "MajinTenshinhan" Taylor.