About the Game
For the Immortalize, the collapse of all that is, looms on the horizon.
The curtain rises on the final chapter of the Hollow Night. Catastrophe beckons...
Experience the Dramatic Stylish 2D Fighting Action in the latest entry of the UNDER NIGHT IN-BIRTH series!
The first numbered sequel in the series!
▼ Choose from a roster of 24 total characters, with renewed visuals!

3 new characters join the battle: Moonlight Dancer "Twin Barrel Beauty" Kaguya, Indomitable Rampart "Steel Guardian" Tsurugi, and Endless Entity "Eternal Re-Birth" Kuon.
You won’t be able to take your eyes off the intense battles between these 24 fighters with the highly detailed HD pixel art graphics!
▼ Simple inputs make it easy to jump into the fray!
New to fighting games? Not a problem – simple inputs mean even beginners can pull off moves with a single button!
▼ Now supporting rollback netcode for an improved online experience!

With the addition of Casual Matches, it’s easier than ever before to dive in and enjoy online battles.
▼ Introducing new moves and game mechanics!
All characters now boast new moves, such as Hyde’s Blaring Outrage and Linne’s Soaring Dragon.
The new game mechanics Creeping Edge and Celestial Vorpal open up additional depth to gameplay.
▼ The final chapter! A new tale of the Hollow Night…
Sever the cycle. An end to the endless.May the tale of these countless Nights be concluded, on this eve, the moment of destiny.
A long-awaited continuation to the tale of the Hollow Night unfolds!
Version Information
Steam Patch Notes
Official update history
This update aims to improve the network connection issues occurring for some players under certain conditions. While we cannot guarantee this patch will fix the issues for all play environments, we expect it will result in improvement for some confirmed instances. We sincerely apologize for the inconvenience caused to the players impacted.
This update to Version 1.35 consists of balance adjustments for game mechanics as well as some characters.
[p align="start"]The outline and purpose of the game balance changes are summarized in the “Battle Related Adjustments” section.■General Updates
[p align="start"]Changed Battle Version to 1.35.[p align="start"]Fixed a portion of the sign that can be seen in the “Deep Azure Aquarium” stage.[p align="start"]Other minor bugs have been fixed.■ Training Mode Changes
[p align="start"]We have added “recovery proration” to the damage display options.[p align="start"]The recovery proration value decreases each time you connect combos, and a lower value results in a shorter untechable time.■ Mission Mode Changes
[p align="start"]Added around 5 “Expert” challenges for each character.[p align="start"]The difficulty level is extremely high, but please make use of features like the demo assist function to aid in character practice.■ Explanation of Battle Related Adjustments
[p align="start"]As an overall policy, we reviewed areas where the number of interactions until a match is settled had become excessively low.[p align="start"]By slightly increasing health, we’ve ensured the number of hits needed to defeat an opponent isn’t too low.[p align="start"]We’ve adjusted the balance to create a fair exchange of risk and reward by mitigating the payoff of powerful defensive actions while increasing the inherent benefits of guarding itself.[p align="start"]Additionally, we made detailed adjustments aimed at making the GRD-based interactions–a key feature of this title–more crucial.■ Battle Related Changes
[p align="start"]We have adjusted the health of all characters.This takes into account the overall increase in combo damage and the growing strength of offensive play.
The goal is to prevent the number of hits required to finish an opponent and the amount of interactions in battles from decreasing too much.
Please refer to the character-specific changes for details.
Adjusted the display of untechable time during combos.
The bar’s edge color changes from “blue → light blue → gray → black” based on the recovery proration value.
The overall color scheme of the bar indicating techable time during combos has also been changed.
This is to make the recovery proration value, which has become more important, easier to check during gameplay.
Added damage scaling to guaranteed counterattacks when causing throws to whiff with a backstep.
Backstep is a powerful invincible action.
Certain characters and situations could exploit close-range positioning to bait opponents into whiffing throws, then immediately connect with maximum initial damage counterattacks.
This allowed for high returns with low risk, prompting this adjustment.
Tsurugi’s \[Move Back!] (B+C>←← or ←+A+B) shares the same effect as a backstep in terms of its mechanics, so it is also subject to this adjustment.
Damage scaling has been added to specific attacks immediately after jumping.
This applies when jump attacks, aerial unique moves, or aerial Force Functions land on a grounded opponent immediately after jumping (excluding Increase versions and special moves).
Adjustments have been made to prevent actions like instantly dodging throws with a jump and then connecting high-damage combos from jump attacks from becoming overly dominant as defensive options.
Increased versions are often designed for use immediately after jumping, and special moves require command input that is difficult to execute on the fly, so they are excluded from this adjustment.
Please refer to the character-specific changes for details.
We’ve slightly increased the amount of GRD gained while guarding.
We’ve adjusted the amount of GRD that increases each frame during guard stun.
This change does not affect guarding during Vorpal.
While this is a game where offense is powerful, we’re shifting it towards a direction where solid defense yields benefits.
When Smart Steer’s Steer Enders activate, we reduced the GRD increase amount when the recovery proration value is extremely low.
We lowered the GRD increase and absorption amounts for unique moves and special moves during combos for certain characters.
Following the GRD increase suppression during combos in Version 1.32, we made individual adjustments considering each character’s traits.
・Hyde
[p align="start"]Increased health by 900. (10300→11200)[p align="start"]The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent: (Jump A, Jump B, Jump C, Aerial →+C, Aerial ↓+C)・Linne
[p align="start"]Increased health by 900. (10600→11500)[p align="start"]The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent: (Jump A, Jump B, Jump C, Aerial →+B, Aerial ↓+B)・Waldstein
[p align="start"]Increased health by 1000. (11500→12500)[p align="start"]The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent: (Jump A, Jump B, Jump C, Aerial →+C, Aerial ↓+C)・Carmine
[p align="start"]Increased health by 700. (10800→11500)[p align="start"]The increase in health reduces the drawbacks of health-consuming skills, and considering his high recovery rate, Carmine’s health increase is lower than others.[p align="start"]The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent:[p align="start"](Jump A, Jump B, Jump C, \[Gouge!] ( Aerial →+B), \[Eat Guillotine!] ( Aerial ↘+C), Aerial \[Twist!] ( Aerial B + C))[p align="start"]\[That’s Gotta Hurt!] (B>B>B) and \[Give Me That!] (↓↙←+B+C) now absorb half the GRD when used not as a starter.[p align="start"]This nerf balances the reduced GRD gain during combos introduced in version 1.30.・Orie
[p align="start"]Increased health by 1000. (10400→11400)[p align="start"]The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent:[p align="start"](Jump A, Jump B, Jump C, Aerial ↓+C)・Gordeau
[p align="start"]Increased health by 1000. (10800→11800)[p align="start"]The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent:[p align="start"](Jump A, Jump B, Jump C)・Merkava
[p align="start"]Increased health by 1000. (10400→11400)[p align="start"]The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent:[p align="start"](Jump A, Jump B, Jump C, Aerial ↓+C)・Vatista
[p align="start"]Increased health by 1000. (10300→11300)[p align="start"]Fixed an issue where attempting a backstep could cause the A and B versions of \ (→Charge←+A or B) to activate unexpectedly.[p align="start"]The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent:[p align="start"](Jump A, Jump B, Jump C, \[Armabellum (Aerial)] ( Aerial B+C))・Seth
[p align="start"]Increased health by 1000. (9500→10500)[p align="start"]The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent: (Jump A, Jump B, Jump C, Aerial →+C, Aerial ↓+C, Aerial \[Gloomy Invitation] (Aerial B + C))・Yuzuriha
[p align="start"]Increased health by 1000. (10400→11400)[p align="start"]The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent: (Jump A, Jump B, Jump C, Aerial \[Battoujutsu Ichi no Kata: Kiri] (Aerial →+A or B or C), Aerial ↓+ C, Aerial \[Battoujutsu San no Kata: Tachi] (Aerial B + C))・Hilda
[p align="start"]Increased health by 900. (10100→11000)[p align="start"]The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent: (Jump A, Jump B, Jump C, Air ↓+C, Air \[Tri-Furket] (Air B+C), \[Front Stab] (Hold B+C and press A before hit), \[Under Stab] (Hold B+C and press ↓+A before hit))・Chaos
[p align="start"]Increased health by 1100. (10400→11500)[p align="start"]The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent: (Jump A, Jump B, Jump C, Aerial ↓+C, Aerial \[Burn Them to a Crisp] (Aerial B+C))・Nanase
[p align="start"]Increased health by 1000. (10500→11500)[p align="start"]The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent:[p align="start"](Jump A, Jump B, Jump C, Aerial ↑+C, Aerial ↓+C)・Byakuya
[p align="start"]Increased health by 1000. (10500→11500)[p align="start"]The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent:[p align="start"](Jump A, Jump B, Jump C, Aerial ↓+C)・Phonon
[p align="start"]Increased health by 1100. (10400→11500)[p align="start"]The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent:[p align="start"](Jump A, Jump B, Jump C, Aerial ↓+B, Aerial ←+B)・Mika
[p align="start"]Increased health by 1100. (10700→11800)[p align="start"]The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent: (Jump A, Jump B, Jump C, Aerial \[Mika’s Crash] ( Aerial B+C))・Wagner
[p align="start"]Increased health by 900. (10100→11000)[p align="start"]We’ve increased the damage proration for the Increased ground throw during sword enhancement.[p align="start"]While scaling was reduced in adjustments from version 1.24 to 1.30, we’ve now slightly increased it to a mid-range level.[p align="start"]This nerf aligns with the strategic balance for normal throws in this version.[p align="start"]The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent: (Jump A, Jump B, Jump C, Aerial↓+C, \ (Aerial←+B+C))・Enkidu
[p align="start"]Increased health by 1100. (11000→12100)[p align="start"]The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent:[p align="start"](Jump A, Jump B, Jump C)・Londrekia
[p align="start"]Increased health by 900. (10100→11000)[p align="start"]\[Frozen Slope] (→+B) and \[Frozen Vine] (↓↘→+B+C) now absorb half the GRD when hitting outside of starter.[p align="start"]This nerf aligns with the reduced GRD gain during combos introduced in version 1.30.[p align="start"]The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent:[p align="start"](Jump A, Jump B, Jump C, Aerial ↘+B)・Tsurugi
[p align="start"]Increased health by 1000. (10800→11800)[p align="start"]\[Move Back!] (B+C>←← or ←+A+B) now also reflects the backstep system changes.[p align="start"]The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent:[p align="start"](Jump A, Jump B, Jump C, Aerial →+C, Aerial ↓+C)・Kaguya
[p align="start"]Increased health by 1000. (10300→11300)[p align="start"]The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent:[p align="start"](Jump A, Jump B, Jump C, Aerial ↓+C)・Kuon
[p align="start"]Increased health by 1000. (10100→11100)[p align="start"]The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent:[p align="start"](Jump A, Jump B, Jump C, Aerial →+C)・Uzuki
[p align="start"]Increased health by 1000. (10300→11300)[p align="start"]The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent: (Jump A, Jump B, Jump C, Aerial ↓+C, \[Float with Parasol] (Aerial B+C))・Ogre
[p align="start"]Increased health by 1000. (10800→11800)[p align="start"]Fixed an issue where performing the EX version of \[Hit the Shower!] (Aerial ↓↘→+C) at a specific timing during a jump descent could cause the character to land immediately after the superflash, preventing the move from activating.[p align="start"]The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent: (Jump A, Jump B, Jump C, Aerial ↓+C, Aerial \[Beat You to the Punch!] (Aerial B+C))・Izumi
[p align="start"]Increased health by 1000. (10400→11400)[p align="start"]Expanded the hitbox of ↘+C backward.[p align="start"]This addresses a brief instance where it would unnaturally whiff when used against close-range assaults.[p align="start"]Increased B Version of \[Bubbly Breath] (↓↙←+B) has been fixed. Previously, if the projectile was attacked the instant the opponent guarded it, the projectile would bounce and attack while also making the opponent to guard.[p align="start"]The correct behavior is that the character can only choose one of the two bounce actions: either the bounce from guarding or the bounce from the attack.[p align="start"]The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent:[p align="start"](Jump A, Jump B, Jump C)・Eltnum
[p align="start"]Increased health by 900. (10400→11300)[p align="start"]\ (↓↓+C) now grants half the GRD increase when successfully performing an enhanced reload if the opponent is downed or in a recovery state.[p align="start"]This nerf aligns with the reduced GRD gain during combos introduced in version 1.30.[p align="start"]The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent:[p align="start"](Jump A, Jump B, Jump C, Aerial ↓+B)・Akatsuki
[p align="start"]Increased health by 1000. (10800→11800)[p align="start"]The following attacks are now subject to damage proration when performed directly after leaping up during a jump and hitting as a combo starter against a grounded opponent:[p align="start"](Jump A, Jump B, Jump C, Vertical Jump B, Vertical Jump C, Aerial →+C, Aerial ↓+C)The version 1.34 updates address issues that occurred in versions 1.32 and later.
We sincerely apologize for any inconvenience caused.
■ Overall Changes
Changed Battle Version to 1.34.
We have fixed an issue where the display order of certain custom titles was incorrect.
■ Battle Related Changes
・Byakuya
For both the normal and Increased versions of \[I'll Plant It Somewhere Over Here (Just Kidding)] (B+C), the landing recovery can now be canceled into actions like dash on hit.
While version 1.32 introduced adjustments allowing landing recovery cancellation, it only worked for normal and special attacks, not with other actions like dashes. This caused an unintended nerf and execution issues, as dashing attacks were prone to accidentally triggering other normal attacks. This adjustment fixes this problem.
・Kaguya
We have fixed an issue where the voice audio timing for ↘+C>B would occasionally become misaligned.
・Izumi
Fixed an issue where performing specific inputs after the EX Special version of \ (↓↓+C) hits could cause Elfie to display or behave abnormally.
For the A and B versions of \[Bubbly Breath] (↓↙←+A or B), we've added an effect to Koffy while moving. This addresses the issue where Koffy was difficult to see in dark stages.
In Version 1.33, this update focuses only on addressing urgent bug fixes.
We sincerely apologize for any inconvenience this has caused.
Until now, our updates have generally set the overall balance standard a bit higher, keeping nerfs to a minimum while focusing on buffs across the board.
With Izumi’s release now complete, future updates are planned to slightly lower that standard and include balance adjustments with not only buffs but also nerfs, so that players can enjoy the game’s unique style of mind games and back-and-forth interactions even more.
■General Updates
Changed Battle Version to 1.33.
Made minor fixes to text.
■ Battle Related Changes
Ogre
Fixed a bug where performing certain inputs after using Chain Shift on \[I'll Show You!] (↓↓+B+C) could cause the move to behave incorrectly.
■General Updates
Changed Battle Version to 1.24.
Fixed animation issues with the stage "North Metropolis - Central Street."
Fixed other minor issues.
■ Battle Related Changes
・Gordeau
Fixed an issue with the display timing of the attack effect for [Rusty Nail] (B+C) and [Beheading Trim] (→+B+C mid-dash). This issue fix only affects the visuals and not the properties of the moves.
Thank you for supporting UNDER NIGHT IN-BIRTH II Sys:Celes.
Given the upcoming finals tournament for ARC WORLD TOUR, we have avoided any issue fixes that could end up weakening individual characters and kept changes to a minimum.
■General Updates
Changed Battle Version to 1.22.
Made minor fixes to text.
Fixed other minor issues.
■Network Mode Changes
Fixed an issue causing the connection signal indicator (ping value) with the opponent to display incorrectly. *Steam only
■Replay Mode Changes
Fixed an issue causing the dummy behavior registered with Replay Assist to playback incorrectly sometimes when using Replay Assist Plus. *Steam only
■Battle Related Changes
Fixed an issue where it was still possible to perform additional attacks after whiffing Steer Ender during a combo.
This was unintended behavior caused by the previous fix to prevent it becoming unnaturally impossible to land additional attacks when a placed object hits after Steer Ender is blocked.
■Hyde
Fixed an issue making it impossible to cancel into EX special moves when [Strict Daze] (B+C) clashes with an opponent’s projectile.
■Vatista
Fixed an issue making it impossible to cancel into EX special moves when [Armabellum (Crouching)] (↓+B+C) clashes with an opponent’s projectile.
■Kuon
Fixed an issue making it possible for the opponent to block with either left or right inputs after performing Aerial [Mantle of Nothingness] (→↓↘+AorBorC mid-air) or (B+C>↓+B+C) or (B+C>↓+B+C mid-air).
■Ogre
Fixed an issue causing the Dryly Bomb attached to the opponent with [I’ve Got You!] (→↘↓↙←→+AorBorC) to disappear and the icon to deactivate after hitting with Infinite Worth or Infinite Worth EXS.
Fixed a visual error caused when the EX special move [Hit the Showers!] (↓↘→+C mid-air) hits after clashing 5 times with a projectile.
Fixed an issue causing the projectile part of the EX special move [I’ll Show You!] (↓↓+B+C) to follow the character.
■Akatsuki
Fixed an issue causing unintended neutral jump attacks after performing Chain Shift after a neutral double jump and then double jumping again.
■Battle Updates
Fixed an issue causing difficulty performing Infinite Worth (A+B+C) during Cross Cast Veil Off under certain circumstances. This fixes cases where a slight difference in timing for the simultaneous button press when inputting Infinite Worth (A+B+C) would often perform certain unintended moves.
(This change applies to the following moves: Hyde’s [Strict Daze] (B+C), Vatista’s (Crouching) (↓+B+C), Yuzuriha’s [Sougetsu Ittou-Ryu et cetera! Ten'i Muhou] (↓+B+C), Londrekia’s ←+C>←+C, Kuon’s ↘+C)
Fixed an issue causing the follow-up hit to whiff sometimes after hitting with the Increased version of Waldstein’s standard Throw during the latter half of a combo.
Fixed an issue causing the standard process intended to allow instantaneous overheads to be blocked crouching, intended to apply for all characters, to not work for Uzuki’s standing block stance. This addresses instances where it was especially challenging only for Uzuki to block certain overheads while in blockstun from blocking an attack standing.
■General Updates
In Network Mode, fixed an issue causing the message "The opponent has disconnected" to appear repeatedly while in Standby in Training Mode.
Fixed other minor issues.
■Battle Updates
Fixed an issue where the minimum base damage for EX Moves and Infinite Worths in certain combos was higher than intended. This fix brings the base damage to the same value as those intended for patch 1.10.
Fixed an issue that made it necessary to input commands as if facing in the opposite direction after the opponent had moved behind your character. For example, Linne’s →+C>→+C, had to be input as ←+C instead of →+C if the opponent went behind your back between the two inputs.
Fixed an issue where the application would crash when KOing an opponent with a specific combo. Reduced the rendering processing load for some characters’ Infinite Worth and Infinite Worth EXS.
■Hyde
Reduced knockback when ↘+B connects with a grounded opponent. This is to address the fact that combos such as ↘+B>C>↓↘→+B would not always work after the move hit at max range, despite our efforts to improve the move’s reach.
■Yuzuriha
When [Sougetsu Ittou-Ryu et cetera! Ten’i Muhou] (↓+B+C) whiffs, it now transitions to a special landing animation that cannot transition to [Iki Seishin no Kamae]. This is in addition to the adjustments that were made to weaken the move, by making it easier to whiff and more risky to use, as it had remained just as potent after whiffing.
■Chaos
Expanded the base of the hitbox for his Steer Ender (A+B when attack hits) behind him. This is to address the fact that it was likely to whiff during specific combos.
■Enkidu
With [Demonic Formation] (→+B+C) and Increased [Demonic Formation] (→+B+C), we’ve made it so that the animation does not play multiple times when enduring the opponent’s attacks. This is to address the issue where Enkidu could unintentionally become unable to move when enduring multiple hits.
Changed the way the opponent is knocked back when hit with Increased [Demonic Formation] (→+B+C). We had changed the knockback on the ground to increase the reward when it hit as the first move in a combo, but this made it harder to use overall, so we have adjusted it again.
■Kuon
Fixed an issue where a specific input would launch the normal throw’s animation even if the throw had missed.
Fixed an issue that caused the additional input →+B>→+B to make you turn around and attack when the opponent is behind Kuon.
■Uzuki
Fixed an issue where the opponent would be unable to follow up even if the EX version of [Ride on Bone] (↓↘→+C) did not hit.
Fixed an issue where her icon would appear as not active if the poisonous gas from [Bag of Secrets] (↓+B+C) hit the opponent while it was already active.
Fixed an issue that made Creeping Edge (↘+D) not have a counter attribute.
■General Updates
Fixed an issue that prevented the background music in Customization mode to play.
Fixed an issue that caused some text to not display correctly when the language was set to English.
Fixed other minor issues.
Overall balance adjustments are planned to come with the next DLC character update.
■General Updates
・Fixed an issue that caused rollback to happen more often when the opponent performed a tech recovery during matches in Network Mode.
・Fixed an issue that caused the matching to be canceled when closing the Quick Select window after changing some items in it while waiting for an online match in Training Mode from the Network Mode.
・Fixed an issue that caused the character colors to sometimes return to default while waiting for an online match in Training Mode from the Network Mode.
・The check for trophy unlock conditions is now performed even when selecting previously obtained items for trophies unlocked by purchasing items in the Gallery Mode.
・Fixed other minor issues.
■Battle Updates
・Fixed an issue that sometimes prevented wall bounces from happening as intended due to camera movement.
・Throwing an opponent blocking with Shield now deals more damage, as the damage proration when throwing a blocking opponent is no longer applied.
・Damage scaling will now apply to the base damage of an Infinite Worth EXS that hits as part of a combo where an Infinite Worth already hit the opponent.
・No longer displays the “Punish” indicator when a throw connects during the recovery of the opponent’s move when it was possible to tech the throw.
・Fixed an issue that caused the EXS gauge not to deplete when being KO’ed right after launching an EX Special attack.
・Fixed an issue that caused erratic behavior when the opponent is hit during the screen freeze upon activating a Steer Ender.
■Hyde
・Fixed an issue that caused Hyde to sometimes enter the corner when his Steer Ender connects with an opponent in the corner.
■Seth
・Added an icon to indicate the power-up of the Captive Segment (Orb).
・Fixed an issue that resulted in variation in the characters’ positions when Transgressing Convict hits depending on the opponent’s character and which side of the screen the player is on.
■Chaos
・Fixed an issue that sometimes caused Azhi Dahaka to appear facing away from the opponent when summoning him to attack in a combo.
・Fixed an issue that caused Chaos to sometimes enter the corner when his Steer Ender connects with an opponent in the corner.
■Wagner
・Fixed an issue that caused Wagner to sometimes land with her back facing the opponent after Zerlegen.
■Kaguya
・Fixed an issue that caused the multi-hit part of the EX Special attack A Fleeting Beam of Light: Moonlight Flash to be canceled out by single-hit projectiles.
・Increased the buffer time to input the follow-up move to Dance Without Rest: Flower of Overflowing Light when the dodge is successful.
■Eltnum
・Fixed an issue that caused the EX version of Etherlite Ground to whiff against downed opponents.
■Akatsuki
・Adjusted the opponent’s position so that Akatsuki will not pass through to the other side of the opponent when using his Infinite Worth after hitting the opponent with his Steer Ender high in the air.
・Expanded the upper hitbox of Akatsuki’s Steer Ender so that the second hit will not whiff when it hits an opponent high in the air.
Thank you for supporting UNDER NIGHT IN-BIRTH II Sys:Celes.
-Fixed the text in the Options mode for Korean, Simplified and Traditional Chinese.
-Fixed an issue that caused the framerate to drop in the Options mode.
-Removed the option "Vertical Sync: Off (in combat)" and replaced it with "Vertical Sync: Off" in the Options mode to improve the game stability.
-Fixed the text display on the Keyboard settings options screen.
-Fixed an issue that disrupted the display when switching to Fullscreen mode from Borderless Windowed mode.
-Fixed the display issue with the controls guide that occured after having set the Start-up option as "Training Mode" or "Network."
-Fixed some of the issues that occur when changing BGM in Network Mode.
-Fixed issues related to displaying the member list in Player Matches.
-Fixed an issue related to the room name in Player Matches.
-Added additional error messages.
Fixed an issue making it difficult to perform a dashing attack when using the input →→ + button press from a dashing state.
Fixed an issue making it impossible to perform the same jumping attack mid-air after certain strings when starting a pressure string or combo from a jumping attack under circumstances where it should normally be possible.
■General Updates
Fixed an issue making rollback more likely to occur after skipping the pre-match introduction scene during online matches.
Fixed an issue with voice and sound effect playback when rollback occurs during online matches.
Fixed an issue where the character match-up specific themes would not be selected as BGM when the BGM select is set to"Auto."
Fixed other minor issues.
●Added support for inviting friends and joining games.
●Added the "Borderless windowed" option in Graphics Settings.
●Fixed an issue with uploading replays.
●Fixed other minor issues.
Current Release
Not available
System Requirements
How to Install
setup.exe
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
15.6 GB
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