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Azure Latch Kunigami Rework Update – Codes, Patch Notes

Robert Altman by Robert Altman
September 15, 2025
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The Azure Latch Kunigami Rework Update has officially dropped, and it brings both refinement and excitement. From a complete Kunigami rework to useful quality-of-life upgrades and impactful balance changes, this patch fine-tunes gameplay while preparing the meta for its next shift. Below is a full breakdown of all the new features and changes introduced in Update #5.

Azure Latch Kunigami Rework Update – Codes, Balance Changes

Main Goals of This Update

  • Introduce a full Kunigami rework
  • Add new MVPs and emotes
  • Deliver key Quality-of-Life improvements
  • Fix critical bugs that affected gameplay stability
  • Adjust multiple characters for balance and meta clarity

Quality of Life Improvements

Duplicate Spin Cashback

Players will now receive 15% cashback whenever they pull a duplicate spin. This small but meaningful change rewards dedicated grinders and helps reduce frustration.

New HUD Display Options

The in-game HUD has been expanded to show the following:

  • Current Style
  • Current MVP Animation
  • Server Location
  • FPS Counter

Players who prefer a cleaner interface can toggle these options on or off in the settings menu.

Bug Fixes and System Improvements

  • Fixed the issue where scoring a goal exactly at the 00:00 timer would result in an inaccurate win or loss.
  • Corrected a bug where using the Death Counter emote could teleport the user outside the map.
  • Fixed animation offset speed inconsistencies.
  • Emotes now have a two-second cooldown to prevent stacking or spamming.
  • Gojo’s emote idle animation no longer bugs out.
  • Bachira’s footwork dash animation has been corrected.

New Emotes and MVP Animations

This update includes several cosmetic additions, both free and limited-time:

  • Limited MVP: Vollständig
  • Free MVP: Kunigami Scream
  • Free Emotes: Richard Dance, Metroman Arm Swing, Assumptions

Kunigami Rework Overview

Kunigami’s rework introduces powerful new Flow mechanics, synergistic animations, and improved utility. These changes are designed to make Kunigami a more viable offensive unit with cinematic impact moments.

Heroic Clash – Dark Horse (New Flow Variant)

When activated during Flow near a teammate or enemy, this ability now steals the ball from the nearest player. This gives Kunigami a strong presence in close-quarter skirmishes.

Justice Header – Chemical Reaction (Auto-Goal Variant)

If Kunigami activates Justice Header inside the enemy goal box and Isagi is nearby, the move will now trigger a cutscene that automatically scores a goal.

Additional Adjustments

  • Lefty Shot has been buffed for stronger utility.
  • Heroic Clash has increased hitbox size and lingering duration for better ball coverage.
  • Justice Header will still activate even when holding the ball, but with 60 percent reduced power.

Balance Changes – Full Character Rundown

Kaiser

  • Beinschuss: Height reduced from 0.15 to 0.06
  • Kaiser Impact: Removed iframes, now 60 percent faster
  • Lightning Strike: Power increased by 8 percent
  • Magnus Variant (Kaiser Impact): Power increased by 10 percent

Shidou

  • Back Heel Shot: Auto-goal version moved to overtime only
  • Flow: Cannot awaken off-ball anymore
  • Dragon Drive: Power increased by 30 percent
  • Big Bang Drive: Only activates if the ball is airborne
  • Formless: Nerfed base and flow power
  • Draconic Rush: Speed increased, cooldown lowered from 30 to 25 seconds

Lorenzo

  • Ace Eater: Now an active move, not a counter; reduced speed and height
  • Horrific Intercept: Hitbox reduced
  • Defensive Stance: Cannot hit stationary balls; knocks back on high-speed ball contact; grants the ball two seconds of invulnerability after deflection

Aiku

  • Ultimate Defense: Cooldown lowered for multiple uses during awakening
  • Former Striker: No longer ends awakening
  • Venom Trap: Hitbox reduced

Yukimiya

  • Cut In: Applies a 0.35-second stun if counter is missed
  • Speed Dribble: First use has a 3-second cooldown, second use causes 0.35-second endlag
  • Arc Break: Now knocks away countered players much farther

Sae

  • Magic Pass: Reduced pass distance from 375 to 250
  • Curve Shot: Windup time increased from 0.4 to 0.6 seconds
  • Perfect Touch: Endlag on second variant reduced from 1.35 to 1 second
  • Corner Shot: Now only activates if the ball rebounds off a real enemy player, not AI goalkeepers

Rin

  • Curve Shot: Height increased slightly (from 0.35 to 0.40)

Bachira

  • Step Overs: Now includes an additional 0.2 seconds of endlag
  • Bon: Startup increased by 15 percent
  • Bee Shot: Can now be used only once per Flow activation

Isagi

  • Direct Shot: Now aimable with camera and has 10 percent more power
  • My Direct Shot (Chemical Reaction): Buffed to match Direct Shot power

Nagi

  • Control: Aerial windup is faster and more responsive

Chigiri

  • Golden Zone: Now ends Flow immediately upon activation

Barou

  • Devour: Running sequence is now 30 percent faster
  • Chop Dribble: Now acts as a counter with up to three cooldown resets

Players now gain 0.2 seconds of invulnerability after gaining possession of the ball if they were not the previous ball holder. This prevents immediate turnovers after contested grabs.


Redeem Codes

RevivalPatch
ThankYouForBeingPatient
KunigamiRework!
ThankYouForStayingWithUs
WeAppreciateYouAll
SorryForTheBugs
SorryForTheInconvenience
ThanksForBeingPatient
KunigamiUpdate
NextUpdateSoon

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Robert Altman

Robert Altman

A former news writer turned gaming guide creator, RAMIREZ teams up with Robert to deliver strategic tips. In his free time, he likes fishing and playing guitar.

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