Phantom Breaker: Omnia 10.05.22 Update (Patch and Developer Notes)

Phantom Breaker: Omnia 10.05.22 Update (Patch and Developer Notes)

October 6, 2022
Patch NotesAnnouncementsDeveloper DiariesPhantom BreakerFeatured

Sakari P’s (Producer, Phantom Breaker: Omnia) breaks down the last set of changes made to the characters in the previous 09.15.22 patch. In this article he covers the changes, Itsuki, Waka. Sophia, Mikoto, Maestra, Kurisu, M, L, Yuzuha, Gaito, Infinity, Ren, Tokiya, Mei, Ende, and Shin-Waka. His comments are in orange below.

Also, there were some unexpected changes included in the 09.15.22 update, but they have been fixed in the recently released version.
STEAM:  2.21.3980.U3
SWITCH: 2.21.3981
PS4: 2.21.3982
XBOX: 2.21.3983

Below is the finalized version of the patch notes for the September update.

Revised Patch Notes for 09.15.22 Update: https://bit.ly/pbo_revised_patchnotes_091522_Update

Itsuki

For Itsuki, we are only fine-tuning a change made in the previous patch.

  • (Hard Style) Vapor Wave (EX) – For Hard Style only, extended the overall range.
    This move often whiffed when used in the corner. To counteract this we matched the travel distance with that of Quick Style.

Sophia

Sophia received some adjustments last update, but this time we fixed her specials that were punishable on hit.

  • (ALL STYLE) Lezvye Tornado (normal) Aerial Lezvye Tornado (normal) – The last hit is now SP cancelable.
    This move was inconvenient because it was often punishable on hit. We improved the on-hit situation by making it cancellable to things like Air Counter Burst.

Mikoto

Mikoto’s stun resistance was low compared to her health. We intend for Mikoto to be a balanced fighter with high endurance compared to Maestra and Shiro-Mikoto, who have lower endurance.

  • (ALL STYLE) Increased stun resistance.
    Mikoto’s stun resistance was low compared to her health. We intend for Mikoto to be a balanced fighter with high endurance compared to Maestra and Shiro-Mikoto, who have lower endurance.

Maestra

Maestra’s stun resistance was too high relative to her health. We also decreased her Burst Gauge charge efficiency because it was higher compared to other mid and far ranged characters.

  • (ALL STYLE) Decreased stun resistance and dMaestra’s stun resistance was too high relative to her health.
    We also decreased her Burst Gauge charge efficiency because it was higher compared to other mid and far ranged characters.
  • (HARD STYLE) Made it easier to dash cancel on the third hit of ground Geschwind in Hard Style.
    We also decreased her Burst Gauge charge efficiency because it was higher compared to other mid and far ranged characters.

Kurisu

We made adjustments to moves that saw low usage frequency, giving her more offensive options and variations.

  • (ALL STYLE) Air Throw – Recovery when air throw is successful or after air throw is now SP cancelable.
    The extension of her air throw recovery frames from the last patch made combos like air throw>Air Counter Burst in the corner and air throw>Overdrive in midscreen impossible, so we made the air throw recovery cancellable.
  • (ALL STYLE) Future Gadget #5 (normal) – Significantly increased the amount of Guard Break points dealt to the opponent. This move also causes an unrecoverable face-down knockdown.
    This move saw little use compared to the air unblockable (L) Future Gadget #5. We made it easier to cause a Guard Break so that it yields better returns than (L) Future Gadget #5. Additionally, since a ground hit left Kurisu at a disadvantage, the last hit will now cause a face-down knockdown. The face-down knockdown should make setups like “Mayuri’s Souvenir” easier.
  • (QUICK STYLE) FG204 – Increased damage.
    This Phantom Break had a slow startup and low damage compared to that of other characters. We made the damage output more appropriate for its slow startup.

M

Although we want M to be a technical character, there were many aspects of her toolkit that were too complicated and hard to use. We adjusted moves that saw low usage so that they do not necessarily require technical execution and combos for them to be useful. We also enhanced Trash Twirl to distinguish M from L.

  • (ALL STYLE) Air Throw – Increased the blowback vector of the air throw. Also, made the recovery after a successful air throw SP cancelable.
    Depending on the opponent character, there were situations where performing an air throw in the corner did not result in a wall bounce. We made it so that the wall bounce occurs more consistently.
  • (HARD STYLE) →+M – Clash box now appears from the beginning of the attack.
    Its slow activation made it difficult to use, so we improved it. The clash box appears very early into the activation, allowing you to attack as you are defending. We intend for this move to be one of the main appeals for using Hard Style M.
  • (ALL STYLES) →+L – Added a new move.
    M’s only far-reaching move was crouching M, so we added this move to add variety to M’s attack options on the ground and combo options at farther range.
  • (ALL STYLES) Standing M – The first hit is now cancelable with normal moves.
    The second hit is crouch unblockable but the first hit does not cancel into anything, making it hard to use as a mix-up tool or as part of a combo. Since the first hit of standing M has both fast activation and wide attack range, you can go for an overhead/low mix-up while covering the air space or as part of an air combo.
  • (ALL STYLES) Jump←+M – Extended the hit box and clash box forward and downward.
    Extended the hit box because this move often whiffed during a dash M start air combo.
  • (ALL STYLES) Trash Twirl (light) – The last hit is now jump cancelable.
    This move causes a face-up knockdown when hit at point blank but there were very little opportunities to use it. We made it jump cancelable so that it also yields high returns when used as an anti-air.
  • (ALL STYLES) Trash Twirl (normal) -All hits except for the final slam attack now causes an unrecoverable face-down knockdown.
    This attack caused the opponent’s position to rise higher and higher during hit, making it difficult to hit. Furthermore, though the attack has lower body invincibility, it often whiffed against crouching opponents, making it an inconvenient option. By making it cause a face-down knockdown, it is now easier to combo from it.
  • (ALL STYLES) Trash Twirl (EX) -Enlarged the hit box of the move’s initial frames and made it an unrecoverable, face-down knock down, except for that of the final attack.
    This adjustment makes Trash Twirl easier to use. It is now easier to combo, making it useful for combos and punishes. You can also now follow up against a knocked down opponent, making it easier to use after a throw. We hope this becomes a strong asset to her toolkit especially on Hard and Omnia styles.

L

Like M, we made changes to moves that were difficult to hit or use. By improving Meteor Flame and Volcanic Flame–both of which are different from M’s version of the moves–they’ve become hallmarks of L’s toolkit. As opposed to M’s technical usage of Meteor Blast, L’s Meteor Flame is more straight forward and easier to deal damage, giving L a simpler playstyle.

  • (QUICK STYLE) →+L – Added a new move.
    M’s only far-reaching move was crouching M, so we added this move to add variety to M’s attack options on the ground and combo options at farther range.
  • (QUICK STYLE) Standing M – The first hit is now cancelable with normal moves.
    The second hit is crouch unblockable but the first hit does not cancel into anything, making it hard to use as a mix-up tool or as part of a combo. Since the first hit of standing M has both fast activation and wide attack range, you can go for an overhead/low mix-up while covering the air space or as part of an air combo.
  • (QUICK STYLE) Jump←+M – Extended the hit box and clash box forward and downward.
    Extended the hit box because this move often whiffed during a dash M start air combo.
  • (QUICK STYLE) Meteor Flame (light) – All hits are now air unblockable.
    This change should now make her Okizeme (wake-up pressure) and anti-airs easier.
  • (QUICK STYLE) Meteor Flame (normal) – Attacked opponents are now pulled towards L.
    We changed the knockback direction so that it’s easier to combo into Volcanic Flame. Since this move builds high guard break, it is also a strong choice for poking.
  • (QUICK STYLE) Volcanic Flame – Attacked opponents are now pulled towards L.
    We changed the knock back direction to make it easier to combo off it. The move yields higher returns when hitting a grounded opponent, making it a strong option that makes L uniquely powerful.

Yuzuha

We believe Yuzuha already has enough strong and unique qualities, so we did not make any major changes. We’ve fine-tuned some moves that were cumbersome to use.

  • (ALL STYLES) →+H – Extended the hit box of the second hit downward.
    The second hit of this overhead attack occasionally did not hit a crouching opponent, so we extended its hit box.
  • (ALL STYLES) Diving Eagle (EX) and Air Diving Eagle (EX) – Enlarged the hit box of the strike version and made the hit of the final attack (axe kick portion) force a knockdown.
    By making this move yield high returns even when not using the throw version, we hope that players start using this move more aggressively. Since the strike follow up often whiffed partway through, we adjusted the hit box, and by making the third hit force a knockdown, we increased the damage potential off of an air combo.

Gaito

Gaito’s normals became harder to use and had less combo variation compared to the previous installment, so these are the main focus of the changes below. We improved his jump attacks to strengthen Gaito’s approach options, and enhanced Demonic Crusher to support his mid-range combat.

  • (ALL STYLE) ←+M – Changed to an overhead attack.
    Gaito’s Standing →M is not blockable while crouching, but compared to other characters, it has long active frames but slow to activate. By making Standing M>M and Standing ←M hit overhead, you can now use these moves as a fast and handy overhead attack.
  • (ALL STYLES) ↘ + H – Extended the hit box and clash box.
    We extended the hit box only at the base of the attack to make it easier to use in an air combo. Since it causes a face-down knockdown, it will add variety to your combo and Okizeme options.
  • (ALL STYLE) Jump H – Extended the hit box downward.
    We want this move to be strong jump-in attack, suited for a heavy weight character like Gaito. With the hit box extended downward, it is easier to attack the opponent while jumping over them.
  • (ALL STYLES) Jump↓+H – Extended the hit box and clash box.
    The hit box of this move was smaller than its visual representation, so we adjusted it to match its visual representation. Contrary to Jump H, which has long reach horizontally, this attack is strong in the downward direction, making it easy to use as a jump-in attack.
  • (ALL STYLE) Demon Crush (light) (normal) – Significantly increased the amount of Guard Break points dealt to the opponent.
    While the EX version deals higher guard break points, the normal version didn’t see much use. In addition, since Gaito has little options to break the opponent’s air guard, this will make it more likely to cause a guard break.
  • (ALL STYLES) Demon Crush (EX) – Increased damage.
    Though it deals high guard break points, it dealt very little damage, so we increased it.

Infinity

Infinity required difficult decision-making and Burst Gauge conservation, so we made improvements to address those concerns and made him easier to use.

  • (ALL STYLES) Standing HHH (H combo) – Extended the hit box and clash box of the second hit downward.
    Because the second hit of this attack whiffed against crouching opponents, it required the player to confirm the opponent’s state, making ground combos and general usage as a low attack difficult. By making the second hit also hit crouching opponents, the opponent will float, making it easier to transition into a combo.
  • (ALL STYLES) Bloody Lynchpin (light) – This attack is now air unblockable.
    This attack was crouch unblockable but we also made it behave like it did in the previous installment.
  • (QUICK STYLE) Penance of Confession – Increased damage.
    Since this Phantom Break is hard to hit the opponent and Infinity already has a hard time charging Burst Gauge, we adjusted the damage output to balance out the reward for the difficulty.
  • (HARD STYLE) Impenetrable Wing – Increased damage.
    We increased the damage because this Phantom Break dealt significantly less damage compared to other characters. However, since Hard Style Infinity is currently well-balanced, strong, and sees frequent usage, his Phantom Break is still relatively weaker than others.

Ren

We made improvements to enhance his close-ranged combat. Additionally, since his Quick Style sees very little usage, we gave him moves that make his Counter Burst Cancel effective as well as greatly buffed his Phantom Break.

  • (ALL STYLES) →+L – Changed to an overhead attack.
    Ren’s overhead attacks, like his Dash L and Standing →H, have slower activation and very few cancel routes. By making this move crouch unblockable Ren should be able to better mix up the opponent’s guard with a fast-activating overhead.
  • (ALL STYLES) Venom Trigger (light) Venom Trigger (normal) – The second hit is now SP cancelable.
    This change is intended to raise his basic combo damage potential. With the second hit now cancelable, it is easier to hit confirm.
  • (ALL STYLES) Venom Trigger (EX) – Extended the hit box of the third hit and increased damage.
    The third hit occasionally whiffed under certain circumstances, such as in the corner, so the attack range has been enlarged. Furthermore, since Lightning Edge is strong under Quick and Omnia styles, we intend for Venom Trigger to be the strong option under Hard style.
  • (ALL STYLES) Spitfire Bullet (light) Spitfire Bullet (normal) – Significantly increased the amount of Guard Break points dealt to the opponent.
    Since Ren has very few options to break through the opponent’s air guard, we gave this move the potential to cause a Guard Break.
  • (QUICK STYLE) Hurricane Strike – Increased damage for the last hit.
    This Phantom Break was not necessarily weaker compared to other characters, but because Ren’s EX specials are very strong, players saw very little merit in using Hurricane Strike. We increased the damage of the last hit so that it can deal big damage even when used as a combo ender, making it a more viable option when you have 200% Burst Gauge.

Tokiya

Tokiya’s Burst Gauge usage leaned heavily toward Circlet Lightning and Intercept Raid (↓H+SP), so we improved upon his other gauge-consuming attacks. Though Tokiya excels at mid and far ranges, he has weak approach options on top of having a larger body, making him weaker against certain opponents. We gave him more approach options to address this imbalance.

  • (ALL STYLE) Dash H – Reduced recovery time.
    You can now combo off of this move with a fast-activating attack when hitting a crouching opponent. You are still at an advantage on block, making this move a more viable option when approaching the opponent.
  • (ALL STYLES) Revolver Slash – Made hits 1 through 6 cause an unrecoverable, face-down knockdown, and only the 7th hit now causes face-up knockdown.
    Depending on the opponent character, this move occasionally whiffed midway through the sequence, so we fixed it. Now that it causes a face-up knockdown, the situation after hit should improve from the last patch.
  • (ALL STYLE) Revolver Slash (EX) – Increased damage for the last hit.
    We increased the damage due to this move’s low usage. While Circlet Lightning excels at anti-air and Triad Charge is useful for punishes and off-the-ground (OTG) setups, this move is intended to shine when used in combos.
  • (HARD STYLE) Untouchable Legion – Increased damage.
    We increased the damage because this Phantom Break dealt relatively less damage than other characters.

Mei

We believe Mei is sufficiently strong and distinctive, so we did not make any major changes. We have fine-tuned a few moves that were difficult to use.

  • (ALL STYLE) Dash L – Third hit is now jump cancelable.
    The third hit not being jump cancelable made it difficult to execute a combo, so we addressed it by making it jump cancelable.
  • (ALL STYLES) Magical Grapple (EX) Air Magical Grapple (EX) – Made the final part of the strike version of the attack (slam down with her wand) cause a hard knockdown.
    We intend for this move to be viable even when not using the throw version. The hard knockdown will buff the overall potential damage dealt after a successful air combo.

Ende

We adjusted some of Ende’s moves that were inconvenient to use. His Quick Style saw particularly low usage, so we gave him more viable options at close range, such as his one-button combos and Phantom Break.

  • (ALL STYLES) Standing L – Changed to low attack.
    Ende’s Standing L>L cannot be blocked crouching, but because Standing L can be blocked while standing, it made it less useful as a mix-up tool. By making Standing L not blockable while standing, Ende can now alternate between Standing L>L and Standing L>Crouching L to mix up the opponent’s defense.
  • (ALL STYLES) TYPE-42 HIEN (light)- Enabled jump cancel and SP cancel on hit.
    This move generates an upper body clash box very early upon activation, but due to its slow startup it saw very limited usage. By making it both jump cancelable and SP cancelable, we increased the reward yielded upon hit.
  • (QUICK STYLE) TYPE-21 TSURUGI – Changed to overhead attack.
    This move uniquely activates before the cutscene animation triggers. By making it crouch unblockable, it is now easier to catch the opponent by surprise.

Shin-Waka

Shin-waka has powerful EX specials, making it easier to build up Burst Gauge. This made her attack output very high. To distinguish Shin-Waka from vanilla Waka, we adjusted her stats to fit that of the “long-ranged powerhouse” archetype. We intend for Shin-Waka to be used more as a powerhouse character as opposed to Waka, who facilitates a more standard playstyle. Hence, Shin-Waka’s normal combos and damage output has been increased overall. However, we decreased her Burst Gauge charge efficiency, which will require the player to be a bit more creative when trying to build meter. We anticipate that, although we’ve increased damage on some of her moves, this change will result in a slight nerf to her overall damage output. Additionally, we’ve enhanced some of her low-usage moves to be useful for anti-airs or in combos.

  • (ALL STYLES) Slightly increased the character’s HP and damage, but decreased Burst Gauge charge efficiency.
    We matched her Quick Style damage, HP and Burst Gauge charge efficiency to that of her Omnia Style in the previous patch. Choosing Quick Style will now feel similar to using Omnia Style of the previous patch. Her Hard Style and Omnia Style should see an increase in both health and damage as well.
  • (ALL STYLES) Ryu-en-zan (light) – Extended the hit box and clash box of the first hit.
    This move had a much narrow attack range than its visually representation, so we enlarged the hit box upwards. This will make the move easier to use as an anti-air attack or in combos.
  • (ALL STYLES) Ryu-en-zan (normal) – Extended the hit box and clash box of the first hit and made the second hit cause a face-up knockdown. Also increased damage of the third hit.
    In addition to reasons mentioned in the L version of the attack, the third hit often whiffed depending on the opponent’s state. We changed the second hit’s knockdown type to address this issue. Additionally, this version of the move saw limited usage compared to the L version, which is SP cancelable, so we increased its damage.
  • (ALL STYLES) Shin Ryujin-ho -Increased damage and improved homing performance against the opponent.
    The damage output of this move was too low. Additionally, the projectile did not track the opponent very well and often ended up disappearing before it could hit the opponent, so we adjusted its performance (this does not necessarily mean that the projectile will never disappear before it hits the opponent). This move should now be useful not only as a far-ranged neutral tool, but also as a combo ingredient at close range.

Phantom Breaker: Omnia

Phantom Breaker: Omnia, a massive update to Phantom Breaker: Extra, is a 1-vs-1 2D anime fighter originally released by MAGES in 2013. The game features 2 guest characters, Kurisu Makise from Steins;Gate and Rimi Sakihata from Chaos;Head, as well as two brand new characters created specifically for Phantom Breaker Omnia.
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