GGST/Patch Notes: Difference between revisions

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===={{Character Label|GGST|Ramlethal Valentine|64px}}====
===={{Character Label|GGST|Ramlethal Valentine|64px}}====
*[[GGST/Ramlethal Valentine#Bajoneto|Bajoneto (All)]] {{clr|buff|BUFF}}
*[[GGST/Ramlethal Valentine#Bajoneto|Bajoneto (All)]] {{clr|buff|BUFF}}
** Both Banjento Swords would sometimes not be able to be picked up after Ram was thrown or clashed throws.
** Both Bajoneto Swords would sometimes not be able to be picked up after Ramlethal was thrown or clashed throws.


===={{Character Label|GGST|Jack-O'|64px}}====
===={{Character Label|GGST|Jack-O'|label=Jack-O'|64px}}====
*[[GGST/Jack-O'#Summon Servant|Servant]] {{clr|buff|BUFF}}
*[[GGST/Jack-O'#Summon Servant|Servant]] {{clr|buff|BUFF}}
** Attacking immediately after a servant landed from a toss or attack would sometimes not result in the Servant being hit.  
** 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 {{clr|3|c.S}} or {{clr|3|f.S}} was incorrect per the 1.10 update. Fixed angle is more favorable.
** Servant trajectory after being hit by {{clr|3|c.S}} or {{clr|3|f.S}} was incorrect per the 1.10 update. Fixed angle is more favorable.


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<div class="mw-collapsible-content">
==== Overall Changes ====
==== Overall Changes ====
*Increased input buffer
*Increased input buffer.


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


'''Roman Cancels'''
'''Roman Cancels'''
*Removed the damage scaling during the slowdown of Red and Purple 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
*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
*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
*It is no longer possible to activate Roman Cancel during Dust Attack's Homing Jump attack follow-up.


'''Overdrives'''
'''Overdrives'''
*No longer negate slowdown on activation, and Roman Canceling during an Overdrive causes slowdown
*No longer negate slowdown on activation, and Roman Canceling during an Overdrive causes slowdown.


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


'''Aerial Normals'''
'''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}}, {{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}}
*{{clr|3|j.S}} and {{clr|4|j.H}} now universally gatling into {{clr|5|j.D}}.


'''Psych Burst'''
'''Psych Burst'''
*Increased the size of Psych Burst's hitbox
*Increased the size of Psych Burst's hitbox.


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


'''Guard Crush'''
'''Guard Crush'''
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<div class="mw-collapsible-content">
<div class="mw-collapsible-content">
===={{Character Label|GGST|Anji Mito|64px}}====
===={{Character Label|GGST|Anji Mito|64px}}====
*Decreased upper hurtbox on Dash startup {{clr|buff|BUFF}}  
*Decreased upper hurtbox on dash startup. {{clr|buff|BUFF}}  
*Increased the horizontal blowback on Ground Throw {{clr|reworked|REWORKED}}
*Increased the horizontal blowback on Ground Throw. {{clr|reworked|REWORKED}}
*{{clr|3|f.S}} {{clr|reworked|REWORKED}}
*{{clr|3|f.S}} {{clr|reworked|REWORKED}}
**Decreased the lower hitbox and hurt box
**Decreased the lower hitbox and hurtbox.
*{{clr|2|2P}} {{clr|buff|BUFF}}  
*{{clr|2|2P}} {{clr|buff|BUFF}}  
**Reduced startup from 6f to 5f
**Reduced startup from 6f to 5f.
*{{clr|2|6P}} {{clr|buff|BUFF}}  
*{{clr|2|6P}} {{clr|buff|BUFF}}  
**Increased the horizontal hitbox
**Increased the horizontal hitbox.
*{{clr|4|6H}} {{clr|buff|BUFF}}  
*{{clr|4|6H}} {{clr|buff|BUFF}}  
**Anji is no longer in Counter Hit recovery after the move's active frames end.
**Anji is no longer in Counter Hit recovery after the move's active frames end.
*[[GGST/Anji Mito#Shitsu|Shitsu]] {{clr|buff|BUFF}}  
*[[GGST/Anji Mito#Shitsu|Shitsu]] {{clr|buff|BUFF}}  
**Reduced Startup from 38 to 29f
**Reduced startup from 38f to 29f.
**Reduced Recovery from 66f to 52f
**Reduced recovery from 66f to 52f.
**Reduced Hitstop on the first hit
**Reduced hitstop on the first hit.
*[[GGST/Anji Mito#Fuujin|Fuujin]] {{clr|reworked|REWORKED}}
*[[GGST/Anji Mito#Fuujin|Fuujin]] {{clr|reworked|REWORKED}}
**Reduced Startup from 17f [33f] to 16f [32f]
**Reduced startup from 17f [33f] to 16f [32f].
**Increased base damage scaling
**Increased base damage scaling.
*[[GGST/Anji Mito#Issokutobi|Issokutobi]] {{clr|buff|BUFF}}  
*[[GGST/Anji Mito#Issokutobi|Issokutobi]] {{clr|buff|BUFF}}  
**Anji is no longer in Counter Hit state during the animation
**Anji is no longer in Counter Hit state during the animation.
*[[GGST/Anji Mito#Kou|Kou]] {{clr|reworked|REWORKED}}
*[[GGST/Anji Mito#Kou|Kou]] {{clr|reworked|REWORKED}}
**Added Guard Crush effect to the second hit
**Added Guard Crush effect to the second hit.
**Reduced the Horizontal distance the opponent is sent flying back on 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}}  
*[[GGST/Anji Mito#Issei Ougi: Sai|Issei Ougi: Sai]] {{clr|nerf|NERF}}  
**Can no longer Clash
**Can no longer clash.


===={{Character Label|GGST|Axl Low|64px}}====
===={{Character Label|GGST|Axl Low|64px}}====
*Decreased upper hurtbox on Dash startup {{clr|buff|BUFF}}  
*Decreased upper hurtbox on dash startup. {{clr|buff|BUFF}}  
*{{clr|1|2K}} {{clr|buff|BUFF}}  
*{{clr|1|2K}} {{clr|buff|BUFF}}  
**Reduced startup from 7f to 5f
**Reduced startup from 7f to 5f.
*{{clr|3|2S}} {{clr|nerf|NERF}}  
*{{clr|3|2S}} {{clr|nerf|NERF}}  
**Increased base damage scaling
**Increased base damage scaling.
*{{clr|3|j.S}} {{clr|nerf|NERF}}  
*{{clr|3|j.S}} {{clr|nerf|NERF}}  
**Increased startup from 11f to 15f
**Increased startup from 11f to 15f.
**Reduced active frames
**Reduced active frames.
**Expanded hurtbox in front
**Expanded hurtbox in front.
*{{clr|4|j.H}} {{clr|nerf|NERF}}  
*{{clr|4|j.H}} {{clr|nerf|NERF}}  
**Reduced hitbox in front and behind
**Reduced hitbox in front and behind.
**Increased Knockback
**Increased knockback.
*{{clr|5|j.D}} {{clr|nerf|NERF}}  
*{{clr|5|j.D}} {{clr|nerf|NERF}}  
**Reduced active frames from 5f to 3f
**Reduced active frames from 5f to 3f.
**Reduced hitbox and hurtbox
**Reduced hitbox and hurtbox.
*[[GGST/Axl Low#Sickle Flash|Sickle Flash]] {{clr|reworked|REWORKED}}
*[[GGST/Axl Low#Sickle Flash|Sickle Flash]] {{clr|reworked|REWORKED}}
**Axl is now in Counter Hit state until the animation ends.
**Axl is now in Counter Hit state until the animation ends.
**Increased Clash level.
**Increased clash level.
*[[GGST/Axl Low#Rainwater|Rainwater]] {{clr|buff|BUFF}}  
*[[GGST/Axl Low#Rainwater|Rainwater]] {{clr|buff|BUFF}}  
**Axl is no longer in Counter Hit state after the active frames of the attack
**Axl is no longer in Counter Hit state after the active frames of the attack.
**Increased Clash level.
**Increased clash level.
*[[GGST/Axl Low#Sickle Storm|Sickle Storm]] {{clr|buff|BUFF}}  
*[[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.
**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}}====
===={{Character Label|GGST|Chipp Zanuff|64px}}====
*Expanded Chipp's hurtbox during facedown knockdown
*Expanded Chipp's hurtbox during facedown knockdown.
*{{clr|4|2H}} {{clr|reworked|REWORKED}}
*{{clr|4|2H}} {{clr|reworked|REWORKED}}
**Decreased the horizontal distance the opponent is sent flying back
**Decreased the horizontal distance the opponent is sent flying back.
*{{clr|4|j.H}} {{clr|buff|BUFF}}  
*{{clr|4|j.H}} {{clr|buff|BUFF}}  
**Chipp is no longer in Counter Hit state after the active frames of the attack.
**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}}
*[[GGST/Chipp Zanuff#Alpha Blade Diagonal|Alpha Blade Diagonal]] {{clr|reworked|REWORKED}}
**Made easier to use in combos and strings
**Made easier to use in combos and strings.
**Increased startup from 24f to 27f
**Increased startup from 24f to 27f.
**Adjusted the movement speed and blowback
**Adjusted the movement speed and blowback.
**Adjusted the movement speed and blowback when bouncing off the stage corner
**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}}
*[[GGST/Chipp Zanuff#Alpha Blade Diagonal|Alpha Blade Diagonal (Air)]] {{clr|reworked|REWORKED}}
**Decreased startup from 37f to 36f
**Decreased startup from 37f to 36f.
**Moved the hitbox further back
**Moved the hitbox further back.
**Chipp is now in Counter Hit state until the active frames end
**Chipp is now in Counter Hit state until the active frames end.
*[[GGST/Chipp_Zanuff#Shuriken|Shuriken]] {{clr|buff|BUFF}}
*[[GGST/Chipp Zanuff#Shuriken|Shuriken]] {{clr|buff|BUFF}}
**Increased the distance from which the attack connects  
**Increased the distance from which the attack connects.
*[[GGST/Chipp_Zanuff#Wall Run|Wall Run]] {{clr|buff|BUFF}}
*[[GGST/Chipp Zanuff#Wall Run|Wall Run]] {{clr|buff|BUFF}}
**Chipp is no longer in Counter Hit state during the animation
**Chipp is no longer in Counter Hit state during the animation.


===={{Character Label|GGST|Faust|64px}}====
===={{Character Label|GGST|Faust|64px}}====
*Decreased upper hurtbox on Dash startup {{clr|buff|BUFF}}  
*Decreased upper hurtbox on dash startup. {{clr|buff|BUFF}}  
*{{clr|2|5P}} {{clr|buff|BUFF}}  
*{{clr|2|5P}} {{clr|buff|BUFF}}  
**Reduced startup from 6f to 5f
**Reduced startup from 6f to 5f.
*{{clr|2|6P}} {{clr|reworked|REWORKED}}
*{{clr|2|6P}} {{clr|reworked|REWORKED}}
**Decreased the horizontal distance the opponent is sent flying back
**Decreased the horizontal distance the opponent is sent flying back.
**Expanded the hitbox in front
**Expanded the hitbox in front.
*{{clr|3|2S}} {{clr|reworked|REWORKED}}
*{{clr|3|2S}} {{clr|reworked|REWORKED}}
**Increased base damage scaling
**Increased base damage scaling.
**Decreased the upper hurtbox during the end of the active frames
**Decreased the upper hurtbox during the end of the active frames.
*[[GGST/Faust#Mix Mix Mix|Mix Mix Mix]] {{clr|reworked|REWORKED}}
*[[GGST/Faust#Mix Mix Mix|Mix Mix Mix]] {{clr|reworked|REWORKED}}
**Faust is no longer in Counterhit recovery after the active frames end
**Faust is no longer in Counter Hit recovery after the active frames end.
**Increased base damage scaling  
**Increased base damage scaling .
*[[GGST/Faust#What Could This Be?|What Could This Be?]] {{clr|buff|BUFF}}
*[[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#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
**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.
**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}}
*[[GGST/Faust#Snip Snip Snip|Snip Snip Snip]] {{clr|reworked|REWORKED}}
**Decreased the horizontal distance the opponent is sent flying back
**Decreased the horizontal distance the opponent is sent flying back.
**Reduced recovery
**Reduced recovery.
**The opponent can no longer enter Afro state due to an item effect during this move
**The opponent can no longer enter Afro state due to an item effect during this move.
*[[GGST/Faust#Love|Love]] {{clr|reworked|REWORKED}}
*[[GGST/Faust#Love|Love]] {{clr|reworked|REWORKED}}
**The projectile now bounces off the ground and remains active while Faust is in Afro state
**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
**Faust now remains in Counter Hit state until the end of the animation.
**Afro Love now causes Guard Crush state (''not mentioned in official patchnotes'')
**Afro Love now causes Guard Crush state. (''Note: Not mentioned in official patch notes.'')
**Reduced damage from 40 to 27 (''not mentioned in official patchnotes'')
**Reduced damage from 40 to 27. (''Note: Not mentioned in official patch notes.'')
*[[GGST/Faust#Afro|Afro]]
*[[GGST/Faust#Afro|Afro]]
**Extended the time until it disappears after touching the ground
**Extended the time until it disappears after touching the ground.
**No longer enters Afro state during certain animations
**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}}
*[[GGST/Faust#W-W-What Could This Be?|W-W-What Could This Be?]] {{clr|buff|BUFF}}
**Reduced Recovery
**Reduced Recovery


===={{Character Label|GGST|Giovanna|64px}}====
===={{Character Label|GGST|Giovanna|64px}}====
*Sped up the timing of when Dash can be canceled into other actions {{clr|buff|BUFF}}
*Sped up the timing of when dash can be canceled into other actions. {{clr|buff|BUFF}}
*{{clr|1|5K}} {{clr|reworked|REWORKED}}
*{{clr|1|5K}} {{clr|reworked|REWORKED}}
**Adjusted Blowback
**Adjusted blowback.
*{{clr|2|6P}} {{clr|buff|BUFF}}
*{{clr|2|6P}} {{clr|buff|BUFF}}
**Now floats the enemy up higher
**Now floats the enemy up higher.
*{{clr|3|c.S}} {{clr|reworked|REWORKED}}
*{{clr|3|c.S}} {{clr|reworked|REWORKED}}
**Increased knockback
**Increased knockback.
*{{clr|3|f.S}} {{clr|nerf|NERF}}
*{{clr|3|f.S}} {{clr|nerf|NERF}}
**Decreased the lower hitbox and hurtbox
**Decreased the lower hitbox and hurtbox.
*{{clr|3|2S}} {{clr|buff|BUFF}}  
*{{clr|3|2S}} {{clr|buff|BUFF}}  
**Increased the upper hitbox
**Increased the upper hitbox.
**The second hit now triggers a counter effect
**The second hit now triggers a Counter effect.
*[[GGST/Giovanna#Sepultura|Sepultura]] {{clr|nerf|NERF}}
*[[GGST/Giovanna#Sepultura|Sepultura]] {{clr|nerf|NERF}}
**Increased base damage scaling
**Increased base damage scaling.
*[[GGST/Giovanna#Trovao|Trovao]] {{clr|nerf|NERF}}
*[[GGST/Giovanna#Trovao|Trovao]] {{clr|nerf|NERF}}
**Increased base damage scaling
**Increased base damage scaling.
*[[GGST/Giovanna#Sol Nascente|Sol Nascente]] {{clr|reworked|REWORKED}}
*[[GGST/Giovanna#Sol Nascente|Sol Nascente]] {{clr|reworked|REWORKED}}
**Move the hitbox of the initial part of the attack upwards
**Move the hitbox of the initial part of the attack upwards.
*[[GGST/Giovanna#Ventania|Ventania]] {{clr|reworked|REWORKED}}
*[[GGST/Giovanna#Ventania|Ventania]] {{clr|reworked|REWORKED}}
**Now floats the enemy when any hit other than the final one hits a grounded opponent
**Now floats the enemy when any hit other than the final one hits a grounded opponent.


===={{Character Label|GGST|Goldlewis Dickinson|64px}}====
===={{Character Label|GGST|Goldlewis Dickinson|64px}}====
*Decreased upper hurtbox on Dash startup {{clr|buff|BUFF}}  
*Decreased upper hurtbox on dash startup. {{clr|buff|BUFF}}  
*{{clr|2|2P}} {{clr|buff|BUFF}}  
*{{clr|2|2P}} {{clr|buff|BUFF}}  
**Reduced startup from 6f to 5f
**Reduced startup from 6f to 5f.
*{{clr|2|6P}} {{clr|buff|BUFF}}  
*{{clr|2|6P}} {{clr|buff|BUFF}}  
**Now floats the opponent higher
**Now floats the opponent higher.
*[[GGST/Goldlewis_Dickinson#Behemoth Typhoon|Behemoth Typhoon (Air)]] {{clr|buff|BUFF}}  
*[[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)
**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 (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 (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.
**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}}  
*[[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 3 from 34f to 25f.
**Reduced the startup when activating at Security Level 2 from 34f to 30f
**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
**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
**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}}  
*[[GGST/Goldlewis Dickinson#Burn It Down|Burn It Down]] {{clr|buff|BUFF}}  
**Increased Clash Level
**Increased clash level.


===={{Character Label|GGST|I-No|64px}}====
===={{Character Label|GGST|I-No|64px}}====
*{{clr|3|f.S}} {{clr|buff|BUFF}}  
*{{clr|3|f.S}} {{clr|buff|BUFF}}  
**Reduced startup (''note: still 13f but the hitbox expands faster'')
**Reduced startup. (''Note: Still 13f but the hitbox expands faster.'')
**Expanded horizontal hitbox
**Expanded horizontal hitbox.
*{{clr|2|6P}} {{clr|buff|BUFF}}  
*{{clr|2|6P}} {{clr|buff|BUFF}}  
**Now floats the opponent higher
**Now floats the opponent higher.
*[[GGST/I-No#Antidepressant Scale|Antidepressant Scale (All versions)]] {{clr|buff|BUFF}}  
*[[GGST/I-No#Antidepressant Scale|Antidepressant Scale (All versions)]] {{clr|buff|BUFF}}  
**Increased startup from 24f to 29f
**Increased startup from 24f to 29f.
**Reduced Recovery from 60f to 51f total
**Reduced recovery from 60f to 51f total.
**Increased movement speed of the hitbox
**Increased movement speed of the hitbox.
**Reduced Hitstop
**Reduced hitstop.
**Sped up the timing when the number of attacks increases
**Sped up the timing when the number of attacks increases.
**Made it easier to alter the trajectory by inputting Up or Down.
**Made it easier to alter the trajectory by inputting up or down.
*[[GGST/I-No#Sultry Performance|Sultry Performance (All versions)]] {{clr|nerf|NERF}}  
*[[GGST/I-No#Sultry Performance|Sultry Performance (All versions)]] {{clr|nerf|NERF}}  
**Increased base damage scaling
**Increased base damage scaling.


===={{Character Label|GGST|Jack-O|64px|label=Jack-O'}}====
===={{Character Label|GGST|Jack-O|64px|label=Jack-O'}}====
*Decreased upper hurtbox on Dash startup {{clr|buff|BUFF}}  
*Decreased upper hurtbox on dash startup. {{clr|buff|BUFF}}  
*{{clr|4|5H}} {{clr|buff|BUFF}}  
*{{clr|4|5H}} {{clr|buff|BUFF}}  
**Increased movement speed (Now connects from tip range {{clr|3|f.S}})
**Increased movement speed (Now connects from tip range. {{clr|3|f.S}})
*{{clr|3|2S}} {{clr|nerf|NERF}}  
*{{clr|3|2S}} {{clr|nerf|NERF}}  
**Increased base damage scaling (100% → 90%)
**Increased base damage scaling (100% → 90%).
*{{clr|3|c.S}} servant hit {{clr|nerf|NERF}} ''(Undocumented)''
*{{clr|3|c.S}} servant hit {{clr|nerf|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.
**Arc of servants has been adjusted. Goes in same arc and speed as 5P when before it was the same as 6P's arc.
Line 249: Line 249:
**Arc of servants has been adjusted. Goes in same arc and speed as 5P when before it was the same as 6P's arc.
**Arc of servants has been adjusted. Goes in same arc and speed as 5P when before it was the same as 6P's arc.
*{{clr|2|6P}} {{clr|reworked|REWORKED}}
*{{clr|2|6P}} {{clr|reworked|REWORKED}}
**Reduced the horizontal distance the opponent is sent flying back
**Reduced the horizontal distance the opponent is sent flying back.
**Floats the opponent higher
**Floats the opponent higher.
**Delayed the timing when the upper hurtbox shrinks
**Delayed the timing when the upper hurtbox shrinks.
*'''Servants''' {{clr|reworked|REWORKED}}
*'''Servants''' {{clr|reworked|REWORKED}}
**The servants' pushboxes now disappear when the Servants vanish
**The servants' pushboxes now disappear when they vanish.
**When Jack-O' activates Roman Cancel while lifting a Servant, it no longer causes a Purple RC (Instead performs BRC).
**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
**''(Undocumented)'' Servants turning around are no longer intangible to Jack-O's attacks.
*[[GGST/Jack-O#Throw Servant|Throw Servant (Ground)]] {{clr|buff|BUFF}}  
*[[GGST/Jack-O#Throw Servant|Throw Servant (Ground)]] {{clr|buff|BUFF}}  
**Can now be activated using diagonal input (3) instead of only forward (6)
**Can now be activated using diagonal input (3) instead of only forward (6).
*[[GGST/Jack-O#Throw Servant|Throw Servant (Air)]] {{clr|buff|BUFF}}  
*[[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)
**Can now be activated using diagonal input (3, 9) instead of only forward (6).
*[[GGST/Jack-O#Release Servant|Release Servant]] {{clr|buff|BUFF}}  
*[[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)
**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}}  
*[[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
**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}}  
*[[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
**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
**''(Undocumented)'' Applies slightly different launch to opponents.
*[[GGST/Jack-O#Defend Command|Defend Command]] {{clr|buff|BUFF}}  
*[[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
**Can no longer be activated when an upwards direction (7,8,9) is being inputted while lifting a servant.
**Increased Clash level
**Increased clash level.
*[[GGST/Jack-O#Countdown|Countdown]] {{clr|buff|BUFF}}  
*[[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
**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}}  
*[[GGST/Jack-O#Servant Shoot|Servant Shoot]] {{clr|buff|BUFF}}  
**Expanded the upper hurtbox and hitbox
**Expanded the upper hurtbox and hitbox.
**Can now be canceled into Overdrives
**Can now be canceled into Overdrives.
*[[GGST/Jack-O#Forever Elysion Driver|Forever Elysion Driver]] {{clr|buff|BUFF}}  
*[[GGST/Jack-O#Forever Elysion Driver|Forever Elysion Driver]] {{clr|buff|BUFF}}  
**Can now be activated even when lifting a Servant
**Can now be activated even when lifting a servant.
**Increased the distance from which the attack can connect
**Increased the distance from which the attack can connect.
**Adjusted movement speed
**Adjusted movement speed.
*[[GGST/Jack-O#Cheer Servant On|Cheer Servant On]] {{clr|buff|BUFF}}  
*[[GGST/Jack-O#Cheer Servant On|Cheer Servant On]] {{clr|buff|BUFF}}  
**Can now be activated even when lifting a Servant
**Can now be activated even when lifting a servant.


===={{Character Label|GGST|Ky Kiske|64px}}====
===={{Character Label|GGST|Ky Kiske|64px}}====
*{{clr|4|6H}} {{clr|buff|BUFF}}  
*{{clr|4|6H}} {{clr|buff|BUFF}}  
**Ky is no longer in Counter Hit recovery after the active frames
**Ky is no longer in Counter Hit recovery after the active frames.
*'''Shock State''' {{clr|buff|BUFF}}  
*'''Shock State''' {{clr|buff|BUFF}}  
**Increased chip damage of special moves and overdrives during shock state
**Increased chip damage of special moves and overdrives during shock state.
*[[GGST/Ky_Kiske#Stun Edge|Stun Edge (All)]] {{clr|reworked|REWORKED}}
*[[GGST/Ky Kiske#Stun Edge|Stun Edge (All)]] {{clr|reworked|REWORKED}}
**Reduced Hitstop (approximately 3f?)
**Reduced hitstop (approximately 3f?).
*[[GGST/Ky_Kiske#Stun Edge|Stun Edge (Grounded)]] {{clr|reworked|REWORKED}}
*[[GGST/Ky Kiske#Stun Edge|Stun Edge (Grounded)]] {{clr|reworked|REWORKED}}
**Increased startup from 11f to 13f
**Increased startup from 11f to 13f.
**Reduced recovery from 54f to 46f
**Reduced recovery from 54f to 46f.
**Increased movement speed of the hitbox
**Increased movement speed of the hitbox.
*[[GGST/Ky_Kiske#Stun Edge Charged Attack|Stun Edge Charged Attack]] {{clr|reworked|REWORKED}}
*[[GGST/Ky Kiske#Charged Stun Edge|Stun Edge Charge Attack]] {{clr|reworked|REWORKED}}
**Reduced hitstop
**Reduced hitstop.
**Reduced recovery from 69f to 62f
**Reduced recovery from 69f to 62f.
**Increased movement speed of the hitbox
**Increased movement speed of the hitbox.
*[[GGST/Ky_Kiske#Foudre Arc|Foudre Arc]] {{clr|nerf|NERF}}
*[[GGST/Ky Kiske#Foudre Arc|Foudre Arc]] {{clr|nerf|NERF}}
**Increased base damage scaling (90% proration)
**Increased base damage scaling (90% proration).
*[[GGST/Ky_Kiske#Sacred Edge|Sacred Edge]] {{clr|buff|BUFF}}  
*[[GGST/Ky Kiske#Sacred Edge|Sacred Edge]] {{clr|buff|BUFF}}  
**Increased movement speed of the hitbox
**Increased movement speed of the hitbox.
*[[GGST/Ky_Kiske#Sacred Edge|Sacred Edge (Dragon Install)]] {{clr|buff|BUFF}}  
*[[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.
**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}}  
*[[GGST/Ky Kiske#Dragon Install|Dragon Install]] {{clr|buff|BUFF}}  
**Increased activation damage from 40 to 80.
**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).
**The activation is now a more powerful attack when used during Shock State (same 10% damage increase as other specials).
Line 310: Line 310:
===={{Character Label|GGST|Leo Whitefang|64px}}====
===={{Character Label|GGST|Leo Whitefang|64px}}====
*{{clr|3|f.S}} {{clr|buff|BUFF}}  
*{{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)
**Sped up the timing when it can be followed up with [[GGST/Leo Whitefang#[H]S or [S]H|Command Normal 4]] (held input for guard stance).
*{{clr|4|5H}} {{clr|buff|BUFF}}  
*{{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)
**Sped up the timing when it can be followed up with [[GGST/Leo Whitefang#[H]S or [S]H|Command Normal 4]] (held input for guard stance).
*{{clr|2|6P}} {{clr|buff|BUFF}}  
*{{clr|2|6P}} {{clr|buff|BUFF}}  
**Makes the opponent float higher
**Makes the opponent float higher.
*{{clr|4|6H}} {{clr|buff|BUFF}}  
*{{clr|4|6H}} {{clr|buff|BUFF}}  
**Now floats opponent on grounded hit
**Now floats opponent on grounded hit.
**Decreased the horizontal distance the opponent is sent flying back
**Decreased the horizontal distance the opponent is sent flying back.
*{{clr|3|j.S}} {{clr|buff|BUFF}}  
*{{clr|3|j.S}} {{clr|buff|BUFF}}  
**No longer has Counterhit recovery
**No longer has Counter Hit recovery.
*{{clr|2|bt.P}} {{clr|nerf|NERF}}  
*{{clr|2|bt.P}} {{clr|nerf|NERF}}  
**Can no longer be jump canceled.
**Can no longer be jump canceled.
*[[GGST/Leo_Whitefang#%5BH%5DS_or_%5BS%5DH|Guard Stance (Command Normal 4)]] {{clr|buff|BUFF}}  
*[[GGST/Leo Whitefang#%5BH%5DS_or_%5BS%5DH|Guard Stance (Command Normal 4)]] {{clr|buff|BUFF}}  
**Increased Movement speed
**Increased movement speed.
*[[GGST/Leo_Whitefang#%5BH%5DS_or_%5BS%5DH|Guard Stance Attack (Command Normal 5)]] {{clr|buff|BUFF}}  
*[[GGST/Leo Whitefang#%5BH%5DS_or_%5BS%5DH|Guard Stance Attack (Command Normal 5)]] {{clr|buff|BUFF}}  
**Reduced Recovery from 20f to 14f
**Reduced recovery from 20f to 14f.
*[[GGST/Leo_Whitefang#Zweites Kaltes Gestober|Zweites Kaltes Gestober]] {{clr|nerf|NERF}}  
*[[GGST/Leo Whitefang#Zweites Kaltes Gestober|Zweites Kaltes Gestober]] {{clr|nerf|NERF}}  
**Increased startup from 23f to 25f
**Increased startup from 23f to 25f.
**Increased base damage scaling
**Increased base damage scaling.
*[[GGST/Leo_Whitefang#Turbulenz|Turbulenz]] {{clr|nerf|NERF}}  
*[[GGST/Leo Whitefang#Turbulenz|Turbulenz]] {{clr|nerf|NERF}}  
**Increased base damage scaling
**Increased base damage scaling.
*[[GGST/Leo_Whitefang#Blitzschlag|Blitzschlag]] {{clr|nerf|NERF}}  
*[[GGST/Leo Whitefang#Blitzschlag|Blitzschlag]] {{clr|nerf|NERF}}  
**Increased base damage scaling
**Increased base damage scaling.
*[[GGST/Leo_Whitefang#Cancel|Cancel Brynhildr Stance]] {{clr|buff|BUFF}}  
*[[GGST/Leo Whitefang#Cancel|Cancel Brynhildr Stance]] {{clr|buff|BUFF}}  
*No longer has counterhit recovery during the animation
*No longer has counterhit recovery during the animation.


===={{Character Label|GGST|May|64px}}====
===={{Character Label|GGST|May|64px}}====
*{{clr|5|2D}} {{clr|buff|BUFF}}  
*{{clr|5|2D}} {{clr|buff|BUFF}}  
**Creates less distance with the opponent on hit in the corner
**Creates less distance with the opponent on hit in the corner.
*{{clr|2|6P}} {{clr|nerf|NERF}}
*{{clr|2|6P}} {{clr|nerf|NERF}}
**No longer wall bounces
**No longer wall bounces.
**Now floats the opponent higher
**Now floats the opponent higher.
**Reduced horizontal blowback distance
**Reduced horizontal blowback distance.
*{{clr|4|6H}} {{clr|reworked|REWORKED}}
*{{clr|4|6H}} {{clr|reworked|REWORKED}}
**Sends the opponent flying up on grounded hit
**Sends the opponent flying up on grounded hit.
**Reduced the amount of RISC level decrease
**Reduced the amount of R.I.S.C. Level reduction.
**Reduced the amount of comback blowback scaling increase
**Reduced the amount of comback blowback scaling increase.
*{{clr|3|j.S}} {{clr|buff|BUFF}}
*{{clr|3|j.S}} {{clr|buff|BUFF}}
**May is no longer in counterhit recovery after the active frames
**May is no longer in counterhit recovery after the active frames.
*[[GGST/May#Mr. Dolphin Horizontal|Mr. Dolphin Horizontal (All)]] {{clr|nerf|NERF}}
*[[GGST/May#Mr. Dolphin Horizontal|Mr. Dolphin Horizontal (All)]] {{clr|nerf|NERF}}
**Increased base damage scaling
**Increased base damage scaling.
**Reduced lower hitbox
**Reduced lower hitbox.
*[[GGST/May#Mr. Dolphin Vertical|Mr. Dolphin Vertical (All)]] {{clr|reworked|REWORKED}}
*[[GGST/May#Mr. Dolphin Vertical|Mr. Dolphin Vertical (All)]] {{clr|reworked|REWORKED}}
**Increased base damage scaling
**Increased base damage scaling.
**Reduced upper hurtbox during ascent
**Reduced upper hurtbox during ascent.
**Increased distance from which the attack can connect
**Increased distance from which the attack can connect.


===={{Character Label|GGST|Millia Rage|64px}}====
===={{Character Label|GGST|Millia Rage|64px}}====
*{{clr|3|f.S}} {{clr|nerf|NERF}}
*{{clr|3|f.S}} {{clr|nerf|NERF}}
**Reduced the lower hurtbox and hitbox
**Reduced the lower hurtbox and hitbox.
*{{clr|2|2P}} {{clr|buff|BUFF}}  
*{{clr|2|2P}} {{clr|buff|BUFF}} .
**Reduced startup from 6f to 5f
**Reduced startup from 6f to 5f
*{{clr|2|6P}} {{clr|reworked|REWORKED}}
*{{clr|2|6P}} {{clr|reworked|REWORKED}}
**Decreased horizontal blowback
**Decreased horizontal blowback.
**Now floats opponent higher
**Now floats opponent higher.
*{{clr|1|6K}} {{clr|buff|BUFF}}  
*{{clr|1|6K}} {{clr|buff|BUFF}}  
**Can now be Special and Super cancelled
**Can now be special and super canceled.
**The opponent is now forced into crouch state on grounded hit
**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
**No longer expands Millia's pushbox, preventing opponents from being pushed away during animation.
**Increased recovery by 2f
**Increased recovery by 2f.
*{{clr|4|6H}} {{clr|buff|BUFF}}  
*{{clr|4|6H}} {{clr|buff|BUFF}}  
**Reduced the startup of the second hit from 16f to 13f
**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}}  
*{{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.
**Can now be cancelled with air ''back'' dash.
*[[GGST/Millia_Rage#Turbo Fall|Turbo Fall]] {{clr|buff|BUFF}}  
*[[GGST/Millia Rage#Turbo Fall|Turbo Fall]] {{clr|buff|BUFF}}  
**Can now be canceled mid-animation with some special moves
**Can now be canceled mid-animation with some special moves.
**No longer Counterhit state during the animation
**No longer Counter Hit state during the animation.
*[[GGST/Millia_Rage#Tandem Top|Tandem Top (S version)]] {{clr|buff|BUFF}}  
*[[GGST/Millia Rage#Tandem Top|Tandem Top (S version)]] {{clr|buff|BUFF}}  
**Reduced startup from 15f to 12f
**Reduced startup from 15f to 12f.
*[[GGST/Millia_Rage#Lust Shaker|Lust Shaker]] {{clr|buff|BUFF}}  
*[[GGST/Millia Rage#Lust Shaker|Lust Shaker]] {{clr|buff|BUFF}}  
**Added knockback
**Added knockback.
**Expanded lower hurtbox and hitbox
**Expanded lower hurtbox and hitbox.
**Fixed a bug which caused unnatural behavior under certain circumstances
**Fixed a bug which caused unnatural behavior under certain circumstances.
*[[GGST/Millia_Rage#Mirazh|Mirazh]] {{clr|reworked|REWORKED}}
*[[GGST/Millia Rage#Mirazh|Mirazh]] {{clr|reworked|REWORKED}}
**Can now be canceled mid-animation with some special moves
**Can now be canceled mid-animation with some special moves.
**No longer Counterhit state during the animation
**No longer Counter Hit state during the animation.
**Movement Speed adjusted
**Movement speed adjusted.
**Reduced the length of time during which she can phase through the opponent
**Reduced the length of time during which she can phase through the opponent.


===={{Character Label|GGST|Nagoriyuki|64px}}====
===={{Character Label|GGST|Nagoriyuki|64px}}====
Line 397: Line 397:
**Reduced the horizontal distance the opponent is sent flying, while making them float up higher.
**Reduced the horizontal distance the opponent is sent flying, while making them float up higher.
*[[GGST/Nagoriyuki#Blood_Rage|Blood Rage]] {{clr|buff|BUFF}}
*[[GGST/Nagoriyuki#Blood_Rage|Blood Rage]] {{clr|buff|BUFF}}
**The hitbox can no longer clash or be reflected
**The hitbox can no longer clash or be reflected.
*[[GGST/Nagoriyuki#Zarameyuki / 粒雪|Zarameyuki]] {{clr|buff|BUFF}}
*[[GGST/Nagoriyuki#Zarameyuki / 粒雪|Zarameyuki]] {{clr|buff|BUFF}}
**Reduced startup from 23f to 18f
**Reduced startup from 23f to 18f.
**Increased movement speed of the hitbox.
**Increased movement speed of the hitbox.
**Unified the size of the clash range.
**Unified the size of the clash range.
*[[GGST/Nagoriyuki#Kamuriyuki / 冠雪|Kamuriyuki]] {{clr|nerf|NERF}}
*[[GGST/Nagoriyuki#Kamuriyuki / 冠雪|Kamuriyuki]] {{clr|nerf|NERF}}
**Increased base damage scaling (proration from 100% to 90%)
**Increased base damage scaling (proration from 100% to 90%).
*[[GGST/Nagoriyuki#Shizuriyuki / 垂雪|Shizuriyuki]] {{clr|reworked|REWORKED}}
*[[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
**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
**Reduced startup from 13f to 11f.
**the second hit now triggers a counter effect.
**The second hit now triggers a Counter effect.


===={{Character Label|GGST|Potemkin|64px}}====
===={{Character Label|GGST|Potemkin|64px}}====
Line 417: Line 417:
**Can now be special canceled.
**Can now be special canceled.
* {{clr|2|6K}} {{clr|buff|BUFF}}
* {{clr|2|6K}} {{clr|buff|BUFF}}
**Decreased the amount of R.I.S.C. level reduction.
**Decreased the amount of R.I.S.C. Level reduction.
**Reduced the amount of combo blowback adjustment increase.
**Reduced the amount of combo blowback adjustment increase.
* {{clr|4|6H}} {{clr|buff|BUFF}}
* {{clr|4|6H}} {{clr|buff|BUFF}}
Line 427: Line 427:
**The ground cracks no longer disappear during the active frames.
**The ground cracks no longer disappear during the active frames.
* [[GGST/Potemkin#F.D.B.|F.D.B.]] {{clr|reworked|REWORKED}}
* [[GGST/Potemkin#F.D.B.|F.D.B.]] {{clr|reworked|REWORKED}}
**Now triggers the counter effect.
**Now triggers the Counter effect.
**Now reflects projectiles while holding down the {{clr|3|S}} button.
**Now reflects projectiles while holding down the {{clr|3|S}} button.
**Increased base damage scaling.
**Increased base damage scaling.
Line 439: Line 439:


===={{Character Label|GGST|Ramlethal Valentine|64px}}====
===={{Character Label|GGST|Ramlethal Valentine|64px}}====
*Decreased upper hurtbox on Dash startup {{clr|buff|BUFF}}  
*Decreased upper hurtbox on dash startup. {{clr|buff|BUFF}}  
*{{clr|3|f.S}} {{clr|buff|BUFF}}  
*{{clr|3|f.S}} {{clr|buff|BUFF}}  
**Reduced knockback
**Reduced knockback.
*{{clr|4|5H}} {{clr|reworked|REWORKED}}
*{{clr|4|5H}} {{clr|reworked|REWORKED}}
**Increased knockback
**Increased knockback.
*{{clr|2|6P}} {{clr|buff|BUFF}}
*{{clr|2|6P}} {{clr|buff|BUFF}}
**Floats the opponent higher
**Floats the opponent higher.
*{{clr|4|j.H}} {{clr|nerf|NERF}}
*{{clr|4|j.H}} {{clr|nerf|NERF}}
**Increased startup from 16 to 19
**Increased startup from 16f to 19f.
**Increased Knockback
**Increased knockback.
*{{clr|5|j.D}} {{clr|nerf|NERF}}
*{{clr|5|j.D}} {{clr|nerf|NERF}}
**Increased Knockback
**Increased knockback.
*[[GGST/Ramlethal_Valentine#Bajoneto|Bajoneto (All)]] {{clr|nerf|NERF}}
*[[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
**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.
**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}}
*[[GGST/Ramlethal Valentine#Dauro|Dauro]] {{clr|nerf|NERF}}
**Increased base damage scaling
**Increased base damage scaling.
*[[GGST/Ramlethal_Valentine#Sildo Detruo|Sildo Detruo (All)]] {{clr|reworked|REWORKED}}
*[[GGST/Ramlethal Valentine#Sildo Detruo|Sildo Detruo (All)]] {{clr|reworked|REWORKED}}
**Changed from an Overhead to a Mid
**Changed from an overhead to a mid.
**Reduced base damage scaling
**Reduced base damage scaling.
**Expanded the lower and rear hitboxes.
**Expanded the lower and rear hitboxes.
*[[GGST/Ramlethal_Valentine#Sildo Detruo|Sildo Detruo (Ground)]] {{clr|reworked|REWORKED}}
*[[GGST/Ramlethal Valentine#Sildo Detruo|Sildo Detruo (Ground)]] {{clr|reworked|REWORKED}}
**Adjusted the movement speed and blowback
**Adjusted the movement speed and blowback.
**Reduced Recovery
**Reduced recovery.
**Now forces crouching state on grounded hit
**Now forces crouching state on grounded hit.
**Added Wallbounce effect
**Added wall bounce effect.
*[[GGST/Ramlethal_Valentine#Sildo Detruo|Sildo Detruo (Air)]] {{clr|reworked|REWORKED}}
*[[GGST/Ramlethal Valentine#Sildo Detruo|Sildo Detruo (Air)]] {{clr|reworked|REWORKED}}
**Adjusted the movement speed and blowback
**Adjusted the movement speed and blowback.
**Decreased Recovery
**Decreased recovery.
*[[GGST/Ramlethal_Valentine#Sabrobato|Sabrobato]] {{clr|nerf|NERF}}
*[[GGST/Ramlethal Valentine#Sabrobato|Sabrobato]] {{clr|nerf|NERF}}
**Increased base damage scaling
**Increased base damage scaling.
*[[GGST/Ramlethal_Valentine#Erarlumo|Erarlumo]] {{clr|buff|BUFF}}
*[[GGST/Ramlethal Valentine#Erarlumo|Erarlumo]] {{clr|buff|BUFF}}
**Can no longer be dash cancelled on Whiff
**Can no longer be dash cancelled on whiff.
**When Roman Cancel is activated while dash cancelling this move, it will be a Blue RC.
**When Roman Cancel is activated while dash cancelling this move, it will be a Blue Roman Cancel.
**Can now be special cancelled only immediately after dash cancelling
**Can now be special canceled only immediately after dash canceling.
*[[GGST/Ramlethal_Valentine#Erarlumo|Erarlumo (First Hit)]] {{clr|buff|BUFF}}
*[[GGST/Ramlethal Valentine#Erarlumo|Erarlumo (First Hit)]] {{clr|buff|BUFF}}
**Increased Attack level
**Increased attack level.
**Reduced Startup from 20 to 16
**Reduced startup from 20f to 16f
**Reduced Recovery
**Reduced recovery.
**Went from -9 on block to -5
**Went from -9 on block to -5.
**Adjusted Blowback
**Adjusted blowback.
**Sped up the timing when the follow-up is buffed
**Sped up the timing when the follow-up is buffed.
*[[GGST/Ramlethal_Valentine#Erarlumo|Erarlumo (Second Hit)]] {{clr|buff|BUFF}}
*[[GGST/Ramlethal_Valentine#Erarlumo|Erarlumo (Second Hit)]] {{clr|buff|BUFF}}
**Added Dash cancel
**Added dash cancel.
**Increased attack level
**Increased attack level.
**Reduced startup
**Reduced startup.
**Reduced recovery
**Reduced recovery.
**Adjusted blowback
**Adjusted blowback.
**Sped up the timing when the follow-up is buffed
**Sped up the timing when the follow-up is buffed.
**Sped up the timing when the follow-up can be used
**Sped up the timing when the follow-up can be used.
**Removed Guard Crush effect
**Removed Guard Crush effect.
*[[GGST/Ramlethal_Valentine#Erarlumo|Erarlumo (Third Hit)]] {{clr|reworked|REWORKED}}
*[[GGST/Ramlethal_Valentine#Erarlumo|Erarlumo (Third Hit)]] {{clr|reworked|REWORKED}}
**Reduced startup
**Reduced startup.
**Increased recovery
**Increased recovery.
**Adjusted blowback
**Adjusted blowback.
**Reduced knockback
**Reduced knockback.
*[[GGST/Ramlethal_Valentine#Calvados|Calvados]] {{clr|buff|BUFF}}
*[[GGST/Ramlethal_Valentine#Calvados|Calvados]] {{clr|buff|BUFF}}
**Increased clash level
**Increased clash level.
**Reduced recovery
**Reduced recovery.
**Added Guard Crush effect to the final hit leaving ram +16 point blank which was previously -70 on block
**Added Guard Crush effect to the final hit leaving Ramlethal +16 on block point blank (previously -70).


===={{Character Label|GGST|Sol Badguy|64px}}====
===={{Character Label|GGST|Sol Badguy|64px}}====
*Expanded upper hurtbox during facedown knockdown
*Expanded upper hurtbox during facedown knockdown.
*{{clr|2|6P}} {{clr|nerf|NERF}}
*{{clr|2|6P}} {{clr|nerf|NERF}}
**No longer wall bounces
**No longer wall bounces.
**Now floats opponent higher
**Now floats opponent higher.
**Reduced horizontal blowback distance
**Reduced horizontal blowback distance.
*{{clr|4|6H}} {{clr|buff|BUFF}}
*{{clr|4|6H}} {{clr|buff|BUFF}}
**No longer has Counter Hit recovery after active frames
**No longer has Counter Hit recovery after active frames.
*[[GGST/Sol_Badguy#Bandit Revolver|Bandit Revolver (All)]] {{clr|reworked|REWORKED}}
*[[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)
**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
**Now triggers the Counter effect.
**Lowered attack level
**Lowered attack level from 3 to 2.
**Reduced recovery time
**Reduced recovery from 18f to 15f.
**Expanded hitbox in front and below on second hit
**Expanded hitbox in front and below on second hit.
**Increased distance from which the attack connects
**Increased distance from which the attack connects.
**Increased base damage scaling
**Increased base damage scaling (90% proration).
*[[GGST/Sol_Badguy#Bandit Revolver|Bandit Revolver (Grounded)]] {{clr|buff|BUFF}}
*[[GGST/Sol Badguy#Bandit Revolver|Bandit Revolver (Grounded)]] {{clr|buff|BUFF}}
**Reduced startup time from 16f to 12f
**Reduced startup time from 16f to 12f.
*[[GGST/Sol_Badguy#Bandit Bringer|Bandit Bringer]] {{clr|buff|BUFF}}
*[[GGST/Sol Badguy#Bandit Bringer|Bandit Bringer]] {{clr|buff|BUFF}}
**Now triggers the Counter effect
**Now triggers the Counter effect.
*[[GGST/Sol_Badguy#Night Raid Vortex|Night Raid Vortex]] {{clr|nerf|NERF}}
*[[GGST/Sol Badguy#Night Raid Vortex|Night Raid Vortex]] {{clr|nerf|NERF}}
**Increased base damage scaling
**Increased base damage scaling (90% proration).
*[[GGST/Sol_Badguy#Fafnir|Fafnir]] {{clr|nerf|NERF}}
*[[GGST/Sol Badguy#Fafnir|Fafnir]] {{clr|nerf|NERF}}
**Increased base damage scaling
**Increased base damage scaling (90% proration).


===={{Character Label|GGST|Zato-1|64px}}====
===={{Character Label|GGST|Zato-1|64px}}====
*Decreased upper hurtbox on Dash startup {{clr|buff|BUFF}}  
*Decreased upper hurtbox on dash startup. {{clr|buff|BUFF}}  
*{{clr|2|5P}} {{clr|buff|BUFF}}  
*{{clr|2|5P}} {{clr|buff|BUFF}}  
**Reduced startup from 6f to 5f
**Reduced startup from 6f to 5f.
*{{clr|1|6K}} {{clr|buff|BUFF}}  
*{{clr|1|6K}} {{clr|buff|BUFF}}  
**Can now be Special and Super cancelled
**Can now be special and super canceled.
**The opponent is now forced into crouch state on grounded hit
**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
**No longer expands Zato's pushbox, preventing opponents from being pushed away during animation.
**Increased startup from 23f to 28f
**Increased startup from 23f to 28f.
*'''Eddie Gauge'''
*'''Eddie Gauge'''
**Reduced the amount of gauge spent when controlling eddie with 236 input moves while eddie is summoned.
**Reduced the amount of gauge spent when controlling Eddie with 236 input moves while Eddie is summoned.
*[[GGST/Zato-1#Invite Hell|Invite Hell]]
*[[GGST/Zato-1#Invite Hell|Invite Hell]]
**Expanded the hitbox in front and behind
**Expanded the hitbox in front and behind.
*[[GGST/Zato-1#Sun Void|Sun Void (All)]]
*[[GGST/Zato-1#Sun Void|Sun Void (All)]]
**No longer reduces the number of hits when connecting with anything other than the opponent
**No longer reduces the number of hits when connecting with anything other than the opponent.
</div>
</div>



Revision as of 23:54, 2 December 2021

Season 1

Version 1.11

New Content

Added  Happy Chaos

Bug Fixes Resulting in Balance Change

1.10 Major Bug Fixes


 May

  • Mr. Dolphin Horizontal H NERF
    • Wall damage scaling was bugged per the 1.10 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.

 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.

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.

Aerial 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].
    • Increased base damage scaling.
  • 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
    • Increased base damage scaling.
  • 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 5f to 3f.
    • 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
    • Increased base damage scaling.
    • 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.
    • Increased base damage scaling .
  • 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.
    • Afro Love now causes Guard Crush state. (Note: Not mentioned in official patch notes.)
    • Reduced damage from 40 to 27. (Note: Not mentioned in official patch notes.)
  • 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

 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
    • Increased base damage scaling.
  • Trovao NERF
    • Increased base damage scaling.
  • 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 airdash).
    • 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 versions) 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.
  • Sultry Performance (All versions) NERF
    • Increased base damage scaling.

 Jack-O'

  • Decreased upper hurtbox on dash startup. BUFF
  • 5H BUFF
    • Increased movement speed (Now connects from tip range. f.S)
  • 2S NERF
    • Increased base damage scaling (100% → 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 (approximately 3f?).
  • Stun Edge (Grounded) REWORKED
    • Increased startup from 11f to 13f.
    • Reduced recovery from 54f to 46f.
    • Increased movement speed of the hitbox.
  • Stun Edge Charge Attack REWORKED
    • Reduced hitstop.
    • Reduced recovery from 69f to 62f.
    • Increased movement speed of the hitbox.
  • Foudre Arc NERF
    • Increased base damage scaling (90% proration).
  • 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 [[GGST/Leo Whitefang#[H]S or [S]H|Command Normal 4]] (held input for guard stance).
  • 5H BUFF
    • Sped up the timing when it can be followed up with [[GGST/Leo Whitefang#[H]S or [S]H|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.
    • Increased base damage scaling.
  • Turbulenz NERF
    • Increased base damage scaling.
  • Blitzschlag NERF
    • Increased base damage scaling.
  • Cancel Brynhildr Stance BUFF
  • No longer has counterhit 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 reduction.
    • Reduced the amount of comback blowback scaling increase.
  • j.S BUFF
    • May is no longer in counterhit recovery after the active frames.
  • Mr. Dolphin Horizontal (All) NERF
    • Increased base damage scaling.
    • Reduced lower hitbox.
  • Mr. Dolphin Vertical (All) REWORKED
    • Increased base damage scaling.
    • 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 cancelled 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.
  • Tandem Top (S version) 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 Throw NERF
    • Fixed a bug where forced damage scaling would not be applied.
  • Aerial 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
    • Increased base damage scaling (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.
    • Increased base damage scaling.
  • Garuda Impact NERF
    • Increased base damage scaling.
  • 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 Ram takes damage before it reaches the corner, it will no longer explode.
  • Dauro NERF
    • Increased base damage scaling.
  • Sildo Detruo (All) REWORKED
    • Changed from an overhead to a mid.
    • Reduced base damage scaling.
    • Expanded the lower and rear hitboxes.
  • Sildo Detruo (Ground) REWORKED
    • Adjusted the movement speed and blowback.
    • Reduced recovery.
    • Now forces crouching state on grounded hit.
    • Added wall bounce effect.
  • Sildo Detruo (Air) REWORKED
    • Adjusted the movement speed and blowback.
    • Decreased recovery.
  • Sabrobato NERF
    • Increased base damage scaling.
  • Erarlumo BUFF
    • Can no longer be dash cancelled on whiff.
    • When Roman Cancel is activated while dash cancelling this move, it will be a Blue Roman Cancel.
    • Can now be special canceled only immediately after dash canceling.
  • Erarlumo (First Hit) BUFF
    • Increased attack level.
    • Reduced startup from 20f to 16f
    • Reduced recovery.
    • Went from -9 on block to -5.
    • Adjusted blowback.
    • Sped up the timing when the follow-up is buffed.
  • Erarlumo (Second Hit) 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.
  • Erarlumo (Third Hit) REWORKED
    • Reduced startup.
    • Increased recovery.
    • Adjusted blowback.
    • Reduced knockback.
  • Calvados BUFF
    • Increased clash level.
    • Reduced recovery.
    • Added Guard Crush effect to the final hit leaving Ramlethal +16 on block point blank (previously -70).

 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.
    • Increased base damage scaling (90% proration).
  • Bandit Revolver (Grounded) BUFF
    • Reduced startup time from 16f to 12f.
  • Bandit Bringer BUFF
    • Now triggers the Counter effect.
  • Night Raid Vortex NERF
    • Increased base damage scaling (90% proration).
  • Fafnir NERF
    • Increased base damage scaling (90% proration).

 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 Gauge
    • Reduced the amount of gauge spent when controlling Eddie with 236 input moves while Eddie is summoned.
  • Invite Hell
    • Expanded the hitbox in front and behind.
  • Sun Void (All)
    • 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 startup.
    • Extended the hitbox in front of Faust.
  • j.2K BUFF
    • Reduced start-up by 4 frames.
    • Reduced hurtbox during startup.
    • 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.
    • Increased standard damage scaling.
  • 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 more time in the air.
  • Bandit Bringer REWORKED
    • Greatly increased knockback.
  • Bandit Bringer (Air) REWORKED
    • Greatly increased knockback.
    • Increased landing recovery.
  • Wild Throw BUFF
    • Now possible to follow up by using Roman Cancel.
    • Increased frame advantage on hit.
  • 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

Ver1.11
Battle Version: '
Date Released: November 30, 2021

Links
None


Previous Version
Ver1.10
Next Version
Ver1.13

Ver1.10
Battle Version: '
Date Released: October 15, 2021

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Previous Version
Ver1.09
Next Version
Ver1.11

Ver1.09
Battle Version: '
Date Released: August 27, 2021

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Previous Version
Ver1.07
Next Version
Ver1.10

Ver1.07
Battle Version: '
Date Released: July 27, 2021

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Previous Version
Ver1.05
Next Version
Ver1.09

Ver1.05
Battle Version: '
Date Released: June 29, 2021

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Ver1.03
Next Version
Ver1.07

Ver1.03
Battle Version: '
Date Released: June 11, 2021

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None


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Ver1.02
Next Version
Ver1.05

Ver1.02
Battle Version: '
Date Released: June 7, 2021

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None


Previous Version
Ver1.01
Next Version
Ver1.03

Ver1.01
Battle Version: '
Date Released: June 2, 2021

Links
None


Previous Version
None
Next Version
Ver1.02

References

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