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| <div style="float:right; margin-left:25px;">
| | {{Notice| |
| {{TOC limit|3}} | | *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. |
| </div>
| | *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'''
| |
| <div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Hide">
| |
| '''1.10 Universal Changes'''
| |
| ----
| |
| <div class="mw-collapsible-content">
| |
| ==== 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.
| |
| </div>
| |
| | |
| <div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Hide">
| |
| '''1.10 Character Changes'''
| |
| ----
| |
| <div class="mw-collapsible-content">
| |
| ===={{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
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| **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]]
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| **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}}
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| **Now floats the opponent higher
| |
| *[[GGST/I-No#Antidepressant Scale|Antidepressant Scale (All versions)]] {{clr|buff|BUFF}}
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| **Increased startup from 24f to 29f
| |
| **Reduced Recovery from 60f to 51f total
| |
| **Increased movement speed of the hitbox
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| **Reduced Hitstop
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| **Sped up the timing when the number of attacks increases
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| **Made it easier to alter the trajectory by inputting Up or Down.
| |
| *[[GGST/I-No#Sultry Performance|Sultry Performance (All versions)]] {{clr|nerf|NERF}}
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| **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}})
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| *{{clr|3|2S}} {{clr|nerf|NERF}}
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| **Increased base damage scaling (100% → 90%)
| |
| *{{clr|2|6P}} {{clr|reworked|REWORKED}}
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| **Reduced the horizontal distance the opponent is sent flying back
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| **Floats the opponent higher
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| **Delayed the timing when the upper hurtbox shrinks
| |
| *'''Servants''' {{clr|reworked|REWORKED}}
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| **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).
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| **''(Undocumented)'' Servants turning around are no longer intangible to Jack-O's attacks
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| *[[GGST/Jack-O#Throw Servant|Throw Servant (Ground)]] {{clr|buff|BUFF}}
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| **Can now be activated using diagonal input (3) instead of only forward (6)
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| *[[GGST/Jack-O#Throw Servant|Throw Servant (Air)]] {{clr|buff|BUFF}}
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| **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}}
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| **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
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| **''(Undocumented)'' Applies slightly different launch to opponents
| |
| *[[GGST/Jack-O#Defend Command|Defend Command]] {{clr|buff|BUFF}}
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| **Can no longer be activated when an upwards direction (7,8,9) is being inputted while lifting a servant
| |
| **Increased Clash level
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| *[[GGST/Jack-O#Countdown|Countdown]] {{clr|buff|BUFF}}
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| **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}}
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| **Expanded the upper hurtbox and hitbox
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| **Can now be canceled into Overdrives
| |
| *[[GGST/Jack-O#Forever Elysion Driver|Forever Elysion Driver]] {{clr|buff|BUFF}}
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| **Can now be activated even when lifting a Servant
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| **Increased the distance from which the attack can connect
| |
| **Adjusted movement speed
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| *[[GGST/Jack-O#Cheer Servant On|Cheer Servant On]] {{clr|buff|BUFF}}
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| **Can now be activated even when lifting a Servant
| |
| | |
| ===={{Character Label|GGST|Ky Kiske|64px}}====
| |
| *{{clr|4|6H}} {{clr|buff|BUFF}}
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| **Ky is no longer in Counter Hit recovery after the active frames
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| *'''Shock State''' {{clr|buff|BUFF}}
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| **Increased chip damage of special moves and overdrives during shock state
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| *[[GGST/Ky_Kiske#Stun Edge|Stun Edge (All)]] {{clr|reworked|REWORKED}}
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| **Reduced Hitstop (approximately 3f?)
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| *[[GGST/Ky_Kiske#Stun Edge|Stun Edge (Grounded)]] {{clr|reworked|REWORKED}}
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| **Increased startup from 11f to 13f
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| **Reduced recovery from 54f to 46f
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| **Increased movement speed of the hitbox
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| *[[GGST/Ky_Kiske#Stun Edge Charged Attack|Stun Edge Charged Attack]] {{clr|reworked|REWORKED}}
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| **Reduced hitstop
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| **Reduced recovery from 69f to 62f
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| **Increased movement speed of the hitbox
| |
| *[[GGST/Ky_Kiske#Foudre Arc|Foudre Arc]] {{clr|nerf|NERF}}
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| **Increased base damage scaling (90% proration)
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| *[[GGST/Ky_Kiske#Sacred Edge|Sacred Edge]] {{clr|buff|BUFF}}
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| **Increased movement speed of the hitbox
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| *[[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}}
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| **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}}
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| **Increased Movement speed
| |
| *[[GGST/Leo_Whitefang#%5BH%5DS_or_%5BS%5DH|Guard Stance Attack (Command Normal 5)]] {{clr|buff|BUFF}}
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| **Reduced Recovery from 20f to 14f
| |
| *[[GGST/Leo_Whitefang#Zweites Kaltes Gestober|Zweites Kaltes Gestober]] {{clr|nerf|NERF}}
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| **Increased startup from 23f to 25f
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| **Increased base damage scaling
| |
| *[[GGST/Leo_Whitefang#Turbulenz|Turbulenz]] {{clr|nerf|NERF}}
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| **Increased base damage scaling
| |
| *[[GGST/Leo_Whitefang#Blitzschlag|Blitzschlag]] {{clr|nerf|NERF}}
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| **Increased base damage scaling
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| *[[GGST/Leo_Whitefang#Cancel|Cancel Brynhildr Stance]] {{clr|buff|BUFF}}
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| *No longer has counterhit recovery during the animation
| |
| | |
| ===={{Character Label|GGST|May|64px}}====
| |
| *{{clr|5|2D}} {{clr|buff|BUFF}}
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| **Creates less distance with the opponent on hit in the corner
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| *{{clr|2|6P}} {{clr|nerf|NERF}}
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| **No longer wall bounces
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| **Now floats the opponent higher
| |
| **Reduced horizontal blowback distance
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| *{{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 ===
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|
| |
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| ==Navigation== | | ==Navigation== |
| {{Navbar-GGST}} | | {{:GGST/Version/Navigation}} |
| | {{GGST/Navigation}} |