The June 2025 update for Blue Lock Rivals didn’t just tweak the game; it unleashed a defensive phenomenon. At the heart of this transformation is Oliver Aiku, the U-20 Japan captain, whose entire Style has been comprehensively reworked, turning him into a veritable fortress on the pitch.
This guide provides a deep dive specifically into Aiku’s new Style abilities and his potent Awakening. We’ll break down each skill, explore its intended function, and examine the community’s initial, often intense, reactions. (Aiku’s revamped “Snake Flow” will be explored in a separate dedicated analysis). If you’re looking to understand the new king of defense, or how to possibly survive against him, read on.

Oliver Aiku has always been a pivotal figure in Blue Lock Rivals, mirroring his canonical role as a prodigious defender with exceptional tactical intelligence, spatial awareness (“Metavision”), and leadership. Pre-rework, his Style was already S-Tier for many. However, this update aimed to elevate him further, cementing his status as the premier defender, a figure whose presence alone could dictate the flow of a match.
Interestingly, the rework also subtly nods to Aiku’s past as a striker, weaving in offensive capabilities that have sparked considerable community debate.
Deconstructing the New Arsenal: Aiku’s Reworked Base Abilities
The reworked Aiku boasts a fresh set of base abilities: Ambush, Periscope, Snake Shot, Sixth Sense, and Territory. These fundamentally alter his on-field engagement.
Ambush (Ground – C Key Input)
This ground-based defensive maneuver is part of Aiku’s new core kit.
- Functionality: Specific mechanics aren’t fully detailed in available materials, but it’s intended as a tool for ground engagements.
- Community Note: Initial feedback has been harsh from some, with at least one community member deeming “Ambush” as “useless.”
Periscope (Air – C Key Input)
Designed for aerial dominance, Periscope allows Aiku to contest balls in the air.
- Functionality: An air-based defensive maneuver crucial for dealing with crosses or high passes.
- Community Note: Noted for its “ridiculous range.” However, some players dislike the “spinning land at the end” animation and have suggested reworks.
Snake Shot (V Key Input)
A direct acknowledgment of Aiku’s striker history, Snake Shot gives him a direct shooting skill from his base kit.
- Functionality: Provides Aiku with an offensive option, allowing him to take shots on goal.
- Community Debate: This ability is divisive. Some argue a primary defender shouldn’t possess such a potent base shot, while others see it as a faithful nod to Aiku’s character lore.
Sixth Sense (Key Input associated with B by some, but Territory is B)
A powerful, perhaps game-defining, goal-blocking ability.
- Functionality: When active near Aiku’s own goal, it reportedly makes scoring extremely difficult for opponents.
- Community Reaction: Widely considered overpowered (“op goal blocker”). There are strong calls for significant nerfs or reworks, though a minority find it “alright.”
Territory (B Key Input – On Steal)
This defensive zone ability is one of the most talked-about additions.
- Functionality: Creates an area where Aiku has enhanced defensive capabilities, described by some as offering a near 100% block chance that doesn’t expire and can even stop ultimate abilities.
- Community Reaction: Heavily criticized as “insanely busted” and “unbearable” to play against. Calls for nerfs are common, suggesting it become a single-charge ability or have an increased cooldown. Described as “SO ANNOYING AND SO SLOW.”
Aiku’s Awakening sequence, triggered by the G key for its cutscene and activation, unleashes three formidable snake-themed abilities, further showcasing his defensive and offensive duality.
Cobra
The initial skill in Aiku’s Awakening sequence, Cobra is visually inspired by his defensive movements in the anime, featuring a “cool cobra” visual.
- Community Concern: Some players find its visual execution or thematic link to Aiku’s established moves in the source material questionable, with comments like it being “absolute bs” or a move Aiku “has never and will never” do.
Basilisk
This is a redirection skill. Aiku leaps with a “second snake” to intercept and redirect aerial balls or shots, often towards his teammates. This ability is a nod to a specific defensive play from the U20 match in the Blue Lock manga/anime.
- Community Suggestion: Some feedback points to the visual, suggesting a change from a “hydra” appearance to a more traditional “snake” to better fit Aiku’s theme.
Viper
The final skill in the Awakening is an offensive shot, once again reflecting Aiku’s striker past. It features his “final snake, the viper,” during the shot animation.
- Community Criticism: This ability has drawn criticism for its main sound effect, which players have identified as being sourced from a Lego Star Wars game. There’s also a desire for character voicelines during this impactful moment.
Alternative Awakening Interpretations?
Some community discussions also mention “Snake Interception” (a guaranteed interception move with an anime-style animation, one-time use per Awakening) and “Vision Lock” (a targeted debuff delaying opponent moves and buffing Aiku’s tackle/interception against them). It’s currently unclear if these are separate, distinct abilities, components of the main three snake skills, or perhaps earlier concepts.
Gameplay Impact & Community Firestorm: The New Aiku on the Pitch
The reworked Aiku has undeniably caused a massive stir. Player reactions are strongly polarized:
- Overwhelming Power: A dominant sentiment is that the new Aiku is excessively strong, often described as “unbearable” and a “second goalkeeper.” His “Territory” and “Sixth Sense” abilities are frequently cited as making scoring goals “next to impossible.” The idea of facing a team with two Aikus is considered a nightmare scenario by many.
- Design Philosophy: While the new animations and Aiku’s updated intro screen have received some praise, there are criticisms that the rework prioritizes “flashy” visual effects over balanced gameplay or thematic consistency with Aiku’s established character from Blue Lock. Comparisons have been made to the Hiori refresh, which some players also felt favored style over substance. The absence of dialogue in key moments further detracts from the experience for some.
- Positive Takes: Players who main Aiku, or those who appreciate a much stronger defensive meta, have expressed more positive sentiments, finding the rework “good” or “kinda nice,” even if acknowledging some deviations from strict anime accuracy.
The potential for Aiku’s abilities to have independent cooldowns, as suggested by some community observations, could further contribute to his perceived high uptime and constant pressure, making him a relentless defensive force.
| Ability Name | Type | Key Input | Detailed Mechanics & Functionality (Based on available info) | Key Community Notes & Balance Concerns |
|---|---|---|---|---|
| Ambush | Base | C (ground) | Ground-based defensive maneuver. | Considered “useless” by some. |
| Periscope | Base | C (air) | Air-based defensive maneuver to contest aerial balls. | “Ridiculous range”; some dislike the “spinning land at the end.” |
| Snake Shot | Base | V | Direct shooting skill, providing an offensive option. | Divisive: Defender with base shot vs. Aiku’s striker past. |
| Sixth Sense | Base | B (unconfirmed) | Powerful goal-blocking ability when active near the goal. | Widely considered “op goal blocker”; calls for significant nerfs. |
| Territory | Base | B (on steal) | Defensive zone with near 100% block chance; doesn’t expire; can stop ultimates. | “Insanely busted,” “unbearable”; calls for nerfs like single charge and increased cooldown. “SO ANNOYING AND SO SLOW.” |
| Cobra | Awakening | G (activation) | First skill in Awakening; cobra visual inspired by Aiku’s anime movements. | Some find it thematically inappropriate. |
| Basilisk | Awakening | G (activation) | Second skill; redirection ability, Aiku leaps with a “second snake” to divert aerial balls/shots to teammates. | Suggestions to change “hydra” visual to “snake.” |
| Viper | Awakening | G (activation) | Final skill; an offensive shot featuring Aiku’s “final snake, the viper,” reflecting his striker past. | Sound effect criticized (Lego Star Wars); calls for voicelines. |
Mastering (or Surviving) the New Aiku
For those choosing to wield the new Aiku, mastering his kit will involve understanding the optimal use cases for each ability, managing their (potentially independent) cooldowns, and leveraging his immense defensive presence to control the game. His offensive tools, while controversial, add another layer to his strategic depth.
For opponents, facing the new Aiku is a monumental challenge. Scoring may require perfect execution, exploiting any tiny window of opportunity, or perhaps developing entirely new offensive strategies to bypass his near-impenetrable defense.
The new Aiku Style doesn’t just offer new moves; it feels like it warps the very fabric of defense in Blue Lock Rivals.
Oliver Aiku’s Style rework is a game-changer, transforming him into a defensive titan unlike any seen before. While his power is undeniable, the community’s concerns about balance are loud and clear. The true test of this rework will be how it settles into the evolving meta, especially with a ranked mode on the horizon, and how the developers respond to player feedback.





