We feel as though the Rollback Build is stable enough to use as our primary release. If you want the backup IKEMEN Go build, you'll find it here!
Update 2026, May 2nd
SYSTEM
As we prepare a playable build for Combo Breaker later this month, we've been playtesting some changes in our IKEMEN branch for a little bit now. This got us thinking: why not just post some of these changes for the public to mess with? It's still in a speculative place, but we're confident most of what went into this update is making it into Gamma.
So, what's new? A big push with this update is shifting the dynamic between pressure and spacing. Movement in Battle Craze has been relatively strict, big buttons typically reign supreme, and pressing an advantage was often fraught with heartache. To push things in a direction we'd like, we gave a hefty buff to the block advantage of fast, low-range normals, while trimming down the coverage and speed of pokes.
Listed under most characters are also changes to inputs regarding Command Normals. Most of these that used LP or LK have been shifted to SP or SK, in an attempt to make playing footsies with your jabs and light pokes easier to execute. File this under "we wish we had done it sooner," but better now than later!
- Overall adjustments made in various places:
- Jabs and close normals are now generally all plus on block
- Many characters have had their walk speed increased
- Many poke normals have had their startup times increased and hitboxes reduced
- More long-reaching attacks have preemptive hurtbox extensions
- Characters that can chain Light Normals together now can chain 5LP, 2LP and 2LK into itself
- Added 4 frames of vulnerability to the end of Back Roll
- Quick Craze Collision is no longer low-profile
- Added a new song to "The Nightscape: Cecropian Carnival" stage, composed by Lorelei!
AJIT
C-Ajit's passive trait has always felt a tad underwhelming, as bigger damage numbers may help you win a match, but they don't feel like you're gaining anything. We swapped some of the damage value for movement speed in the hopes of making a simple trait feel more rewarding.
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Reduced the damage buff per “Tandem Link” stack to 3% (down from 5%)
“Tandem Link” now provides Ajit a 10% movement speed buff per stack

Changed the input of “One-Inch Punch” to 6SP (from 6LP)

Changed the input of “Lion Fang” to 6SK (from 6LK)
Changed the input of “Viper Fang” to 6SP (from 6LP)
Changed the input of “Fierce Tusk” to 6SK (from 6LK)
TSUGUMI /
ROBO-TSUGUMI
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Changed the input of “I’ll Break Your Guard!” to 6SP (from 6LP)
Changed the input of “Lily Step” to 6SK (from 6LK)
SHERM /
EVIL SHERM
Though some characters got a bit faster, C-Sherm is a bit of an exception. His playstyle felt more suited for having a drawback of slower movement speed, keeping his otherwise great spacing in check.
Meanwhile, on the Evil side, Messtasu Flip was proving to be a bit too nasty with its ability to function as a short hop. We'll keep an eye on this change, but for now we thought it best to just nix his ability to fastfall.
- Changed the input of “Can I Get Uuuuuuuuh Overhead?” to 6SP (from 6LP)
- Increased the startup time of Close SP to 5 frames (up from 4)
- Fixed his Craze Collision not having a proper low-profile hurtbox
Reduced his forward walk speed to 2.10 (down from 2.25)
Reduced his back walk speed to 1.90 (down from 2.10)
Reduced his forward dash speed to 5.00 (down from 5.50)
Reduced his backdash speed to 7.00 (down from 7.25)
Removed the vertical control from “Messatsu Flip”
WALLACE
It should come as no surprise that, when talking about toning down big buttons, the world's biggest was going to take a hit. So much so that Side-S doesn't even have it anymore!
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Now has a unique Far SP when used in a hit chain

Changed the input of “Eine Tonne Schritt” to 6SK (from 6LK)
Replaced his Far SP with the unique chain variant
Can no longer Craze Assault out of “Hochste Ubel”
REAPER /
QREAPER-B
- Change the input of “Hook_Slice” to 6SK (from 6LP)
LA JUSTICIA /
LA TIRANIA
- Fixed her Craze Collision not having a proper low-profile hurtbox
“Morning Sun” should no longer drop when hitting from odd angles

Increased the whiff recovery of “Sunset Slam” to 40 frames (up from 28)
Fixed “Bodacious Haymaker” not triggering damage scaling
Increased how early she can dash cancel out of “Stand-Off” and “Terror Train”
BOUNDARY
I'm sorry man but that jab is obscene.
- Increased the startup time of 5LP and 2LP to 7 frames (up from 5)
- Now has alternate, faster, shorter versions of his jabs on 4LP and 1LP
- Added a new 5SP, with the former acting as Close SP
BAXTER
The summary of this update might as well be "Reptilian creatures get their lows switched around."
Swapped the animations for his 2SK and “Royal Blue Sting”
CI-CI
Similarly 'wild,' possibly less 'wet.'
- Added a new Close SP
Reduced the hitbox size of “Poseidon! Attack!”

“Flying Cod Crash” no longer has a low-profile hurtbox
GOLIATH
- Changed the input of “Raw Claw” to 6SK (from 6LP)
NECROSS
Reduced the Guard Pressure of “Cherubim Mimic: Eagle”
EMI

Changed the input of “Sunrise” to 6SK (from 6LK)

Changed the input of “Horizon” to 4SP (from 6SP)
LUCY
Changed the input of “I’m A Glutton For Misery” to 6SP (from 6LP)
GABBY
- Added a new Close SK
- Changed the input of “Kompaso (Falseto)” to 4SK (from 6LK)
ISABELLA
Something that is moreso slated for Gamma is adding unique variants to shared moves in Side-S. We have a little sneak peak of that here with Isabella, who has a new look for her All-Out Attack.
Simultaneously, S-Isabella has always been one of more restrained and unfocused Side-S variants in the roster, and we made a couple of changes here for fun. Her self-sacrifice gimmick was not very dynamic (and a tad redundant when considering ATROPHY's whole arsenal) so we tried something a bit different this go around.
“Balade en Vent” can no longer travel through the opponent
NEW MOVE: “Dragonfly Flight” is now a Craze Technique, replacing “Concentration.” A slow, large overhead swing with a massive damage payout
NEW MOVE: “Moonlight,” replacing “Dragonfly Flight” as her reversal All-Out Attack
Changed the input for “Rage Burst” to 623CT (from 5CT)
All of her Craze Techniques can now be cancelled into normally
Adjusted the velocities and recovery time of “Defensive Roll” and “Short Hop”
TYRANT
Possibly the biggest upset in the change in normals is the removal of the tyrannical 2LK. The main antagonist was perhaps a little too diabolical with this button in his kit, prompting us to rotate some things around in order to better make sense of his lows.
- Replaced his 2LK with a new(ish), much shorter low
- Replaced his 2SK with a redrawn variant of his old 2LK
- NEW MOVE: “SURFACE RAZE ,” a Command Normal variant of his old 2SK
- Fixed his Craze Collision not having a proper low-profile hurtbox
IKUE
- Changed the input of “Blunt Force” to 6SK (from 6LP)
TERI
For what may seem like a smaller update on the surface, you might be surprised to see a big honking change list for one character in particular. Is this due to some sort of bias on the part of Teri's creator? (Hint: yes.)
To start, Teri's main tools have felt a bit flat, leading Side-C especially to rely entirely on her one gimmick. Some small changes to her trait should give her the option to make more dynamic decisions, rather than only wanting to activate Unrelenting all the time. Additionally, her psuedo-rekka now has a lot more nuance, uping her ability to put people in the Tiger Vortex™.
S-Teri is a different beast entirely. While keeping the same general concept, we've reworked her to have a more unique loadout, part of the More Side-S Weirdness initiative. Now, practically every move can be held to add new properties, or cancelled into from any other Special, as long as you have the scratches to do so.
MODIFIED TRAIT: After using a signature move, that move can be cancelled into, similarly to Unrelenting. This consumes the mark. “Unrelenting” no longer enhances Special Moves.

“Loop Slice” now has a Light and Strong variant. Light has restand and vacuum properties, while Strong deals more damage and knocks down

“Unleashed” now has a Light and Strong variant. Light crosses up and knocks the opponent into the air for a combo extension, while Strong has a larger delay but leaves behind a lingering projectile
Removed “Migraine,” with “Shifter” now using the 5CT input
“Get There Some Time” now recovers 4 frames faster universally, rather than only on cancel
Fixed grounded “Driven Under” not scaling properly when cancelled into
MODIFIED TRAIT: “Torn to Pieces” now allows her to cancel any special move other than “Undercurrent” into another special at the cost of 1 Feral Stack. Only once per chain.
NEW MOVE: “Battery Claw,” replacing “Puncture Claw.” A single-swipe command normal that can be held for improved hit properties at the cost of 1 Feral Stack
NEW MOVE: “Wraith,” replacing “Huntress.” A palm strike that can be held for improved hit properties at the cost of 1 Feral Stack
NEW MOVE: “Snowcleaver,” replacing “Trapper.” An overhead weapon attack that can be held for improved hit properties at the cost of 1 Feral Stack
NEW MOVE: “Isolation Break,” replacing “Top Falls Down” and “Bottom Falls Out.” A psuedo-ranbu All-Out Attack that can side switch with the SP variant
“Broad Stroke” can now be held for improved hit properties at the cost of 1 Feral Stack
LP “Million Cross” now launches a slow projectile that travels half screen
SP “Million Cross” now no longer costs a Feral Stack to fire, but the projectile has a significantly shorter lifespan
SP “Million Cross” can now be held to launch an improved projectile at the cost of 1 Feral Stack
LK “Knock Down Walls” now functions similarly to Side-C’s “Auger”
SK “Knock Down Walls” now rewards 1 Feral Stack on hit, rather than consuming them
SK “Knock Down Walls” can be held for improved hit properties at the cost of 1 Feral Stack
BERNIE
- Can no longer Craze Assault out of “Crashing Down”

Changed the input of “Object Weasel” to 4SP (from 6LP)
JANE BANE
- Changed the input of “Singe Snap” to 6SP (from 6LP)
- Changed the input of “Trick Kick” to 6SK (from 6LK)
- Changed the input of “Yacky Sack” to 4SK (from 4LK)
- Fixed her Craze Collision not having a proper low-profile hurtbox