GGST/Patch Notes

From Dustloop Wiki

Season 2

Version 1.24

1.24 Non-Gameplay Changes


Network Mode

  • Added support for cross-platform features between PlayStation 4 and PlayStation 5 versions with the Steam version.
    • This option can be turned off under Settings > System Settings.
  • Added a function to report other players.
    • This option can be selected from the player's R-Code.
  • Added a mute function, which can be selected from the R-Code of the player you would like to mute. The player will not know they have been muted.
    • Hides Player Name.
    • Hides text sent by that player.
    • Hides Digital Figure and other user-created content.
    • Match replays will be unable to viewed by the muted player.
    • Mute will reset after the game has been restarted.
  • Block function for players has been adjusted.
    • Blocked players names are displayed in red in online lobby, member list, etc.
    • Blocked players will remain even after game has been restarted.

R-Code

  • Reduced loading time for the R-Code top page.
  • Changed conditions for character shown on the R-Code top page from "most wins" to "highest level".
  • You can now see how many players are in the same room as you during Training Mode Matchmaking in Rank Tower or Open Park.
  • When entering a match, an icon now shows the connection strength with the opponent on the confirmation screen before the match.

Player Match

  • Fixed a bug where the spectator icon wouldn't be displayed within the "Wait Order/Spectating" list.
  • Fixed a bug where room members would not be displayed correctly when players entered a room over the player capacity simultaneously.
  • Fixed a bug where after beginning Training Mode Matchmaking at a specific timing, the player would not enter Training Mode and could not begin matchmaking.

Rank Tower

  • Adjusted rules for Assigned Floor changes so it's easier to drop floors.
  • Added the option to skip the Rating Update sequence.
  • Players can continue to rematch up to 3 matches even if their Assigned Floor changes during a set.
  • You can now select the room you would like to enter from Floor Select screen.

Universal Mechanic Changes & Character Balancing

1.24 Universal Changes


Overall Changes

Tension Gauge

  • Increased the amount of Tension gained when blocking attacks.
  • The amount gained now increases more depending on your character's R.I.S.C. Level.
  • The amount of Tension gained does not increase for the attacking character when an opponent with max R.I.S.C. Level blocks their attacks.

R.I.S.C. Level

  • The rate of R.I.S.C. Level depletion over time is now faster.

Psych Burst

  • R.I.S.C. Level now resets when Psych Burst is activated.

Roman Cancel

  • Input timing window is now the same when performed with attack buttons (pressed simultaneously) and with the Roman Cancel button.
  • There is now an input buffer window when performed with the Roman Cancel button.
  • Fixed a bug where the Tension Gauge would not deplete correctly when a Roman Cancel activated simultaneously with the super flash of certain moves.

Hurtbox of 6P

  • The height of the hurtbox during startup is now the same for all characters.
    • This has not changed the timing of the hurtboxes lowering, which is still character-specific.
    • Specifically all hurtbox heights are normalised to 2 heights, an initial head invuln height and an upper-body invuln height. Instances of characters having an intermediary above-waist invuln has been normalised to the head invuln height.
    • This change only affects May, Ramlethal, Goldlewis, Jack-O', Chaos, Baiken, Testament, and Bridget. Specifics listed in the character changes.

Proration

  • Proration has been added to attacks that did not have it previously, with the exception of certain moves.

Special Moves with Retreating Movement

  • These moves now cause the Tension Balance to deplete and the Negative value to increase, similar to back dashes, etc.

1.24 Character Changes


Anji Mito

  • 6PGGST Anji Mito 6P Hitbox.pngGuard:
    All
    Startup:
    10
    Recovery:
    25
    Advantage:
    -17
    BUFF
  • 5HGGST Anji Mito 5H.pngGuard:
    All
    Startup:
    15
    Recovery:
    23
    Advantage:
    -8
    REWORKED
    • Now launches opponent on grounded hit.
    • Decreased horizontal launch speed by 50%Speed changed from 20 to 10.
    • Reduced proration from 100% to 90%.
  • 2HGGST Anji Mito 2H.pngGuard:
    All
    Startup:
    22
    Recovery:
    19
    Advantage:
    -4
    NERF
    • Reduced proration from 100% to 90%.
  • 6HGGST Anji Mito 6H.pngGuard:
    All
    Startup:
    16
    Recovery:
    21
    Advantage:
    -8
    NERF
    • Reduced proration from 100% to 90%.
  • Fuujin (236H)GGST Anji Mito 236H.pngGuard:
    All
    Startup:
    16 [32]
    Recovery:
    21
    Advantage:
    -8 [-6]
    BUFF
    • Decreased horizontal launch speed by 43%Speed changed from 35 to 20.
  • Nagiha (236H~S)GGST Anji Mito 236HS.pngGuard:
    Low
    Startup:
    15 (28 with early cancel)
    Recovery:
    20
    Advantage:
    -7
    BUFF
    • Increased vertical launch speed by 38%Speed changed from 26 to 36 and gravity on hit decreased by 83%Gravity changed from 3 to 0.5, but now both change during the launchVertical speed reduces by 80% each frame 5~20F
      Gravity increases by 0.15 each frame 5~20F
      . Overall, launching higher, for longer.

Axl Low

  • 5PGGST Axl Low 5P.pngGuard:
    All
    Startup:
    7
    Recovery:
    19
    Advantage:
    -11
    BUFF
    • Can now be special canceled on hit or block during recovery.
  • 2PGGST Axl Low 2P.pngGuard:
    Low
    Startup:
    10
    Recovery:
    21
    Advantage:
    -13
    BUFF
    • Can now be special canceled on hit or block during recovery.
  • 5HGGST Axl Low 5H.pngGuard:
    All
    Startup:
    16
    Recovery:
    19
    Advantage:
    -4
    REWORKED
    • Now causes forced crouching on grounded Counter Hit. This always grants +1 hitstun due to crouching.
    • Reduced proration from 100% to 90%.
  • 6KGGST Axl Low 6K.pngGuard:
    All
    Startup:
    11
    Recovery:
    25
    Advantage:
    -13
    NERF
    • Reduced proration from 100% to 90%.
  • j.PGGST Axl Low j.P.pngGuard:
    High
    Startup:
    9
    Recovery:
    23
    Advantage:
    BUFF
    • Can now be special canceled on hit or block during recovery.
  • j.KGGST Axl Low j.K.pngGuard:
    High
    Startup:
    8
    Recovery:
    16
    Advantage:
    BUFF
    • Decreased horizontal launch speed by 44%Speed changed from 18 to 10.
  • j.DGGST Axl Low j.D.pngGuard:
    High
    Startup:
    10
    Recovery:
    22
    Advantage:
    BUFF
    • Increased vertical launch speed by 20%Speed changed from 25 to 30 and decreased horizontal launch speed by 40%Speed changed from 25 to 15.
  • Winter Mantis (41236H)GGST Axl Low 41236H 2.pngGuard:
    Ground Throw
    Startup:
    28
    Recovery:
    34
    Advantage:
    BUFF
    • Changes made to Winter Mantis when hitting as a strike during a combo:
      • Increased vertical launch speed by 19%Speed changed from 40 to 47.5 and decreased horizontal launch speed by 25%Speed changed from -10 to -7.5.
      • Opponent launches facing the opposite direction, affecting the opponent's hurtboxes.
      • Added a tumble effect on knockdown, extending the hard knockdown by 20 frames and maintaining a comboable state instead of OTG.
      • Reduced proration from 100% to 90%, however this has no effect.
  • Snail (All Versions) (214HGGST Axl Low 214H.pngGuard:
    All
    Startup:
    14
    Recovery:
    29
    Advantage:
    -24
    & j.214HGGST Axl Low j.214H.pngGuard:
    All
    Startup:
    14
    Recovery:
    Until L+10
    Advantage:
    -19
    ) REWORKED
    • Pushback increased by 86%Pushback rate changed from 70% to 130%.
    • Reduced proration from 100% to 90%.
  • Rainwater (214S)GGST Axl Low 214S.pngGuard:
    All
    Startup:
    24
    Recovery:
    21
    Advantage:
    +3
    REWORKED
    • Pushback reversed and increased by 86%Pushback rate changed from 75% to -100%, creating a vacuum-like effect. Pushback on Faultless Defense reversed and increasedFaultless Defense Minimum Pushback Rate changed from 75% to -100% to match.
    • Reversed and increased horizontal launch speed by 133%Speed changed from 30 to -70.
    • Decreases Tension Balance during the movementFrames 1~22, for a total of -225 Tension Balance.
    • Increases Negative value during the movementFrames 1~22, for a total 440~880Amount depends on distance:
      * Close-range: 440
      * Mid-range: 660
      * Far-range: 880
      Negative value.
  • Axl Bomber (j.236H)GGST Axl Low j.623H.pngGuard:
    All
    Startup:
    9
    Recovery:
    Until L+7
    Advantage:
    -22
    NERF
    • Reduced proration from 100% to 90%.

Baiken

  • 6KGGST Baiken 6K.pngGuard:
    All
    Startup:
    12
    Recovery:
    10
    Advantage:
    -5
    NERF
    • Reduced proration from 100% to 90%.
  • 5HGGST Baiken 5H.pngGuard:
    All
    Startup:
    13
    Recovery:
    25
    Advantage:
    -8
    NERF
    • Reduced proration from 100% to 90%.
  • 6PGGST Baiken 6P.pngGuard:
    All
    Startup:
    9
    Recovery:
    19
    Advantage:
    -10
    NERF
    • Raised hurtbox during frames 1~2 by 0.5%Hurtbox height changed from 199 to 200, to match the height of other characters.
  • 6HGGST Baiken 6H.pngGuard:
    All
    Startup:
    20
    Recovery:
    24
    Advantage:
    -13
    NERF
    • Reduced proration from 100% to 90%.
  • Tatami Gaeshi (All Versions) (236KGGST Baiken 236K.pngGuard:
    All
    Startup:
    15
    Recovery:
    5
    Advantage:
    -3
    & j.236KGGST Baiken 236K.pngGuard:
    All
    Startup:
    20
    Recovery:
    Landing+7
    Advantage:
    ) BUFF
    • Can now be input even if other Tatami Gaeshi projectiles are still active. Multiple Tatami Gaeshi may be active at the same time.
  • Kabari (All Versions) (41236SGGST Baiken 41236S.pngGuard:
    All
    Startup:
    31
    Recovery:
    16
    Advantage:
    +2
    & 41236HGGST Baiken 41236H.pngGuard:
    All
    Startup:
    18
    Recovery:
    19
    Advantage:
    -3
    ) NERF
    • Reduced proration from 100% to 90%.
  • Kabari (H Version) Follow-up (41236H~H)GGST Baiken 41236HH.pngGuard:
    All
    Startup:
    11 [23]
    Recovery:
    14
    Advantage:
    -7
    NERF
    • Reduced proration from 100% to 90%.
  • Youzansen (j.236SGGST Baiken j236S.pngGuard:
    High
    Startup:
    9
    Recovery:
    Landing+7
    Advantage:
    -14 (TK)
    ) BUFF
    • Decreased horizontal speed of the ground bounce by 40%Speed changed from 25 to 15. This applies to the late active frames, when Youzansen hits behind Baiken.
  • Hiiragi (236PGGST Baiken 236P 2.pngGuard:
    Startup:
    1
    Recovery:
    32
    Advantage:
    ) NERF
    • Replaced sound effect on startup with a more distinct voice line. The sound plays 3 frames earlier, from frame 4 to 1.
  • Kenjyu (All Versions) (214214PGGST Baiken 214214P.pngGuard:
    All (Guard Crush)
    Startup:
    8+3
    Recovery:
    Advantage:
    +5
    & j.214214PGGST Baiken j214214P.pngGuard:
    All (Guard Crush)
    Startup:
    11+3
    Recovery:
    Advantage:
    ) BUFF

Bridget

  • 2PGGST Bridget 2P.pngGuard:
    All
    Startup:
    7
    Recovery:
    9
    Advantage:
    -3
    BUFF
  • S Follow-UpGGST Bridget S.pngGuard:
    All
    Startup:
    12
    Recovery:
    27
    Advantage:
    -14
    ADJUSTED
  • 5HGGST Bridget 5H.pngGuard:
    All
    Startup:
    11
    Recovery:
    29
    Advantage:
    -17
    NERF
    • Decreased proration from 100% to 90%.
  • H Follow-UpGGST Bridget H.pngGuard:
    All
    Startup:
    12
    Recovery:
    26
    Advantage:
    -13
    ADJUSTED
  • 2HGGST Bridget 2H-1.pngGuard:
    All
    Startup:
    11
    Recovery:
    24
    Advantage:
    -19
    NERF
    • Decreased proration from 100% to 90%.
  • 6PGGST Bridget 6P.pngGuard:
    All
    Startup:
    10
    Recovery:
    20
    Advantage:
    -12
    BUFF
    • Now also launches when hitting standing opponents, similar to when hitting crouching opponents.
    • Lowered hurtbox during frames 1~3 by 8%Hurtbox height changed from 218 to 200, to match the height of other characters.
  • 6KGGST Bridget 6K.pngGuard:
    All
    Startup:
    12
    Recovery:
    13
    Advantage:
    -4
    NERF
    • Decreased proration from 100% to 90%.
  • 6HGGST Bridget 6H.pngGuard:
    All
    Startup:
    13
    Recovery:
    Advantage:
    -12
    NERF
    • Decreased proration from 100% to 90%.
  • Stop and Dash (All Versions) (236S, j.236S, 236H, j.236HGGST Bridget Stop and Dash Overlay Air.pngGuard:
    All
    Startup:
    15
    Recovery:
    3
    Advantage:
    -4
    , 214S, j.214S, 214H & j.214HGGST Bridget Stop and Dash 214X.pngGuard:
    All
    Startup:
    130
    Recovery:
    Total 30
    Advantage:
    ~
    ) BUFF
    • Increased damage from 30 to 40.
    • Increased movement speed of projectile by 8%Speed changed from 85 to 92. This affects both sending and returning the yo-yo, and increases the distance the yo-yo will be placed after sending it out.
    • Increased the vertical and horizontal proximity range of the yo-yo by 33%Proximity ranges changed from 120 to 160
  • Stop and Dash (Hit on Return) (214S & 214H)GGST Bridget Stop and Dash 214X.pngGuard:
    All
    Startup:
    130
    Recovery:
    Total 30
    Advantage:
    ~
    BUFF
    • Reduced recovery from 34f to 30f.
  • Rolling Movement (214K)GGST Bridget 214K.pngGuard:
    All
    Startup:
    20
    Recovery:
    0
    Advantage:
    +16 (Airborne)
    BUFF
    • Decreased pushback by 50%Pushback rate changed from 100% to 50%.
    • Increased gravity after hit or block by 100%Gravity changed from 2.5 to 5. This applies for 6F after hit or block when not followed up with any other actions.
    • When activated as the yo-yo returns to Bridget, she now moves towards where the yo-yo was initially placed.
    • No longer in Counter Hit recovery after active frames end.
  • Kick Start My Heart (236K)GGST Bridget 236K.pngGuard:
    All
    Startup:
    10
    Recovery:
    9
    Advantage:
    -20~+4
    BUFF
    • Increased horizontal proximity range by 22%Proximity range changed from 205 to 250.
  • Brake (236K~P)GGST Bridget 236KP.pngGuard:
    All
    Startup:
    7
    Recovery:
    19
    Advantage:
    -6
    BUFF
    • Expanded upper hitbox. (Current | Previous)
    • Decreased vertical launch speed by 29%Speed changed from 24 to 17 and decreased horizontal launch speed by 23%Speed changed from 26 to 20.
    • Added a Rolling Tumble effect on knockdown, extending the Soft Knockdown by 9 frames and maintaining a brief comboable state.
  • Return of the Killing Machine (All Versions) (632146H & j.632146H)GGST Bridget 632146H.pngGuard:
    All
    Startup:
    9+1
    Recovery:
    ~
    Advantage:
    +8
    BUFF
    • Increased number of hits from 5 to 7 (On-block changed from +8 to +16).
    • Roger's movement while hitting an opponent reduced by 25%Speed ratio changed from 20% to 15%.

Chipp Zanuff

  • 5HGGST Chipp Zanuff 5H.pngGuard:
    All
    Startup:
    11
    Recovery:
    16
    Advantage:
    -4
    NERF
    • Reduced proration from 100% to 90%.
  • 2HGGST Chipp Zanuff 2H.pngGuard:
    All
    Startup:
    12
    Recovery:
    24
    Advantage:
    -14
    NERF
    • Reduced proration from 100% to 90%.
  • 6HGGST Chipp Zanuff 6H.pngGuard:
    All
    Startup:
    17
    Recovery:
    18
    Advantage:
    -5
    REWORKED
    • The opponent will now be in crouching state on grounded hit. This always grants +1 hitstun due to crouching.
    • Reduced proration from 100% to 90%.
  • Alpha Blade (Horizontal) (236P)GGST Chipp Zanuff Alpha Blade Horizontal Ground.pngGuard:
    All
    Startup:
    29
    Recovery:
    19
    Advantage:
    -4
    BUFF
    • Increased vertical launch speed by 2%Speed changed from 25 to 25.5 and now launches horizontallySpeed changed from 0 to 10 in the direction Chipp is moving.
  • Aerial Alpha Blade (Horizontal) (j.236P)GGST Chipp Zanuff Alpha Blade Horizontal Air.pngGuard:
    All
    Startup:
    29
    Recovery:
    33
    Advantage:
    BUFF
    • Now launches horizontallySpeed changed from 0 to 7 in the direction Chipp is moving.
  • Resshou (236S)GGST Chipp Zanuff Resshou.pngGuard:
    All
    Startup:
    13
    Recovery:
    16
    Advantage:
    -4
    NERF
    • Reduced proration from 100% to 90%.
  • Senshuu (236S~236K)GGST Chipp Zanuff Senshuu.pngGuard:
    High
    Startup:
    20
    Recovery:
    20
    Advantage:
    -9
    BUFF
    • Reduced attack startup from 21f to 20f.
  • w.PGGST Chipp Zanuff wP.pngGuard:
    Startup:
    9
    Recovery:
    31
    Advantage:
    NERF
    • Reduced proration from 100% to 90%.
  • w.KGGST Chipp Zanuff wK.pngGuard:
    Startup:
    6
    Recovery:
    15
    Advantage:
    NERF
    • Reduced proration from 100% to 90%.
  • w.SGGST Chipp Zanuff wcS.pngGuard:
    Startup:
    6
    Recovery:
    18
    Advantage:
    NERF
    • Reduced proration from 100% to 90%.
  • w.SSGGST Chipp Zanuff wfS.pngGuard:
    Startup:
    7
    Recovery:
    23
    Advantage:
    NERF
    • Reduced proration from 100% to 90%.
  • w.HGGST Chipp Zanuff w5H.pngGuard:
    Startup:
    10
    Recovery:
    21
    Advantage:
    NERF
    • Reduced proration from 100% to 90%.
  • w.6HGGST Chipp Zanuff w6H.pngGuard:
    Startup:
    17
    Recovery:
    21
    Advantage:
    NERF
    • Reduced proration from 100% to 90%.

Faust

  • Air Dash REWORKED
    • Airdash cancels can be buffered an additional 6 frames in advance.
  • 5HGGST Faust 5H.pngGuard:
    All
    Startup:
    13
    Recovery:
    18
    Advantage:
    -7
    REWORKED
    • Increased pushback by 50%Pushback rate changed from 100% to 150%.
    • Reduced proration from 100% to 90%.
  • 2PGGST Faust 2P.pngGuard:
    Low
    Startup:
    7
    Recovery:
    11
    Advantage:
    -3
    BUFF
  • 2DGGST Faust 2D.pngGuard:
    Low
    Startup:
    12
    Recovery:
    18
    Advantage:
    -4
    BUFF
    • Increased pushback by 50%Pushback rate changed from 100% to 150%.
  • 6PGGST Faust 6P.pngGuard:
    All
    Startup:
    9
    Recovery:
    32
    Advantage:
    -21
    BUFF
    • Increased pushback by 50%Pushback rate changed from 100% to 150%.
  • Mix Mix Mix (All Versions) (236SGGST Faust 236S.pngGuard:
    All
    Startup:
    17
    Recovery:
    Advantage:
    -7
    & j.236SGGST Faust 236S.pngGuard:
    All
    Startup:
    17
    Recovery:
    Advantage:
    ) BUFF
    • Reduced attack startup from 21f to 17f.
  • Scarecrow (P and K Versions) (214PGGST Faust 214X.pngGuard:
    All
    Startup:
    54 [84]
    Recovery:
    10 [7]
    Advantage:
    -8 [+7]
    & 214KGGST Faust 214X.pngGuard:
    All
    Startup:
    54 [84]
    Recovery:
    10 [7]
    Advantage:
    -8 [+7]
    ) REWORKED
    • Reduced lower hurtbox during startup, slightly raised above the ground.
    • Reduced proration from 100% to 90%.
  • Thrust (41236K)GGST Faust 41236K.pngGuard:
    All
    Startup:
    26
    Recovery:
    19
    Advantage:
    -12
    NERF
    • Reduced proration from 100% to 90%.
      • This also applies to Pull Back and Home Run! follow-ups.

Giovanna

  • 5HGGST Giovanna 5H.pngGuard:
    All
    Startup:
    10
    Recovery:
    19
    Advantage:
    -5
    REWORKED
    • Increased downward vertical launch speed by 100%Speed changed from -40 to -80 and decreased horizontal launch speed by 17%Speed changed from 30 to 25.
    • Increased vertical speed of Ground Bounce by 100%Speed changed from 10 to 20 and now overrides horizontal speed at 60%Ground Bounce horizontal speed set to 15 of the initial launch.
    • Added Wall Bounce effect.
      • The Wall Bounce also overrides the launch speeds. Relative to the initial launch, it has 60%Wall Bounce horizontal speed set to 15 horizontal speed, and launches up at 28%Wall Bounce vertical speed set to 22 speed.
    • Reduced proration from 100% to 90%.
  • 2HGGST Giovanna 2H.pngGuard:
    All
    Startup:
    11
    Recovery:
    21
    Advantage:
    -8
    REWORKED
    • Pushback reversed and decreased by 63%Pushback rate changed from 80% to -30%, creating a vacuum-like effect. Pushback on Faultless Defense reversed and decreasedFaultless Defense Minimum Pushback Rate changed from 75% to -30% to match.
    • Reversed and increased horizontal launch speed by 50%Speed changed from 20 to -30.
    • Reduced proration from 100% to 90%.
  • 6HGGST Giovanna 6H.pngGuard:
    All
    Startup:
    17
    Recovery:
    15
    Advantage:
    -10
    NERF
    • Reduced proration from 100% to 90%.
  • 6HHGGST Giovanna 6HH.pngGuard:
    All
    Startup:
    11
    Recovery:
    Advantage:
    -11
    NERF
    • Reduced proration from 100% to 90%.
  • 6HHHGGST Giovanna 6HHH.pngGuard:
    All
    Startup:
    13
    Recovery:
    Advantage:
    -16
    NERF
    • Reduced proration from 100% to 90%.
  • Ground ThrowGGST Giovanna Ground Throw.pngGuard:
    Throw
    Startup:
    2
    Recovery:
    38
    Advantage:
    N/A
    BUFF
    • Frame advantage and distance after a successful throw is now the same against all characters regardless of weight.
    • Advantage increased from +38 to +39, matching the advantage on Light weight characters.
  • Sol Poente (All Versions) (214SGGST Giovanna 214S 1.pngGuard:
    All, High
    Startup:
    [4] 27
    Recovery:
    21
    Advantage:
    -5
    & j.214SGGST Giovanna 214S 1.pngGuard:
    All, High
    Startup:
    [4] 27
    Recovery:
    Until L+12
    Advantage:
    ) REWORKED
    • Changes to only the first hit:
      • Modified behaviour of move when used in the corner to reduce the chance of landing behind the opponent.
      • Reduced proration from 100% to 90%.
    • Changes to only the second hit:
  • Sol Poente (214S)GGST Giovanna 214S 1.pngGuard:
    All, High
    Startup:
    [4] 27
    Recovery:
    21
    Advantage:
    -5
    REWORKED
    • Changes to only the first hit:
      • Decreased horizontal launch speed by 12%Speed changed from -25 to -22.
      • Lowered the Same Attack Penalty limit from 2 to 1, meaning the 2nd hit and onwards result in increased gravity for the remainder of the combo. The second hit and air versions remain at 2.

Goldlewis Dickinson

  • 5KGGST Goldlewis Dickinson 5K.pngGuard:
    Low
    Startup:
    10
    Recovery:
    12
    Advantage:
    -7
    BUFF
    • Added Stagger effect on Counter Hit, with a minimum 17F duration on fastest recovery, equivalent to crouching hitstun.
  • 5HGGST Goldlewis Dickinson 5H.pngGuard:
    All
    Startup:
    19
    Recovery:
    15
    Advantage:
    -2
    NERF
    • Reduced proration from 100% to 90%.
  • 2HGGST Goldlewis Dickinson 2H.pngGuard:
    All
    Startup:
    20
    Recovery:
    30
    Advantage:
    -15
    NERF
    • Reduced proration from 100% to 90%.
  • 6PGGST Goldlewis Dickinson 6P.pngGuard:
    All
    Startup:
    12
    Recovery:
    27
    Advantage:
    -19
    BUFF
    • Lowered hurtbox during frames 1~2 by 16%Hurtbox height changed from 238 to 200, to match the height of other characters.
  • 6HGGST Goldlewis Dickinson 6H.pngGuard:
    All
    Startup:
    25
    Recovery:
    30
    Advantage:
    -14
    NERF
    • Reduced proration from 100% to 90%.
  • j.HGGST Goldlewis Dickinson jH.pngGuard:
    High
    Startup:
    15
    Recovery:
    20
    Advantage:
    REWORKED
  • Behemoth Typhoon (41236HGGST Goldlewis Dickinson Behemoth Typhoon (426).pngGuard:
    All (Guard Crush)
    Startup:
    12
    Recovery:
    18
    Advantage:
    +12~+16
    , j.41236HGGST Goldlewis Dickinson Behemoth Typhoon (426).pngGuard:
    All
    Startup:
    12
    Recovery:
    Until landing+10
    Advantage:
    -25~+7
    , 63214HGGST Goldlewis Dickinson Behemoth Typhoon (624).pngGuard:
    All (Guard Crush)
    Startup:
    12
    Recovery:
    21
    Advantage:
    -5
    , j.63214HGGST Goldlewis Dickinson Behemoth Typhoon (624).pngGuard:
    All
    Startup:
    12
    Recovery:
    Until landing+10
    Advantage:
    -25~+7
    , 23698HGGST Goldlewis Dickinson Behemoth Typhoon (268).pngGuard:
    All (Guard Crush)
    Startup:
    12
    Recovery:
    18
    Advantage:
    +3~14
    , j.23698HGGST Goldlewis Dickinson Behemoth Typhoon (268).pngGuard:
    All
    Startup:
    12
    Recovery:
    Until landing+10
    Advantage:
    -25~+7
    , j.21478HGGST Goldlewis Dickinson Behemoth Typhoon (248).pngGuard:
    All
    Startup:
    12
    Recovery:
    Until landing+10
    Advantage:
    -25~+7
    , 69874HGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuard:
    All* (Guard Crush)
    Startup:
    12
    Recovery:
    21
    Advantage:
    -5
    , j.69874HGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuard:
    All
    Startup:
    12
    Recovery:
    Until landing+10
    Advantage:
    -25~+7
    , j.47896HGGST Goldlewis Dickinson Behemoth Typhoon (486).pngGuard:
    All
    Startup:
    12
    Recovery:
    Until landing+10
    Advantage:
    -25~+7
    , j.87412HGGST Goldlewis Dickinson Behemoth Typhoon (842).pngGuard:
    All
    Startup:
    12
    Recovery:
    Until landing+10
    Advantage:
    -25~+7
    & j.89632HGGST Goldlewis Dickinson Behemoth Typhoon (862).pngGuard:
    All
    Startup:
    12
    Recovery:
    Until landing+10
    Advantage:
    -25~+7
    ) NERF
    • Reduced proration during 'All' guard sections of swings from 100% to 90%. No changes were made to the proration when the attack is guarded High (90%) or Low (80%).
  • Thunderbird (All Versions) (214S)GGST Goldlewis Dickinson Thunderbird.pngGuard:
    All
    Startup:
    57
    Recovery:
    42 Total
    Advantage:
    NERF
    • The drone and its attacks disappear when Goldlewis is hit. This includes having his throw clashed and being hit by a Yellow Roman Cancel.
    • The hit effect of the final hit now varies depending on the Security Level.
      • Previously all Security Levels resulted in a launch into hard knockdown.
      • Security Level 1: now leaves the opponent grounded on hit.
      • Security Level 2: now launches into a soft knockdown.
      • Security Level 3: Unchanged, launches into a hard knockdown.
  • Burn It Down (All Versions) (236236K)GGST Goldlewis Dickinson Burn It Down.pngGuard:
    All
    Startup:
    13+(84 Flash)+79
    Recovery:
    27 Total
    Advantage:
    BUFF
    • Increased number of hits by 5 across all Security Levels:
      • Level 1: Increased number of hits from 5 to 10.
      • Level 2: Increased number of hits from 10 to 15.
      • Level 3: Increased number of hits from 15 to 20.
    • Increased total duration of laser by 20 frames.

Happy Chaos

  • 6PGGST Happy Chaos 6P.pngGuard:
    All
    Startup:
    9
    Recovery:
    25
    Advantage:
    -16
    NERF
    • Raised hurtbox during frames 1~3 by 0.5%Hurtbox height changed from 199 to 200, to match the height of other characters.
  • 6KGGST Happy Chaos 6K.pngGuard:
    Low
    Startup:
    16
    Recovery:
    16
    Advantage:
    -7
    NERF
    • Increased attack startup from 14f to 16f.
    • Increased vertical launch speed by 20%Speed changed from 50 to 60, gravity on hit reduced by 10%Gravity changed from 1.0 to 0.9, and speed change during launch reduced by 1 frameVertical speed reduction by 60% per frame changed from 5~15F to 6~15F.
  • 6SGGST Happy Chaos 6S.pngGuard:
    All
    Startup:
    12
    Recovery:
    24
    Advantage:
    -14
    BUFF
    • Delayed gravity change during launch by 8 framesGravity increase by 0.1 per frame changed from 5~27F to 13~43F but occurs for an additional 8 frames.
      • Overall higher launch. Advantage on hit changed from +20 to +24.
  • j.DGGST Happy Chaos jD.pngGuard:
    High
    Startup:
    11
    Recovery:
    21
    Advantage:
    -
    BUFF
    • Reversed and increased pushback by 60%Pushback rate changed from 50% to -80%, creating a vacuum-like effect. Pushback on Faultless Defense reversed and decreasedFaultless Defense Minimum Pushback Rate changed from 75% to -80% to match.
    • Reversed horizontal launch speedSpeed changed from 15 to -15, creating a vacuum-like effect.
  • At the Ready H (HGGST Happy Chaos 5H.pngGuard:
    -
    Startup:
    -
    Recovery:
    Total 12
    Advantage:
    -
    ) BUFF
    • Reduced recovery when failing to activate as a result of having no Concentration from 59 to 36.
  • Cancel Aim REWORKED
    • Can now be activated with any downward input, including the 1 1 or 3 3 directions.
  • Scapegoat (236K)GGST Happy Chaos 236K.pngGuard:
    -
    Startup:
    10
    Recovery:
    43 total
    Advantage:
    -
    NERF
    • Decreases Tension Balance during the movementFrames 1~31, for a total of -3069 Tension Balance.
    • Increases Negative value during the movementFrames 1~31, for a total 1240~2573Amount depends on distance:
      * Close-range: 1240
      * Mid-range: 1612
      * Far-range: 2573
      Negative value.
  • Curse (236P)GGST Happy Chaos 236P.pngGuard:
    -
    Startup:
    -
    Recovery:
    29 total
    Advantage:
    -
    NERF
    • Decreases Tension Balance during the movementFrames 1~20, for a total of -1980 Tension Balance.
    • Increases Negative value during the movementFrames 1~20, for a total 880~1660Amount depends on distance:
      * Close-range: 800
      * Mid-range: 1040
      * Far-range: 1660
      Negative value.

I-No

  • Dash BUFF
    • Startup can now be canceled into a jump during the first 6 frames.
      • Performing a jump during this window results in a dash jump, granting additional momentumAdded 6 momentum for further forward movement.
    • Sped up timing when I-No can block and trigger proximity guard from frame 13 to 10.
    • The dash will now be interrupted if a backwards direction (4 4, 7 7, or 1 1) is input, even if a Dash Dash input is held.
    • Removed the ability to Gold Psych Burst during a dash cancel. Bug fix
  • Air Dash REWORKED
    • The dash will now be interrupted if a backwards direction (4 4, 7 7, or 1 1) is input, even if a Dash Dash input is held.
  • 5HGGST I-No 5H.pngGuard:
    All
    Startup:
    15
    Recovery:
    23
    Advantage:
    -8
    NERF
    • Reduced proration from 100% to 90%.
  • 2HGGST I-No 2H.pngGuard:
    All
    Startup:
    11
    Recovery:
    14
    Advantage:
    -5
    NERF
    • Reduced proration from 100% to 90%.
  • 6HGGST I-No 6H.pngGuard:
    All
    Startup:
    7
    Recovery:
    19
    Advantage:
    -8
    NERF
    • Reduced proration from 100% to 90%.
  • Antidepressant Scale (All Versions) (214PGGST I-No Antidepressant Scale.pngGuard:
    All
    Startup:
    29
    Recovery:
    Total 51
    Advantage:
    -16
    & j.214PGGST I-No Antidepressant Scale.pngGuard:
    All
    Startup:
    28
    Recovery:
    Until Landing + 6
    Advantage:
    -16
    ) BUFF
    • Added horizontal proximity rangeHorizontal proximity range maximum of 180
      Horizontal proximity range minimum of -500
      for the attack to connect. This means the projectile will not trigger on hurtboxes unless within a certain distance of the opponent.
    • Expanded attack hitbox on hit or block.
  • Stroke the Big Tree S (236SGGST I-No Stroke the Big Tree.pngGuard:
    Low
    Startup:
    16
    Recovery:
    15
    Advantage:
    -7
    ) BUFF
    • Lowered hurtbox on frame 4 to match the height on frame 3. Previously, the hurtbox would momentarily go up higher.
  • Stroke the Big Tree H (236HGGST I-No Stroke the Big Tree.pngGuard:
    Low
    Startup:
    28
    Recovery:
    16
    Advantage:
    -2
    ) BUFF
    • Lowered hurtbox on frames 7~8 to match the height on frames 5~6. Previously, the hurtbox would momentarily go up higher.
  • Sultry Performance (All Versions) (j.236KGGST I-No Sultry Performance 1.pngGuard:
    All
    Startup:
    10
    Recovery:
    Until Landing + 13
    Advantage:
    -1~(-2) [+4] [(+2)]
    , j.236SGGST I-No Sultry Performance 2.pngGuard:
    All
    Startup:
    10
    Recovery:
    Until Landing + 13
    Advantage:
    -2~(-4) [+4] [(+1)]
    & j.236HGGST I-No Sultry Performance 3.pngGuard:
    All
    Startup:
    9
    Recovery:
    Until Landing + 6
    Advantage:
    ?(-7) [(-2)]
    ) NERF
    • Reduced proration from 100% to 90%.
  • Sultry Performance (K and S Versions) (j.236KGGST I-No Sultry Performance 1.pngGuard:
    All
    Startup:
    10
    Recovery:
    Until Landing + 13
    Advantage:
    -1~(-2) [+4] [(+2)]
    & j.236SGGST I-No Sultry Performance 2.pngGuard:
    All
    Startup:
    10
    Recovery:
    Until Landing + 13
    Advantage:
    -2~(-4) [+4] [(+1)]
    ) BUFF
    • Reduced landing recovery from 18f to 13f. On-block changed from -7~[+1] to -2~[+4].

Jack-O'

  • 2SGGST Jack-O 2S.pngGuard:
    All
    Startup:
    9
    Recovery:
    22
    Advantage:
    -15
    BUFF
    • Changed the Servants' trajectory when hitting them with this attack.
      • Servant bounce vertical speed increased by 11%Speed changed from 45 to 50 and horizontal speed increased by 80%Speed changed from 10 to 18.
      • Servant bounce vertical speed is doubled for the first frameMoves at 100 speed on frame 1
  • 5HGGST Jack-O 5H.pngGuard:
    All
    Startup:
    10
    Recovery:
    23
    Advantage:
    -6
    NERF
    • Reduced proration from 100% to 90%.
  • 2HGGST Jack-O 2H.pngGuard:
    All
    Startup:
    15
    Recovery:
    18
    Advantage:
    -5
    NERF
    • Reduced proration from 100% to 90%.
  • 6PGGST Jack-O 6P.pngGuard:
    All
    Startup:
    10
    Recovery:
    20
    Advantage:
    -12
    REWORKED
    • Lowered hurtbox during frame 1 by 5%Hurtbox height changed from 211 to 200 to match the height of other characters, and raised hurtbox during frame 2 by 20%Hurtbox height changed from 167 to 200 to match the initial frame 1 height.
  • 6HGGST Jack-O 6H.pngGuard:
    All
    Startup:
    8,19
    Recovery:
    14
    Advantage:
    -6
    NERF
    • Reduced proration from 100% to 90%.
  • 5DGGST Jack-O 5D.pngGuard:
    High
    Startup:
    20
    Recovery:
    26
    Advantage:
    -15
    BUFF
    • Reduced frontal hurtbox after the attack active frames end.
  • Servants ADJUSTED
    • Fixed a bug causing unintended Servant behavior when a Servant's hitbox touched another Servant under certain conditions. Unknown effect
  • Throw Servant (All Versions) (hs.6X & hs.j.6X)GGST JackO Throw Servant.pngGuard:
    All
    Startup:
    12
    Recovery:
    Total 27
    Advantage:
    +5
    BUFF
    • Added Wall Bounce effect.
      • The Wall Bounce speed scales to the current speed. Relative to the current speed, it has 30% horizontal speed, and 25% vertical speed.
  • Release Servant (All Versions) (hs.D & hs.j.D)GGST JackO Release Servant.pngGuard:
    -
    Startup:
    Recovery:
    Total 11
    Advantage:
    ADJUSTED
    • Can now also be input to occur automatically by holding D.
      • Holding 6D before the input buffer will still result in Release Servant and not Throw Servant.
      • Holding 7D, 8D, or 9D will result in Jack-O' performing a jump and Air Release Servant on the first possible frame.
      • This also functions during Jack-O's Defend Command to automatically cancel the Guard Crush attack.
  • Countdown (All Versions) (214H, hs.H, j.214H & hs.j.H)GGST Jack-O 214H.pngGuard:
    All
    Startup:
    3+180+26
    Recovery:
    Total 24
    Advantage:
    BUFF
    • Horizontal and vertical speeds now reduce during the launchVertical speed reduces by 20% each frame 6~17F
      Horizontal speed reduces by 20% each frame 6~15F
      .
    • Reduced gravity on hit by 83%Gravity changed from 3 to 0.5 but it now changes during the launchGravity increases by 0.05 each frame 6~36F.
      • Overall launch is substantially higher and longer.
  • Servant Shoot (All Versions) (236K, hs.K, j.236K & hs.j.K)GGST Jack-O 236K.pngGuard:
    All
    Startup:
    15
    Recovery:
    25
    Advantage:
    -12
    NERF
    • Reduced proration from 100% to 90%.

Ky Kiske

  • 6KGGST Ky Kiske 6K.pngGuard:
    All
    Startup:
    25
    Recovery:
    11
    Advantage:
    +4
    NERF
    • Reduced proration from 100% to 90%.
  • 5HGGST Ky Kiske 5H.pngGuard:
    All
    Startup:
    14
    Recovery:
    21
    Advantage:
    -8
    ADJUSTED
    • Expanded frontal hitbox. (Current | Previous)
    • Reduced proration from 100% to 90%.
  • 2HGGST Ky Kiske 2H.pngGuard:
    All
    Startup:
    11
    Recovery:
    28
    Advantage:
    -13
    NERF
    • Reduced proration from 100% to 90%.
  • 6HGGST Ky Kiske 6H.pngGuard:
    All
    Startup:
    15
    Recovery:
    20
    Advantage:
    -7
    NERF
    • Reduced proration from 100% to 90%.
  • Stun Dipper (2nd Hit) (236K)GGST Ky Kiske 236K 2.pngGuard:
    Low, All
    Startup:
    5
    Recovery:
    26
    Advantage:
    -15 [-10]
    NERF
    • Reduced proration on second hit from 100% to 90%. The first hit remains unchanged at 90%.
  • Foudre Arc (All Versions) (214K)GGST Ky Kiske 214K.pngGuard:
    All
    Startup:
    24
    Recovery:
    6
    Advantage:
    -2~+6 [+5~+12]
    BUFF
    • Decreased pushback on hit by 30%Pushback rate changed from 100% to 70%. Pushback on block remains unchanged.
  • Dire Eclat (All Versions) (214S)GGST Ky Kiske 214S.pngGuard:
    All
    Startup:
    14
    Recovery:
    25
    Advantage:
    -8 [-6]
    NERF
    • Reduced proration from 100% to 90%.
  • Sacred Edge (All Versions) (236236P)GGST Ky Kiske 236236P.pngGuard:
    All [All (Guard Crush)]
    Startup:
    4+3
    Recovery:
    32
    Advantage:
    +10 [+26]
    BUFF
    • No change was made to move at its base state.
    • During Shock State, added Guard Crush effect to the final hit on block, for 29F.
      • On-block changed from +18 to +26.
      • Increased chip damage rate of the final hit from 25% to 50%.
    • During Dragon Install, added Guard Crush effect to the final hit on block, for 29F.
      • On-block changed from +24 to +32.
      • Increased chip damage rate of the final hit from 37% to 62%.

Leo Whitefang

  • Hurtbox NERF
    • Expanded hurtbox during a specific 9 frame windowWhen Leo is visually approximately horizontal, facing up late into face-up launches.
  • 6KGGST Leo Whitefang 6K.pngGuard:
    All
    Startup:
    14
    Recovery:
    18
    Advantage:
    -4
    ADJUSTED
    • Decreased horizontal launch speed by 43%Speed changed from 40 to 23
    • Reduced proration from 100% to 90%.
  • 5HGGST Leo Whitefang 5H.pngGuard:
    All
    Startup:
    15
    Recovery:
    22
    Advantage:
    -10
    NERF
    • Reduced proration from 100% to 90%.
  • 2HGGST Leo Whitefang 2H.pngGuard:
    All
    Startup:
    12
    Recovery:
    30
    Advantage:
    -20
    NERF
    • Reduced proration from 100% to 90%.
  • 6HGGST Leo Whitefang 6H.pngGuard:
    All
    Startup:
    28
    Recovery:
    30
    Advantage:
    -15
    NERF
    • Reduced proration from 100% to 90%.
  • 2DGGST Leo Whitefang 2D.pngGuard:
    Low
    Startup:
    12
    Recovery:
    19
    Advantage:
    -8
    BUFF
    • Increased vertical launch speed by 15%Speed changed from 20 to 23.
    • Removed increased vertical launch speed on Counter Hit. Previously increasing the speed by 10%Speed changed from 20 to 22 on Counter Hit.
  • Erstes Kaltes Gestöber (236S)GGST Leo Whitefang Kaltes Gestober Erst.pngGuard:
    All
    Startup:
    12
    Recovery:
    20
    Advantage:
    -6
    ADJUSTED
    • Expanded frontal hitbox and hurtbox. (Current | Previous)
    • Reduced proration from 100% to 90%.
  • Blitzschlag (bt.214H)GGST Leo Whitefang bt 214H.pngGuard:
    All (Guard Crush)
    Startup:
    29
    Recovery:
    33
    Advantage:
    +21
    NERF
    • Reduced proration from 100% to 90%.

May

  • Forward Jump BUFF
    • Increased forward movement speed during jump by 19%Speed changed from 6.3 to 7.5.
  • 5HGGST May 5H.pngGuard:
    All
    Startup:
    13
    Recovery:
    15
    Advantage:
    -4
    NERF
    • Reduced proration from 100% to 90%.
  • 2HGGST May 2H.pngGuard:
    All
    Startup:
    11
    Recovery:
    26
    Advantage:
    -20
    NERF
    • Reduced proration from 100% to 90%.
  • 6PGGST May 6P.pngGuard:
    All
    Startup:
    12
    Recovery:
    18
    Advantage:
    -7
    NERF
    • Raised hurtbox during frames 2~3 by 12%Hurtbox height changed from 179 to 200, to match the initial frame 1 height.
  • 3KGGST May 3K.pngGuard:
    Low
    Startup:
    11
    Recovery:
    15
    Advantage:
    -10
    BUFF
    • Increased active frames from 6F to 9F.
    • Reduced recovery frames from 21F to 15F.
      • On-block changed from -13 to -10.
  • 6HGGST May 6H.pngGuard:
    All [All (Guard Crush)]
    Startup:
    16 [40]
    Recovery:
    24 [24]
    Advantage:
    -8 [+8]
    NERF
    • Reduced proration from 100% to 90%.
  • j.2HGGST May j.2H.pngGuard:
    High
    Startup:
    13
    Recovery:
    6
    Advantage:
    BUFF
    • Counter Hit level changed from Very Small to Mid.
  • Mr. Dolphin (Horizontal) (All Versions) ([4]6SGGST May Mr. Dolphin Horizontal.pngGuard:
    All
    Startup:
    7
    Recovery:
    11 (24 OH)
    Advantage:
    -3
    & [4]6HGGST May Mr. Dolphin Horizontal.pngGuard:
    All
    Startup:
    25
    Recovery:
    11 (18 OH)
    Advantage:
    +7
    ) BUFF
    • S Version reduced recovery frames on hit or block from 26F to 24F.
      • On-block changed from -5 to -3.
      • On-hit changed from -2 to 0.
    • H Version reduced recovery frames on hit or block from 20F to 18F.
      • On-block changed from +5 to +7.
      • On-hit changed from +8 to +10.
  • Mr. Dolphin (Vertical) (All Versions) ([2]8SGGST May Mr. Dolphin Vertical.pngGuard:
    All→High
    Startup:
    6
    Recovery:
    7 (21 OH)
    Advantage:
    0 (Airborne)
    & [2]8HGGST May Mr. Dolphin Vertical.pngGuard:
    All→High
    Startup:
    11
    Recovery:
    8 (19 OH)
    Advantage:
    +6 (Airborne)
    ) NERF
    • Reduced proration from 100% to 90% while ascending. Descending proration remains unchanged at 80%.
  • Arisugawa Sparkle (All Versions) (214PGGST May Arisugawa Sparkle.pngGuard:
    All
    Startup:
    48
    Recovery:
    Total 45
    Advantage:
    +29
    & 214KGGST May Arisugawa Sparkle.pngGuard:
    All
    Startup:
    48
    Recovery:
    Total 45
    Advantage:
    +29
    ) BUFF
    • Creates a stationary hitbox after the projectile hits the ground for an additional 10F.
      • The lingering hitbox gradually increases in size at 20% every 2 frames.

Millia Rage

  • 6KGGST Millia Rage 6K.pngGuard:
    High
    Startup:
    28
    Recovery:
    10
    Advantage:
    +2
    BUFF
    • Reduced recovery from 14F to 10F.
      • On-block changed from -2 to +2.
      • On-hit changed from +2 to +6.
  • 5HGGST Millia Rage 5H.pngGuard:
    All
    Startup:
    12
    Recovery:
    23
    Advantage:
    -8
    ADJUSTED
    • Decreased horizontal launch speed by 33%Speed changed from 30 to 20.
    • Increased vertical speed of Ground Bounce by 100%Speed changed from 10 to 20 and now overrides horizontal speed at 50%Ground Bounce horizontal speed set to 10 of the initial launch.
    • Reduced proration from 100% to 90%.
  • 2HGGST Millia Rage 2H.pngGuard:
    All
    Startup:
    14
    Recovery:
    17
    Advantage:
    -7
    NERF
    • Reduced proration from 100% to 90%.
  • 6HGGST Millia Rage 6H 1.pngGuard:
    All
    Startup:
    15
    Recovery:
    23
    Advantage:
    -8
    ADJUSTED
    • Reduced startup from 17 to 15.
    • Reduced proration from 100% to 90%.
  • 2DGGST Millia Rage 2D.pngGuard:
    Low
    Startup:
    12
    Recovery:
    19
    Advantage:
    -8
    BUFF
    • Reduced recovery from 22F to 19F.
      • On-block changed from -11 to -8.
  • Ground ThrowGGST Millia Rage Ground Throw.pngGuard:
    Ground Throw
    Startup:
    2
    Recovery:
    38
    Advantage:
    -
    BUFF
    • Frame advantage and distance after a successful throw is now the same against all characters regardless of weight.
      • No change to the frame advantage on Mid weight characters.
  • Turbo Fall (j.236K)GGST Millia Rage Turbo Fall.pngGuard:
    -
    Startup:
    14
    Recovery:
    9L
    Advantage:
    -
    BUFF
    • Millia can now move to the other side of the opponent even when they are in the corner.
    • Reduced hurtbox behind Millia. (Current | Previous)
  • Tandem Top (All Versions) (236SGGST Millia Rage Tandem Top Full.pngGuard:
    All
    Startup:
    12
    Recovery:
    Total 45
    Advantage:
    -10
    & 236HGGST Millia Rage Tandem Top Full.pngGuard:
    All
    Startup:
    73
    Recovery:
    Total 51
    Advantage:
    -
    ) BUFF
    • Increased attack level from 2 to 3.
      • S Version on-block changed from -14 to -10.
      • H Version on-block changed from +54 to +58.
      • Slightly increased the cost of blocking with Faultless Defense.
      • No change to Tension Gain or R.I.S.C. Gain as it is a projectile with a fixed level of each.
  • Lust Shaker (214S)GGST Millia Rage Lust Shaker.pngGuard:
    All
    Startup:
    17
    Recovery:
    16
    Advantage:
    -5, -7, -9
    NERF
    • Reduced proration from 100% to 90%.

Nagoriyuki

  • Blood Gauge NERF
    • Nagoriyuki now receives additional damage based on his Blood Gauge:
      • Blood Level 1: +0% damage, default health.
      • Blood Level 2: +11.11%Internally calculated as a division of 0.9, resulting in an unusual amount damage
      • Blood Level 3: +25% damage
      • Blood Rage: +25% damage
  • 2SGGST Nagoriyuki 2S.pngGuard:
    Low
    Startup:
    12
    Recovery:
    21
    Advantage:
    -11
    NERF
    • Increased recovery from 15f to 21f.
      • On-block changed from -5 to -11.
      • On-hit changed from -2 to -8.
  • f.SSGGST Nagoriyuki fS2.pngGuard:
    Mid
    Startup:
    13
    Recovery:
    19
    Advantage:
    -8
    NERF
    • Reduced proration from 100% to 90%.
  • f.SSSGGST Nagoriyuki fS3.pngGuard:
    Mid
    Startup:
    14
    Recovery:
    35
    Advantage:
    -22
    ADJUSTED
    • Reduced recovery from 38f to 35f.
      • On-block changed from -25 to -22.
      • On-hit changed from +31 to +34
    • Reduced proration from 100% to 90%.
  • 5HGGST Nagoriyuki 5HComparison.pngGuard:
    Mid
    Startup:
    20
    Recovery:
    27
    Advantage:
    -14
    NERF
    • Reduced lower hitbox.
    • Reduced proration from 100% to 90%.
  • 2HGGST Nagoriyuki 2HComparison.pngGuard:
    Mid
    Startup:
    19
    Recovery:
    29
    Advantage:
    -17
    NERF
    • Reduced proration from 100% to 90%.
  • 6HGGST Nagoriyuki 6HComparison.pngGuard:
    Mid
    Startup:
    17
    Recovery:
    30
    Advantage:
    -17
    NERF
    • Reduced proration from 100% to 90%.
  • Shizuriyuki (623H)GGST Nagoriyuki Shizuriyuki1.pngGuard:
    Mid
    Startup:
    11
    Recovery:
    21
    Advantage:
    -7
    NERF
    • 623H reduced proration from 100% to 90%.
    • 623HH reduced proration from 100% to 90%.
  • Fukyo (Backward) (214K)GGST Nagoriyuki Fukyo.pngGuard:
    N/A
    Startup:
    -
    Recovery:
    Total 16
    Advantage:
    N/A
    NERF
    • Decreases Tension Balance during the initial movementFrames 1~16, for a total of -1584 Tension Balance.
    • Increases Negative value during the initial movementFrames 1~16, for a total 640~1328Amount depends on distance:
      * Close-range: 640
      * Mid-range: 832
      * Far-range: 1328
      Negative value.
      • Cancelling Fukyo into Fukyo (Forward) or another special on frames 14~16 will slightly reduce the penalty to both Tension Balance and Negative value.

Potemkin

  • 6KGGST Potemkin 6K.pngGuard:
    All
    Startup:
    22
    Recovery:
    18
    Advantage:
    -6
    NERF
    • Reduced proration from 100% to 90%.
  • f.SGGST Potemkin f.S.pngGuard:
    All
    Startup:
    12
    Recovery:
    18
    Advantage:
    -8
    BUFF
    • Expanded frontal and upward hitbox during late active frames 15~18. (Current | Previous)
  • 5HGGST Potemkin 5H.pngGuard:
    All
    Startup:
    16
    Recovery:
    25
    Advantage:
    -11
    ADJUSTED
    • Expanded frontal hitbox during early active frames 16~17. (Current | Previous)
    • Reduced proration from 100% to 90%.
  • 2HGGST Potemkin 2H.pngGuard:
    All
    Startup:
    13
    Recovery:
    35
    Advantage:
    -21
    NERF
    • Reduced proration from 100% to 90%.
  • 6HGGST Potemkin 6H.pngGuard:
    All
    Startup:
    23
    Recovery:
    29
    Advantage:
    -15
    NERF
    • Reduced proration from 100% to 90%.
  • 2DGGST Potemkin 2D.pngGuard:
    Low
    Startup:
    13
    Recovery:
    18
    Advantage:
    -8
    BUFF
    • Reduced recovery from 21f to 18f.
      • On-block changed from -11 to -8.
  • Heat Knuckle (623H)GGST Potemkin Heat Knuckle 1.pngGuard:
    Air Guard Crush
    Startup:
    12
    Recovery:
    18
    Advantage:
    +10~+3
    BUFF
    • Now draws the opponent in horizontallyHorizontal air block pushback changed from 0 to -5 on block. Previously the opponent would fall straight down.
  • Mega Fist (Backward) (214P)GGST Potemkin Mega Fist Back.pngGuard:
    High
    Startup:
    25
    Recovery:
    6
    Advantage:
    +4
    NERF
    • Decreases Tension Balance during the movementFrames 1~31, for a total of -3069 Tension Balance.
    • Increases Negative value during the movementFrames 1~31, for a total 1240~2573Amount depends on distance:
      * Close-range: 1240
      * Mid-range: 1612
      * Far-range: 2573
      Negative value.
      • Neither penalty applies to the kara version of Mega Fist (Backward).
  • Hammer Fall ([4]6H)GGST Potemkin Hammer Fall.pngGuard:
    All
    Startup:
    18~62
    Recovery:
    26
    Advantage:
    -9
    BUFF
    • Reduced startup of armor from 9f to 5f.
    • Expanded lower hitbox. (Current | Previous)
  • F.D.B (63214S)GGST Potemkin FDB.pngGuard:
    All
    Startup:
    20~37
    Recovery:
    20
    Advantage:
    -6
    ADJUSTED
    • Reduced attack startup of flick upon releasing the input, minimum startup reduced from 21 to 20.
    • Increased total duration the flick can be delayed by 1f, in total the maximum startup is unchanged from 38.
    • Reduced proration from 100% to 90%.

Ramlethal Valentine

  • 5HGGST Ramlethal Valentine 5H.pngGuard:
    All
    Startup:
    12
    Recovery:
    28
    Advantage:
    -12 [-13]
    NERF
    • Reduced proration from 100% to 90%.
  • 2HGGST Ramlethal Valentine 2H.pngGuard:
    All
    Startup:
    14
    Recovery:
    25
    Advantage:
    -15 [-17]
    ADJUSTED
    • Expanded frontal hitbox when Ramlethal has the H Sword equipped. (Current | Previous)
    • Reduced proration from 100% to 90%.
  • 6PGGST Ramlethal Valentine 6P.pngGuard:
    All
    Startup:
    9
    Recovery:
    18
    Advantage:
    -9
    NERF
    • Raised hurtbox during frames 2~3 by 7%Hurtbox height changed from 187 to 200, to match the initial frame 1 height.
  • 6HGGST Ramlethal Valentine 6H.pngGuard:
    All
    Startup:
    18
    Recovery:
    33
    Advantage:
    -16 [-18]
    NERF
    • Reduced proration from 100% to 90%.
  • j.DGGST Ramlethal Valentine jD.pngGuard:
    High
    Startup:
    10
    Recovery:
    Advantage:
    BUFF
    • Expanded hitbox and hurtbox behind Ramlethal during the second and third hits, frames 12~13 and 14~15. (Current | Previous)
  • Erarlumo (All Versions) (214PGGST Ramlethal Valentine Erarlumo 1.pngGuard:
    All
    Startup:
    16
    Recovery:
    12
    Advantage:
    -5
    , 214P~214PGGST Ramlethal Valentine Erarlumo 2.pngGuard:
    All
    Startup:
    9
    Recovery:
    25
    Advantage:
    -12 [-10]
    , 214P~214P~214PGGST Ramlethal Valentine Erarlumo 3.pngGuard:
    All
    Startup:
    11
    Recovery:
    38
    Advantage:
    -25
    ) NERF
    • Data in [ ] refer to when attack is delayed.
    • First Hit: decreased damage from 30 to 20.
    • Second Hit: decreased damage from 35 [50] to 25 [40].
    • Third Hit:
      • Decreased damage from 40 [70] to 30 [60].
      • No longer results in a Hard Knockdown, instead launching into a soft knockdown.
      • Advantage on hit decreased from +49 [+66] to +24 [+41]
    • Reduced proration of all hits from 100% to 90%.
  • Agresa Ordono (j.214S)GGST Ramlethal Valentine Agressa Ordono 1.pngGuard:
    All
    Startup:
    12
    Recovery:
    24
    Advantage:
    NERF
    • Reduced proration from 100% to 90%.

Sin Kiske

  • 5HGGST Sin Kiske 5H 2.pngGuard:
    All
    Startup:
    16
    Recovery:
    18
    Advantage:
    -4
    NERF
    • Reduced proration from 100% to 90%.
  • 2HGGST Sin Kiske 2H 2.pngGuard:
    Low, All
    Startup:
    14
    Recovery:
    27
    Advantage:
    -16
    NERF
    • Reduced proration from 100% to 90%.
  • 6HGGST Sin Kiske 6H.pngGuard:
    All
    Startup:
    15
    Recovery:
    17
    Advantage:
    -4
    NERF
    • Reduced proration from 100% to 90%.
  • Hoof Stomp Follow-up (214S~S)GGST Sin Kiske 214SS.pngGuard:
    All
    Startup:
    13
    Recovery:
    22
    Advantage:
    -8
    NERF
    • Reduced proration from 100% to 90%.
  • Elk Hunt Follow-up (236K~K)GGST Sin Kiske 236KK.pngGuard:
    All (Guard Crush)
    Startup:
    13
    Recovery:
    20
    Advantage:
    +8
    NERF
    • Reduced proration from 100% to 90%.

Sol Badguy

  • 5HGGST Sol Badguy 5H.pngGuard:
    All
    Startup:
    11
    Recovery:
    20
    Advantage:
    -5
    ADJUSTED
    • Expanded frontal hitbox. (Current | Previous)
    • Reduced proration from 100% to 90%.
  • 2HGGST Sol Badguy 2H.pngGuard:
    All
    Startup:
    11
    Recovery:
    31
    Advantage:
    -17
    NERF
    • Reduced proration from 100% to 90%.
  • 6HGGST Sol Badguy 6H.pngGuard:
    All
    Startup:
    9
    Recovery:
    43
    Advantage:
    -27
    NERF
    • Reduced proration from 100% to 90%.
  • 6SGGST Sol Badguy 6S.pngGuard:
    All
    Startup:
    15
    Recovery:
    20
    Advantage:
    -9
    NERF
    • Decreased attack level from 4 to 3.
      • On-block changed from -7 to -9.
      • On-hit changed from -4 to -6.
    • No longer launches the opponent on grounded Counter Hit, instead leaving them grounded.
  • Gun Flame (236P)GGST Sol Badguy 236P.pngGuard:
    All
    Startup:
    18
    Recovery:
    Total 54
    Advantage:
    -10
    REWORKED
    • Decreased attack startup of projectile from 20f to 18f.
      • On-block decreased from -10 to -8.
      • Total duration of the attack unchanged.
    • Duration of flame stages reduced from 10f to 8f.
      • Decreased active frames from 10→10→10→10 to 8→8→8→8.
      • Functionally, the flame moves faster as a result.
    • Each flame after the first now moves 19%Distance changed from 130 to 155 further.
      • Maximum range extended by approximately 14%The initial flame is not moved, resulting in slightly less total distance.
      • In combination with the flame stages going faster, the projectile moves approximately 48%Stages occur at 125% rate, and travel 119% distance faster.

Testament

  • 5HGGST Testament 5H.pngGuard:
    All
    Startup:
    13
    Recovery:
    25
    Advantage:
    -8
    NERF
    • Reduced proration from 100% to 90%.
  • 2HGGST Testament 2H.pngGuard:
    All
    Startup:
    23
    Recovery:
    12
    Advantage:
    -2
    REWORKED
    • Pushback reversedPushback rate changed from 80% to -80%, creating a vacuum-like effect. Pushback on Faultless Defense reversed and increasedFaultless Defense Minimum Pushback Rate changed from 75% to -80% to match.
    • Decreased vertical launch speed by 10%Speed changed from 50 to 45. Reversed and decreased horizontal launch speed by 33%Speed changed from 15 to -10.
    • Increased gravity on hit by 100%Gravity changed from 0.5 to 1.0, and now increases during the launchGravity increases by 0.05 each frame 9~58.
    • Reduced proration from 100% to 90%.
  • 6PGGST Testament 6P.pngGuard:
    All
    Startup:
    11
    Recovery:
    15
    Advantage:
    -7
    NERF
    • Raised hurtbox during frames 1~3 by 7%Hurtbox height changed from 187 to 200, to match the height of other characters.
  • 6HGGST Testament 6H1.pngGuard:
    All
    Startup:
    23
    Recovery:
    32
    Advantage:
    -19
    NERF
    • Reduced proration from 100% to 90%.
  • Grave Reaper (All Versions) (236SGGST Testament j236S.pngGuard:
    All
    Startup:
    16~22
    Recovery:
    27
    Advantage:
    -4
    , 236HGGST Testament j236S.pngGuard:
    All
    Startup:
    13~19
    Recovery:
    21
    Advantage:
    +2
    , j.236SGGST Testament j236S.pngGuard:
    All
    Startup:
    16~22
    Recovery:
    27
    Advantage:
    -4
    & j.236HGGST Testament j236S.pngGuard:
    All
    Startup:
    13~19
    Recovery:
    21
    Advantage:
    +2
    ) BUFF
    • Can now be input even if other Grave Reaper projectiles are still active. Releasing a new Grave Reaper projectile immediately destroys any other currently active Grave Reaper projectiles.
  • Grave Reaper (H Version) (236H)GGST Testament j236S.pngGuard:
    All
    Startup:
    13~19
    Recovery:
    21
    Advantage:
    +2
    • Decreased pushback by 53%Pushback rate changed from 150% to 70%.
  • Nostrovia (236236P)GGST Testament 236236P Cinematic.pngGuard:
    All
    Startup:
    11+19
    Recovery:
    Total 53
    Advantage:
    +63
    • Increased active frames of the first and second hits from 2f to 6f.
      • Total active frames changed from 2, (24), 2, (28), 4 to 6, (20), 6, (24), 4.

Zato-1

  • 6KGGST Zato-1 6K.pngGuard:
    High
    Startup:
    28
    Recovery:
    7
    Advantage:
    +2
    BUFF
    • Reduced recovery from 11f to 7f.
      • On-block changed from -2 to +2.
      • On-hit changed from +2 to +6.
    • Decreased pushback by 40%Pushback rate changed from 100% to 60%.
  • 5HGGST Zato-1 5H.pngGuard:
    All
    Startup:
    13
    Recovery:
    19
    Advantage:
    -9
    NERF
    • Reduced proration from 100% to 90%.
  • 2HGGST Zato-1 2H.pngGuard:
    All
    Startup:
    13
    Recovery:
    26
    Advantage:
    -13
    NERF
    • Reduced proration from 100% to 90%.
  • 6HGGST Zato-1 6H.pngGuard:
    All
    Startup:
    30
    Recovery:
    11
    Advantage:
    -4
    NERF
    • Reduced proration from 100% to 90%.
  • j.DGGST Zato-1 j.D.pngGuard:
    High
    Startup:
    11
    Recovery:
    22
    Advantage:
    BUFF
    • Sped up the timing when Zato halts his momentum from frame 8 to 6.
  • Break the Law (214K)GGST Zato-1 Break The Law.pngGuard:
    Startup:
    28 Total (Max 95)
    Recovery:
    Advantage:
    BUFF
    • Only Eddie will move now when 1 1 or 3 3 is input.
    • Eddie will no longer move when 7 7 or 9 9 is input.
    • Increased Zato-1's forward movement speed by 30%Speed changedfrom 12.25 to 15.925.
    • Zato-1 now turns to face the opponent on frame 13 of startup if he was not, instead of after resurfacing.
    • Decreases Tension Balance while moving backwards, for a maximum of -295 Tension Balance.
    • Increases Negative value while moving backwards, for a maximum 590~1180Amount depends on distance:
      * Close-range: 590
      * Mid-range: 885
      * Far-range: 1180
      Negative value.
  • Drunkard Shade (214S)GGST Zato-1 Drunkard Shade.pngGuard:
    All
    Startup:
    9
    Recovery:
    12
    Advantage:
    -8
    NERF
    • Reduced proration from 100% to 90%.
  • Sun Void (632146S)GGST Zato-1 Sun Void.pngGuard:
    All
    Startup:
    11+14
    Recovery:
    Advantage:
    BUFF

Version 1.23

New Content

Added Sin Kiske

Version 1.21

New Content

Added Bridget

Version 1.19

Bug Fixes Resulting in Balance Change

1.19 Major Bug Fixes


Faust

  • AfroGGST Faust Afro.pngGuard:
    All
    Startup:
    Recovery:
    Advantage:
    BUFF
    • Fixed a bug where the afro would fail to explode under certain conditions.
  • BananaGGST Faust Banana Peel.pngGuard:
    Startup:
    Recovery:
    Advantage:
    Peel REWORKED
    • Fixed a bug where the banana peel would fail to hit under certain conditions.
    • Fixed a bug where the character would sometimes be blown back in an unintended manner after the banana peel hits.

I-No

  • Dash NERF
    • Fixed a bug that made it possible for her to block or backdash directly after her dash begins.

May

  • Mr. Dolphin (Vertical) (All Versions) (2[8]SGGST May Mr. Dolphin Vertical.pngGuard:
    All→High
    Startup:
    6
    Recovery:
    7 (21 OH)
    Advantage:
    0 (Airborne)
    & 2[8]HGGST May Mr. Dolphin Vertical.pngGuard:
    All→High
    Startup:
    11
    Recovery:
    8 (19 OH)
    Advantage:
    +6 (Airborne)
    ) REWORKED
    • Fixed a bug that would sometimes occur when the opponent's Overdrive super flash activated while the player was holding down the button.

Ramlethal Valentine

  • Calvados (632146H)GGST Ramlethal Valentine Calvados.pngGuard:
    All (Guard Crush)
    Startup:
    11+13
    Recovery:
    Advantage:
    +16
    NERF
    • Fixed a bug where the damage setting for the final hit would sometimes be applied multiple times.

Zato-1

  • Eddie BUFF
    • Fixed a bug where Eddie would sometimes disappear regardless of the remaining Eddie Gauge.

Version 1.18

Major Universal Mechanic Changes & Character Balancing

1.18 Universal Changes


Overall Changes

Roman Cancel

  • Canceling into normal or special moves from a Roman Cancel now triggers a slowdown effect when in close proximity to the opponent.
  • Now causes the Tension Gauge to gradually deplete. Does not apply to Yellow Roman Cancel.
    • Canceling into normal or special moves from a Roman Cancel can now limit the amount of Tension spent if canceled quickly enough.

Blue Roman Cancel

  • Made the timing for canceling into a normal or special move faster.

Purple Roman Cancel

  • Made the timing for canceling into a normal or special move faster.
  • The slowdown effect from Purple Roman Cancels now ends when an attack lands.

Red Roman Cancel

  • No longer applies any type of scaling when the shockwave hits the opponent.

Psych Burst

  • When activated above a certain height in the air, the speed the character rises at is now reduced.

Input Priority

  • During hitstop, normals that require a 2 or 6 input are now priortized over standing normals and jumping normals.

Special Moves

  • Can now be canceled into an Overdrive before the move comes out.

Overdrives

  • Some Overdrives are now affected by prior movement, such as dash momentum.

Faultless Defense

  • Added a Faultless Defense button.
  • Decreased amount of Tension Gauge depleted when blocking attacks by 50%.

Aerial Direction Switch

  • Character now switches directions to face the opponent when canceling some jumping normals into another move late into the animation.

Counter Hit

  • 5P, 5K, 2P, 2K, j.P, j.K now trigger a slowdown effect on Counter Hit.
    • Has regular hitstop, but inflicts 12 frames of slowdown at soon as hitstop starts, for an additional 6 frames of advantage.

Dash Cancels

  • 5K and c.S is now dash cancelable for all characters besides Potemkin and Nagoriyuki.
  • Now has a unique visual effect on activation.
  • Dash cancel duration varies by character.
    • 22F: Sol, Ky, May, Leo, Giovanna, Anji, Goldlewis, Jack-O', Baiken
    • 24F: Chipp, Millia
    • 26F: Axl, Faust, Zato, Ramlethal, I-No, Chaos, Testament

Universal Normal Adjustments

  • 5K
    • Now launches opponent less than previously when used multiple times in the same combo.
  • c.S
    • Now launches opponent less than previously when used multiple times in the same combo.
    • Reduced recovery for all characters besides Sol, May, Potemkin, Nagoriyuki and Giovanna.
  • 2K
    • Decreased knockback for all characters besides Faust.
  • j.P
    • Now launches opponent higher.
  • j.K
    • Now launches opponent higher, with decreased horizontal blowback distance.

1.18 Character Changes


Anji Mito

  • 2K BUFF
    • Decreased knockback.
  • c.S BUFF
    • Reduced recovery from 14f to 11f.
  • f.S BUFF
  • 2S BUFF
  • 5H BUFF
    • Opponent is now forced crouching state on grounded Counter Hit.
  • j.P BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
  • j.H BUFF
    • Launches opponent higher, with decreased horizontal blowback distance.
  • j.D BUFF
  • Shitsu (236P)GGST Anji Mito 236P.pngGuard:
    All
    Startup:
    29
    Recovery:
    Total 52
    Advantage:
    -6
    BUFF
    • The projectile now decelerates when close to the corner.
  • Fuujin (236H)GGST Anji Mito 236H.pngGuard:
    All
    Startup:
    16 [32]
    Recovery:
    21
    Advantage:
    -8 [-6]
    BUFF
    • Reduced recovery from 29f to 21f.
  • Fuujin (Charged) (236[H])GGST Anji Mito 236H.pngGuard:
    All
    Startup:
    16 [32]
    Recovery:
    21
    Advantage:
    -8 [-6]
    REWORKED
    • Increased attack level from 3 to 4.
    • No longer launches on grounded hit.
  • Shin: Ichishiki (P during Fuujin)GGST Anji Mito 236HP.pngGuard:
    All
    Startup:
    30 (43 if early cancelled from Fuujin)
    Recovery:
    Total 43+6 after landing
    Advantage:
    +7
    BUFF
    • Increased attack level from 1 to 2.
  • Nagiha (S during Fuujin)GGST Anji Mito 236HS.pngGuard:
    Low
    Startup:
    15 (28 with early cancel)
    Recovery:
    20
    Advantage:
    -7
    NERF
    • Increased attack startup from 13f to 15f (26f to 28f on early cancel).
  • Rin (H during Fuujin)GGST Anji Mito 236HH.pngGuard:
    High
    Startup:
    21 (34 with early cancel)
    Recovery:
    24
    Advantage:
    -9
    BUFF
    • Reduced attack startup from 25f to 21f (38f to 34f on early cancel).
    • Reduced recovery from 30f to 24f.
    • Now depletes less R.I.S.C. Level, from 2000 to 1000.
    • Decreased combo blowback scaling for combos with Rin as a starter.
    • Now causes less Wall break value gain, from 700 to 300.
    • Now bounces the opponent lower, with decreased horizontal blowback distance.
  • Kou (236S)GGST Anji Mito 236S.pngGuard:
    All
    Startup:
    12 [28]
    Recovery:
    14
    Advantage:
    NERF
    • Decreased damage of the second hit from 50 to 30.
    • The opponent can now recover after landing.
  • Issei Ougi: Sai (632146H)GGST Anji Mito 632146H.pngGuard:
    All
    Startup:
    11+6
    Recovery:
    Advantage:
    -30
    BUFF
    • Increased damage from 13×6, 60 to 15×6, 75.

Axl Low

  • 2P BUFF
    • Expanded frontal hitbox.
  • 2K BUFF
    • Decreased knockback.
  • 6P BUFF
    • Now launches opponent on grounded hit.
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • 6K BUFF
    • Added wall bounce effect.
    • Now launches opponent lower, with decreased horizontal blowback distance.
  • c.S BUFF
    • Reduced recovery from 15f to 13f.
      • On-block changed from -4 to -1.
  • f.S BUFF
    • Reduced recovery from 25f to 19f.
      • On-block changed from -14 to -8.
    • Expanded frontal hitbox and reduced hurtbox.
  • 6H REWORKED
    • Increased knockback.
  • j.P BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
  • j.D BUFF
    • Reduced frontal hurtbox.
  • Winter Mantis (41236H)GGST Axl Low 41236H 2.pngGuard:
    Ground Throw
    Startup:
    28
    Recovery:
    34
    Advantage:
    REWORKED
    • Can now hit opponents while they're taking damage.
    • No longer hits opponent when the sickle has traveled 20 horizontal units past the opponent.
    • Expanded upper hitbox.
  • Aerial Snail (j.214H)GGST Axl Low j.214H.pngGuard:
    All
    Startup:
    14
    Recovery:
    Until L+10
    Advantage:
    -19
    BUFF
    • Reduced attack startup from 16f to 14f.
    • Now bounces opponent higher, with decreased horizontal blowback distance.
  • Rainwater (214S)GGST Axl Low 214S.pngGuard:
    All
    Startup:
    24
    Recovery:
    21
    Advantage:
    +3
    REWORKED
    • Increased proration from 80% to 90%.
    • Now depletes more R.I.S.C. Level, from 1000 to 2000.
    • Increased combo blowback scaling.
    • Reduced combo blowback scaling on combos with Rainwater as a starter.
    • Now causes more Wall Break value gain, from 500 to 700.
    • Now less affected by combo blowback scaling.
    • Now launches opponent higher, with decreased horizontal blowback distance.
    • Expanded upper hitbox.
  • Axl Bomber (j.236H, formerly j.623H)GGST Axl Low j.623H.pngGuard:
    All
    Startup:
    9
    Recovery:
    Until L+7
    Advantage:
    -22
    REWORKED
    • Changed input from j.623H to j.236H.
    • Now launches opponent less than previously when used multiple times in the same combo.
  • Sickle Storm (236236H)GGST Axl Low 236236H 1.pngGuard:
    All
    Startup:
    11+1
    Recovery:
    26
    Advantage:
    -2
    NERF
    • When blocked mid-air, the opponent now lands more quickly than before.
    • Moved hitbox of the projectile (second hit) lower.

Baiken

  • 5P BUFF
    • Reduced startup from 5f to 4f.
  • 2K BUFF
    • Decreased knockback.
  • 6K REWORKED
    • Momentum now remains when canceled.
  • c.S BUFF
    • Reduced recovery from 13f to 10f.
      • On-block changed from -2 to +1.
  • f.S BUFF
    • Reduced startup from 10f to 9f.
    • Reduced frontal hurtbox.
  • 2S BUFF
    • Reduced recovery from 22f to 19f.
      • On-block changed from -11 to -8.
    • Reduced frontal hurtbox.
  • 2H REWORKED
    • No longer hits the opponent when more than 500 horizontal distance apart.
      • This is shorter than the range she can naturally hit some large characters, making this functionally a nerf to its standard range, on top of not affecting extended hurtboxes.
    • Reduced upper hurtbox.
  • j.P BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
  • Tatami Gaeshi (236K)GGST Baiken 236K.pngGuard:
    All
    Startup:
    15
    Recovery:
    5
    Advantage:
    -3
    BUFF
    • Now activates even after an upwards input.
    • Expanded frontal hitbox of the strike.
  • Aerial Tatami Gaeshi (j.236K)GGST Baiken 236K.pngGuard:
    All
    Startup:
    20
    Recovery:
    Landing+7
    Advantage:
    BUFF
    • Expanded back hitbox of the projectile during descent.
  • Kabari (S Version) (41236S)GGST Baiken 41236S.pngGuard:
    All
    Startup:
    31
    Recovery:
    16
    Advantage:
    +2
    REWORKED
    • Now activates even after an upwards input.
    • Increased attack startup from 27f to 31f.
    • Reduced recovery from 18f to 16f.
      • On-block changed from 0 to +2.
    • Increased knockback.
    • On grounded hit, the tether no longer pulls the opponent in during the animation.
  • Kabari (H Version) (41236H)GGST Baiken 41236H.pngGuard:
    All
    Startup:
    18
    Recovery:
    19
    Advantage:
    -3
    BUFF
    • Now activates even after an upwards input.
    • Now less affected by combo blowback scaling.
  • Kabari (H Version) Follow-up (H during H Kabari)GGST Baiken 41236HH.pngGuard:
    All
    Startup:
    11 [23]
    Recovery:
    14
    Advantage:
    -7
    REWORKED
    • Now triggers Counter Hit effect.
    • Blowback direction now matches the direction Baiken is facing.
    • Expanded lower hitbox.
    • No longer in Counter Hit state after the active frames end.
    • No longer hits opponent when more than 545.5 horizontal distance apart.
    • Increased recovery on block from 36f to 40f.
      • On-block changed from -3 to -7.
  • Youzansen (j.236S)GGST Baiken j236S.pngGuard:
    High
    Startup:
    9
    Recovery:
    Landing+7
    Advantage:
    -14 (TK)
    BUFF
    • Reduced landing recovery from 10f to 7f.
    • Increased damage from 39 to 50.
  • Hiiragi (236P)GGST Baiken 236P 2.pngGuard:
    Startup:
    1
    Recovery:
    32
    Advantage:
    BUFF
    • Reduced recovery on successful parry.
    • Reduced recovery on unsuccessful parry from 45f to 32f.
  • Tsurane Sanzu-watashi (236236S)GGST Baiken 236236S.pngGuard:
    All
    Startup:
    8+1
    Recovery:
    48
    Advantage:
    -32
    NERF
    • When blocked mid-air the opponent now lands more quickly than before.
    • Increased attack startup from 7+1f to 8+1f.
    • Decreased knockback.
  • (Undocumented) Tether BUFF
    • Now breaks when the opponent's Psych Burst connects with Baiken.

Chipp Zanuff

  • 2K BUFF
    • Decreased knockback.
  • c.S BUFF
    • Reduced recovery from 13f to 10f.
      • On-block changed from -2 to +1.
  • f.S BUFF
    • Reduced hurtbox during attack startup.
  • j.P BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
  • Alpha Blade (Diagonal) (236K)GGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuard:
    All
    Startup:
    27
    Recovery:
    17
    Advantage:
    -2
    NERF
    • No longer hits opponent when more than 350 horizontal distance apart.
  • Aerial Alpha Blade (Horizontal) (j.236P)GGST Chipp Zanuff Alpha Blade Horizontal Air.pngGuard:
    All
    Startup:
    29
    Recovery:
    33
    Advantage:
    NERF
    • No longer hits opponent when more than 800 horizontal distance apart.
    • Collision detection now activates sooner.
  • Aerial Alpha Blade (Diagonal) (j.236K)GGST Chipp Zanuff Alpha Blade Diagonal Air.pngGuard:
    All
    Startup:
    32~47
    Recovery:
    21
    Advantage:
    -6
    REWORKED
    • Chipp now lands a greater distance forward than before.
    • Reduced recovery from 24f to 21f.
      • On-block changed from -7 to -6.
    • No longer hits opponent when facing the opponent, instead only able to hit on cross-up.
      • Patch notes describe this as "a set distance apart" as it is when +5 distance apart (where cross-ups are below 0), but this is impossible due to being smaller than the size of character's bodies, unless they are directly above Chipp.
    • Now depletes more R.I.S.C. Level, from 1000 to 2000.
    • Increased combo blowback scaling.
    • Now causes more Wall Break value gain, from 300 to 700.
    • Now launches opponent higher on grounded hit.
  • Beta Blade (All Versions) (623SGGST Chipp Zanuff Beta Blade.pngGuard:
    All
    Startup:
    9
    Recovery:
    23
    Advantage:
    -27
    or j.623SGGST Chipp Zanuff Beta Blade.pngGuard:
    All
    Startup:
    9
    Recovery:
    Until L+8
    Advantage:
    ) NERF
    • Can no longer be Roman Canceled while the opponent's Gold Psych Burst is active.
    • When blocked mid-air, the opponent now lands more quickly than before.
    • Increased attack startup from 7f to 9f.
  • Gamma Blade (236H)GGST Chipp Zanuff Gamma Blade.pngGuard:
    All
    Startup:
    25
    Recovery:
    Total 42
    Advantage:
    +9
    REWORKED
    • Increased attack level from 1 to 2.
      • On-block changed from +6 to +9.
    • Now launches opponent higher on grounded hit.
    • Now launches opponent lower, with decreased horizontal blockback distance.
    • Now depletes more R.I.S.C. Level, from 1000 to 2000.
    • Increased combo blowback scaling.
    • Now causes more Wall Break value gain, from 300 to 700.
    • Now launches opponent lass than previously when used multiple times in the same combo.
    • Increased tumble duration.
  • Senshuu (236K during Resshou or Rokusai)GGST Chipp Zanuff Senshuu.pngGuard:
    High
    Startup:
    20
    Recovery:
    20
    Advantage:
    -9
    REWORKED
    • Reduced attack startup from 25f to 21f.
    • Reduced recovery from 27f to 20f.
      • On-block changed from -16 to -9.
    • Increased movement speed.
    • Now creates less distance with opponent on hit in the corner.
    • The opponent can no recover after landing.
    • Now depletes less R.I.S.C. Level, from 2000 to 1000.
    • Reduced combo blowback scaling on combos with Senshuu as a starter.
    • Now causes less Wall Break value gain, from 700 to 300.
    • Now bounces the opponent lower, with decreased horizontal blowback distance.
  • Banki Messai (236236P, formerly 236236KGGST Chipp Zanuff Banki Messai 1.pngGuard:
    All
    Startup:
    6+1
    Recovery:
    Advantage:
    -20
    ) REWORKED
    • Input changed from 236236K to 236236P.

Faust

  • 6P BUFF
    • Now launches opponent higher.
  • 5K BUFF
  • 2K BUFF
    • Reduced attack startup from 7f to 5f.
  • c.S BUFF
    • Reduced recovery from 15f to 12f.
      • On-block changed from -4 to -1.
  • f.S BUFF
    • Reduced recovery from 25f to 20f.
      • On-block changed from -13 to -8.
    • Reduced frontal hurtboxGGST Faust fS Hitbox.png. (Previously)
  • 2S BUFF
    • Now launches opponent on grounded hit.
    • Now launches opponent higher.
  • 5HH BUFF
    • The opponent can no longer recover after landing on Counter Hit.
  • 6H BUFF
    • Added stagger effect.
  • j.P BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
  • j.2K BUFF
    • Increased damage from 30 to 39.
  • j.H BUFF
  • Mix Mix Mix (236S)GGST Faust 236S.pngGuard:
    All
    Startup:
    17
    Recovery:
    Advantage:
    -7
    BUFF
    • Made the timing for controlling Faust's movement direction with 4 or 6 inputs faster.
    • Blowback direction now matches the direction Faust is facing.
    • The final hit during the active frames now has the same properties, regardless of the number of hits.
  • BananaGGST Faust Banana Peel.pngGuard:
    Startup:
    Recovery:
    Advantage:
    Peel BUFF
    • Banana peels can no longer hit multiple characters at the same time.
  • AfroGGST Faust Afro.pngGuard:
    All
    Startup:
    Recovery:
    Advantage:
    (Explosion) BUFF
    • Added Guard Crush effect.
  • MeteorsGGST Faust Meteors.pngGuard:
    Guard Crush
    Startup:
    Recovery:
    Advantage:
    BUFF
    • Added ground bounce effect.
    • Blowback direction now matches the direction the meteors are falling from.
  • Mini FaustGGST Faust Small Faust Angry.pngGuard:
    Startup:
    Recovery:
    Advantage:
    BUFF
    • Hitbox now activates directly after coming into contact with the opponent or being attacked.
  • Scarecrow (All Versions) (214PGGST Faust 214X.pngGuard:
    All
    Startup:
    54 [84]
    Recovery:
    10 [7]
    Advantage:
    -8 [+7]
    , 214KGGST Faust 214X.pngGuard:
    All
    Startup:
    54 [84]
    Recovery:
    10 [7]
    Advantage:
    -8 [+7]
    & 214SGGST Faust 214X.pngGuard:
    High
    Startup:
    50 [69]
    Recovery:
    36
    Advantage:
    -32 [-27]
    ) REWORKED
    • Now only charges if the same button used to activate the attack is held down.
    • Attack animation now begins when the button is released.
  • Scarecrow (P and K Versions) (214PGGST Faust 214X.pngGuard:
    All
    Startup:
    54 [84]
    Recovery:
    10 [7]
    Advantage:
    -8 [+7]
    & 214KGGST Faust 214X.pngGuard:
    All
    Startup:
    54 [84]
    Recovery:
    10 [7]
    Advantage:
    -8 [+7]
    ) BUFF
    • Now launches opponent higher.
    • Reduced attack startup from 63f to 54f and from 97f to 84f when charged.
  • Thrust (41236K)GGST Faust 41236K.pngGuard:
    All
    Startup:
    26
    Recovery:
    19
    Advantage:
    -12
    BUFF
  • Love (j.236P)GGST Faust j236P.pngGuard:
    All
    Startup:
    27
    Recovery:
    Total 48
    Advantage:
    BUFF
    • Increased damage of initial hit from 1 to 18.
    • Projectile now appears even when the move is Roman Canceled at an earlier point than before.
  • Bone-crushing Excitement (632146H)GGST Faust 632146H 1.pngGuard:
    All
    Startup:
    16+5
    Recovery:
    48
    Advantage:
    -32
    REWORKED
    • Expanded upper hitboxGGST Faust 632146H Hitbox.png. (Previously)
    • Blowback direction now matches the direction Faust is facing.
    • Faust is now closer to the opponent after the cinematic ends.

Giovanna

  • Dash BUFF
    • Movement distance can now be altered with 4 or 6 inputs during the animation.
  • Normal Moves and Command Normals BUFF
    • At 50% Tension all Normals and Command Normals receive 12% chip damage.
    • At 100% Tension all Normals and Command Normals receive 25% chip damage.
  • 2K BUFF
    • Decreased knockback.
    • Expanded upper hitbox and hurtbox.
  • f.S BUFF
    • Decreased horizontal blowback distance.
  • 2D NERF
    • Increased recovery from 7f to 12f.
      • On-block changed from -3 to -8.
  • j.P BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
  • j.S BUFF
    • Reduced upper hurtbox.
  • j.H NERF
    • Now launches opponent lower.
  • j.D REWORKED
    • Decreased damage from 25, 25 to 21, 21.
    • The second hit now launches the opponent higher.
  • Ground ThrowGGST Giovanna Ground Throw.pngGuard:
    Throw
    Startup:
    2
    Recovery:
    38
    Advantage:
    N/A
    NERF
    • Reduced throw range.
  • Sepultura (214K)GGST Giovanna Sepultura.pngGuard:
    All
    Startup:
    13
    Recovery:
    20
    Advantage:
    -4
    NERF
    • Decreased damage from 45 to 39.
    • Reduced lower hitbox and hurtbox.
  • Trovão (236K)GGST Giovanna Trovao.pngGuard:
    All
    Startup:
    27
    Recovery:
    13
    Advantage:
    +4
    BUFF
    • Expanded the maximum distance with opponent from which it can connect.
    • Increased active frames from 7 to 10.
    • Reduced recovery from 15f to 13f.
      • On-block changed from +2 to +4.
  • Sol Nascente (623S)GGST Giovanna Sol Nascente.pngGuard:
    All
    Startup:
    7
    Recovery:
    21
    Advantage:
    -15
    REWORKED
    • Reduced lower hitbox and extended upper hitbox.
  • Sol Poente (All Versions) (214SGGST Giovanna 214S 1.pngGuard:
    All, High
    Startup:
    [4] 27
    Recovery:
    21
    Advantage:
    -5
    & j.214SGGST Giovanna 214S 1.pngGuard:
    All, High
    Startup:
    [4] 27
    Recovery:
    Until L+12
    Advantage:
    ) NERF
    • Expanded lower hitbox and hurtbox.
    • Movement distance now varies depending on 4 or 6 inputs during the animation.
    • The opponent can now recover after landing.
    • Now bounces opponent higher.
    • Increased recovery from 10f to 21f (ground) and 4f to 12f on landing (air).
      • On-block changed from +4 to -5.
    • Increased attack level of the second hit from 3 to 4.
    • Reduced attack startup of the second hit from 30f to 27f.
    • Now affected by momentum.
  • Ventania (632146H)GGST Giovanna Ventania.pngGuard:
    All
    Startup:
    5+4
    Recovery:
    49
    Advantage:
    -37
    NERF
    • Increased attack startup from 4+3f to 5+4f.

Goldlewis Dickinson

  • 6P BUFF
    • Extended lower hitbox.
  • 2K BUFF
    • Decreased knockback.
    • Reduced recovery from 13f to 11f.
  • c.S BUFF
    • Reduced recovery from 15f to 12f.
  • f.S BUFF
    • Now moves forward.
    • Reduced frontal hurtbox.
  • 5H BUFF
    • Expanded frontal hitbox
  • 6H BUFF
    • Increased movement speed.
    • Now maintains momentum.
  • j.P BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
  • j.S BUFF
    • Reduced frontal hurtbox.
  • j.D BUFF
    • Reduced frontal hurtbox.
    • Reduced attack startup from 15f to 14f.
  • Thunderbird (214S)GGST Goldlewis Dickinson Thunderbird.pngGuard:
    All
    Startup:
    57
    Recovery:
    42 Total
    Advantage:
    BUFF
    • Delayed the timing of the Security Level reset.
    • Recovery now varies depending on the Security Level. (Previously 42f total.)
      • Level 1: 42f, Level 2: 38f, Level 3: 34f
    • Clash level now varies depending on Security Level.
    • The projectile now decelerates when close to the corner.
    • Active frames now extend after connecting with opponent.
    • Decreased horizontal blowback distance except for the final hit.
    • The timing when the hitbox no longer disappears if Goldlewis takes damage after firing the projectile now varies depending on Security Level.
    • Removed the set distance with opponent required for the final hit to connect.
    • The opponent can no longer recover after landing.
  • Skyfish (236S)GGST Goldlewis Dickinson Skyfish.pngGuard:
    All
    Startup:
    35
    Recovery:
    84 Total
    Advantage:
    -13
    NERF
    • Delayed the timing of the Security Level reset.
  • Down With The System (632146P)GGST Goldlewis Dickinson Down with the System.pngGuard:
    All
    Startup:
    6+(135 Flash)+4
    Recovery:
    46
    Advantage:
    -33
    NERF
    • When blocked mid-air, the opponent now lands more quickly than before.
  • Burn It Down (236236K)GGST Goldlewis Dickinson Burn It Down.pngGuard:
    All
    Startup:
    13+(84 Flash)+79
    Recovery:
    27 Total
    Advantage:
    BUFF
    • Reduced recovery from 40f to 27f.
    • Increased attack level from 0 to 2.

Happy Chaos

  • Concentration NERF
    • Amount of Concentration depleted while readying the gun now varies depending on distance with opponent.
  • 2P BUFF
    • Reduced attack startup from 6f to 5f.
  • 2K BUFF
    • Decreased knockback.
  • c.S BUFF
    • Reduced recovery from 13f to 10f.
      • On-block changed from -2 to +1.
  • f.S BUFF
    • Increased knockback.
    • Reduced recovery from 29f to 21f.
      • On-block changed from -22 to -14.
    • Increased movement speed.
  • 2S REWORKED
    • Expanded upper hitbox and hurtbox.
  • j.P BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
  • j.2K BUFF
    • Reduced attack startup from 12f to 10f.
    • Reduced recovery after connecting with opponent from 16f to 11f.
    • Decreased height of bounce after connecting with opponent.
  • At the Ready (236S)GGST Happy Chaos 236S.pngGuard:
    All
    Startup:
    9
    Recovery:
    13
    Advantage:
    +3
    REWORKED
    • Reduced recovery from 16f to 13f.
      • On-block changed from 0 to +3.
    • Reduced proration from 100% to 90%.
    • Now depletes more R.I.S.C. Level, from 1000 to 2000.
    • Increased combo blowback scaling.
    • Increased combo blowback scaling of combos with At the Ready as a starter.
    • Now causes more Wall Break value gain, from 300 to 700.
  • Fire (H)GGST Happy Chaos H.pngGuard:
    All
    Startup:
    1
    Recovery:
    Advantage:
    +23
    NERF
    • Hitbox now disappears when Chaos takes damage.
    • Decreased knockback.
  • Fire (During Steady Aim) (H during Steady Aim)GGST Happy Chaos 214S H.pngGuard:
    Guard Crush (43f) [All]
    Startup:
    1
    Recovery:
    43
    Advantage:
    More info
    NERF
    • Decreased damage from 60 [40] to 55 [35].
  • Reload (22P)GGST Happy Chaos 22P.pngGuard:
    -
    Startup:
    23
    Recovery:
    23~77 total
    Advantage:
    -
    REWORKED
    • Made input Tension gained faster, changed to frame 1.
    • Chaos now remains in Counter Hit state until the end of the animation.
  • Focus (214P)GGST Happy Chaos 214P.pngGuard:
    -
    Startup:
    -
    Recovery:
    46 total
    Advantage:
    -
    BUFF
    • Made input Tension gained faster, changed to frame 1.
  • Roll (214K)GGST Happy Chaos 214K.pngGuard:
    -
    Startup:
    -
    Recovery:
    35 total
    Advantage:
    -
    BUFF
    • Can now use Fire sooner than before, on frame 16. (Note: Roll still disrupts aim, the shot is likely to miss at this timing.)
    • Increased movement speed.
  • Scapegoat (236K)GGST Happy Chaos 236K.pngGuard:
    -
    Startup:
    10
    Recovery:
    43 total
    Advantage:
    -
    NERF
    • Increased health depletion on activation from 10% to 15%.
    • When at 1 health, instead summons a weakened clone.
      • Weakened clone has only 45f duration, not 180f.
      • Weakened clone has a significantly lower hurtbox and collision.
  • Curse (236P)GGST Happy Chaos 236P.pngGuard:
    -
    Startup:
    -
    Recovery:
    29 total
    Advantage:
    -
    NERF
    • Effect now ends when Chaos takes damage.
    • Made input Tension gained faster, changed to frame 1.

I-No

  • Air Dash and Air Back Dash BUFF
    • Trajectory can now be altered with 8 or 2 inputs.
  • 2P BUFF
    • Reduced attack startup from 6f to 5f.
  • 2K BUFF
    • Decreased knockback.
    • Reduced upper hurtbox.
  • c.S BUFF
    • Reduced recovery from 15f to 12f.
      • On-block changed from -2 to +1.
  • 2S BUFF
    • Reduced attack startup from 11f to 10f.
    • Expanded frontal hitbox and hurtbox.
  • j.P BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
    • Expanded back hitbox and hurtbox.
  • Antidepressant Scale (All Versions) (214PGGST I-No Antidepressant Scale.pngGuard:
    All
    Startup:
    29
    Recovery:
    Total 51
    Advantage:
    -16
    & j.214PGGST I-No Antidepressant Scale.pngGuard:
    All
    Startup:
    28
    Recovery:
    Until Landing + 6
    Advantage:
    -16
    ) BUFF
    • Trajectory is now easier to alter with 8 or 2 inputs.
    • Projectile now appears even when the move is Roman Canceled at an earlier point than before.
    • Fixed a bug where the attack would sometimes remain on scree longer than intended after the hitbox disappears.
  • Aerial Antidepressant Scale (j.214P)GGST I-No Antidepressant Scale.pngGuard:
    All
    Startup:
    28
    Recovery:
    Until Landing + 6
    Advantage:
    -16
    REWORKED
    • Increased the movement speed of the projectile.
    • Increased landing recovery to 6f.
  • Chemical Love (214K)GGST I-No Chemical Love.pngGuard:
    All
    Startup:
    11
    Recovery:
    22
    Advantage:
    -2
    BUFF
    • Increased active frames from 10 to 14.
  • Stroke the Big Tree (H Version) (236H)GGST I-No Stroke the Big Tree.pngGuard:
    Low
    Startup:
    28
    Recovery:
    16
    Advantage:
    -2
    NERF
    • Increased recovery from 12f to 16f.
      • On-block changed from +2 to -2.
    • Increased stagger duration.
    • Decreased knockback on hit.
  • Sultry Performance (H Version) (j.236H)GGST I-No Sultry Performance 3.pngGuard:
    All
    Startup:
    9
    Recovery:
    Until Landing + 6
    Advantage:
    ?(-7) [(-2)]
    BUFF
    • The final hit during the active frames now has the same properties, regardless of the number of hits.
  • Ultimate Fortissimo (632146S)GGST I-No Ultimate Fortissimo-2.pngGuard:
    All (Guard Crush)
    Startup:
    7+2
    Recovery:
    13
    Advantage:
    +26
    NERF
    • Increased attack startup from 6+2f to 7+2f.
  • Aerial Ultimate Fortissimo (j.632146S)GGST I-No Ultimate Fortissimo.pngGuard:
    All (Guard Crush)
    Startup:
    5+3
    Recovery:
    Advantage:
    +37
    NERF
    • I-No can no longer land as the move comes out.

Jack-O'

  • Servant Gauge BUFF
    • Increased Servant Gauge value at round start from 1000 to 3000 (1 bar to 3 bars).
  • 2P BUFF
    • Reduced attack startup from 6f to 5f.
  • 5K BUFF
    • Reduced recovery from 13f to 10f.
  • 2K BUFF
    • Reduced attack startup from 7f to 6f.
    • Reduced recovery from 14f to 12f.
    • Decreased knockback.
  • c.S BUFF
    • Reduced recovery from 13f to 10f.
  • 2H BUFF
    • Decreased horizontal blowback distance.
  • 2D BUFF
    • Reduced attack startup from 11f to 10f.
  • j.P BUFF
    • Now launches opponent higher, with reduced horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
  • j.H BUFF
    • Expanded the lower hitbox and hurtbox of the initial hit.
  • j.D BUFF
    • Can now be jump canceled and air dash canceled.
    • Can now be canceled into a special move.
    • Can now be canceled into a Finish Blow during a Homing Jump.
  • Throw Servant (All Versions) (hs.6X & hs.j.6X)GGST JackO Throw Servant.pngGuard:
    All
    Startup:
    12
    Recovery:
    Total 27
    Advantage:
    +5
    BUFF
    • Reduced recovery from 32 total to 27 total.
    • Increased clash level of the servant from 1 to 2.
  • Release Servant (All Versions) (hs.D & hs.j.D)GGST JackO Release Servant.pngGuard:
    -
    Startup:
    Recovery:
    Total 11
    Advantage:
    BUFF
    • Made input Tension gained faster, from frame 3 to frame 1.
  • Recover Servant (All Versions) (Except for While Lifting a Servant) (214P & j.214P)GGST Jack-O 214P.pngGuard:
    -
    Startup:
    3+7
    Recovery:
    Total 19
    Advantage:
    BUFF
    • Reduced recovery from 24f total to 19f total.
  • Recover Servant (All Versions) (While Lifting a Servant) (hs.P & hs.j.P)GGST Jack-O 214P.pngGuard:
    -
    Startup:
    3+7
    Recovery:
    Total 19
    Advantage:
    BUFF
    • Made input Tension gained faster, from frame 3 to frame 1.
  • Attack Command (All Versions) (214K, hs.K, j.214K & hs.j.K)GGST Jack-O 214K.pngGuard:
    All
    Startup:
    3+9
    Recovery:
    Total 23
    Advantage:
    +15
    BUFF
    • Reduced attack startup from 3+10f to 3+9f.
    • Reduced recovery from 24f total to 23f total.
  • Defend Command (All Versions) (214S, hs.S, j.214S & hs.j.S)GGST Jack-O 214S.pngGuard:
    -
    Startup:
    3+1
    Recovery:
    Total 24
    Advantage:
    BUFF
    • Increased active frames from 28 to 34. (Note: Only applies to servants not currently held.)
    • Expanded servants' hitbox. (Note: Only applies to servants not currently held.)
    • Guard Crush now deals damage, from 0 to 33 damage. This damage is not able to defeat an opponent at any health.
  • Defend Command (All Versions) (While Lifting a Servant) (hs.S & hs.j.S)GGST Jack-O 214S.pngGuard:
    -
    Startup:
    3+1
    Recovery:
    Total 24
    Advantage:
    BUFF
    • Made input Tension gained faster, from frame 3 to frame 1.
  • Countdown (All Versions) (While Lifting a Servant) (hs.H & hs.j.H)GGST Jack-O 214H.pngGuard:
    All
    Startup:
    3+180+26
    Recovery:
    Total 24
    Advantage:
    BUFF
    • Made input Tension gained faster, from frame 3 to frame 1.
  • Servant Shoot (All Versions) (236K, hs.K, j.236K & hs.j.K)GGST Jack-O 236K.pngGuard:
    All
    Startup:
    15
    Recovery:
    25
    Advantage:
    -12
    BUFF
    • Increased active frames from 3 to 4.
    • Reduced recovery from 26f to 25f.
    • Increased clash level of the servant from 1 to 2.
  • Aerial Servant Shoot (All Versions) (j.236K & hs.j.K)GGST Jack-O 236K.pngGuard:
    All
    Startup:
    15
    Recovery:
    25
    Advantage:
    -12
    REWORKED
    • Reduced deceleration.
    • Expanded hitbox and hurtbox.
  • Forever Elysion Driver (632146P)GGST Jack-O 632146P Whiff.pngGuard:
    Throw
    Startup:
    10+1
    Recovery:
    58
    Advantage:
    -
    BUFF
    • Servants are now recovered immediately upon activation.

Ky Kiske

Values in [ ] indicate Shock State or Dragon Install

  • 2K BUFF
    • Decreased knockback.
  • 6K BUFF
    • Can now be canceled into special moves.
  • c.S BUFF
    • Reduced recovery from 13f to 10f.
      • On-block changed from -2 to +1.
  • f.S BUFF
  • 2S BUFF
  • j.P BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
  • j.S BUFF
  • j.H BUFF
    • Now launches the opponent higher, with decreased horizontal blowback distance.
  • j.D BUFF
    • Can now be jump and air dash canceled.
    • Can now be canceled into special moves.
    • Now launches the opponent on grounded hit.
    • Now launches the opponent higher, with decreased horizontal blowback distance.
    • Can now be canceled into a Finish Blow during a Homing Jump.
  • Ground ThrowGGST Ky Kiske Ground Throw.pngGuard:
    90
    Startup:
    2
    Recovery:
    38
    Advantage:
    BUFF
    • Reduced recovery upon successful throw.
      • On-hit changed to HKD (+55).
    • Now launches the opponent lower, with decreased horizontal blowback distance.
  • Shock State NERF
    • Effect now ends when Ky takes damage.
  • Stun Edge (All Versions) (236SGGST Ky Kiske 236S.pngGuard:
    All
    Startup:
    13
    Recovery:
    Total 46
    Advantage:
    -15
    , j.236SGGST Ky Kiske j236X.pngGuard:
    All
    Startup:
    21
    Recovery:
    Until Landing+10
    Advantage:
    & j.236HGGST Ky Kiske j236X.pngGuard:
    All
    Startup:
    21
    Recovery:
    Until Landing+10
    Advantage:
    ) BUFF
    • Usage restriction is now removed after a set amount of time passes.
  • Aerial Stun Edge (All Versions) (j.236SGGST Ky Kiske j236X.pngGuard:
    All
    Startup:
    21
    Recovery:
    Until Landing+10
    Advantage:
    & j.236HGGST Ky Kiske j236X.pngGuard:
    All
    Startup:
    21
    Recovery:
    Until Landing+10
    Advantage:
    ) BUFF
    • Reduced landing recovery from 14f to 10f.
  • Charged Stun Edge (236H)GGST Ky Kiske 236H.pngGuard:
    All
    Startup:
    39
    Recovery:
    Total 62
    Advantage:
    +22 [+25]
    BUFF
    • Usage restriction is now removed after a set amount of time passes.
  • Foudre Arc (214K)GGST Ky Kiske 214K.pngGuard:
    All
    Startup:
    24
    Recovery:
    6
    Advantage:
    -2~+6 [+5~+12]
    REWORKED
    • Decreased attack level of initial half of active frames from 2 to 1.
    • Reduced recovery from 8f to 6f.
      • On-block changed from -1 [+4] to -2 [+4].
  • Vapor Thrust (All Versions) (623SGGST Ky Kiske 623S.pngGuard:
    All
    Startup:
    11
    Recovery:
    43
    Advantage:
    -33
    , 623HGGST Ky Kiske 623H.pngGuard:
    All
    Startup:
    13
    Recovery:
    44
    Advantage:
    -38
    , j.623SGGST Ky Kiske 623S.pngGuard:
    All
    Startup:
    11
    Recovery:
    Until Landing+12
    Advantage:
    & j.623HGGST Ky Kiske 623H.pngGuard:
    All
    Startup:
    13
    Recovery:
    Until Landing+12
    Advantage:
    ) REWORKED
  • Dire Eclat (214S)GGST Ky Kiske 214S.pngGuard:
    All
    Startup:
    14
    Recovery:
    25
    Advantage:
    -8 [-6]
    BUFF
    • Reduced recovery from 25f to 22f.
      • On-block changed from -11 [-9] to -8 [-6].
  • Ride the Lightning (All Versions) (632146HGGST Ky Kiske 632146H.pngGuard:
    All
    Startup:
    8+1
    Recovery:
    99
    Advantage:
    -82
    & j.632146HGGST Ky Kiske 632146H.pngGuard:
    All
    Startup:
    8+1
    Recovery:
    99
    Advantage:
    ) NERF
    • Increased attack startup from 7+1f to 8+1f.
  • Dragon Install (214214H)GGST Ky Kiske 214214H 1.pngGuard:
    All
    Startup:
    11+1
    Recovery:
    25
    Advantage:
    +4
    BUFF
    • Increased movement speed of forward movement, backward movement, and dash.
      • Standard walk speed: 6.6; Dragon Install walk speed: 8.6.
      • Standard backward walk speed: 5; Dragon Install backward walk speed: 6.
      • Standard initial dash speed: 15; Dragon Install initial dash speed: 20.
      • No change to rate of acceleration, friction, backdash, aerial movement or air dashes.
    • Decreased horizontal blowback distance.
    • Reduced recovery from 34f to 25f.
      • On-block changed from -5 to +4.

Leo Whitefang

  • 5K NERF
    • Increased recovery from 11f to 13f.
      • On-block changed from -1 to -3.
  • 2K BUFF
    • Decreased knockback.
  • c.S BUFF
    • Reduced recovery from 13f to 10f.
      • On-block changed from -2 to +1.
  • 2S BUFF
    • Reduced recovery from 19f to 13f.
      • On-block changed from -8 to -2.
  • Command Normal 5 ([H]S or [S]H) BUFF
    • Can now withstand the opponent's attacks until directly before the attack is active.
  • 2D NERF
    • Expanded lower hitbox.
    • Increased recovery from 16f to 19f.
      • On-block changed from -5 to -8.
    • Decreased knockback.
    • Increased movement speed.
    • Now is more affected by dash momentum.
    • Now launches opponent higher on Counter Hit.
  • j.P BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
  • j.S NERF
    • Second hit now launches opponent lower.
  • j.H REWORKED
    • Decreased frontal hurtbox.
    • Now launches opponent lower.
  • j.D BUFF
    • Now bounces opponent higher, with decreases horizonal blowback distance.
  • Eisensturm (All Versions) ([2]8SGGST Leo Whitefang Eisen Sturm.pngGuard:
    All
    Startup:
    9
    Recovery:
    33
    Advantage:
    -28
    & [2]8HGGST Leo Whitefang Eisen Sturm.pngGuard:
    All
    Startup:
    10
    Recovery:
    42
    Advantage:
    -52
    ) NERF
    • S Version increased attack startup from 7f to 9f.
    • H Version increased attack startup from 8f to 10f.
    • Can no longer be Roman Canceled while the opponent's Gold Psych Burst is active.
    • When blocked mid-air, the opponent now lands more quickly than before.
  • Zweites Kaltes Gestöber (236H)GGST Leo Whitefang Kaltes Gestober Zweit.pngGuard:
    All
    Startup:
    23 [25]
    Recovery:
    22 [16]
    Advantage:
    -6 [+2]
    BUFF
    • Now crosses over behind opponent even when they are in the corner.
  • Turbulenz (214S)GGST Leo Whitefang Turbulenz.pngGuard:
    All
    Startup:
    21
    Recovery:
    21
    Advantage:
    -8
    NERF
    • The opponent can now recover after landing.
  • bt.K BUFF
    • Increase damage from 20 to 24.
    • Now triggers slowdown effect on Counter Hit.
  • Blitzschlag (bt.214H)GGST Leo Whitefang bt 214H.pngGuard:
    All (Guard Crush)
    Startup:
    29
    Recovery:
    33
    Advantage:
    +21
    BUFF
    • Increased proration from 90% to 100%.
    • Now depletes less R.I.S.C. Level, from 2000 to 1000.
    • Reduced combo blowback scaling.
    • Now causes less Wall Break gain, now 300.
  • Dash NERF
    • Leo is no longer able to stop his dash momentum with Faultless Defense.

May

  • 5P BUFF
    • Reduced attack startup from 5f to 4f.
  • 6P REWORKED
    • Adjusted animation of opponent character on hit.
  • 5K BUFF
    • Reduced attack startup from 9f to 8f.
  • 2K BUFF
    • Decreased knockback.
  • 3K NERF
    • Opponent can now recover after landing.
  • 5H NERF
    • Decreased damage from 65 to 55.
    • Expanded frontal hurtbox during recovery.
  • 2H NERF
    • Now launches opponent lower.
  • 2D REWORKED
    • Expanded frontal hitbox and hurtbox.
  • j.P BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
  • j.2H NERF
    • Increased landing recovery to 6f.
  • Mr. Dolphin (Horizontal) (All Versions) ([4]6SGGST May Mr. Dolphin Horizontal.pngGuard:
    All
    Startup:
    7
    Recovery:
    11 (24 OH)
    Advantage:
    -3
    & [4]6HGGST May Mr. Dolphin Horizontal.pngGuard:
    All
    Startup:
    25
    Recovery:
    11 (18 OH)
    Advantage:
    +7
    ) REWORKED
    • S version decreased damage from 35 to 30.
    • H version decreased damage from 45 to 40.
    • Active frames now increased when button is held down to a maximum of 18 frames.
    • Now maintains momentum after landing on whiff.
  • Mr. Dolphin (Vertical) (All Versions) ([2]8SGGST May Mr. Dolphin Vertical.pngGuard:
    All→High
    Startup:
    6
    Recovery:
    7 (21 OH)
    Advantage:
    0 (Airborne)
    & [2]8HGGST May Mr. Dolphin Vertical.pngGuard:
    All→High
    Startup:
    11
    Recovery:
    8 (19 OH)
    Advantage:
    +6 (Airborne)
    ) BUFF
    • Movement speed now increases when button is held down.
    • No longer hits opponent when more than 360.5 distance apart.
    • S version reduced recovery on hit to 21f.
    • H version reduced recovery on hit to 19f.
  • Mr. Dolphin (Vertical) (H Version) ([2]8H)GGST May Mr. Dolphin Vertical.pngGuard:
    All→High
    Startup:
    11
    Recovery:
    8 (19 OH)
    Advantage:
    +6 (Airborne)
    BUFF
    • When the descending part of the attack hits, the opponent now bounces higher with decreased horizontal blowback distance.
    • Increased speed of descent after hitting the opponent.
  • The Wonderful and Dynamic Goshogawara (All Versions) (632146HGGST May The Wonderful and Dynamic Goshogawara.pngGuard:
    All
    Startup:
    6+4
    Recovery:
    55
    Advantage:
    -21
    & j.632146HGGST May The Wonderful and Dynamic Goshogawara.pngGuard:
    All
    Startup:
    6+4
    Recovery:
    54
    Advantage:
    -21
    ) NERF
    • When blocked mid-air, the opponent now lands more quickly than before.
    • Increased recovery to 55f.

Millia Rage

  • 2P BUFF
    • Reduced attack startup from 5f to 4f.
  • 2K BUFF
    • Reduced knockback.
    • Reduced upper hurtbox.
  • c.S BUFF
    • Reduced recovery from 16f to 13f.
      • On-block changed from -2 to +1.
    • Changed the on-hit effect of the second hit to a floating crumple.
      • On-hit changed from +1 to +13.
  • f.S BUFF
    • Reduced attack startup from 10f to 9f.
    • Expanded frontal hitbox and hurtbox.
  • 5H BUFF
    • Reduced frontal hurtbox.
  • j.P BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
  • j.S BUFF
    • Reduced frontal hurtbox.
  • j.D BUFF
    • Expanded frontal hitbox and reduced hurtbox.
    • Now launches opponent on grounded hit.
  • Ground ThrowGGST Millia Rage Ground Throw.pngGuard:
    Ground Throw
    Startup:
    2
    Recovery:
    38
    Advantage:
    -
    NERF
    • Increased recovery upon successful throw.
  • Bad Moon (j.236P)GGST Millia Rage Bad Moon.pngGuard:
    High
    Startup:
    11
    Recovery:
    20 + 12L
    Advantage:
    -21
    BUFF
    • The final hit now launches opponent higher, with decreased horizonal blowback distance.
  • Turbo Fall (j.236K)GGST Millia Rage Turbo Fall.pngGuard:
    -
    Startup:
    14
    Recovery:
    9L
    Advantage:
    -
    BUFF
    • Reduced landing recovery from 12f to 9f.
  • Tandem Top (All Versions) (236SGGST Millia Rage Tandem Top Full.pngGuard:
    All
    Startup:
    12
    Recovery:
    Total 45
    Advantage:
    -10
    & 236HGGST Millia Rage Tandem Top Full.pngGuard:
    All
    Startup:
    73
    Recovery:
    Total 51
    Advantage:
    -
    ) BUFF
    • S version reduced recovery to 45f. Now -14 on block
    • H version reduced recovery from 55f to 51f.
    • Hitbox no longer disappears when Millia blocks the opponent's attack.
  • Tandem Top (S Version) (236S)GGST Millia Rage Tandem Top Full.pngGuard:
    All
    Startup:
    12
    Recovery:
    Total 45
    Advantage:
    -10
    NERF
    • Increased knockback.
  • Iron Savior (214P)GGST Millia Rage Iron Savior.pngGuard:
    Low
    Startup:
    20
    Recovery:
    17 + 10L
    Advantage:
    -12
    REWORKED
    • Decreased horizontal blowback distance.
    • Expanded frontal hitbox.
  • Lust Shaker (214S)GGST Millia Rage Lust Shaker.pngGuard:
    All
    Startup:
    17
    Recovery:
    16
    Advantage:
    -5, -7, -9
    BUFF
    • Fixed a bug where the final hit would sometimes not cause blowback.
  • Kapel (j.236H)GGST Millia Rage Kapel.pngGuard:
    All
    Startup:
    13
    Recovery:
    12
    Advantage:
    -1 at lowest height
    BUFF
    • Changed properties from strike to projectile.
    • Reduced recovery from 30f to 12f.
    • Now affected by momentum.
    • Increased damage from 30 to 40.
    • Expanded hitbox.
  • Winger (632146H)GGST Millia Rage 632146H Full.pngGuard:
    All
    Startup:
    8+1
    Recovery:
    40
    Advantage:
    -32
    NERF
    • Increased attack startup from 6+1f to 8+1f.
    • Increased recovery from 30f to 40f.
      • On-block changed from -22 to -32.
    • When blocked mid-air, the opponent now lands more quickly than before.

Nagoriyuki

  • 2K BUFF
    • Decreased knockback.
  • f.S BUFF
    • Attack startup now varies depending on the Blood Gauge.
    • Damage and chip damage now varies depending on the Blood Gauge.
    • Previous values were 25 damage, 16f startup, 10% (20% in Blood Rage) chip ratio.
      • Level 1: 25 damage, 16f startup, 10% chip ratio
      • Level 2: 30 damage, 14f startup, 15% chip ratio
      • Level 3: 35 damage, 12f startup, 20% chip ratio
      • Blood Rage: 45 damage, 12f startup, 35% chip ratio
  • f.SS BUFF
    • Damage and chip damage now varies depending on the Blood Gauge.
    • Previous values were 25 damage and 10% (20% in Blood Rage) chip ratio.
      • Level 1: 25 damage, 10% chip ratio
      • Level 2: 30 damage, 15% chip ratio
      • Level 3: 35 damage, 20% chip ratio
      • Blood Rage: 45 damage, 35% chip ratio
  • f.SSS BUFF
    • Damage and chip damage now varies depending on the Blood Gauge.
    • Previous values were 25 (80 in Blood Rage) damage and 10% (20% in Blood Rage) chip ratio.
      • Level 1: 25 damage, 10% chip ratio
      • Level 2: 30 damage, 15% chip ratio
      • Level 3: 35 damage, 20% chip ratio
      • Blood Rage: 80 damage, 35% chip ratio
  • 2S BUFF
    • Attack startup now varies depending on the Blood Gauge.
    • Damage and chip damage now varies depending on the Blood Gauge.
    • Previous values were 32 damage, 12f startup, 10% (20% in Blood Rage) chip ratio.
      • Level 1: 32 damage, 12f startup, 10% chip ratio
      • Level 2: 37 damage, 11f startup, 15% chip ratio
      • Level 3: 42 damage, 10f startup, 20% chip ratio
      • Blood Rage: 54 damage, 10f startup, 35% chip ratio
  • 2H NERF
  • j.P BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
  • j.S BUFF
    • Attack startup now varies depending on the Blood Gauge.
    • Damage and chip damage now varies depending on the Blood Gauge.
    • Previous values were 35 damage, 13f startup, 10% (20% in Blood Rage) chip ratio.
      • Level 1: 35 damage, 13f startup, 10% chip ratio
      • Level 2: 37 damage, 12f startup 15% chip ratio
      • Level 3: 39 damage, 11f startup 20% chip ratio
      • Blood Rage: 50 damage, 11f startup 35% chip ratio
  • j.H BUFF
    • Attack startup now varies depending on the Blood Gauge.
    • Damage and chip damage now varies depending on the Blood Gauge.
    • Previous values were 41 damage, 16f startup, and 10% (20% in Blood Rage) chip ratio.
      • Level 1: 41 damage, 16f startup, 10% chip ratio
      • Level 2: 43 damage, 15f startup, 15% chip ratio
      • Level 3: 45 damage, 14f startup, 20% chip ratio
      • Blood Rage: 58 damage, 14f startup, 35% chip ratio
  • j.D BUFF
    • Attack startup now varies depending on the Blood Gauge.
    • Damage and chip damage now varies depending on the Blood Gauge.
    • Previous values were 55 damage, 15f startup, 10% (20% in Blood Rage) chip ratio.
      • Level 1: 55 damage, 10% chip ratio
      • Level 2: 60 damage, 15% chip ratio
      • Level 3: 65 damage, 20% chip ratio
      • Blood Rage: 84 damage, 35% chip ratio
  • Blood RageGGST Nagoriyuki Activation.pngGuard:
    Guard Crush
    Startup:
    4+38+3
    Recovery:
    70
    Advantage:
    -12
    NERF
    • Decreased opponent's reeling time during Guard Crush from 73f to 68f.
      • On-block changed from -7 to -12.
  • Zarameyuki (236S)GGST Nagoriyuki Zarameyuki1.pngGuard:
    Mid
    Startup:
    18
    Recovery:
    Total 39
    Advantage:
    +5
    BUFF
    • Delayed the timing when the Blood Gauge begins to increase from frame 1 to 2. Blood Gauge will not increase if the move is interrupted on frame 1.
  • Kamuriyuki (214H)GGST Nagoriyuki Kamuriyuki1.pngGuard:
    Mid
    Startup:
    14
    Recovery:
    17
    Advantage:
    -3
    REWORKED
    • Delayed the timing when the Blood Gauge begins to increase from frame 1 to 2. Blood Gauge will not increase if the move is interrupted on frame 1.
    • Decreased knockback.
    • Increased horizontal blowback distance.
    • No longer causes collision detection pushbox to expand.
    • Increased recovery from 14f to 17f.
      • On-block changed from 0 to -3.
    • Increased movement distance.
    • Momentum now remains when canceling into other special moves.
  • Shizuriyuki (623H)GGST Nagoriyuki Shizuriyuki1.pngGuard:
    Mid
    Startup:
    11
    Recovery:
    21
    Advantage:
    -7
    BUFF
    • Delayed the timing when the Blood Gauge begins to increase from frame 1 to 2. Blood Gauge will not increase if the move is interrupted on frame 1.
    • Added ground bounce effect to the second hit.
  • Fukyo (214KGGST Nagoriyuki Fukyo.pngGuard:
    N/A
    Startup:
    -
    Recovery:
    Total 16
    Advantage:
    N/A
    & 236KGGST Nagoriyuki Fukyo.pngGuard:
    N/A
    Startup:
    -
    Recovery:
    Total 25
    Advantage:
    N/A
    ) BUFF
    • Delayed the timing when the Blood Gauge begins to increase. Blood Gauge will not increase if the move is interrupted on frame 1.
    • The later half of the move can now be canceled into some special moves.
    • Momentum now remains when canceling into other special moves.
  • Wasureyuki (632146S)GGST Nagoriyuki Wasureyuki1.pngGuard:
    Mid
    Startup:
    7+(173 Flash)+2
    Recovery:
    54
    Advantage:
    -37
    NERF
    • Increased recovery when the follow-up cinematic is not triggered from 47f to 54f.
    • Now bounces opponent higher when the initial hit connects without triggering the follow-up cinematic.
    • When blocked mid-air, the opponent now lands more quickly than before.

Potemkin

  • 5K BUFF
    • Reduced frontal hurtbox.
  • 2K BUFF
    • Decreased knockback.
  • 2S BUFF
    • Reduced frontal hurtbox.
  • 5H BUFF
    • Reduced frontal hurtbox.
  • 6H BUFF
    • Reduced frontal hurtbox.
    • Reduced horizontal blowback distance.
    • Opponent can no longer recover after landing on Counter Hit.
    • Reduced tumble duration on Counter Hit.
  • j.P BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
  • Potemkin Buster (632146P)GGST Potemkin Potemkin Buster Startup.pngGuard:
    Ground Throw
    Startup:
    5
    Recovery:
    37
    Advantage:
    BUFF
    • Reduced frontal hurtbox.
  • Mega Fist (Forward) (236P)GGST Potemkin Mega Fist.pngGuard:
    High
    Startup:
    25
    Recovery:
    16
    Advantage:
    -6
    NERF
    • Reduced damage from 60 to 50.
  • Mega Fist (Backward) (214P)GGST Potemkin Mega Fist Back.pngGuard:
    High
    Startup:
    25
    Recovery:
    6
    Advantage:
    +4
    NERF
    • Reduced damage from 60 to 50.
  • Hammer Fall ([4]6H)GGST Potemkin Hammer Fall.pngGuard:
    All
    Startup:
    18~62
    Recovery:
    26
    Advantage:
    -9
    BUFF
    • The opponent can no longer recover after landing on Counter Hit.
    • Increased maximum forward movement time possible, from 38f to 53f.
      • Startup changed from 18~47f to 18~62f.
  • F.D.B. (63214S)GGST Potemkin FDB.pngGuard:
    All
    Startup:
    20~37
    Recovery:
    20
    Advantage:
    -6
    BUFF
    • Increased proration from 90% to 100%.
    • Now depletes less R.I.S.C. Level, from 2000 to 1000.
    • Reduced combo blowback scaling.
    • Now causes less Wall Break value gain, now 300.
  • Garuda Impact (214H)GGST Potemkin Garuda Impact.pngGuard:
    All (Guard Crush)
    Startup:
    28
    Recovery:
    24
    Advantage:
    +19
    REWORKED
    • Reduced damage from 73 to 63.
    • Removed wall bounce effect.
    • Added tumble effect.
  • Giganter Kai (632146H)GGST Potemkin Giganter Kai.pngGuard:
    All
    Startup:
    10+1
    Recovery:
    17
    Advantage:
    +100
    REWORKED
    • Projectile now appears even if the strike hit lands.
    • Damage and blowback adjusted, from 120 (strike), 25×3 (projectile) to 60, 15×3.
    • Removed invincibility.
    • Increased duration of Tension penalty from 180F to 460F.
    • Reduced attack startup from 10+9f to 10+1f.
    • Reduced recovery from 28f to 17f.
    • Expanded hitbox of the strike.
    • No longer gains Tension when the strike hit lands.
    • No longer triggers Wall Break when the strike hit lands.
    • The projectile now decelerates when closer to the wall.

Ramlethal Valentine

  • Dash Cancel BUFF
    • Reduced recovery from 29f to 26f. (Note: Mislabeled in patch notes as increased recovery.)
  • 2K BUFF
    • Decreased knockback.
  • c.S BUFF
    • Reduced recovery from 13f to 10f.
      • On-block changed from -2 to +1.
  • f.S NERF
    • Reduced upper hitbox.
  • 2S BUFF
    • Reduced attack startup from 12f to 10f.
    • Reduced recovery from 20f to 18f.
      • On-block changed from -7 [-10] to -5 [-8].
  • 5H NERF
    • Reduced upper hitbox.
  • j.P BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
  • Bajoneto (All Versions) (236SGGST Ramlethal Valentine Bajoneto S.pngGuard:
    All
    Startup:
    20
    Recovery:
    Total 37
    Advantage:
    +9
    & 236HGGST Ramlethal Valentine Bajoneto H.pngGuard:
    All
    Startup:
    20
    Recovery:
    Total 43
    Advantage:
    +3
    ) NERF
    • Delayed timing when projectile appears but attack startup remains unchanged.
    • If Ramlethal takes damage after firing a sword and before it reaches the corner, the hitbox disappears and the sword will be placed on the ground.
    • Decreased damage from 30, 35 to 25, 30.
    • Reduced the hitbox of the explosion.
  • Dauro (623P)GGST Ramlethal Valentine Dauro.pngGuard:
    All
    Startup:
    11
    Recovery:
    27
    Advantage:
    -10
    BUFF
    • Increased movement distance.
    • No longer causes collision detection pushbox to expand (Note: Opponent will now consistently remain in range of 5P and 2P.)
  • Agresa Ordono (j.214S)GGST Ramlethal Valentine Agressa Ordono 1.pngGuard:
    All
    Startup:
    12
    Recovery:
    24
    Advantage:
    REWORKED
    • Reduced deceleration and lowered height of ascent.
  • Calvados (632146H)GGST Ramlethal Valentine Calvados.pngGuard:
    All (Guard Crush)
    Startup:
    11+13
    Recovery:
    Advantage:
    +16
    BUFF
    • Decreased damage of all hits other than the final hit, and increased damage of final hit.
      • Damage changed from 4×29, 40 to 1×29, 127. (Note: Exact same total raw damage, but generally less influenced by Guts thresholds.)
  • Mortobato (236236S)GGST Ramlethal Valentine Mortobato.pngGuard:
    All
    Startup:
    7+2
    Recovery:
    51
    Advantage:
    -38 [-38] {-43}
    NERF
    • Increased recovery from 42f to 51f.
      • On-block changed from -30 [-30] {-35} to -38 [-38] {-43}.
    • When blocked mid-air, the opponent now lands more quickly than before.

Sol Badguy

  • 5K NERF
    • Decreased attack level from 0, 2 to 0, 1.
      • On-block changed from -14 to -16.
    • Reduced proration from 90% to 80%.
    • Now depletes more R.I.S.C. Level, from 1000 to 1500.
    • Increased combo blowback scaling on combos with 5K as a starter.
  • 2K BUFF
    • Decreased knockback.
  • f.S NERF
    • Decreased damage from 36 to 29.
  • 6S NERF
    • Decreased damage from 55 to 45.
  • 6H NERF
    • Increased recovery from 38f to 43f.
      • On-block changed from -22 to -27.
    • Expanded upwards hitbox.
    • Decreased knockback.
  • 2D REWORKED
    • Expanded frontal hitbox and hurtbox.
    • Increased horizontal blowback distance.
  • j.P BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
  • j.D REWORKED
    • Reduced frontal hurtbox.
    • Now causes less Wall Break value gain, from 700 to 500.
  • Ground ThrowGGST Sol Badguy Ground Throw.pngGuard:
    Ground Throw: 90
    Startup:
    2
    Recovery:
    38
    Advantage:
    BUFF
    • Reduced recovery upon successful throw by 8 frames.
      • On-hit changed from HKD (+32) to HKD (+40).
  • Gun Flame (Feint) (214P)GGST Sol Badguy 214P.pngGuard:
    Startup:
    Recovery:
    Total 25
    Advantage:
    BUFF
    • Reduced recovery from 30f to 25f.
  • Volcanic Viper (All Versions) (623SGGST Sol Badguy 623X.pngGuard:
    All
    Startup:
    9
    Recovery:
    18+10 after landing
    Advantage:
    -28
    , 623HGGST Sol Badguy 623X.pngGuard:
    All
    Startup:
    13
    Recovery:
    19+10 after landing
    Advantage:
    -26
    , j.623SGGST Sol Badguy 623X.pngGuard:
    All
    Startup:
    9
    Recovery:
    Until landing+10
    Advantage:
    & j.623HGGST Sol Badguy 623X.pngGuard:
    All
    Startup:
    13
    Recovery:
    Until landing+10
    Advantage:
    ) REWORKED
    • Sol is now in a standing position on landing, rather than crouching.
    • Added a hitbox directly after ascent begins, and hitbox now remains throughout.
      • 623S: Active frames changed from 3(3)8 to 14.
      • j.623S: Active frames changed from 2(3)4 to 9.
      • 623H: Active frames changed from 2(3)11 to 5, 11.
      • j.623H: Active frames changed from 2(3)11 to 5, 11.
    • Expanded hitbox during ascent, and reduced hurtbox.
    • Can no longer be Roman Canceled while the opponent's Gold Psych Burst is active.
    • When blocked mid-air, the opponent now lands more quickly than before.
    • (Undocumented) Reduced proration from 80% to 60%.
  • Volcanic Viper (S Versions) (623SGGST Sol Badguy 623X.pngGuard:
    All
    Startup:
    9
    Recovery:
    18+10 after landing
    Advantage:
    -28
    & j.623SGGST Sol Badguy 623X.pngGuard:
    All
    Startup:
    9
    Recovery:
    Until landing+10
    Advantage:
    ) NERF
    • Increased attack startup from 7f to 9f.
  • Aerial Bandit Bringer (j.214KGGST Sol Badguy 214K.pngGuard:
    High
    Startup:
    22~30
    Recovery:
    Until landing+18
    Advantage:
    ) BUFF
    • Decreased attack startup from 25~33f to 22~30f.
  • Night Raid Vortex (Charged) (214[S])GGST Sol Badguy 214S 1.pngGuard:
    All
    Startup:
    15~31 [32]
    Recovery:
    32 [26]
    Advantage:
    -17
    BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • Fafnir (41236H)GGST Sol Badguy 41236H.pngGuard:
    All (Guard Crush)
    Startup:
    24
    Recovery:
    16
    Advantage:
    +11
    NERF
    • Reduced lower hitbox.
  • Tyrant Rave (632146H)GGST Sol Badguy 632146H 1.pngGuard:
    All
    Startup:
    7+2
    Recovery:
    41
    Advantage:
    -44
    NERF
    • Increased attack startup from 5+2f to 7+2f.
    • Increased recovery from 31f to 41f.
      • On-block changed from -34 to -44.
      • On-hit changed from HKD (+29) [HKD (+59)] to HKD (+19) [HKD (+49)].

Testament

  • CrowGGST Testament 214P.pngGuard:
    All
    Startup:
    21
    Recovery:
    Total 39
    Advantage:
    +1
    BUFF
    • Fixed a bug where the crow would sometimes not behave as intended after a Wall Break sequence.
  • Air Dash BUFF
    • Shortened dash time from 31/19 to 25/19, adjusting the value to match other characters.
  • Jump Landing NERF
    • Fixed a bug where Testament's lower hurtbox would sometimes disappear at the instant of landing.
  • 5K BUFF
    • Reduced recovery from 12f to 11f.
      • On-block changed from -4 to -3.
  • 2K BUFF
    • Decreased knockback.
    • Reduced attack startup from 7f to 6f.
  • c.S BUFF
    • Reduced recovery from 13f to 10f.
      • On-block changed from -2 to +1.
  • f.S BUFF
    • Reduced attack startup from 13f to 12f
    • Reduced recovery from 20f to 18f.
      • On-block changed from -9 to -7.
    • Reduced frontal hurtbox.
  • 2S BUFF
    • Reduced attack startup from 11f to 10f.
    • Reduced frontal hurtbox.
  • 5H BUFF
    • Reduced recovery from 30f to 25f.
      • On-block changed from -13 to -8.
  • 6H BUFF
    • Decreased horizontal blowback distance.
    • Reduced attack startup from 25f to 23f.
  • j.P BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
  • j.S BUFF
    • Reduced frontal hurtbox.
  • Grave Reaper (All Versions) (236SGGST Testament j236S.pngGuard:
    All
    Startup:
    16~22
    Recovery:
    27
    Advantage:
    -4
    , 236HGGST Testament j236S.pngGuard:
    All
    Startup:
    13~19
    Recovery:
    21
    Advantage:
    +2
    , j.236SGGST Testament j236S.pngGuard:
    All
    Startup:
    16~22
    Recovery:
    27
    Advantage:
    -4
    & j.236HGGST Testament j236S.pngGuard:
    All
    Startup:
    13~19
    Recovery:
    21
    Advantage:
    +2
    ) BUFF
    • Now activates even after an upwards input (7, 8, or 9).
    • Succubus remains on-screen longer.
    • Fixed a bug where it would sometimes hit multiple times.
  • Grounded Grave Reaper (All Versions) (236SGGST Testament j236S.pngGuard:
    All
    Startup:
    16~22
    Recovery:
    27
    Advantage:
    -4
    & 236HGGST Testament j236S.pngGuard:
    All
    Startup:
    13~19
    Recovery:
    21
    Advantage:
    +2
    ) REWORKED
    • Expanded frontal hitbox and hurtbox of the strike.
  • Grave Reaper (S Version) (236S)GGST Testament j236S.pngGuard:
    All
    Startup:
    16~22
    Recovery:
    27
    Advantage:
    -4
    BUFF
    • The strike hit now launches the opponent higher.
  • Grave Reaper (H Version) (236H)GGST Testament j236S.pngGuard:
    All
    Startup:
    13~19
    Recovery:
    21
    Advantage:
    +2
    BUFF
    • Expanded lower hitbox of the projectile as it comes out.
  • Grave Reaper (All S Versions) (236S & j.236S)GGST Testament j236S.pngGuard:
    All
    Startup:
    16~22
    Recovery:
    27
    Advantage:
    -4
    BUFF
    • Expanded back hitbox of the projectile.
  • Grave Reaper (All H Versions) (236H & j.236H)GGST Testament j236S.pngGuard:
    All
    Startup:
    13~19
    Recovery:
    21
    Advantage:
    +2
    BUFF
    • Reduced attack startup by 3 frames across all levels of charge.
      • Level 1: 16f to 13f
      • Level 2: 23f to 20f
      • Level 3: 30f to 27f
  • Unholy Diver (214P)GGST Testament 214P.pngGuard:
    All
    Startup:
    21
    Recovery:
    Total 39
    Advantage:
    +1
    BUFF
    • Now launches opponent higher, with decreased horizonal blowback distance.
    • Increased active frames after Succubus transformation.
    • Expanded hitbox after Succubus transformation.
    • The crow will now always fly forward in a straight line when the button is held, even if a Succubus is on-screen.
  • Possession (214K)GGST Testament 214K.pngGuard:
    Startup:
    16
    Recovery:
    19
    Advantage:
    BUFF
    • Now activates even after an upwards input (7, 8, or 9).
  • Arbiter Sign (214SGGST Testament 214S.pngGuard:
    Low
    Startup:
    24
    Recovery:
    35
    Advantage:
    -12
    & 214HGGST Testament 214H.pngGuard:
    High
    Startup:
    28
    Recovery:
    35
    Advantage:
    -12
    ) BUFF
    • Reduced recovery from 35f to 26f.
      • On-block changed from -21 to -12.
  • Nostrovia (236236PGGST Testament 236236P Cinematic.pngGuard:
    All
    Startup:
    11+19
    Recovery:
    Total 53
    Advantage:
    +63
    ) BUFF
    • Initial hit now bounces opponent higher, with decreased horizontal blowback distance.
  • Calamity One (236236KGGST Testament 236236K.pngGuard:
    All
    Startup:
    11+4
    Recovery:
    67
    Advantage:
    -38
    ) NERF
    • When blocked mid-air, the opponent now lands more quickly than before.

Zato-1

  • Eddie BUFF
    • Reduced gauge depletion when not attacking from 5HP a frame to 3HP.
  • 6P BUFF
    • Adjusted animation of opponent character on hit.
  • 2K BUFF
    • Decreased knockback.
    • Reduced attack startup from 7f to 6f.
  • c.S BUFF
    • Reduced recovery from 13f to 11f.
      • On-block changed from -2 to +1.
  • 2S BUFF
    • Reduced frontal hurtbox.
  • 5H BUFF
    • Increase damage from 40 to 48.
  • 2H NERF
    • Decreased damage from 48 to 40.
  • 6H REWORKED
    • Reduced descent speed.
  • j.P BUFF
    • Active frames now continue from the initial hit to the final hit, changing active frames from 2(3)2(3)2 to 5, 5, 2
    • Expanded lower hitbox and hurtbox on the first.
  • j.K BUFF
    • Now launches opponent higher.
  • j.H BUFF
    • Active frames 1~4 now launches opponent higher, with decreased horizontal blowback distance. (Note: Active frames 1~4 still has less launch than later active frames.)
  • j.D REWORKED
    • Increased deceleration during startup.
  • "Pierce" (236P)GGST Zato-1 Pierce.pngGuard:
    All
    Startup:
    21 [25]
    Recovery:
    24
    Advantage:
    BUFF
    • Delayed the timing when the Eddie Gauge is depleted.
    • Initial hit now launches opponent higher.
    • Reduced startup of second hit. The gap between the two hits on block changed from 7f to 6f.
  • "That's a lot!" (236K)GGST Zato-1 That's a lot.pngGuard:
    All
    Startup:
    27 [31]
    Recovery:
    Advantage:
    +55
    BUFF
    • Delayed the timing when the Eddie Gauge is depleted.
    • Decreased damage from 22×4 to 20×4.
    • All types of scaling will now only be applied once, even when the projectiles hit multiple times.
      • R.I.S.C. Level depletion changed from 1000×4 to 1000.
  • "Leap" (236S)GGST Zato-1 Leap.pngGuard:
    All
    Startup:
    21 [25]
    Recovery:
    34
    Advantage:
    +46
    NERF
    • Decreased damage from 20, 60 to 20, 40.
    • Expanded hurtbox.
  • Amorphous (632146H)GGST Zato-1 Amorphous.pngGuard:
    All
    Startup:
    8+8
    Recovery:
    Total 43
    Advantage:
    +12
    BUFF
    • Reduced attack startup from 11+8f to 8+8f.
    • Increased movement speed of hitbox.

1.18 Bugs and Issues


Faust

  • BananaGGST Faust Banana Peel.pngGuard:
    Startup:
    Recovery:
    Advantage:
    Peel
    • Faust will not get hit by a banana peel if the opponent rolls over it during knockdown recovery.

May

  • Mr. Dolphin (Vertical) (All Versions) (2[8]SGGST May Mr. Dolphin Vertical.pngGuard:
    All→High
    Startup:
    6
    Recovery:
    7 (21 OH)
    Advantage:
    0 (Airborne)
    & 2[8]HGGST May Mr. Dolphin Vertical.pngGuard:
    All→High
    Startup:
    11
    Recovery:
    8 (19 OH)
    Advantage:
    +6 (Airborne)
    )
    • During a super flash from an opponent's Overdrive or Roman Cancel, if May is currently in the accelerating part of her animation and the input is held down, she will continue to gain horizontal speed indefinitely until the super flash ends. This can result in extreme horizontal speeds far beyond what is normally possible in the game.

Zato-1

  • "That's a lot!" (236K)GGST Zato-1 That's a lot.pngGuard:
    All
    Startup:
    27 [31]
    Recovery:
    Advantage:
    +55
    • In some circumstances when this move is canceled into itself, Eddie will die despite not being hit by the opponent.

Season 1

Version 1.17

New Content

Added Another Story

Version 1.16

New Content

Added Testament, Digital Figure Mode

Version 1.14

Bug Fixes Resulting in Balance Change

1.14 Major Bug Fixes


Baiken

  • Hiiragi REWORKED
    • Fixed a bug where if Baiken simultaneously parried both a projectile and attack from the opponent while under the effect of slowdown from a Roman Cancel, the opponent's character became frozen.

Happy Chaos

  • Fire, Steady Aim BUFF
    • Fixed a bug where the conditions for buffs to the attack properties were changed.
    • (Undocumented) Fire during Steady Aim now launches higher.

Jack-O'

Ky Kiske

  • Sacred Edge BUFF
    • Fixed a bug where if a grounded hit triggered Wall Break, the opponent was not knocked down and could perform a recovery.

Zato-1

  • Break The Law BUFF
    • Fixed a bug where a Psych Burst could hit Zato even while he was hidden in the ground.

Version 1.13

New Content

Added Baiken

Bug Fixes Resulting in Balance Change

1.13 Major Bug Fixes


Faust

Happy Chaos

  • At the Ready BUFF
    • Fixed a bug where under certain circumstances, it was impossible to ready the gun or fire even after inputting H.
  • Steady Aim REWORKED
    • Fixed a bug where when readying the gun, the gun would remain readied even after Chaos took damage and the damage state ended.
    • Fixed a bug where under certain circumstances, it was impossible to cancel into special moves or fire.
    • (Undocumented) Reticle takes 2 frames longer to fully focus.

Potemkin

  • Giganter Kai BUFF
    • No longer subject to combo blowback when the projectile part hits the opponent.

Version 1.11

New Content

Added Happy Chaos

Bug Fixes Resulting in Balance Change

1.11 Major Bug Fixes


Jack-O'

  • Servant BUFF
    • Attacking immediately after a servant landed from a toss or attack would sometimes not result in the servant being hit.
    • Servant trajectory after being hit by c.S or f.S was incorrect per the 1.10 update. Fixed angle is more favorable.

May

  • H Mr. Dolphin (Horizontal) NERF
    • Wall damage scaling was bugged per the Ver1.10 update. Increase to this value decreases May's wall damage somewhat.

Ramlethal Valentine

  • Bajoneto (All) BUFF
    • Both Bajoneto Swords would sometimes not be able to be picked up after Ramlethal was thrown or clashed throws.

Version 1.10

Major Universal Mechanic Changes & Character Balancing

1.10 Universal Changes


Overall Changes

  • Increased input buffer.

Throws

  • Increased throw tech window.
  • Throws can now be Roman Canceled after a successful throw at any point during the animation.
  • Altered the damage distribution and Red Roman Cancel conditions on some throws.
  • A successful Air Throw no longer increases the Wall Break value.

Roman Cancels

  • Removed the damage scaling during the slowdown of Red and Purple Roman Cancels.
  • It's now possible to Roman Cancel during a jump animation.
  • Red Roman Cancel will no longer activate during movement such as dash and backdash.
  • It is no longer possible to activate Roman Cancel during Dust Attack's Homing Jump attack follow-up.

Overdrives

  • No longer negate slowdown on activation, and Roman Canceling during an Overdrive causes slowdown.

Projectiles

  • Projectile special moves have less recovery, making them easier to use in neutral.
  • When two projectiles clash, the projectile with the lower clash level will now be erased.

Air Normals

  • j.S, j.H, j.D can now be jump and air dash canceled and trigger the counter effect (does not apply to Ky and Jack-O's j.D).
  • j.S and j.H now universally gatling into j.D.

Psych Burst

  • Increased the size of Psych Burst's hitbox.

Blocking:

  • Removed the increase in blockstun caused upon successful Faultless Defense.
  • Successful Faultless Defense now applies a minimum distance of forced knockback.
  • Characters no longer enter proximity block due to an approaching projectile.
  • Added the difference in position height with the opponent for the conditions for entering proximity block.

Guard Crush

  • The knockback caused by Instant Block and Faultless Defense now change when Guard Crushed by the opponent's attack.
  • When an attack hits an opponent in the Guard Crush animation, that attack is treated as the first move in a combo.

1.10 Character Changes


Anji Mito

  • Decreased upper hurtbox on dash startup. BUFF
  • Increased the horizontal blowback on Ground Throw. REWORKED
  • f.S REWORKED
    • Decreased the lower hitbox and hurtbox.
  • 2P BUFF
    • Reduced startup from 6f to 5f.
  • 6P BUFF
    • Increased the horizontal hitbox.
  • 6H BUFF
    • Anji is no longer in Counter Hit recovery after the move's active frames end.
  • Shitsu BUFF
    • Reduced startup from 38f to 29f.
    • Reduced recovery from 66f to 52f.
    • Reduced hitstop on the first hit.
  • Fuujin REWORKED
    • Reduced startup from 17f [33f] to 16f [32f].
    • Reduced proration from 100% to 90%.
  • Issokutobi BUFF
    • Anji is no longer in Counter Hit state during the animation.
  • Kou REWORKED
    • Added Guard Crush effect to the second hit.
    • Reduced the horizontal distance the opponent is sent flying back on second hit.
  • Issei Ougi: Sai NERF
    • Can no longer clash.

Axl Low

  • Decreased upper hurtbox on dash startup. BUFF
  • 2K BUFF
    • Reduced startup from 7f to 5f.
  • 2S NERF
    • Reduced proration from 100% to 90%.
  • j.S NERF
    • Increased startup from 11f to 15f.
    • Reduced active frames.
    • Expanded hurtbox in front.
  • j.H NERF
    • Reduced hitbox in front and behind.
    • Increased knockback.
  • j.D NERF
    • Reduced active frames from 5 to 3.
    • Reduced hitbox and hurtbox.
  • Sickle Flash REWORKED
    • Axl is now in Counter Hit state until the animation ends.
    • Increased clash level.
  • Rainwater BUFF
    • Axl is no longer in Counter Hit state after the active frames of the attack.
    • Increased clash level.
  • Sickle Storm BUFF
    • The projectile no longer reduces the number of attacks to the opponent when it hits anything other than the opponent.

Chipp Zanuff

  • Expanded Chipp's hurtbox during facedown knockdown.
  • 2H REWORKED
    • Decreased the horizontal distance the opponent is sent flying back.
  • j.H BUFF
    • Chipp is no longer in Counter Hit state after the active frames of the attack.
  • Alpha Blade (Diagonal) REWORKED
    • Made easier to use in combos and strings.
    • Increased startup from 24f to 27f.
    • Adjusted the movement speed and blowback.
    • Adjusted the movement speed and blowback when bouncing off the stage corner.
  • Alpha Blade (Diagonal) (Air) REWORKED
    • Decreased startup from 37f to 36f.
    • Moved the hitbox further back.
    • Chipp is now in Counter Hit state until the active frames end.
  • Shuriken BUFF
    • Increased the distance from which the attack connects.
  • Wall Run BUFF
    • Chipp is no longer in Counter Hit state during the animation.

Faust

  • Decreased upper hurtbox on dash startup. BUFF
  • 5P BUFF
    • Reduced startup from 6f to 5f.
  • 6P REWORKED
    • Decreased the horizontal distance the opponent is sent flying back.
    • Expanded the hitbox in front.
  • 2S REWORKED
    • Reduced proration from 100% to 90%.
    • Decreased the upper hurtbox during the end of the active frames.
  • Mix Mix Mix REWORKED
    • Faust is no longer in Counter Hit recovery after the active frames end.
    • Reduced proration from 100% to 90%.
  • What Could This Be? BUFF
    • Lowered the chance of Donut appearing when there is already a Donut on the screen.
    • Lowered the chance of Banana appearing when there is already a Banana on the screen.
    • When throwing an item, there is now a set chance that the Banana will become a Banana Peel.
  • Snip Snip Snip REWORKED
    • Decreased the horizontal distance the opponent is sent flying back.
    • Reduced recovery.
    • The opponent can no longer enter Afro state due to an item effect during this move.
  • Love REWORKED
    • The projectile now bounces off the ground and remains active while Faust is in Afro state.
    • Faust now remains in Counter Hit state until the end of the animation.
    • (Undocumented) Afro Love now causes Guard Crush state.
    • (Undocumented) Reduced damage from 40 to 27.
  • Afro
    • Extended the time until it disappears after touching the ground.
    • No longer enters Afro state during certain animations.
  • W-W-What Could This Be? BUFF
    • Reduced recovery from 49f total to 43f total.

Giovanna

  • Sped up the timing of when dash can be canceled into other actions. BUFF
  • 5K REWORKED
    • Adjusted blowback.
  • 6P BUFF
    • Now floats the enemy up higher.
  • c.S REWORKED
    • Increased knockback.
  • f.S NERF
    • Decreased the lower hitbox and hurtbox.
  • 2S BUFF
    • Increased the upper hitbox.
    • The second hit now triggers a counter effect.
  • Sepultura NERF
    • Reduced proration from 100% to 90%.
  • Trovao NERF
    • Reduced proration from 100% to 90%.
  • Sol Nascente REWORKED
    • Move the hitbox of the initial part of the attack upwards.
  • Ventania REWORKED
    • Now floats the enemy when any hit other than the final one hits a grounded opponent.

Goldlewis Dickinson

  • Decreased upper hurtbox on dash startup. BUFF
  • 2P BUFF
    • Reduced startup from 6f to 5f.
  • 6P BUFF
    • Now floats the opponent higher.
  • Behemoth Typhoon (Air) BUFF
    • The trajectory now changes when activated above a set movement speed (ex. from air dash).
    • When activating 486 Behemoth, the Counter Hit state now ends when the active frames do.
    • When activating 248 Behemoth, the Counter Hit state now ends when the active frames do.
    • When activating 684 Behemoth, the movement speed is now the same as other Behemoth Typhoon versions.
  • Skyfish BUFF
    • Reduced the startup when activating at Security Level 3 from 34f to 25f.
    • Reduced the startup when activating at Security Level 2 from 34f to 30f.
    • increased the startup when activating at Security Level 1 from 34f to 35f.
    • Can now cancel the action by pressing the S button when activating at Security Level 3.
  • Burn It Down BUFF
    • Increased clash level.

I-No

  • f.S BUFF
    • Reduced startup. (Note: Still 13f but the hitbox expands faster.)
    • Expanded horizontal hitbox.
  • 6P BUFF
    • Now floats the opponent higher.
  • Antidepressant Scale (All) BUFF
    • Increased startup from 24f to 29f.
    • Reduced recovery from 60f to 51f total.
    • Increased movement speed of the hitbox.
    • Reduced hitstop from 9f to 8f.
    • Sped up the timing when the number of attacks increases.
    • Made it easier to alter the trajectory by inputting up or down.
  • Sultry Performance (All) NERF
    • Reduced proration from 100% to 90%.

Jack-O'

  • Decreased upper hurtbox on dash startup. BUFF
  • 5H BUFF
    • Increased movement speed (Now connects from tip range. f.S)
  • 2S NERF
    • Reduced proration from 100% to 90%.
  • c.S servant hit NERF (Undocumented)
    • Arc of servants has been adjusted. Goes in same arc and speed as 5P when before it was the same as 6P's arc.
  • f.S servant hit NERF (Undocumented)
    • Arc of servants has been adjusted. Goes in same arc and speed as 5P when before it was the same as 6P's arc.
  • 6P REWORKED
    • Reduced the horizontal distance the opponent is sent flying back.
    • Floats the opponent higher.
    • Delayed the timing when the upper hurtbox shrinks.
  • Servants REWORKED
    • The servants' pushboxes now disappear when they vanish.
    • When Jack-O' activates Roman Cancel while lifting a servant, it no longer causes a Purple Roman Cancel (causes a Blue Roman Cancel instead).
    • (Undocumented) Servants turning around are no longer intangible to Jack-O's attacks.
  • Throw Servant (Ground) BUFF
    • Can now be activated using diagonal input (3) instead of only forward (6).
  • Throw Servant (Air) BUFF
    • Can now be activated using diagonal input (3, 9) instead of only forward (6).
  • Release Servant BUFF
    • Can no longer be activated when an upwards direction (7, 8, 9) is being inputted (only affects during special cancel inputs).
  • Recover Servant BUFF
    • Can no longer be activated when an upwards direction (7, 8, 9) is being inputted while lifting a servant.
  • Attack Command BUFF
    • Can no longer be activated when an upwards direction (7, 8, 9) is being inputted while lifting a servant.
    • (Undocumented) Applies slightly different launch to opponents.
  • Defend Command BUFF
    • Can no longer be activated when an upwards direction (7, 8, 9) is being inputted while lifting a servant.
    • Increased clash level.
  • Countdown BUFF
    • Can no longer be activated when an upwards direction (7, 8, 9) is being inputted while lifting a servant.
  • Servant Shoot BUFF
    • Expanded the upper hurtbox and hitbox.
    • Can now be canceled into Overdrives.
  • Forever Elysion Driver BUFF
    • Can now be activated even when lifting a servant.
    • Increased the distance from which the attack can connect.
    • Adjusted movement speed.
  • Cheer Servant On BUFF
    • Can now be activated even when lifting a servant.

Ky Kiske

  • 6H BUFF
    • Ky is no longer in Counter Hit recovery after the active frames.
  • Shock State BUFF
    • Increased chip damage of special moves and Overdrives during Shock State.
  • Stun Edge (All) REWORKED
    • Reduced hitstop from 13f to 6f.
  • Stun Edge (Ground) REWORKED
    • Increased startup from 11f to 13f.
    • Reduced recovery from 54f to 46f.
    • Increased movement speed of the hitbox.
  • Charged Stun Edge REWORKED
    • Reduced recovery from 69f to 62f.
    • Increased movement speed of the hitbox.
  • Foudre Arc NERF
    • Reduced proration from 100% to 90%.
  • Sacred Edge BUFF
    • Increased movement speed of the hitbox.
  • Sacred Edge (Dragon Install) BUFF
    • No longer reduces the amount of hits to the opponent when it hits anything but the opponent.
  • Dragon Install BUFF
    • Increased activation damage from 40 to 80.
    • The activation is now a more powerful attack when used during Shock State (same 10% damage increase as other specials).
    • Increased chip damage of special moves and overdrives during Dragon Install state.

Leo Whitefang

  • f.S BUFF
    • Sped up the timing when it can be followed up with Command Normal 4 (held input for guard stance).
  • 5H BUFF
    • Sped up the timing when it can be followed up with Command Normal 4 (held input for guard stance).
  • 6P BUFF
    • Makes the opponent float higher.
  • 6H BUFF
    • Now floats opponent on grounded hit.
    • Decreased the horizontal distance the opponent is sent flying back.
  • j.S BUFF
    • No longer has Counter Hit recovery.
  • bt.P NERF
    • Can no longer be jump canceled.
  • Guard Stance (Command Normal 4) BUFF
    • Increased movement speed.
  • Guard Stance Attack (Command Normal 5) BUFF
    • Reduced recovery from 20f to 14f.
  • Zweites Kaltes Gestober NERF
    • Increased startup from 23f to 25f.
    • Reduced proration from 100% to 90%.
  • Turbulenz NERF
    • Reduced proration from 100% to 90%.
  • Blitzschlag NERF
    • Reduced proration from 100% to 90%.
  • Brynhildr Stance Cancel BUFF
    • No longer has Counter Hit recovery during the animation.

May

  • 2D BUFF
    • Creates less distance with the opponent on hit in the corner.
  • 6P NERF
    • No longer wall bounces.
    • Now floats the opponent higher.
    • Reduced horizontal blowback distance.
  • 6H REWORKED
    • Sends the opponent flying up on grounded hit.
    • Reduced the amount of R.I.S.C. Level decrease.
    • Reduced the amount of combo blowback scaling increase.
  • j.S BUFF
    • May is no longer in Counter Hit recovery after the active frames.
  • Mr. Dolphin (Horizontal) (All) NERF
    • Reduced proration from 100% to 90%.
    • Reduced lower hitbox.
  • Mr. Dolphin (Vertical) (All) REWORKED
    • Reduced proration from 100% to 90%.
    • Reduced upper hurtbox during ascent.
    • Increased distance from which the attack can connect.

Millia Rage

  • f.S NERF
    • Reduced the lower hurtbox and hitbox.
  • 2P BUFF
    • Reduced startup from 6f to 5f.
  • 6P REWORKED
    • Decreased horizontal blowback.
    • Now floats opponent higher.
  • 6K BUFF
    • Can now be special and super canceled.
    • The opponent is now forced into crouch state on grounded hit.
    • No longer expands Millia's pushbox, preventing opponents from being pushed away during animation.
    • Increased recovery by 2f.
  • 6H BUFF
    • Reduced the startup of the second hit from 16f to 13f.
  • j.K, j.S, j.H, j.D BUFF
    • Can now be canceled with air back dash.
  • Turbo Fall BUFF
    • Can now be canceled mid-animation with some special moves.
    • No longer Counter Hit state during the animation.
  • S Tandem Top BUFF
    • Reduced startup from 15f to 12f.
  • Lust Shaker BUFF
    • Added knockback.
    • Expanded lower hurtbox and hitbox.
    • Fixed a bug which caused unnatural behavior under certain circumstances.
  • Mirazh REWORKED
    • Can now be canceled mid-animation with some special moves.
    • No longer Counter Hit state during the animation.
    • Movement speed adjusted.
    • Reduced the length of time during which she can phase through the opponent.

Nagoriyuki

  • Ground ThrowGGST Nagoriyuki Ground Throw.pngGuard:
    120
    Startup:
    2
    Recovery:
    38
    Advantage:
    N/A
    NERF
    • Fixed a bug where forced damage scaling would not be applied.
  • Air Throw REWORKED
    • Adjusted the descent timing.
  • 6P BUFF
    • Reduced the horizontal distance the opponent is sent flying, while making them float up higher.
  • Blood Rage BUFF
    • The hitbox can no longer clash or be reflected.
  • Zarameyuki BUFF
    • Reduced startup from 23f to 18f.
    • Increased movement speed of the hitbox.
    • Unified the size of the clash range.
  • Kamuriyuki NERF
    • Reduced proration from 100% to 90%.
  • Shizuriyuki REWORKED
    • Can now follow up with the second hit by pressing the HS button. Adjusted blow back, etc. in accordance with changes to its function.
    • Reduced startup from 13f to 11f.
    • The second hit now triggers a counter effect.

Potemkin

  • f.S BUFF
    • Increased rolling time.
  • 5H BUFF
    • Reduced the hurtbox in front.
  • 6P BUFF
    • Can now be special canceled.
  • 6K BUFF
    • Decreased the amount of R.I.S.C. Level reduction.
    • Reduced the amount of combo blowback adjustment increase.
  • 6H BUFF
    • Reduced the hurtbox in front.
  • j.D BUFF
    • Can now be special canceled when Potemkin lands.
  • Slide Head BUFF
    • Potemkin is no longer in Counter Hit state after the active frames end.
    • The ground cracks no longer disappear during the active frames.
  • F.D.B. REWORKED
    • Now triggers the counter effect.
    • Now reflects projectiles while holding down the S button.
    • Reduced proration from 100% to 90%.
  • Garuda Impact NERF
    • Reduced proration from 100% to 90%.
  • Heavenly Potemkin Buster BUFF
    • Increased distance from which the attack connects.
  • Giganter Kai REWORKED
    • Reduced the hitbox of the projectile in front and behind.
    • The interval before an attack can hit again after this connects with the opponent is now consistent.

Ramlethal Valentine

  • Decreased upper hurtbox on dash startup. BUFF
  • f.S BUFF
    • Reduced knockback.
  • 5H REWORKED
    • Increased knockback.
  • 6P BUFF
    • Floats the opponent higher.
  • j.H NERF
    • Increased startup from 16f to 19f.
    • Increased knockback.
  • j.D NERF
    • Increased knockback.
  • Bajoneto (All) NERF
    • Fixed the location on the ground where it will be set after touching the stage corner.
    • After sending out the sword, if Ramlethal takes damage before it reaches the corner, it will no longer explode.
  • Dauro NERF
    • Reduced proration from 100% to 90%.
  • Sildo Detruo (All) REWORKED
    • Changed from an overhead to a mid.
    • Increased proration from 80% to 90%.
    • Expanded the lower and rear hitboxes.
  • Sildo Detruo (Ground) REWORKED
    • Adjusted the movement speed and blowback.
    • Reduced recovery from 18f to 13f.
    • Now forces crouching state on grounded hit.
    • Added wall bounce effect.
  • Sildo Detruo (Air) REWORKED
    • Adjusted the movement speed and blowback.
    • Reduced recovery.
  • Sabrobato NERF
    • Reduced proration from 100% to 90%.
  • Erarlumo BUFF
    • Can no longer be dash canceled on whiff.
    • When Roman Cancel is activated while dash canceling this move, it will be a Blue Roman Cancel.
    • Can now be special canceled only immediately after dash canceling.
  • Erarlumo (First Hit) BUFF
    • Reduced attack level from 4 to 2.
    • Reduced startup from 20f to 16f
    • Reduced recovery from 21f to 12f.
    • Adjusted blowback.
    • Sped up the timing when the follow-up is buffed.
  • Erarlumo (Second Hit) BUFF
    • Added dash cancel.
    • Increased attack level from 2 to 3.
    • Reduced startup from 12f to 9f.
    • Reduced recovery from 41f to 25f.
    • Adjusted blowback.
    • Sped up the timing when the follow-up is buffed.
    • Sped up the timing when the follow-up can be used.
    • Removed Guard Crush effect.
  • Erarlumo (Third Hit) REWORKED
    • Reduced startup from 22f to 11f.
    • Increased recovery from 32f to 38f.
    • Adjusted blowback.
    • Reduced knockback.
  • Calvados BUFF
    • Increased clash level.
    • Reduced recovery.
    • Added Guard Crush effect to the final hit.

Sol Badguy

  • Expanded upper hurtbox during facedown knockdown.
  • 6P NERF
    • No longer wall bounces.
    • Now floats opponent higher.
    • Reduced horizontal blowback distance.
  • 6H BUFF
    • No longer has Counter Hit recovery after active frames.
  • Bandit Revolver (All) REWORKED
    • The second hit can now be performed manually with the K button (previously only came out on hit).
    • Now triggers the counter effect.
    • Lowered attack level from 3 to 2.
    • Reduced recovery from 18f to 15f.
    • Expanded hitbox in front and below on second hit.
    • Increased distance from which the attack connects.
    • Reduced proration from 100% to 90%.
  • Bandit Revolver (Ground) BUFF
    • Reduced startup time from 16f to 12f.
  • Bandit Bringer BUFF
    • Now triggers the counter effect.
  • Night Raid Vortex NERF
    • Reduced proration from 100% to 90%.
  • Fafnir NERF
    • Reduced proration from 100% to 90%.

Zato-1

  • Decreased upper hurtbox on dash startup. BUFF
  • 5P BUFF
    • Reduced startup from 6f to 5f.
  • 6K BUFF
    • Can now be special and super canceled.
    • The opponent is now forced into crouch state on grounded hit.
    • No longer expands Zato's pushbox, preventing opponents from being pushed away during animation.
    • Increased startup from 23f to 28f.
  • Eddie BUFF
    • Reduced the amount of gauge spent when controlling Eddie with 236 input moves while Eddie is summoned.
  • Invite Hell BUFF
    • Expanded the hitbox in front and behind.
  • Sun Void (All) BUFF
    • No longer reduces the number of hits when connecting with anything other than the opponent.

Version 1.09

New Content

Added Jack-O'

1.09 Character Changes


Anji Mito

  • f.S BUFF
    • Reduced recovery by 6 frames.
  • Fuujin BUFF
    • Can now be canceled into follow-ups on whiff. (The motion begins before the attack becomes active.)
    • Increased forward movement.
  • Shin: Ichishiki BUFF
    • Increased active frames by 3.
    • Extended hitbox.
  • Issei Ougi: Sai BUFF
    • Extended hitbox.

Axl Low

  • Snail BUFF
    • Reduced start-up by 3 frames.
    • Can now combo into Snail from grounded hits such as 5P
  • One Vision BUFF
    • Can now be canceled into from special moves, as with the activation.
    • Decreased the time of the Tension Penalty in the readied state.

Chipp Zanuff

  • f.S NERF
    • Shrunk the lower hitbox.
  • 2S REWORKED
    • Made more easily affected by dash momentum.
  • j.2K REWORKED
    • Adjusted the attack's range.
    • Increased the hurtboxes below, in front of, and behind Chipp.
    • Reduced knockback.

Faust

  • 5H BUFF
    • Increased active frames by 6.
    • Increased damage of the follow-up hit by 25.
  • 2H BUFF
    • Shrunk the hurtbox on start-up.
    • Extended the hitbox in front of Faust.
  • j.2K BUFF
    • Reduced start-up by 4 frames.
    • Reduced hurtbox during start-up.
    • Adjusted blow back on hit.
  • Bone-crushing Excitement BUFF
    • Can now Wall Break in the corner.
    • Increased frame advantage on hit.
    • Creates distance between Faust and the opponent when Wall Break does not occur.

Giovanna

  • 6P BUFF
    • Reduced start-up by 1 frame. Can now be combo'd into by some moves such as 5P.
  • 6H BUFF
    • The final follow-up hit now knocks down on hit.

Goldlewis Dickinson

  • 5D REWORKED
    • Adjusted the landing recovery after the Finishing Blow hits to match other characters (+23 advantage on hit.)
  • 2K BUFF
    • Reduced knockback.
  • 6P BUFF
    • Reduced start-up by 1 frame.
  • Skyfish BUFF
    • Hit properties and frame advantage improve with Security Level.

I-No

  • Hover Dash BUFF
    • Increased movement speed and distance traveled.
  • 5H BUFF
    • Reduced start-up by 1 frame.
    • Floats on grounded hit.
  • 2K BUFF
    • Reduced knockback.
  • 2D REWORKED
    • Reduced horizontal blow back on hit.
  • j.D BUFF
    • Adjusted hit effect on grounded opponents, increasing the time allowed for follow-up attacks.
  • H Stroke The Big Tree REWORKED
    • Reduced knockback.
  • Ultimate Fortissimo REWORKED
    • Increased forward movement.

Ky Kiske

  • f.S BUFF
    • Reduced recovery by 6 frames.
    • Made it more easily affected by dash momentum.
  • 2K REWORKED
    • Decreased knockback.
  • Stun Dipper BUFF
    • Made it easier to combo into the 2nd hit by changing the distance traveled, hitbox, and blow back.
    • Decreased the distance between Ky and the opponent after the 2nd hit connects.
  • Dragon Install BUFF
    • Decreased the Tension Penalty time after activation.
    • Reduced start-up by 10 frames.
    • Expanded the hitbox in front of Ky. Shrunk upper hitbox.
    • No longer activates when inputting forward directions after the command is complete.

Leo Whitefang

  • Forward/Backward Movement During Brynhildr Stance REWORKED
    • Leo now moves forward towards the opponent when using the dash button.
  • bt.K BUFF
    • Can now be jump canceled and dash canceled.

May

  • f.S REWORKED
    • Shrunk the lower hurtbox and hitbox.
  • 5H BUFF
    • Increased active frames by 4.
    • Reduced recovery by 15 frames.
  • 2S NERF
    • Decreased active frames by 3.
    • Expanded hurtbox in front of May.
  • Overhead Kiss REWORKED
    • Reduced horizontal blow back, allowing follow-up combos mid-screen.
    • Reduced damage from 90 to 70.
  • The Wonderful and Dynamic Goshogawara
    • Fixed a bug where the move could hit after Wall Break.

Millia Rage

  • 5H BUFF
    • Reduced recovery by 4 frames.
  • S Tandem Top BUFF
    • Increased movement speed of the hitbox.
  • Lust Shaker
    • Reduced start-up by 10 frames.

Nagoriyuki

  • 6P BUFF
    • Reduced start-up by 1 frame.
  • f.S BUFF
    • Increased the amount of Blood Gauge recovered.
  • Wasureyuki REWORKED
    • No longer goes into the follow-up animation when the edge of the first hit connects.
    • When the last hit connects, blows the opponent back regardless of their position.

Potemkin

  • 6K BUFF
    • Reduced recovery by 6 frames.
  • Heat Knuckle
    • Made it easier to gain Tension when blocked.
    • Greatly increased the R.I.S.C Level gain on block.

Ramlethal Valentine

  • Dauro BUFF
    • Increased forward movement making it easier to use in mid-screen combos.
  • j.H NERF
    • Shrunk the lower hitbox behind and in front of Ramlethal.
  • Agresa Ordono REWORKED
    • Floats the opponent on grounded hit when both swords are equipped.

Sol Badguy

  • 2K BUFF
    • Decreased knockback.
  • f.S NERF
    • Increased knockback.
    • Reduced proration from 100% to 90%.
  • 2S BUFF
    • Increased active frames by 3.
    • Expanded hitbox during the additional active frames around Sol's feet.
  • 6S NERF
    • Shrunk the hitbox on the top and bottom of the attack.
    • Expanded the hurtbox around Sol's feet.
  • S Volcanic Viper (Ground) REWORKED
    • Increased active frames by 5.
    • Sol now spends 6 more frames in the air.
  • Bandit Bringer REWORKED
    • Greatly increased knockback.
  • Bandit Bringer (Air) REWORKED
    • Greatly increased knockback.
    • Increased landing recovery from 12 frames to 18 frames.
  • Wild Throw BUFF
    • Now possible to follow up by using Roman Cancel.
    • Increased frame advantage on hit from +8 to +15.
  • Heavy Mob Cemetery REWORKED
    • No longer activates when inputting forward directions after the command is complete.

Zato-1

  • 5H BUFF
    • Increased active frames by 3.
    • Expanded the hitbox in front of Zato during the additional active time.
  • 6P BUFF
    • Reduced start-up by 1 frame.
    • Lifts opponents off of the ground on hit.
  • Summon Eddie BUFF
    • When recalling Eddie with 214H while Eddie is summoned, the summon will be canceled faster.

Version 1.07

New Content

Added Goldlewis Dickinson

Patch History

Ver1.24 Date: December 15th, 2022 ー Added support for cross-platform features, adjusted other online features. Major balance patch, with universal changes to Tension Gauge, R.I.S.C Level, 6P hurtboxes, special moves with retreating movement and proration.


Ver1.23 Date: November 24th, 2022 ー Added Sin Kiske to the roster, bug fixes.


Ver1.22 Date: September 16th, 2022 ー Added support for PS5 Tournaments event feature to PS5 version, bug fixes.


Ver1.21 Date: August 8th, 2022 ー Added Bridget to the roster, bug fixes.


Ver1.19 Date: July 1st, 2022 ー Bug fixes.


Ver1.18 Date: June 10th, 2022 ー Major balance patch, with universal changes to Roman Cancels, Psych Burst, Faultless Defense, Counter Hit slowdown for P and K normals, dash cancels for 5K and c.S, knockback on 2K and launch behavior on j.P and j.K.


Ver1.17 Date: April 29th, 2022 ー Added Another Story for season pass owners.


Ver1.16 Date: March 28th, 2022 ー Added Testament to the roster (same-day for season pass owners, March 31st for everyone else), added Digital Figure Mode, bug fixes.


Ver1.14 Date: February 4th, 2022 ー Bug fixes.


Ver1.13 Date: January 28th, 2022 ー Added Baiken to the roster (same-day for season pass owners, January 31st for everyone else), bug fixes.


Ver1.11 Date: November 30th, 2021 ー Added Happy Chaos to the roster (same-day for season pass owners, December 3rd for everyone else), bug fixes.


Ver1.10 Date: October 15th, 2021 ー Major balance patch, with universal changes to input buffers, air normals, throws, projectiles, Faultless Defense and Roman Cancels, as well as adjusting the start-up of characters' fastest normals.


Ver1.09 Date: August 27th, 2021 ー Added Jack-O' to the roster (same-day for season pass owners, August 30th for everyone else), first major balance patch, bug fixes.


Ver1.07 Date: July 27th, 2021 ー Added Goldlewis Dickinson to the roster (same-day for season pass owners, July 30th for everyone else), bug fixes.


Ver1.05 Date: June 29th, 2021 ー Opening movie now plays on idle title screen, added Korean dub, added additional movies to Gallery Mode, bug fixes.


Ver1.03 Date: June 11th, 2021 ー Bug fixes.


Ver1.02 Date: June 7th, 2021 ー Day 1 update.


Ver1.01 Date: June 2nd, 2021 ー Included with Version 1.02.


References

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