
Arc System Works has released the patch for Granblue Fantasy Versus version 1.31.
This patch includes Zooey, the last fighter for character pass 1. The patch also adds some new content like new RPG mode quests, new lobby avatars, and more. There’s also some substantial adjustments to the characters in this patch.
General Changes
New weapon skins added
[Zoe]
- Sword of Cosmos
- Stone Illune
- Magma huge saber
- Fateless
- Bahamut Sword
- Order of cosmos
- Sword of Cosmos VY
* Except for “Sword of Cosmos”, you can select it by obtaining it in RPG mode.
- New music will be added to BGM SELECT
- VS Zoe “Peacemaker’s Wings”
* Playable requirements must be met
RPG Mode
New quests will be added
- Borderline
- [Position] Rumacy archipelago
- [Conditions] Clear Episode 34 “Trial of the Rose” (NORMAL)
- * You must meet the playable requirements for “Zoe”.
* You will be displayed in the list even if you do not meet the playable requirements.
- Disruptive catastrophe
- [Position] Empty boat Gran cypher
- [Conditions] Clear “Borderline” / Episode 38 “Great Catastrophe” (NORMAL)
- * Requires playability requirements for “Zoe”
- A blue sword waiting for you in the endless sky (HARD)
- [Position] Empty boat Gran cypher
- [Conditions] Open the empty boat Grancypher (HARD)
- The following characters can be selected in “Main Character” and “Partner”
- Zoe
* Playable requirements must be met
New weapons will be added
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Magma huge saber |
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Fateless |
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Eternal Love |
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Order of cosmos |
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Stone Illune |
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Bahamut Sword |
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Sword of Cosmos VY |
※ “less Fate” that this time is added to the existing of the same name weapon should make the illustrations and performance is different from
other available in the “weapon exchange” of ※ Yorozuya Shero, you can get a probability weapon ticket
※ Some weapons are also available in new quests
- New treasure will be added
- Zoe medal
* Available for certain quests with difficulty level HARD
“Zoe” color will be added to Yorozuya Cello
New play bonus added
VS Mode
About regulation setting
You can set the number of winning rounds and the number of winning games in the regulation settings.
* You cannot get trophies in VS mode where you are setting regulations.
Regulation setting items
The following items can be changed
Number of winning rounds | One Two Three |
Number of winning games | 1/2/2/3/10 |
Stage & BGM | Both selected are random Both are auto * Except for “Select”, it will not move to the stage & BGM select screen. |
Input delay setting | 0 ~ 20 |
Auto save replay | Yes / No |
The following items cannot be changed
time limit | 99 seconds |
Pause menu | Long press |
Handicap setting | OFF |
Trophy acquisition | can not get |
Appearance | 1st game cannot be skipped |
Round win production | slow |
Detailed result screen | Open automatically |
Battle screen (when regulation is set)
When the regulation is set in VS mode, the number of winning games is displayed at the bottom left and right of the screen.
Training Mode
Display of advantages and disadvantages
Adjust the colors displayed in each state.
Tactics Mode
“Zoe” related missions added
* Playable requirements must be met
The following missions will be changed due to character adjustments
- Gran continuous technique practice 4
- Catalina continuous skill practice 4
- Bazaraga continuous technique practice 3
Gallery Mode
New song added to the sound “Battle BGM”
- VS Zoe “Peacemaker’s Wings”
* Can be purchased using the shine of Takeshi
Profile
New title will be added
New lobby avatar added
- Zoe
- Therese
- referee
- Uncle Mob
- Bunny girl
* “Zoe” must meet playable requirements.
* “Therese”, “Referee”, “Uncle Mob”, and “Bunny Girl” will be available for DLC purchase.
Option
Added “Opening production skip” and “Round victory production skip”
General Gameplay Changes
Jump landing | During the various landing actions, in order to solve the current situation that it can be canceled by another action only when the opponent is attacking, if the upper element (arrow key ↖ or ↑ or ↗) is input during operation, it will be advanced with the guard button. I lost the guard.
* If the direction key does not enter the upper element, guard with the guard button |
Back step landing, end action | |
Guard crash | Fixed a bug where it was possible to cancel a guard crash under certain circumstances by moving forward. |
Buffered input | The advance input width of various attack buttons and dash has been relaxed. |
General projectile | Prevents projectiles from being created when attacked before spawning. (There are some exceptions)
* Please check each character adjustment for the changed action. |
↓ ↘ → command | ↓ ↘ → Command is input with ← ↙ ↓ ↘ →, the input priority is higher than that of → ↓ ↘ command. (→ ↓ ↘ command only character) If you enter ↓ ↘ → from the previous walk (→ ↓ ↘ →), it becomes → ↓ ↘ and from the previous walk, enter ← ↙ ↓ ↘ → (→ ← ↙ ↓ ↘ →). ↘ → * Please check each character adjustment for the changed action. |
↓ ↓ command | When the command is completed ↓ or Even if you press the button other than neutral, the command will not be established.
* Please check each character adjustment for the changed action. |
Character Adjustments
Gran
Close Standing Light | Increased recovery. |
Far standing Light | The occurrence has been delayed. |
Close Standing Medium | Increased recovery. |
Continuous attack (1st stage) | The behavior was changed because it was an airborne attack and could not be canceled until landing. |
It has been set to ground judgment until an attack occurs, and can be canceled with a hit or guard ability. | |
Blow-off when hit in the air is aligned with other characters. | |
Continuous attack (2nd hit) | The behavior was changed because it was an airborne attack and could not be canceled until landing. |
The part where the attack occurred is set to the ground judgment, and it is possible to cancel it with an ability etc. immediately when hit or guard. | |
Recovery and airborne hits are included with other characters. | |
Power raise | Fixed a bug that was possible during the production of the mystery and the release mystery (darkness). |
Reginleiv | Prevents projectile from being created when attacked before spawning.
*(Light) The version and the plus version have the above performance |
Catastrophe (easy input) | We have reduced the advantage time when hitting a short distance and made the difference with technical input similar to other release secrets. |
Katalina
Walking backwards | Because the judgment on the front side was extremely small, the judgment on the front side was expanded to the same level as the standing state. |
Close Standing Light | Increased recovery. |
Close Standing Medium | Increased recovery. |
The recognition gap (*) has been narrowed. | |
Far Standing Heavy | Reduced duration and increased recovery. There is no change in the overall operation time. This adjustment also reduces the cancellation acceptance width. |
The hurt judgment after the end of the continuation was expanded to the front. | |
Frozen Blade | Prevents projectiles from being created when attacked before spawning. |
Medium Enchanted Lands | Changed damage from 1600 to 1400. |
Charlotta
Continuous attack (2nd hit) | The occurrence has been delayed and it has been aligned with other characters. |
Medium Shining Onslaught | The offset level (*) has been increased. |
EX Shining Onslaught | Changed damage from 1400 to 1200. |
The offset level (*) has been lowered. | |
Holy ladder | Stand close to the falling part (Light) The same offset level (*) was set. |
Noble Strategy (Technical input) | When the command is completed ↓ or Even if you press the button other than neutral, the command will not be established. |
Lancelot
Walking backwards | Because the judgment on the front side was extremely small, the judgment on the front side was expanded to the same level as the standing state. |
Close standing Medium | Increased recovery. |
Aerial Wirbelwind | Added recovery after landing. |
EX Wogenstorm | Shortened the duration of missiles. This adjustment reduces the flight distance of the missile. |
Prevents projectiles from being created when attacked before spawning.
*Edition,The version has the above performance |
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Adjusted the hit stop when canceling each other’s missiles, making it difficult for each missile to slip through. | |
EX Blade impulse | The occurrence has been delayed. |
Turbulenz (technical input) | When the command is completed ↓ or Even if you press the button other than neutral, the command will not be established. |
:Light or Medium Turbulenz (additional attack) | Lancelot was disadvantaged when the opponent was passively hit on hit, so the lancet’s recovery was shortened only on hit. |
Percival
Platzen (ability input) | When hit, the opponent’s lateral blow-off is increased to match the other invincible moves (easy input).
*(Light) The version has the above performance |
EX Platzen (ability input) | |
Träumerei (technical input) | When the command is completed ↓ or Even if you press the button other than neutral, the command will not be established. |
Lone Wolf (easy input) | Slightly reduced the advantageous time at the time of hit, and made the difference with technical input similar to other mysteries. |
Ladiva
Various standing states (neutral, guard, hurt) | The hit judgment was small for the appearance, so the hit judgment was expanded. |
Various crouching states (neutral, guard, hurt) | |
Walking backwards | As the standing hurt judgment expands, the hurt judgment expanded. |
Avoid | With the expansion of hurt judgments in the standing state, the hurt judgments near the end of motion have been expanded. |
Wraparound | |
Close standing Light | Increased recovery. |
Far standing Light | Increased recovery. |
Screw jewel buster | Corrected and unified that there was a difference in the advantageous time after successful throwing depending on the opponent character. |
Love head bat (technical input) | ← ↙ ↓ ↘ → When inputting with the + button, the input priority is higher than the true body slam. |
EX Lariat | Changed damage from 1500 to 1300 (1600 to 1400 for dash version). |
Metera
Far standing Light | The hit judgment of the foot from immediately before the occurrence to the end of the continuation has been expanded to the front. |
Close standing Medium | Increased recovery. |
Far standing Heavy |
After hitting or guarding against the opponent, the attack judgment will be removed so that offset will not occur. (Aetherial seal is not affected) |
Crouching Heavy | |
↙ +Heavy | |
Continuous attack (1st stage) | The occurrence has been delayed and it has been aligned with other characters. |
Zephyr | Fixed a phenomenon that the ability was appearing in the opposite direction to the opponent when jumping over and landing. |
Beautiful star | After hitting the upper row, hitting the guard, or offsetting, I decided to shoot the lower row immediately (after the lower row, I would immediately shoot the upper row). |
Adjusted the hit stop when canceling each other’s missiles, making it difficult for each missile to slip through. | |
Hayabusa | Fixed the phenomenon that the angle of the arrow was different depending on the left and right screen edges. The angle is the right screen edge alignment. |
Aetherial seal (technical input) | When the command is completed ↓ or Even if you press the button other than neutral, the command will not be established. |
RPG Mode
Zephyr (rear) | Corrected the phenomenon that moved in the opposite direction in the middle boss battle, and fixed it so that it behaves normally. |
Lowain
Continuous attack (1st stage) | The behavior was changed because it was an airborne attack and could not be canceled until landing. |
It has been set to ground judgment until an attack occurs, and can be canceled with a hit or guard ability. | |
We have prepared other characters such as blow-off when hit in the air. | |
Continuous attack (2nd hit) | The behavior has changed slightly due to the change of the continuous attack (1st step). |
War weapon (technical input) | When the command is completed ↓ or Even if you press the button other than neutral, the command will not be established. |
Ferry
Far standing Light | The whip judgment of the whip part after the end of the duration was expanded downward and brought closer to the ground. |
Far standing Medium | Increased recovery. |
Far standing Heavy | The offset level (*) has been lowered. |
Crouching Unique (Sweep) | The offset level (*) has been lowered. |
Gespenst (technical input) | ← ↙ ↓ ↘ → When inputting with the + button, meet and beppo! Input priority is higher. |
Whip it Good and Heel | Corrected and unified that there was a difference in the advantageous time after a hit depending on the opponent character. |
EX Beppo, Sic Em! | The occurrence has been delayed. |
Gigi, Get Em! (Technical input) | When the command is completed ↓ or Even if you press the button other than neutral, the command will not be established. |
RPG Mode
Ein Baru (← put) | Corrected the phenomenon that moved in the opposite direction in the middle boss battle, and fixed it so that it behaves normally. |
Moving in the air (backward) |
Zeta
Spear of Arvess Rise (Technical input) |
When the command is completed ↓ or Even if you press the button other than neutral, the command will not be established. |
Spear of Arvess Fall (technical input) | |
Infinite Wonders (technical input) | The input with ← ↙ ↓ ↘ → + button was deleted because it caused the explosion. |
Aerial Resolute Strike | I didn’t land on the way when I hit the first hit, and hit the last hit. |
Sirius Roar | Since the damage on long-distance hits was extremely low, the distribution of damage on long-distance hits was changed from “2000 damage on the first hit, 500 damage on the second hit” to “2000 damage on the first hit, 500 damage on the second hit”. Changed to. |
Vaseraga
Close standing Light | The attack level (* 1) has been lowered. There is no change in damage and offset level (* 2), but hit stop, knockback, hit time, guard recovery time have been changed. |
Close Standing Medium | Increased recovery. |
We made it move slightly forward when attacking, and mitigated the missed swing when making a close contact (* 3) . | |
Jump Medium | I made the knockback small. |
Jump Heavy | I made the knockback small. |
Light Batalians of Fear | Changed damage from 1200 to 1300. |
Crude Rampage (technical input) | When the command is completed ↓ or Even if you press the button other than neutral, the command will not be established. |
Bloody Moon | Corrected the phenomenon that the second round was generated again when only the second round was hit. |
Beelzebub
Continuous attack | The input priority is lower than the squatting attack, so that the squatting attack can be made when canceling a short-range attack. |
Black fly | Prevents projectiles from being created when attacked before spawning. |
Black fly (technical input) | ← ↙ ↓ ↘ → When inputting with the + button, the input priority is higher than the Langelan field. |
Lange Run Field (easy input) | When hit, the opponent’s lateral blow-off is increased to match the other invincible moves (ability input). |
Karma (technical input) | When the command is completed ↓ or Even if you press the button other than neutral, the command will not be established. |
Black Spear (easy input) | We have reduced the advantageous time when hitting a short distance and made the difference with technical input similar to other mysteries. |
Anthem (easy input) | We reduced the advantageous time when the throw was successful and made the difference with the technical input similar to other mysteries. |
Narmaya
Kagura] Standing Light | The attack judgment on the front of the beginning of the game has been expanded to the front.
* There is no change in the attack judgment of the continuous part |
Reduced recovery. | |
[Kagura] Standing at a distance Medium | Reduced recovery. |
Setsuna | The hurt judgment at the beginning of the action has been reduced. |
Great sky | I tried to move forward a little when attacking. |
Mugen Kagura | I tried to move forward a little when attacking. |
Mugen Kagura (easy input medium version, EX version) | When hit, the opponent’s lateral blow-off is increased to match the other invincible moves (ability input).
*The version has the above performance |
Suigetsu (ground version) | Decreased the damage judgment of the lower side while continuing the attack. |
Suigetsu (ground version)Light and Medium version | Reduced stiffness after landing. |
100 views of Shiun (easy input) | Slightly reduced the advantageous time when hitting a short distance, and made the difference with technical input similar to other mysteries. |
Soriz
Impact knuckle | Changed damage from 1000 to 1100. |
Impact knuckle (technical input) |
← ↙ ↓ ↘ → When inputting with the + button, the priority of input is higher than that of the Fang Kick. |
Rock smash (technical input) |
When the command is completed ↓ or Even if you press the button other than neutral, the command will not be established. |
Fist blame enemies, Han’s true fist butt | When the 2nd-stage shoken butt hits at a short distance (production confirmed), it becomes invincible until the end of the operation and the time count stops. |
Fixed the phenomenon that the normal BGM does not return during the match when it changes to the release secret BGM and does not finish. |
RPG Mode
CPU | Fixed the phenomenon that the secret usage frequency was extremely low. |
Djeeta
Close standing Light | Increased recovery. |
Drive burst | Fixed a bug that was possible during the production of the mystery and the release mystery (darkness). |
Legin rave (technical input) | ← ↙ ↓ ↘ → When inputting with the + button, the input priority is higher than the rising sword. |
Unrivaled Ten Powers | Fixed the phenomenon that the mysterious gauge was consumed twice at the time of activation and at the final stage after hit. |
Great catastrophe | Corrected the phenomenon that the damage on the first hit remained as it was when guarded or endured in Super Armor. As with the hit, it was corrected to “1500 damage on the 1st hit, 100 damage on the rising part after the 2nd hit”.
* There is no change in damage and other performances when hit. |
RPG Mode
CPU | Fixed the phenomenon that the secret usage frequency was extremely low. |
Unrivaled Ten Powers | There was no invincibility during the additional attack, so I made it invincible while operating like other mysteries. |
Source: Granblue Fantasy Versus Official