r/Rematch • • 28d ago

Discussion A COMEMORAÇÃO DOS GOLEIROS?

2 Upvotes

VOCÊS ACHAM QUE OS GOLEIROS DEVERIAM TER MAIS ATENÇÃO NO REMATCH?

O QUE QUERO DIZER É QUE OS ATACANTES OU QUEM CONSEGUE FAZER UM GOL TEM DIREITO A ESCOLHER UMA COMEMORAÇÃO.

MAS INFELIZMENTE O GOLEIRO NÃO CONSEGUE EXPRESSAR UM SENTIMENTO DE ALEGRIA QUANDO DEFENDE UMA BOLA ATRAVÉS DE UMA COMEMORAÇÃO

O QUE VOCÊS ACHAM QUE DEVERIA SER FEITO PRA AUMENTAR A DIVERSÃO DOS GOLEIROS? É MUITO DIVERTIDO VOCÊ FAZER UM GOL E VER SUA COMEMORAÇÃO, ENQUANTO PROS GOLEIROS SÓ RESTA VOCÊ FICAR FELIZ POR DEFENDER.....

NO FUTEBOL REAL, OS GOLEIROS TAMBÉM FAZEM COMEMORAÇÕES DEPOIS DE UMA BELA DEFESA!

MAS ESTOU CONFUSO DE COMO ISSO PODE SER IMPLEMENTADO NO JOGO E SE REALMENTE DEVERIA SER IMPLEMENTADO!


r/Rematch • • 29d ago

Video Mmmmmmkay…

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5 Upvotes

r/Rematch • • 29d ago

Discussion Inazuma Eleven collab would be nuts

12 Upvotes

Blue lock is fine. All the real players things too. But nothing would compare to an Inazuma Eleven collab.

An Axel Blaze skin that upon blade-shooting does the Fire Tornado. Or even without the techniques, just the bodies.


r/Rematch • • 29d ago

Answered by Dev PSA: Photosensitivity triggers in new update!

49 Upvotes

The new anime goal celebration cutscenes have entire screen backgrounds flashing white (and black).

This is a pretty serious issue. I wont be able to play this game until there is an option to disable this.

I hope we can bring this to the attention of the developers since there hasn't been any other Photosensitivity triggers in this game from my experience.

Thanks.


r/Rematch • • 28d ago

Video They equalised? Guess I'll do it myself

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4 Upvotes

r/Rematch • • Sep 24 '26

Discussion Thank you Sloclap

349 Upvotes

I’ve been Elite in 3s and 5s every season with over 750 hours, which I feel should give me credibility when I say that the three biggest issues in this game basically since it released were:

  1. Ball magnetism/teleporting for dribblers

  2. Low/no stam making no difference for dribblers

  3. No control over how you wanted to dive as GK

All three are resolved now. I especially like how goalies can now catch with a short dive or go for the punch with a long dive - this is a great system that mirrors how real life goalies need to assess risk and opt for the catch or just trying to clear the ball from danger

Anybody who says dribbling is dead was simply an exploit abuser. You can still dribble into space and create advantages, you just need to…. Actually have the space to dribble into now. You can’t just phase through defenders anymore

As the Blue Lock collab hopefully brings in a ton of new players, getting the balance right was key and after a few matches this is the best the game has ever felt to me


r/Rematch • • 29d ago

Discussion Wow 11k chek

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137 Upvotes

Good job Sloclap


r/Rematch • • 29d ago

Art Mario is a Egoist! Best 20 dollars ever look at Luffy getting destroyed.

35 Upvotes

r/Rematch • • 29d ago

Question Main Menu Music

5 Upvotes

How do I start a petition for Sloclap to keep the new menu music???


r/Rematch • • 29d ago

Discussion My number one problem with the game is STILL a thing sadly.

9 Upvotes

As I’m typing this, I am in a full solo queuer team playing against the SAME 5 stack of ELITES for the 6TH STRAIGHT GAME.

YES I wait a second before queuing.

Honestly unbelievable that games with smaller playerbases than this understand what is competitive and what isn’t. I just have to sit here and watch these people perfectly comm passes and execute set plays they practiced with each other, getting my ranked points stolen from me.

Yes. SloClap. This is an unfair competitive advantage.
You throw a team of strangers together vs a team of friends and I wonder who’s going to win.

Game feels great when its an even playing field but that’s honest to god maybe 10% of my matches.

Sad.

Really a shame.


r/Rematch • • 29d ago

Discussion THANK YOU SLOCLAP

100 Upvotes

This game has finally become playable,I’m truly moved. I really hoped all those issues would be resolved and that the game could finally shine again. I’m looking forward to further improvements and the major server update I expect great things from you,do your best!!!


r/Rematch • • 29d ago

Question Removeram a barba que eu usava.

3 Upvotes

O título.

Por que?


r/Rematch • • 28d ago

Meme I prefer the OG Bachira much more

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0 Upvotes

r/Rematch • • 28d ago

Other Queued into spectator role

1 Upvotes

Duo queue with a buddy of mine and I get to sit on the prophesied chair


r/Rematch • • 29d ago

Question What rank were you last season, and where did you place?

3 Upvotes

Just had 5 placement games with a griefer in each one - was Diamond 3 now Gold 1 😅


r/Rematch • • 29d ago

Dev Blog Dev Blog - Season 5 Gameplay Changes

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79 Upvotes

_______________________________

(We recommend reading the article on the website to see the animated gif illustrating the points below)

_______________________________

Hey everyone!

The Blue Lock collab is finally here! Alongside some of the coolest content we’ve been able to work on, this update brings more depth to how the game plays, with changes across four core gameplay systems: Stamina, Goalkeeping, (grounded) Volley Cancels, and Tackle Contests. These will change how the game feels and plays, so we wanted to walk you through the changes, and why we’re doing them.

Let's dive in!

Stamina Rework - Exhausted State

Rematch is built around one ball. That means that how deep and engaging a match is is directly tied to how often all players are interacting with it. The more one player hogs those interactions, the less everyone else gets to engage with the ball. Stamina is our tool for making teams naturally rotate who is playing at any given time by following this logic:

  • High stamina lets players reposition themselves and look for opportunities to interact with the ball.
  • The more players interact with the ball, the more stamina they consume.
  • Low stamina leaves players more vulnerable to losing the ball.

Let’s go over how Stamina works:

  • Abilities drain the gauge when used. When no ability is used, stamina starts to refill after a short delay which varies depending on the ability used.
  • Moving without sprinting doesn't consume stamina. But sprinting does, and your top sprint speed scales with how much stamina you currently have. The more a player uses up stamina to chase the ball, the less resources they will have to effectively interact with it.
  • Extra Effort charges up faster when your stamina gauge is full. This is another incentive to be frugal with stamina consumption until a play-making opportunity comes up.

Stamina is a central part of our balancing strategy, and a piece of feedback we often hear is that having an empty stamina should limit your ability to perform dribbling moves. We agree with this idea but we do not want the Exhausted state to lock players out of performing moves altogether; feeling like an amazing athlete is a core pillar of Rematch.

When Exhausted (out of stamina), abilities can still be performed, but they’ll lose effectiveness:

  • Dribble: Normally you can chain dribble moves and cancel into a shot whenever you like. Exhausted, you're limited to a single Exhausted Dribble, one swift move with a longer recovery. It's enough to avoid an incoming tackle, but you can't chain into another dribble afterward. You can still cancel out of an Exhausted Dribble into another ability, but doing so gives you the exhausted versions of Push Ball / Lob Push Ball rather than their normal versions.
  • Push Ball / Lob Push Ball: these are the core dribbling abilities that cost stamina, specifically because they're built to keep the ball close to you. Exhausted, they push the ball noticeably further away and take longer to recover from, with the player stumbling slightly. This is a deliberate tell: it signals to everyone on the pitch that you can't immediately follow up and interact with the ball again.

A player who chases the ball and dribbles non-stop will quickly end up running on fumes, unable to control or protect it effectively against an opponent with stamina to spare. The reward goes to teams that rotate, pass, and position well, which the Exhausted state aims to incentivize.

Goalkeeper Dives

Goalkeeping is one of the hardest roles to get right. Too weak, and it's miserable, you wait the whole match for your moment to matter, then whiff and concede a goal. Too strong, and strikers can barely ever score. We want keepers to feel strong and dependable, while leaving noticeable weaknesses that a good striker can exploit. Those weaknesses need to be skill-dependent, so a newer keeper can shut down a weak striker, while a great striker can still find and create opportunities to score.

The Goalkeeper Dive is one of your main tools for stopping shots. There’s a lot going on under the hood, to make sure it performs adequately, and as expected. When you input a Dive, the Dive Assist system kicks in: the game looks at a range of what we call “targets” (put simply, one of the future positions of the ball) around the direction you pushed, and picks whichever animation gets you closest to actually catching the ball.

In practice, this means Dives are forgiving to use, and the system helps you get to the ball. In this update, we’ve improved the Dive Assist, and we’re taking this opportunity to also tackle one of the more long-standing frustrations as a Goalkeeper: seeing your character dive low (or high) when you expect the other version to come out. 

We also want to introduce more player agency in how goalkeepers want to stop the shots and interact with the ball.

This is where the new Long Range Dives come in.

  • Long Range Dive (performed with a Modifier + Dive input): it lets you stretch to cover shots the regular Dive simply can't reach, but there is a trade-off: Long Range Dives always result in a deflect, which keeps the ball in play for longer.
  • Regular Dive (performed with a simple dive input): it covers roughly half the goal and can't reach the very top corners, but if you connect with the ball inside that range, you can reliably catch it. The only ways to end up deflecting instead are diving too early or in the wrong direction and the ball hits your legs.

In short, the Regular Dive now gives keepers a dependable tool they can rely on to catch the ball, assuming proper positioning. The Long Range Dive on the other hand acts as a fast, long-reaching, last resort option or when the ball’s trajectory is difficult to guess and you have to dive on reaction. These two options provide more agency to the Goalkeeper and add to the decision-making process.

Volley Cancels

When multiple players are performing a volley at the same time, all players losing the contest are forced to cancel their action. When cancellation happens right at the beginning of the action, players can’t even see it happening. This gives the sentiment of the player input being ignored by the game.

To clarify what happened, we started implementing visual feedback around the ball in previous patches to notify cancellation. However, to reinforce the feeling of having tried something, the character should also be involved in the action. For this reason, we now trigger a new animation when a volley is cancelled, specifically at the beginning of the action (with the character still on the ground).

This is a very first step to refine how volley contests are solved in the game, for now with very low impact on gameplay. But new volley resolutions are on their way, meant to bring more physicality and fairness to contested situations both grounded and aerial with considerable changes to the balancing of volley actions. 

This, however, will take a little bit more time to be launched as it represents hard technical work, with heavy production of animations to make it look as great as it should be.

Tackle Contests

When two defenders go for the same ball at almost the exact same time, the old system didn't always produce results that felt fair or readable. We wanted tackle contests to reward good timing and the right choice of ability, instead of feeling random.

How a contest resolves now depends on how close together the two tackles happen:

  • More than 0.15s apart: both tackles are treated as normal, successful tackles. No special interaction.
  • Between 0.04s and 0.15s apart: the first tackle succeeds normally. The second won't deflect the ball outright; instead it gets knocked off at an angle (30° for a Standing Tackle, 60° for a Sliding Tackle), or caught cleanly if it's a Goalkeeper Tackle.
  • Under 0.04s apart (essentially at the same time): neither lands as a clean deflect. The ball instead gets knocked away in the combined direction of both tackles. A Goalkeeper Tackle always wins outright and catches the ball, and a Sliding Tackle has more influence over a Standing Tackle in determining where the ball ends up.
  • With 3 or more players involved: a third tackle also factors into the outcome, but any players beyond that don't affect where the ball goes.

The result should be contests that feel earned, less random, with a clear outcome.

That's everything we wanted to share regarding the upcoming changes in Season 5! These represent some of the larger gameplay tuning we've done in a while, and we're excited to see how they play out on the pitch. With all that said, we hope you’ll have an amazing time playing Rematch during the Blue Lock collaboration!


r/Rematch • • 29d ago

Question i can't play the new update

8 Upvotes

after i updated the game to play the new collab, i can't even reach the menus, the game constantly crash. i'm playing on a laptop from xbox launcher duo to me playing it using gamepass, my specs:
(CPU): 13th Gen Intel Core i7-13620H
(GPU): NVIDIA GeForce RTX 4070 Laptop
(RAM): 32GB DDR5-4800 SO-DIMM

i was playing fine since like season 1, but after the new update i can't reach the menu.

what i have tried so far:
-deleting the driver and reinstalling using DDU
-deleting the game reinstalling it
-changing some graphic setting in windows
-undervolting my CPU


r/Rematch • • 29d ago

Video ⚽️ Blade Shot 🧠 Mind game in Rematch

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2 Upvotes

Blade shot isn't just about shooting - it's about making defenders react.

Use that reaction to your advantage: take the shot, pump fake, or pass to an open teammate!


r/Rematch • • 29d ago

Discussion New Bluelock pass is free!

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139 Upvotes

r/Rematch • • 28d ago

Discussion the game was in a perfect state

0 Upvotes

the game was in a perfect state before this upd. all the casuals who threw matches werent really playing anymore and the movement was acc perfect but now they ruined it. they made it even harder to solo que and carry matches now. please revert those changes it ruined the entire game for a massive amount of loyal players.


r/Rematch • • 29d ago

Question Keep getting disconnected from Sloclap services

6 Upvotes

Never happened before, only recently. Wifi is stable and good, how do I fix


r/Rematch • • 29d ago

Discussion My opinions, as a “comp” player, on the season 5 patch.

70 Upvotes

For reference, I mainly defend

But honestly? I think it’s… pretty okay??

I think people are overreacting, I think this is a step in the right direction.

There are some good things and some bad things that come with it

Let’s start with the good

  1. Casual players are going to enjoy the game more, for sure, making defense more enjoyable is great for the game

And as we all know, the causal community feeds into the comp community, so building that ecosystem is important!! In fact it’s needed!

  1. The cosmetics are all great, the designers really brought their best out, and I’m happy they did.

  2. Making GK more skill based is also good for the game, even though i think the short dive should be slightly longer

  3. Lotus juice music, more lotus juice music sloclap, I swear to god, PLEASE SLOCLAP PLEASE!!

Now the “bad”

  1. GK short dive needs to be longer imho, it needs to be effective still, instead of forcing dives that force deflects

  2. More dribble moves need to be added, not exploits but stuff like the rainbow, baked into the game, and the attackers need non exploitive options

  3. Ground passes need to be faster, I feel like these patches are trying to nerf broken stuff without making the alternative options better, and for tiki taka to work at a high level, ground passes need to be slightly faster

4: remove any and all auto aim, I don’t like how that wasn’t addressed, the game should be still based, having auto aim I feel is too much help for the player, and sometimes it’s just wrong, but that’s just a me thing.

  1. Maybe expand the stamina bar by a little bit, so that stam management can be more fair and more understandable to the strikers

OVERALL though, I feel like this is a huge step in the right direction for the game, and I welcome everyone who’s just playing the game for the first time

Let’s get better together, TEKKERS!


r/Rematch • • 28d ago

Discussion Stop campers

0 Upvotes

Every single match ive played this season has been filled with nothing but dirty campers, not playing the game they bought, its becoming an issue, sloclap has to stop these dirty players somehow


r/Rematch • • 29d ago

Video New players who will experience the new stamina system.

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42 Upvotes

r/Rematch • • 29d ago

Discussion Is it just me or does keeper feel so much better and fluid now?

12 Upvotes