GGST/Patch Notes: Difference between revisions

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{{Notice|
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*Officially documented gameplay changes will be prioritized for these pages. Language and terminology might be changed from the source for clarity or to match the wiki's own terminology.
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*Version IDs and release dates were taken from the PC/Steam release. Consoles might include additional updates focused on improving game performance and stability, or minor bug fixes.
 
== Season 1 ==
=== Version 1.10 ===
'''Major Universal Mechanic Changes & Character Balancing'''
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'''1.10 Universal Changes'''
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==== 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
 
'''Aerial Normals'''
*{{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}} can now be jump and air dash canceled and trigger the Counter effect (does not apply to Ky and Jack-O's {{clr|5|j.D}})
*{{clr|3|j.S}} and {{clr|4|j.H}} now universally gatling into {{clr|5|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.
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'''1.10 Character Changes'''
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===={{Character Label|GGST|Anji Mito|64px}}====
*Decreased upper hurtbox on Dash startup {{clr|buff|BUFF}}
*Increased the horizontal blowback on Ground Throw {{clr|reworked|REWORKED}}
*{{clr|3|f.S}} {{clr|reworked|REWORKED}}
**Decreased the lower hitbox and hurt box
*{{clr|2|2P}} {{clr|buff|BUFF}}
**Reduced startup from 6f to 5f
*{{clr|2|6P}} {{clr|buff|BUFF}}
**Increased the horizontal hitbox
*{{clr|4|6H}} {{clr|buff|BUFF}}
**Anji is no longer in Counter Hit recovery after the move's active frames end.
*[[GGST/Anji Mito#Shitsu|Shitsu]] {{clr|buff|BUFF}}
**Reduced Startup from 38 to 29f
**Reduced Recovery from 66f to 52f
**Reduced Hitstop on the first hit
*[[GGST/Anji Mito#Fuujin|Fuujin]] {{clr|reworked|REWORKED}}
**Reduced Startup from 17f [33f] to 15f [31f]
**Increased base damage scaling
*[[GGST/Anji Mito#Issokutobi|Issokutobi]] {{clr|buff|BUFF}}
**Anji is no longer in Counter Hit state during the animation
*[[GGST/Anji Mito#Kou|Kou]] {{clr|reworked|REWORKED}}
**Added Guard Crush effect to the second hit
**Reduced the Horizontal distance the opponent is sent flying back on second hit
*[[GGST/Anji Mito#Issei Ougi: Sai|Issei Ougi: Sai]] {{clr|nerf|NERF}}
**Can no longer Clash
 
===={{Character Label|GGST|Axl Low|64px}}====
*Decreased upper hurtbox on Dash startup {{clr|buff|BUFF}}
*{{clr|1|2K}} {{clr|buff|BUFF}}
**Reduced startup from 7f to 5f
*{{clr|3|2S}} {{clr|nerf|NERF}}
**Increased base damage scaling
*{{clr|3|j.S}} {{clr|nerf|NERF}}
**Increased startup from 11f to 15f
**Reduced active frames
**Expanded hurtbox in front
*{{clr|4|j.H}} {{clr|nerf|NERF}}
**Reduced hitbox in front and behind
**Increased Knockback
*{{clr|5|j.D}} {{clr|nerf|NERF}}
**Reduced active frames from 5f to 3f
**Reduced hitbox and hurtbox
*[[GGST/Axl Low#Sickle Flash|Sickle Flash]] {{clr|reworked|REWORKED}}
**Axl is now in Counter Hit state until the animation ends.
**Increased Clash level.
*[[GGST/Axl Low#Rainwater|Rainwater]] {{clr|buff|BUFF}}
**Axl is no longer in Counter Hit state after the active frames of the attack
**Increased Clash level.
*[[GGST/Axl Low#Sickle Storm|Sickle Storm]] {{clr|buff|BUFF}}
**The projectile no longer reduces the number of attacks to the opponent when it hits anything other than the opponent.
 
===={{Character Label|GGST|Chipp Zanuff|64px}}====
*Expanded Chipp's hurtbox during facedown knockdown
*{{clr|4|2H}} {{clr|reworked|REWORKED}}
**Decreased the horizontal distance the opponent is sent flying back
*{{clr|4|j.H}} {{clr|buff|BUFF}}
**Chipp is no longer in Counter Hit state after the active frames of the attack.
*[[GGST/Chipp_Zanuff#Alpha Blade Diagonal|Alpha Blade Diagonal]] {{clr|reworked|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
*[[GGST/Chipp_Zanuff#Alpha Blade Diagonal|Alpha Blade Diagonal (Air)]] {{clr|reworked|REWORKED}}
**Decreased startup from 37f to 36f
**Moved the hitbox further back
**Chipp is now in Counter Hit state until the active frames end
*[[GGST/Chipp_Zanuff#Shuriken|Shuriken]] {{clr|buff|BUFF}}
**Increased the distance from which the attack connects
*[[GGST/Chipp_Zanuff#Wall Run|Wall Run]] {{clr|buff|BUFF}}
**Chipp is no longer in Counter Hit state during the animation
 
===={{Character Label|GGST|Faust|64px}}====
*Decreased upper hurtbox on Dash startup {{clr|buff|BUFF}}
*{{clr|2|5P}} {{clr|buff|BUFF}}
**Reduced startup from 6f to 5f
*{{clr|2|6P}} {{clr|reworked|REWORKED}}
**Decreased the horizontal distance the opponent is sent flying back
**Expanded the hitbox in front
*{{clr|3|2S}} {{clr|reworked|REWORKED}}
**Increased base damage scaling
**Decreased the upper hurtbox during the end of the active frames
*[[GGST/Faust#Mix Mix Mix|Mix Mix Mix]] {{clr|reworked|REWORKED}}
**Faust is no longer in Counterhit recovery after the active frames end
**Increased base damage scaling
*[[GGST/Faust#What Could This Be?|What Could This Be?]] {{clr|buff|BUFF}}
**Lowered the chance of [[GGST/Faust#Donut|Donut]] appearing when there is already a Donut on the screen
**Lowered the chance of [[GGST/Faust#Banana|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.
*[[GGST/Faust#Snip Snip Snip|Snip Snip Snip]] {{clr|reworked|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
*[[GGST/Faust#Love|Love]] {{clr|reworked|REWORKED}}
**The projectile now bounces off the ground and remains active while Faust is in Afro state
**Faust now remains in Counterhit state until the end of the animation
**Afro Love now causes Guard Crush state (''not mentioned in official patchnotes'')
**Reduced damage from 40 to 27 (''not mentioned in official patchnotes'')
*[[GGST/Faust#Afro|Afro]]
**Extended the time until it disappears after touching the ground
**No longer enters Afro state during certain animations
*[[GGST/Faust#W-W-What Could This Be?|W-W-What Could This Be?]] {{clr|buff|BUFF}}
**Reduced Recovery
 
===={{Character Label|GGST|Giovanna|64px}}====
*Sped up the timing of when Dash can be canceled into other actions {{clr|buff|BUFF}}
*{{clr|1|5K}} {{clr|reworked|REWORKED}}
**Adjusted Blowback
*{{clr|2|6P}} {{clr|buff|BUFF}}
**Now floats the enemy up higher
*{{clr|3|c.S}} {{clr|reworked|REWORKED}}
**Increased knockback
*{{clr|3|f.S}} {{clr|nerf|NERF}}
**Decreased the lower hitbox and hurtbox
*{{clr|3|2S}} {{clr|buff|BUFF}}
**Increased the upper hitbox
**The second hit now triggers a counter effect
*[[GGST/Giovanna#Sepultura|Sepultura]] {{clr|nerf|NERF}}
**Increased base damage scaling
*[[GGST/Giovanna#Trovao|Trovao]] {{clr|nerf|NERF}}
**Increased base damage scaling
*[[GGST/Giovanna#Sol Nascente|Sol Nascente]] {{clr|reworked|REWORKED}}
**Move the hitbox of the initial part of the attack upwards
*[[GGST/Giovanna#Ventania|Ventania]] {{clr|reworked|REWORKED}}
**Now floats the enemy when any hit other than the final one hits a grounded opponent
 
===={{Character Label|GGST|Goldlewis Dickinson|64px}}====
*Decreased upper hurtbox on Dash startup {{clr|buff|BUFF}}
*{{clr|2|2P}} {{clr|buff|BUFF}}
**Reduced startup from 6f to 5f
*{{clr|2|6P}} {{clr|buff|BUFF}}
**Now floats the opponent higher
*[[GGST/Goldlewis_Dickinson#Behemoth Typhoon|Behemoth Typhoon (Air)]] {{clr|buff|BUFF}}
**The trajectory now changes when activated above a set movement speed (ex. From airdash)
**When activating [[GGST/Goldlewis_Dickinson#Behemoth Typhoon (486)|486 Behemoth]], the Counter Hit state now ends when the active frames do.
**When activating [[GGST/Goldlewis_Dickinson#Behemoth Typhoon (248)|248 Behemoth]], the Counter Hit state now ends when the active frames do.
**When activating [[GGST/Goldlewis_Dickinson#Behemoth Typhoon (684)|684 Behemoth]], the movement speed is now the same as other Behemoth Typhoon versions.
*[[GGST/Goldlewis_Dickinson#Skyfish|Skyfish]] {{clr|buff|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 {{clr|3|S}} button when activating at Security Level 3
*[[GGST/Goldlewis_Dickinson#Burn It Down|Burn It Down]] {{clr|buff|BUFF}}
**Increased Clash Level
 
===={{Character Label|GGST|I-No|64px}}====
*{{clr|3|f.S}} {{clr|buff|BUFF}}
**Reduced startup (''note: still 13f but the hitbox expands faster'')
**Expanded horizontal hitbox
*{{clr|2|6P}} {{clr|buff|BUFF}}
**Now floats the opponent higher
*[[GGST/I-No#Antidepressant Scale|Antidepressant Scale (All versions)]] {{clr|buff|BUFF}}
**Increased startup from 24f to 29f
**Reduced Recovery from 60f to 51f total
**Increased movement speed of the hitbox
**Reduced Hitstop
**Sped up the timing when the number of attacks increases
**Made it easier to alter the trajectory by inputting Up or Down.
*[[GGST/I-No#Sultry Performance|Sultry Performance (All versions)]] {{clr|nerf|NERF}}
**Increased base damage scaling
 
===={{Character Label|GGST|Jack-O|64px|label=Jack-O'}}====
*Decreased upper hurtbox on Dash startup {{clr|buff|BUFF}}
*{{clr|4|5H}} {{clr|buff|BUFF}}
**Increased movement speed (Now connects from tip range {{clr|3|f.S}})
*{{clr|3|2S}} {{clr|nerf|NERF}}
**Increased base damage scaling (100% → 90%)
*{{clr|2|6P}} {{clr|reworked|REWORKED}}
**Reduced the horizontal distance the opponent is sent flying back
**Floats the opponent higher
**Delayed the timing when the upper hurtbox shrinks
*'''Servants''' {{clr|reworked|REWORKED}}
**The servants' pushboxes now disappear when the Servants vanish
**When Jack-O' activates Roman Cancel while lifting a Servant, it no longer causes a Purple RC (Instead performs BRC).
**''(Undocumented)'' Servants turning around are no longer intangible to Jack-O's attacks
*[[GGST/Jack-O#Throw Servant|Throw Servant (Ground)]] {{clr|buff|BUFF}}
**Can now be activated using diagonal input (3) instead of only forward (6)
*[[GGST/Jack-O#Throw Servant|Throw Servant (Air)]] {{clr|buff|BUFF}}
**Can now be activated using diagonal input (3, 9) instead of only forward (6)
*[[GGST/Jack-O#Release Servant|Release Servant]] {{clr|buff|BUFF}}
**Can no longer be activated when an upwards direction (7,8,9) is being inputted (Only affects during special cancel inputs)
*[[GGST/Jack-O#Recover Servant|Recover Servant]] {{clr|buff|BUFF}}
**Can no longer be activated when an upwards direction (7,8,9) is being inputted while lifting a servant
*[[GGST/Jack-O#Attack Command|Attack Command]] {{clr|buff|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
*[[GGST/Jack-O#Defend Command|Defend Command]] {{clr|buff|BUFF}}
**Can no longer be activated when an upwards direction (7,8,9) is being inputted while lifting a servant
**Increased Clash level
*[[GGST/Jack-O#Countdown|Countdown]] {{clr|buff|BUFF}}
**Can no longer be activated when an upwards direction (7,8,9) is being inputted while lifting a servant
*[[GGST/Jack-O#Servant Shoot|Servant Shoot]] {{clr|buff|BUFF}}
**Expanded the upper hurtbox and hitbox
**Can now be canceled into Overdrives
*[[GGST/Jack-O#Forever Elysion Driver|Forever Elysion Driver]] {{clr|buff|BUFF}}
**Can now be activated even when lifting a Servant
**Increased the distance from which the attack can connect
**Adjusted movement speed
*[[GGST/Jack-O#Cheer Servant On|Cheer Servant On]] {{clr|buff|BUFF}}
**Can now be activated even when lifting a Servant
 
===={{Character Label|GGST|Ky Kiske|64px}}====
*{{clr|4|6H}} {{clr|buff|BUFF}}
**Ky is no longer in Counter Hit recovery after the active frames
*'''Shock State''' {{clr|buff|BUFF}}
**Increased chip damage of special moves and overdrives during shock state
*[[GGST/Ky_Kiske#Stun Edge|Stun Edge (All)]] {{clr|reworked|REWORKED}}
**Reduced Hitstop (approximately 3f?)
*[[GGST/Ky_Kiske#Stun Edge|Stun Edge (Grounded)]] {{clr|reworked|REWORKED}}
**Increased startup from 11f to 13f
**Reduced recovery from 54f to 46f
**Increased movement speed of the hitbox
*[[GGST/Ky_Kiske#Stun Edge Charged Attack|Stun Edge Charged Attack]] {{clr|reworked|REWORKED}}
**Reduced hitstop
**Reduced recovery from 69f to 62f
**Increased movement speed of the hitbox
*[[GGST/Ky_Kiske#Foudre Arc|Foudre Arc]] {{clr|nerf|NERF}}
**Increased base damage scaling (90% proration)
*[[GGST/Ky_Kiske#Sacred Edge|Sacred Edge]] {{clr|buff|BUFF}}
**Increased movement speed of the hitbox
*[[GGST/Ky_Kiske#Sacred Edge|Sacred Edge (Dragon Install)]] {{clr|buff|BUFF}}
**No longer reduces the amount of hits to the opponent when it hits anything but the opponent.
*[[GGST/Ky_Kiske#Dragon Install|Dragon Install]] {{clr|buff|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.
 
===={{Character Label|GGST|Leo Whitefang|64px}}====
*{{clr|3|f.S}} {{clr|buff|BUFF}}
**Sped up the timing when it can be followed up with [[GGST/Leo_Whitefang#%5BH%5DS_or_%5BS%5DH|Command Normal 4]] (held input for guard stance)
*{{clr|4|5H}} {{clr|buff|BUFF}}
**Sped up the timing when it can be followed up with [[GGST/Leo_Whitefang#%5BH%5DS_or_%5BS%5DH|Command Normal 4]] (held input for guard stance)
*{{clr|2|6P}} {{clr|buff|BUFF}}
**Makes the opponent float higher
*{{clr|4|6H}} {{clr|buff|BUFF}}
**Now floats opponent on grounded hit
**Decreased the horizontal distance the opponent is sent flying back
*{{clr|3|j.S}} {{clr|buff|BUFF}}
**No longer has Counterhit recovery
*{{clr|2|bt.P}} {{clr|nerf|NERF}}
**Can no longer be jump canceled.
*[[GGST/Leo_Whitefang#%5BH%5DS_or_%5BS%5DH|Guard Stance (Command Normal 4)]] {{clr|buff|BUFF}}
**Increased Movement speed
*[[GGST/Leo_Whitefang#%5BH%5DS_or_%5BS%5DH|Guard Stance Attack (Command Normal 5)]] {{clr|buff|BUFF}}
**Reduced Recovery from 20f to 14f
*[[GGST/Leo_Whitefang#Zweites Kaltes Gestober|Zweites Kaltes Gestober]] {{clr|nerf|NERF}}
**Increased startup from 23f to 25f
**Increased base damage scaling
*[[GGST/Leo_Whitefang#Turbulenz|Turbulenz]] {{clr|nerf|NERF}}
**Increased base damage scaling
*[[GGST/Leo_Whitefang#Blitzschlag|Blitzschlag]] {{clr|nerf|NERF}}
**Increased base damage scaling
*[[GGST/Leo_Whitefang#Cancel|Cancel Brynhildr Stance]] {{clr|buff|BUFF}}
*No longer has counterhit recovery during the animation
 
===={{Character Label|GGST|May|64px}}====
*{{clr|5|2D}} {{clr|buff|BUFF}}
**Creates less distance with the opponent on hit in the corner
*{{clr|2|6P}} {{clr|nerf|NERF}}
**No longer wall bounces
**Now floats the opponent higher
**Reduced horizontal blowback distance
*{{clr|4|6H}} {{clr|reworked|REWORKED}}
**Sends the opponent flying up on grounded hit
**Reduced the amount of RISC level decrease
**Reduced the amount of comback blowback scaling increase
*{{clr|3|j.S}} {{clr|buff|BUFF}}
**May is no longer in counterhit recovery after the active frames
*[[GGST/May#Mr. Dolphin Horizontal|Mr. Dolphin Horizontal (All)]] {{clr|nerf|NERF}}
**Increased base damage scaling
**Reduced lower hitbox
*[[GGST/May#Mr. Dolphin Vertical|Mr. Dolphin Vertical (All)]] {{clr|reworked|REWORKED}}
**Increased base damage scaling
**Reduced upper hurtbox during ascent
**Increased distance from which the attack can connect
 
===={{Character Label|GGST|Millia Rage|64px}}====
*{{clr|3|f.S}} {{clr|nerf|NERF}}
**Reduced the lower hurtbox and hitbox
*{{clr|2|2P}} {{clr|buff|BUFF}}
**Reduced startup from 6f to 5f
*{{clr|2|6P}} {{clr|reworked|REWORKED}}
**Decreased horizontal blowback
**Now floats opponent higher
*{{clr|1|6K}} {{clr|buff|BUFF}}
**Can now be Special and Super cancelled
**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
*{{clr|4|6H}} {{clr|buff|BUFF}}
**Reduced the startup of the second hit from 16f to 13f
*{{clr|1|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}} {{clr|buff|BUFF}}
**Can now be cancelled with air ''back'' dash.
*[[GGST/Millia_Rage#Turbo Fall|Turbo Fall]] {{clr|buff|BUFF}}
**Can now be canceled mid-animation with some special moves
**No longer Counterhit state during the animation
*[[GGST/Millia_Rage#Tandem Top|Tandem Top (S version)]] {{clr|buff|BUFF}}
**Reduced startup from 15f to 12f
**[[GGST/Millia_Rage#Mirazh|Mirazh]] {{clr|reworked|REWORKED}}
**Can now be canceled mid-animation with some special moves
**No longer Counterhit state during the animation
**Movement Speed adjusted
**Reduced the length of time during which she can phase through the opponent
 
===={{Character Label|GGST|Nagoriyuki|64px}}====
*{{clr|5|Ground Throw}} {{clr|nerf|NERF}}
**Fixed a bug where forced damage scaling would not be applied.
*{{clr|5|Aerial Throw}} {{clr|reworked|REWORKED}}
**Adjusted the descent timing.
*{{clr|1|6P}} {{clr|buff|BUFF}}
**Reduced the horizontal distance the opponent is sent flying, while making them float up higher.
*[[GGST/Nagoriyuki#Blood_Rage|Blood Rage]] {{clr|buff|BUFF}}
**The hitbox can no longer clash or be reflected
*[[GGST/Nagoriyuki#Zarameyuki / 粒雪|Zarameyuki]] {{clr|buff|BUFF}}
**Reduced startup from 23f to 18f
**Increased movement speed of the hitbox.
**Unified the size of the clash range.
*[[GGST/Nagoriyuki#Kamuriyuki / 冠雪|Kamuriyuki]] {{clr|nerf|NERF}}
**Increased base damage scaling (proration from 100% to 90%)
*[[GGST/Nagoriyuki#Shizuriyuki / 垂雪|Shizuriyuki]] {{clr|reworked|REWORKED}}
**Can now follow up with the second hit by pressing the {{clr|4|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.
 
===={{Character Label|GGST|Potemkin|64px}}====
* {{clr|3|f.S}} {{clr|buff|BUFF}}
**Increased rolling time.
* {{clr|4|5H}} {{clr|buff|BUFF}}
**Reduced the hurtbox in front.
* {{clr|1|6P}} {{clr|buff|BUFF}}
**Can now be special canceled.
* {{clr|2|6K}} {{clr|buff|BUFF}}
**Decreased the amount of R.I.S.C. level reduction.
**Reduced the amount of combo blowback adjustment increase.
* {{clr|4|6H}} {{clr|buff|BUFF}}
**Reduced the hurtbox in front.
* {{clr|5|j.D}} {{clr|buff|BUFF}}
**Can now be special canceled when Potemkin lands.
* [[GGST/Potemkin#Slide_Head|Slide Head]] {{clr|buff|BUFF}}
**Potemkin is no longer in Counter Hit state after the active frames end.
**The ground cracks no longer disappear during the active frames.
* [[GGST/Potemkin#F.D.B.|F.D.B.]] {{clr|reworked|REWORKED}}
**Now triggers the counter effect.
**Now reflects projectiles while holding down the {{clr|3|S}} button.
**Increased base damage scaling.
* [[GGST/Potemkin#Garuda_Impact|Garuda Impact]] {{clr|nerf|NERF}}
**Increased base damage scaling.
* [[GGST/Potemkin#Heavenly_Potemkin_Buster|Heavenly Potemkin Buster]] {{clr|buff|BUFF}}
**Increased distance from which the attack connects.
* [[GGST/Potemkin#Giganter_Kai|Giganter Kai]] {{clr|reworked|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.
 
===={{Character Label|GGST|Ramlethal Valentine|64px}}====
*Decreased upper hurtbox on Dash startup {{clr|buff|BUFF}}
*{{clr|3|f.S}} {{clr|buff|BUFF}}
**Reduced knockback
*{{clr|4|5H}} {{clr|reworked|REWORKED}}
**Increased knockback
*{{clr|2|6P}} {{clr|buff|BUFF}}
**Floats the opponent higher
*{{clr|4|j.H}} {{clr|nerf|NERF}}
**Increased startup from 16 to 19
**Increased Knockback
*{{clr|5|j.D}} {{clr|nerf|NERF}}
**Increased Knockback
*[[GGST/Ramlethal_Valentine#Bajoneto|Bajoneto (All)]] {{clr|nerf|NERF}}
**Fixed the location on the ground where it will be set after touching the stage corner
**After sending out the sword, if Ram takes damage before it reaches the corner, it will no longer explode.
*[[GGST/Ramlethal_Valentine#Dauro|Dauro]] {{clr|nerf|NERF}}
**Increased base damage scaling
*[[GGST/Ramlethal_Valentine#Sildo Detruo|Sildo Detruo (All)]] {{clr|reworked|REWORKED}}
**Changed from an Overhead to a Mid
**Reduced base damage scaling
**Expanded the lower and rear hitboxes.
*[[GGST/Ramlethal_Valentine#Sildo Detruo|Sildo Detruo (Ground)]] {{clr|reworked|REWORKED}}
**Adjusted the movement speed and blowback
**Reduced Recovery
**Now forces crouching state on grounded hit
**Added Wallbounce effect
*[[GGST/Ramlethal_Valentine#Sildo Detruo|Sildo Detruo (Air)]] {{clr|reworked|REWORKED}}
**Adjusted the movement speed and blowback
**Decreased Recovery
*[[GGST/Ramlethal_Valentine#Sabrobato|Sabrobato]] {{clr|nerf|NERF}}
**Increased base damage scaling
*[[GGST/Ramlethal_Valentine#Erarlumo|Erarlumo]] {{clr|buff|BUFF}}
**Can no longer be dash cancelled on Whiff
**When Roman Cancel is activated while dash cancelling this move, it will be a Blue RC.
**Can now be special cancelled only immediately after dash cancelling
*[[GGST/Ramlethal_Valentine#Erarlumo|Erarlumo (First Hit)]] {{clr|buff|BUFF}}
**Increased Attack level
**Reduced Startup from 20 to 16
**Reduced Recovery
**Went from -9 on block to -5
**Adjusted Blowback
**Sped up the timing when the follow-up is buffed
*[[GGST/Ramlethal_Valentine#Erarlumo|Erarlumo (Second Hit)]] {{clr|buff|BUFF}}
**Added Dash cancel
**Increased attack level
**Reduced startup
**Reduced recovery
**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
*[[GGST/Ramlethal_Valentine#Erarlumo|Erarlumo (Third Hit)]] {{clr|reworked|REWORKED}}
**Reduced startup
**Increased recovery
**Adjusted blowback
**Reduced knockback
*[[GGST/Ramlethal_Valentine#Calvados|Calvados]] {{clr|buff|BUFF}}
**Increased clash level
**Reduced recovery
**Added Guard Crush effect to the final hit leaving ram +16 point blank which was previously -70 on block
 
===={{Character Label|GGST|Sol Badguy|64px}}====
*Expanded upper hurtbox during facedown knockdown
*{{clr|2|6P}} {{clr|nerf|NERF}}
**No longer wall bounces
**Now floats opponent higher
**Reduced horizontal blowback distance
*{{clr|4|6H}} {{clr|buff|BUFF}}
**No longer has Counter Hit recovery after active frames
*[[GGST/Sol_Badguy#Bandit Revolver|Bandit Revolver (All)]] {{clr|reworked|REWORKED}}
**The second hit can now be performed manually with the {{clr|1|K}} button (previously only came out on hit)
**Now triggers the Counter effect
**Lowered attack level
**Reduced recovery time
**Expanded hitbox in front and below on second hit
**Increased distance from which the attack connects
**Increased base damage scaling
*[[GGST/Sol_Badguy#Bandit Revolver|Bandit Revolver (Grounded)]] {{clr|buff|BUFF}}
**Reduced startup time from 16f to 12f
*[[GGST/Sol_Badguy#Bandit Bringer|Bandit Bringer]] {{clr|buff|BUFF}}
**Now triggers the Counter effect
*[[GGST/Sol_Badguy#Night Raid Vortex|Night Raid Vortex]] {{clr|nerf|NERF}}
**Increased base damage scaling
*[[GGST/Sol_Badguy#Fafnir|Fafnir]] {{clr|nerf|NERF}}
**Increased base damage scaling
 
===={{Character Label|GGST|Zato-1|64px}}====
*Decreased upper hurtbox on Dash startup {{clr|buff|BUFF}}
*{{clr|2|5P}} {{clr|buff|BUFF}}
**Reduced startup from 6f to 5f
*{{clr|1|6K}} {{clr|buff|BUFF}}
**Can now be Special and Super cancelled
**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 Gauge'''
**Reduced the amount of gauge spent when controlling eddie with 236 input moves while eddie is summoned.
*[[GGST/Zato-1#Invite Hell|Invite Hell]]
**Expanded the hitbox in front and behind
*[[GGST/Zato-1#Sun Void|Sun Void (All)]]
**No longer reduces the number of hits when connecting with anything other than the opponent
</div>
 
=== Version 1.09 ===
==== New Content ====
Added {{Character Label|GGST|Jack-O|64px|label=Jack-O'}}
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Hide">
'''1.09 Character Changes'''
----
<div class="mw-collapsible-content">
===={{Character Label|GGST|Anji Mito|64px}}====
*{{clr|3|f.S}} {{clr|buff|BUFF}}
**Reduced recovery by 6 frames.
*[[GGST/Anji Mito#Fuujin|Fuujin]] {{clr|buff|BUFF}}
**Can now be canceled into follow-ups on whiff. (The motion begins before the attack becomes active.)
**Increased forward movement.
*[[GGST/Anji Mito#Shin: Ichishiki|Shin: Ichishiki]] {{clr|buff|BUFF}}
**Increased active frames by 3.
**Extended hitbox.
*[[GGST/Anji Mito#Issei Ougi: Sai|Issei Ougi: Sai]] {{clr|buff|BUFF}}
**Extended hitbox.
 
===={{Character Label|GGST|Axl Low|64px}}====
*[[GGST/Axl Low#Snail|Snail]] {{clr|buff|BUFF}}
**Reduced start-up by 3 frames.
**Can now combo into Snail from grounded hits such as {{clr|1|5P}}
*[[GGST/Axl Low#One Vision|One Vision]] {{clr|buff|BUFF}}
**Can now be canceled into from special moves, as with the activation.
**Decreased the time of the Tension Penalty in the readied state.
 
===={{Character Label|GGST|Chipp Zanuff|64px}}====
*{{Clr|3|f.S}} {{clr|nerf|NERF}}
**Shrunk the lower hitbox.
*{{Clr|3|2S}} {{clr|reworked|REWORKED}}
**Made more easily affected by dash momentum.
*{{Clr|2|j.2K}} {{clr|reworked|REWORKED}}
**Adjusted the attack's range.
**Increased the hurtboxes below, in front of, and behind Chipp.
**Reduced knockback.
 
===={{Character Label|GGST|Faust|64px}}====
*{{Clr|4|5H}} {{clr|buff|BUFF}}
**Increased active frames by 6.
**Increased damage of the follow-up hit by 25.
*{{Clr|4|2H}} {{clr|buff|BUFF}}
**Shrunk the hurtbox on startup.
**Extended the hitbox in front of Faust.
*{{Clr|2|j.2K}} {{clr|buff|BUFF}}
**Reduced start-up by 4 frames.
**Reduced hurtbox during startup.
**Adjusted blow back on hit.
*[[GGST/Faust#Bone-crushing Excitement|Bone-crushing Excitement]] {{clr|buff|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.
 
===={{Character Label|GGST|Giovanna|64px}}====
*{{Clr|1|6P}} {{clr|buff|BUFF}}
**Reduced start-up by 1 frame. Can now be combo'd into by some moves such as {{clr|1|5P}}.
*{{Clr|4|6H}} {{clr|buff|BUFF}}
**The final follow-up hit now knocks down on hit.
 
===={{Character Label|GGST|Goldlewis Dickinson|64px}}====
*{{Clr|5|5D}} {{clr|reworked|REWORKED}}
**Adjusted the landing recovery after the Finishing Blow hits to match other characters (+23 advantage on hit.)
*{{Clr|2|2K}} {{clr|buff|BUFF}}
**Reduced knockback.
*{{Clr|1|6P}} {{clr|buff|BUFF}}
**Reduced start-up by 1 frame.
*[[GGST/Goldlewis Dickinson#Skyfish|Skyfish]] {{clr|buff|BUFF}}
**Hit properties and frame advantage improve with Security Level.
 
===={{Character Label|GGST|I-No|64px}}====
*Hover Dash {{clr|buff|BUFF}}
**Increased movement speed and distance traveled.
*{{Clr|4|5H}} {{clr|buff|BUFF}}
**Reduced start-up by 1 frame.
**Floats on grounded hit.
*{{Clr|2|2K}} {{clr|buff|BUFF}}
**Reduced knockback.
*{{Clr|5|2D}} {{clr|reworked|REWORKED}}
**Reduced horizontal blow back on hit.
*{{Clr|5|j.D}} {{clr|buff|BUFF}}
**Adjusted hit effect on grounded opponents, increasing the time allowed for follow-up attacks.
*{{Clr|4|H}} [[GGST/I-No#Stroke The Big Tree|Stroke The Big Tree]] {{clr|reworked|REWORKED}}
**Reduced knockback.
*[[GGST/I-No#Ultimate Fortissimo|Ultimate Fortissimo]] {{clr|reworked|REWORKED}}
**Increased forward movement.
 
===={{Character Label|GGST|Ky Kiske|64px}}====
*{{clr|3|f.S}} {{clr|buff|BUFF}}
**Reduced recovery by 6 frames.
**Made it more easily affected by dash momentum.
*{{clr|2|2K}} {{clr|reworked|REWORKED}}
**Decreased knockback.
*[[GGST/Ky Kiske#Stun Dipper|Stun Dipper]] {{clr|buff|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.
*[[GGST/Ky Kiske#Dragon Install|Dragon Install]] {{clr|buff|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.
 
===={{Character Label|GGST|Leo Whitefang|64px}}====
*Forward/Backward Movement During [[GGST/Leo Whitefang#Brynhildr Stance|Brynhildr Stance]] {{Clr|reworked|REWORKED}}
**Leo now moves forward towards the opponent when using the dash button.
*bt.{{Clr|2|K}} {{Clr|buff|BUFF}}
**Can now be jump canceled and dash canceled.
 
===={{Character Label|GGST|May|64px}}====
*{{clr|3|f.S}} {{clr|reworked|REWORKED}}
**Shrunk the lower hurtbox and hitbox.
*{{Clr|4|5H}} {{clr|buff|BUFF}}
**Increased active frames by 4.
**Reduced recovery by 15 frames.
*{{clr|3|2S}} {{clr|nerf|NERF}}
**Decreased active frames by 3.
**Expanded hurtbox in front of May.
*[[GGST/May#Overhead Kiss|Overhead Kiss]] {{clr|reworked|REWORKED}}
**Reduced horizontal blow back, allowing follow-up combos mid-screen.
**Reduced damage from 90 to 70.
*[[GGST/May#The Wonderful and Dynamic Goshogawara|The Wonderful and Dynamic Goshogawara]]
**Fixed a bug where the move could hit after wall break.
 
===={{Character Label|GGST|Millia Rage|64px}}====
*{{Clr|4|5H}} {{clr|buff|BUFF}}
**Reduced recovery by 4 frames.
*{{Clr|3|S}} [[GGST/Millia Rage#Tandem Top|Tandem Top]] {{clr|buff|BUFF}}
**Increased movement speed of the hitbox.
*[[GGST/Millia Rage#Lust Shaker|Lust Shaker]]
**Reduced start-up by 10 frames.
 
===={{Character Label|GGST|Nagoriyuki|64px}}====
*{{Clr|1|6P}} {{clr|buff|BUFF}}
**Reduced start-up by 1 frame.
*{{Clr|3|f.S}} {{clr|buff|BUFF}}
**Increased the amount of Blood Gauge recovered.
*[[GGST/Nagoriyuki#Wasureyuki|Wasureyuki]] {{clr|reworked|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.
 
===={{Character Label|GGST|Potemkin|64px}}====
*{{Clr|2|6K}} {{clr|buff|BUFF}}
**Reduced recovery by 6 frames.
*[[GGST/Potemkin#Heat Knuckle|Heat Knuckle]]
**Made it easier to gain Tension when blocked.
**Greatly increased the R.I.S.C Level gain on block.
 
===={{Character Label|GGST|Ramlethal Valentine|64px}}====
*[[GGST/Ramlethal Valentine#Dauro|Dauro]] {{clr|buff|BUFF}}
**Increased forward movement making it easier to use in mid-screen combos.
*{{clr|4|j.H}} {{clr|nerf|NERF}}
**Shrunk the lower hitbox behind and in front of Ramlethal.
*[[GGST/Ramlethal Valentine#Agresa Ordono|Agresa Ordono]] {{clr|reworked|REWORKED}}
**Floats the opponent on grounded hit when both swords are equipped.
 
===={{Character Label|GGST|Sol Badguy|64px}}====
*{{clr|2|2K}} {{clr|buff|BUFF}}
**Decreased knockback.
*{{Clr|3|f.S}} {{clr|nerf|NERF}}
**Increased knockback.
**Increased standard damage scaling.
*{{Clr|3|2S}} {{clr|buff|BUFF}}
**Increased active frames by 3.
**Expanded hitbox during the additional active frames around Sol's feet.
*{{Clr|3|6S}} {{clr|nerf|NERF}}
**Shrunk the hitbox on the top and bottom of the attack.
**Expanded the hurtbox around Sol's feet.
*{{Clr|3|S}} [[GGST/Sol Badguy#Volcanic Viper|Volcanic Viper]] (Ground) {{clr|reworked|REWORKED}}
**Increased active frames by 5.
**Sol now spends more time in the air.
*[[GGST/Sol Badguy#Bandit Bringer|Bandit Bringer]] {{clr|reworked|REWORKED}}
**Greatly increased knockback.
*[[GGST/Sol Badguy#Bandit Bringer|Bandit Bringer]] (Air) {{clr|reworked|REWORKED}}
**Greatly increased knockback.
**Increased landing recovery.
*[[GGST/Sol Badguy#Wild Throw|Wild Throw]] {{clr|buff|BUFF}}
**Now possible to follow up by using Roman Cancel.
**Increased frame advantage on hit.
*[[GGST/Sol Badguy#Heavy Mob Cemetery|Heavy Mob Cemetery]] {{clr|reworked|REWORKED}}
**No longer activates when inputting forward directions after the command is complete.
 
===={{Character Label|GGST|Zato-1|64px}}====
*{{Clr|4|5H}} {{clr|buff|BUFF}}
**Increased active frames by 3.
**Expanded the hitbox in front of Zato during the additional active time.
*{{Clr|1|6P}} {{clr|buff|BUFF}}
**Reduced start-up by 1 frame.
**Lifts opponents off of the ground on hit.
*[[GGST/Zato-1#Summon Eddie|Summon Eddie]] {{clr|buff|BUFF}}
**When recalling Eddie with {{clr|4|214H}} while Eddie is summoned, the summon will be canceled faster.
</div>
 
=== Version 1.07 ===
==== New Content ====
Added {{Character Label|GGST|Goldlewis Dickinson|64px}}
== Patch History ==
 
{{GGSTPatch|version=[https://www.guiltygear.com/ggst/en/news/post-1387/ Ver 1.10]
|date=October 15th, 2021
|summary= Major balance patch, with universal changes to faultless defense, throws, roman cancels, air normals, and projectiles, as well as adjusting the startup of characters' fastest normals.
}}
{{GGSTPatch
|version=[https://www.guiltygear.com/ggst/en/news/post-1342/ Ver 1.09]
|date=August 27th, 2021
|summary=Added {{Character Label|GGST|Jack-O|label=Jack-O'}} to the roster (same-day for season pass owners, August 30th for everyone else), first major balance patch, bug fixes.
}}
{{GGSTPatch
|version=[https://www.guiltygear.com/ggst/en/news/post-1280/ Ver 1.07]
|date=July 27th, 2021
|summary=Added {{Character Label|GGST|Goldlewis Dickinson}} to the roster (same-day for season pass owners, July 30th for everyone else), bug fixes.
}}
{{GGSTPatch
|version=[https://www.guiltygear.com/ggst/en/news/post-1226/ Ver 1.05]
|date=June 29th, 2021
|summary=Opening movie now plays on idle title screen, added Korean dub, added additional movies to Gallery Mode, bug fixes.
}}
{{GGSTPatch
|version=[https://www.guiltygear.com/ggst/en/news/post-1206/ Ver.1.03]
|date=June 11th, 2021
|summary=Bug fixes.
}}
}}
{{GGSTPatch
{{#cargo_query:tables=Patches_GGST
|version=[https://themakoreactor.com/news/guilty-gear-strive-day-one-patch-1-02-download-size-balance-save-transfer-story-mode-music-dlc-ps4-ps5-steam/26043/ Ver.1.02]
|fields=version=Game Version,battleversion=Battle Version,DATE_FORMAT(date,'%M %D, %Y')=Date,summary=Summary,links=Source,
|date=June 7th, 2021
|order by=DATE_FORMAT(date,'%Y-%m-%d') DESC
|summary=Day 1 update.
|format=table
}}
}}
{{GGSTPatch
|version=[https://themakoreactor.com/news/guilty-gear-strive-day-one-patch-1-02-download-size-balance-save-transfer-story-mode-music-dlc-ps4-ps5-steam/26043/ Ver.1.01]
|date=June 2nd, 2021
|summary=Included with patch 1.02.
}}
=== References ===


==Navigation==
==Navigation==
{{Navbar-GGST}}
{{:GGST/Version/Navigation}}
{{GGST/Navigation}}

Latest revision as of 06:18, 18 May 2023

  • Officially documented gameplay changes will be prioritized for these pages. Language and terminology might be changed from the source for clarity or to match the wiki's own terminology.
  • Version IDs and release dates were taken from the PC/Steam release. Consoles might include additional updates focused on improving game performance and stability, or minor bug fixes.
Game Version Battle Version Date Summary Source
Ver1.36 3.04 April 4th, 2024 Bug fixes. Official Site
Ver1.35 3.04 March 26th, 2024 Added  A.B.A to the roster. Official Site
Ver1.34 3.03 January 11th, 2024 Bug fixes. Official Site
Ver1.33 3.02 December 8th, 2023 Minor balance patch, with universal changes to Danger State, Positive Bonus, Blue Psych Burst, Wild Assault, Deflect Shield and clash properties for 2K normals. Added  Elphelt Valentine to the roster. Official Site
Ver1.32 3.01 November 7th, 2023 Network security update. Official Site
Ver1.31 3.01 September 25th, 2023 Network security update. Official Site
Ver1.30 3.01 September 4th, 2023 Bug fixes. Official Site
Ver1.29 3.00 August 24th, 2023 Major balance patch, adding new mechanics Wild Assault and Deflect Shield, as well as universal changes to the Burst Gauge, Psych Burst, weight, proration for moves with forward movement, Counter Hit effects for moves with follow-ups and damage for Overdrives and command throws. Added  Johnny to the roster. Official Site
Ver1.28 2.06 June 15th, 2023 Added remaining Season 2 content, bug fixes. Official Site
Ver1.27 2.06 May 25th, 2023 Added  Asuka R♯ to the roster, bug fixes. Official Site
Ver1.26 2.05 April 6th, 2023 Added  Bedman? to the roster, bug fixes. Official Site
Ver1.25 2.04 March 1st, 2023 Added new quality-of-life features for network modes, reduced processing load for certain stages, bug fixes. Official Site
Ver1.24 2.04 December 15th, 2022 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. Official Site
Ver1.23 2.03 November 24th, 2022 Added  Sin Kiske to the roster, bug fixes. Official Site
Ver1.22 2.02 September 16th, 2022 Added support for PS5 Tournaments event feature to PS5 version, bug fixes. Official Site
Ver1.21 2.02 August 8th, 2022 Added  Bridget to the roster, bug fixes. Official Site
Ver1.19 2.01 July 1st, 2022 Bug fixes. Official Site
Ver1.18 2.00 June 10th, 2022 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. Official Site
Ver1.17 1.09 April 29th, 2022 Added Another Story for season pass owners. Official Site
Ver1.16 1.09 March 28th, 2022 Added  Testament to the roster (same-day for season pass owners, March 31st for everyone else), added Digital Figure Mode, bug fixes. Official Site
Ver1.14 1.08 February 4th, 2022 Bug fixes. Official Site
Ver1.13 1.07 January 28th, 2022 Added  Baiken to the roster (same-day for season pass owners, January 31st for everyone else), bug fixes. Official Site
Ver1.11 1.06 November 30th, 2021 Added  Happy Chaos to the roster (same-day for season pass owners, December 3rd for everyone else), bug fixes. Official Site
Ver1.10 1.05 October 15th, 2021 Major balance patch, with universal changes to input buffers, air normals, throws, projectiles, Faultless Defense and Roman Cancels, as well as adjusting the startup of characters' fastest normals. Official Site
Ver1.09 1.04 August 27th, 2021 Added  Jack-O' to the roster (same-day for season pass owners, August 30th for everyone else), first major balance patch, bug fixes. Official Site
Ver1.07 1.03 July 27th, 2021 Added  Goldlewis Dickinson to the roster (same-day for season pass owners, July 30th for everyone else), bug fixes. Official Site
Ver1.05 1.02 June 29th, 2021 Opening movie now plays on idle title screen, added Korean dub, added additional movies to Gallery Mode, bug fixes. Official Site
Ver1.03 1.02 June 11th, 2021 Bug fixes. Official Site
Ver1.02 1.02 June 7th, 2021 Day 1 update. Mako Reactor
Ver1.01 N/A June 2nd, 2021 Included with Version 1.02. Mako Reactor

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