GGST/Version/1.18

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< GGST‎ | Version

Ver1.18
Battle Version: 2.00
Date Released: June 10, 2022

Links
Official Site


Previous Version
Ver1.17
Next Version
Ver1.19

1.18 Universal Changes


Roman Cancel

Roman Cancel
  • Fast Roman Cancel BUFF
    • Tension cost reduced to 36% ~ 48% depending on timing the cancel is performed.
      • Tension Cost of 36% when performed at earliest timing, and an additional 2% per frame during cancel window.
    • Now applies a slowdown effect after canceling during Super Flash.
      • The slowdown only applies in close proximity to the opponent.
      • The slowdown effect ends after an attack connects on hit or block.
      • Duration of slowdown is significantly reduced:
        • Blue: from 59F to 33F.
        • Red: from 39F to 23F.
        • Purple: from 19F to 13F.
      • Slowdown duration applied increased by 2F if cancelled on the earliest frame.
  • Blue Roman Cancel ADJUSTED
    • Cancel window into other attacks during Super Flash sped up from 11-17F to 5-11F.
  • Purple Roman Cancel ADJUSTED
    • Cancel window into other attacks during Super Flash sped up from 14-20F to 8-14F.
    • The slowdown effect now ends after an attack connects on hit or block.
  • Red Roman Cancel BUFF
    • R.I.S.C. Loss of explosion reduced from 1000 to 0.
    • No longer applies R.I.S.C. Loss Penalty when hitting, resulting in zero effect on R.I.S.C. Level.
    • Combo Decay reduced from 5 to 0.

Other System Mechanics

Other System Mechanics
  • Psych Burst BUFF
    • When activated above a certain heightAt a height of 140 or higher, the upward movement decelerates to travel less high.
      • Has no effect on the height traveled when used on the ground.
    • Blue Psych Burst can now be input during the startup of an Overdrive prior to Super Flash.
    • Startup of the attack is no longer affected by slowdown effects. Bug fix
  • Faultless Defense BUFF
    • Added a Faultless Defense button FD.
      • Faultless Defense can be performed by holding any backward direction 741 and Faultless Defense FD at the same time.
      • This input is not a shortcut for any other inputs, this means it can not be used to trigger any action besides Faultless Defense.
    • Tension Gauge cost when an attack connects during Faultless Defense reduced by 50%Tension Cost by attack level:
      Attack Level 0: 5% → 2.5%
      Attack Level 1: 6% → 3%
      Attack Level 2: 7% → 3.5%
      Attack Level 3: 8% → 4%
      Attack Level 4: 9% → 4.5%
      .
  • Counter Hit BUFF
    • A new Counter Hit Type has been added, named Small.
      • Moves previously labelled with the Small type are now Very Small (e.g. Projectiles).
      • Does not cause any change to hitstop, unlike Mid or Large types.
      • Inflicts 11 frames of slowdown, for an additional 6 frames of advantage.
    • This type has been universally applied to 5P, 5K, 2P, 2K, j.P, and j.K attacks.
  • Input Priority ADJUSTED
    • When buffering multiple normals simultaneously with the same attack button, normals with a 2X 2 or 6X 6 input are now priortized over 5X 5 and j.X inputs (e.g. 2K is now prioritised over 5K)
  • Aerial Direction ADJUSTED
    • A character's facing direction now switches to face the opponent when delaying cancels from air normals (e.g. j.S).

General Balance

General Balance
  • Dash Cancel BUFF
    • All characters except  Nagoriyuki and  Potemkin can now perform a Dash Cancel. The duration of the Dash Cancel varies by character:
      • 22F: Sol, Ky, May, Leo, Giovanna, Anji, Goldlewis, Jack-O', Baiken
      • 24F: Chipp, Millia
      • 26F: Axl, Faust, Zato, Ramlethal, I-No, Chaos, Testament
    • Added a fire visual effect when a Dash Cancel begins. This will appear even if kara canceled.
  • 5K REWORKED
    • Now dash cancelable.
    • Same Attack Penalty gravity change increased from 0.5 to 1.5.
  • c.S REWORKED
    • Now dash cancelable.
    • Same Attack Penalty threshold reduced from 4 to 3.
    • Same Attack Penalty gravity change increased from 0.5 to 1.5.
    • Recovery reduced by 3F.
  • 2K BUFF
    • Pushback reduced by 30%Pushback rate changed from 100% to 70%.
      • Does not apply to  Faust.
  • j.P BUFF
    • Now launches opponent higher.
  • j.K BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • Special Moves BUFF
    • Can now be canceled into an Overdrive before the move comes out.
  • Overdrives BUFF
    • Some Overdrives are now affected by prior movement, such as dash momentum.

1.18 Character Changes


Anji Mito

  • c.SGGST Anji Mito cS.pngGuardAllStartup7Recovery11Advantage+1 BUFF
    • Recovery reduced from 14 to 11.
      • On-block changed from -2 to +1.
  • f.SGGST Anji Mito fS.pngGuardAllStartup11Recovery21Advantage-9 BUFF
    • Startup reduced from 12 to 11.
    • Reduced frontal hurtbox. (Current | Previous)
  • 2SGGST Anji Mito 2S.pngGuardLowStartup10Recovery16Advantage-6 BUFF
    • Startup reduced from 12 to 10.
    • Reduced frontal hurtbox. (Current | Previous)
    • No longer in Counter Hit state during the first 2 frames of recovery (14-15F).
  • 5HGGST Anji Mito 5H.pngGuardAllStartup15Recovery23Advantage-8 BUFF
    • Now applies forced crouch on grounded counter hit. Hitstun during counter hit is now always increased by +1.
  • j.PGGST Anji Mito jP.pngGuardHighStartup9Recovery5Advantage- BUFF
    • Vertical launch speed increased by 75%Speed changed from 10 to 17.5.
    • Horizontal launch speed reduced by 42%Speed changed from 21.5 to 12.5.
  • j.KGGST Anji Mito jK.pngGuardHighStartup6Recovery15Advantage- BUFF
    • Gravity on hit reduced by 7%Gravity on hit changed from 3.5 to 3.25.
  • j.HGGST Anji Mito jH.pngGuardHighStartup13Recovery27Advantage+5 (IAD) BUFF
    • Vertical launch speed reversed upwards and reduced by 13%Speed changed from -30 to 26.
    • Horizontal launch speed reduced by 42%Speed changed from 25 to 12.
  • j.DGGST Anji Mito jD.pngGuardHighStartup8Recovery18Advantage- BUFF
  • ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6 236P BUFF
    • Horizontal speed of the butterfly projectile now gradually deceleratesSpeed reduction by 5% per frame when near the corner100 units away from the wall.
    • Horizontal speed of the eagle projectile is reduced by 33%Speed changed from 30 to 20 when activated near the corner.
  • FuujinGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] 236H REWORKED
    • Recovery reduced from 29 to 21.
      • On-block changed from -16 to -8.
    • Attack level now increases when fully charged from 3 to 4.
    • No longer launches on grounded hit when fully charged.
  • Shin: IchishikiGGST Anji Mito 236HP.pngGuardAllStartup30 (43 if early cancelled from Fuujin)RecoveryTotal 43+6 after LandingAdvantage+7 P during Fuujin BUFF
    • Attack Level increased from 1 to 2.
  • NagihaGGST Anji Mito 236HS.pngGuardLowStartup15 (28 with early cancel)Recovery20Advantage-7 S during Fuujin NERF
    • Startup increased from 13 to 15.
      • Total startup when performed from Fuujin immediately inreased from 26 to 28.
  • RinGGST Anji Mito 236HH.pngGuardHighStartup21 (34 with early cancel)Recovery24Advantage-9 H during Fuujin BUFF
    • Startup reduced from 25 to 21.
      • Total startup when performed from Fuujin immediately inreased from 38 to 34.
    • Recovery reduced from 30 to 24.
      • On-block changed from -15 to -9.
    • R.I.S.C. Loss reduced from 2000 to 1000.
    • Initial Combo Decay reduced from 5 to 0. Total Combo Decay on initial hit changed from 15 to 10.
    • Wall Damage reduced from 700 to 300.
    • Horizontal launch reduced.
      • Horizontal lanch speed reduced by 60%Speed changed from 25 to 10.
      • Horizontal speed no longer reduces over time (Previous dataSpeed reduced by 40% per frame during 9-20F).
    • Vertical launch of ground bounce reduced.
      • Vertical speed no longer reduces over time (Previous dataSpeed reduced by 30% per frame during 9-20F).
      • Now applies an initial gravityGravity changed from 0 to 3 on hit.
      • Gravity no longer increase over time (Previous dataGravity increased by 0.1 per frame during 13-62F).
      • Vertical ground bounce speed reduced by 71%Speed changed from 42 to 12.
  • KouGGST Anji Mito 236S.pngGuardAllStartup12 [28]Recovery14Advantage- 236S NERF
    • Damage reduced from 20, 50 to 20, 30.
    • No longer causes a Hard Knockdown on hit.
  • Issei Ougi: SaiGGST Anji Mito 632146H.pngGuardAllStartup11+6RecoveryAdvantage-30 632146H BUFF
    • Damage increased from 13×6, 60 to 15×6, 75.
    • No longer cancels dash momentum.
  • Kachoufuugetsu KaiGGST Anji Mito 632146S.pngGuardStartup1Recovery10Advantage- 632146S BUFF
    • No longer cancels dash momentum.

Axl Low

  • 2PGGST Axl Low 2P.pngGuardLowStartup10Recovery14Advantage-6 BUFF
    • Expanded frontal hitbox.
    • Timing of ranges during active frames sped up from 1→2→1 to 1→1→2.
    • Timing at which Attack Level increases sped up from 13F to 12F.
  • 6PGGST Axl Low 6P.pngGuardAllStartup12Recovery22Advantage-13 BUFF
    • Now launches on grounded hit, instead of inflicting Floating Crumple.
    • Vertical launch increased.
      • Vertical launch speed increased by 29%Speed changed from 17 to 22.
      • Vertical speed no longer reduces over time (Previous dataSpeed reduced by 40% per frame during 7-22F).
      • Gravity on hit increased by 100%Gravity changed from 1.5 to 3.
      • Gravity no longer increases over time (Previous dataGravity increased by 0.5 per frame during 3-18F).
    • Horizontal launch reduced.
      • Horizontal launch speed reduced by 33%Speed changed from 30 to 20.
      • Horizontal speed no longer reduces over time (Previous dataSpeed reduced by 20% per frame during 8-21F).
  • 6KGGST Axl Low 6K.pngGuardAllStartup11Recovery25Advantage-13 BUFF
    • Now causes a Wall Bounce.
      • Horizontal speed is reduced by 75%Wall bounce horizontal speed ratio of 25% on wall bounce.
      • Vertical speed is reduced by 50%Wall bounce horizontal speed ratio of 50% on wall bounce.
      • Gravity is overriden on wall bounce to 67%Gravity changed from 3 to 2 of the initial launch.
    • Vertical launch reduced.
      • Vertical launch speed increased by 17%%Speed changed from 30 to 35.
      • Vertical speed no longer reduces over time (Previous dataSpeed reduced by 40% per frame during 5-14F).
      • Now applies an initial gravity on hitGravity changed from 0 to 3.
      • Gravity increase over time reduced by 20%, slowed down by 6F, and extended by 10FGravity increase per frame changed from 0.25 to 0.2.
        Frames changed from 15-44F to 21-60F
        .
    • Horizontal launch reduced.
      • Horizontal launch speed reduced by 20%Speed changed from 25 to 20.
      • Horizontal speed no longer reduces over time (Previous dataSpeed reduced by 20% per frame during 7-16F).
  • c.SGGST Axl Low c.S.pngGuardAllStartup8Recovery12Advantage-1 BUFF
    • Recovery reduced from 15 to 12.
      • On-block changed from -4 to -1.
  • f.SGGST Axl Low f.S.pngGuardAllStartup10Recovery19Advantage-8 BUFF
    • Recovery reduced from 25 to 19.
      • On-block changed from -14 to -8.
    • Expanded frontal hitbox and reduced hurtbox.
  • 6HGGST Axl Low 6H.pngGuardHighStartup27Recovery13Advantage-3 BUFF
    • Pushback increased by 200%Pushback rate changed from 40% to 120%.
  • j.PGGST Axl Low j.P.pngGuardHighStartup9Recovery23Advantage- BUFF
    • Vertical launch speed reduced by 13%Speed changed from 20 to 17.5.
    • Horizontal launch speed reduced by 20%Speed changed from 20 to 16.
  • j.KGGST Axl Low j.K.pngGuardHighStartup8Recovery16Advantage- BUFF
    • Gravity on hit reduced by 7%Gravity on hit changed from 3.5 to 3.25.
  • j.DGGST Axl Low j.D.pngGuardHighStartup10Recovery22Advantage+4 (IAD) BUFF
  • Winter MantisGGST Axl Low 41236H 2.pngGuardGround ThrowStartup28Recovery34Advantage- 41236H REWORKED
    • Can now hit launched opponents, taking on the properties of a strike when doing so.
      • Damage: 51
      • Attack Level: 3
      • Launches opponents towards Axl into a Hard Knockdown.
      • May cancel into One Vision, similar to other specials.
    • Added an Activation Range, preventing the attack from hitting based on the opponent's distance from the sickle head.
      • Can no longer hit extended hurtboxes from opponents significantly far awayHorizontal activation range of -20~20.
      • Can no longer hit extended hurtboxes from opponents in the airVertical activation range of 0~20.
  • SnailGGST Axl Low j.214H.pngGuardAllStartup14RecoveryUntil L+10Advantage-19 j.214H Air version only BUFF
    • Startup reduced from 16 to 14.
    • Horizontal ground bounce speed reduced.
      • Horizontal speed is now overriden on ground bounce, to 60%Speed changed from 25 to 15 of the intial launch.
    • Vertical ground bounce speed increased.
      • Vertical speed of ground bounce increased by 150%Speed change from 10 to 25.
      • Removed gravity on ground bounceGravity on ground bounce changed from 1.925 to 0. Gravity now increases gradually over timeGravity increase by 0.25 per frame during 17-46F.
  • RainwaterGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3 214S REWORKED
    • Proration reduced from 80% to 90%.
    • R.I.S.C. Loss increased from 1000 to 2000.
    • Combo Decay increased from 5 to 10.
    • Initial Combo Decay reduced from 20 to 5. Total Combo Decay on initial hit changed from 25 to 15.
    • Wall Damage increased from 500 to 700.
    • Expanded upper hitbox. (Current | Previous)
    • Horizontal launch reduced.
      • Horizontal speed reduction over time sped up by 2F and reduced by 2FHorizontal speed reduction by 30% per frame changed from 7-17F to 5-13F.
      • Horizontal launch is now affected by Combo Decay 70% lessCombo Decay influence on horizontal launch changed from 100% to 30%.
    • Vertical launch increased.
      • Vertical launch speed increeased by 50%Speed changed from 40 to 60. No change to Counter Hit launch speed.
      • Vertical launch is now affected by Combo Decay 70% lessCombo Decay influence on vertical launch changed from 100% to 30%
  • Axl BomberGGST Axl Low j.623H.pngGuardAllStartup9RecoveryUntil L+7Advantage-22 j.623H REWORKED
    • Changed input from j.623H 623H to j.236H 236H.
      • The input for Axl Bomber is now prioritised over Snail, in line with other input priority conventions.
    • Same Attack Penalty threshold reduced from 3 to 2.
  • Sickle StormGGST Axl Low 236236H 1.pngGuardAllStartup11+1Recovery26Advantage-2 236236H NERF
    • Vertical speed on air block reduced by 36%Speed changed from 13.75 to 8.75.
    • Horizontal speed on air block reduced by 13%Speed changed from 20 to 17.5.
    • Moved hitbox of the projectile (hits 3-5) lower. (Current | Previous)

Baiken

  • Tether BUFF
    • Now breaks when the opponent's Psych Burst connects with Baiken. Undocumented
  • 5PGGST Baiken 5P.pngGuardAllStartup4Recovery10Advantage-2 BUFF
    • Startup reduced from 5 to 4.
  • 6KGGST Baiken 6K.pngGuardAllStartup12Recovery10Advantage-5 REWORKED
    • Now applies slight momentumApplies 10 momentum when cancelled during frames 10-20.
  • c.SGGST Baiken cS.pngGuardAllStartup7Recovery10Advantage+1 BUFF
    • Rrecovery reduced from 13 to 10.
      • On-block changed from -2 to +1.
  • f.SGGST Baiken fS.pngGuardAllStartup9Recovery15Advantage-7 BUFF
    • Startup reduced from 10 to 9.
    • Reduced frontal hurtbox. (Current | Previous)
  • 2SGGST Baiken 2S.pngGuardAllStartup11Recovery19Advantage-8 BUFF
    • Recovery reduced from 22 to 19.
      • On-block changed from -11 to -8.
    • Reduced frontal hurtbox. (Current | Previous)
  • 2HGGST Baiken 2H.pngGuardLowStartup17Recovery26Advantage-13 REWORKED
    • Added an Activation Range, preventing the attack from hitting based on the opponent's distance from Baiken.
      • Can not hit opponents significantly far awayHorizontal Activation Range of 500.
      • Can not hit opponents significantly airborneHorizontal Activation Range of 110.
      • The range is shorter than the attack can reach on certain characters, functionally reducing its range.
    • Reduced upper hurtbox. (Current | Previous)
  • j.PGGST Baiken jP.pngGuardHighStartup5Recovery13Advantage- BUFF
    • Vertical launch speed increased by 75%Speed changed from 10 to 17.5.
    • Horizontal launch speed reduced by 38%Speed changed from 20 to 12.5.
  • j.KGGST Baiken jK.pngGuardHighStartup7Recovery12Advantage- BUFF
    • Gravity on hit reduced by 7%Gravity on hit changed from 3.5 to 3.25.
  • Tatami GaeshiGGST Baiken 236K.pngGuardAllStartup15Recovery5Advantage-3 236K All versions BUFF
    • Now activates even after an upwards input.
    • Expanded frontal hitbox of the strike.
    • Air version:
      • Expanded back hitbox of the projectile during descent.
  • Kabari SGGST Baiken 41236S.pngGuardAllStartup29Recovery15Advantage+3 41236S REWORKED
    • Can now be input even after an upward input 789 has been performed.
    • Startup increased from 27 to 31.
    • Recovery reduced from 18 to 16.
      • On-block changed from 0 to +2.
    • Pushback now differs on hit, increasing the vacuum effect, scaling with distance.
      • On-block effect: 90%→100%→110%→120%→130%
      • On-hit effect: 90%→100%→121%→156%→182%
    • On grounded hit, the Tether effect is ignored until after recovery, and will not affect the standard vacuum effect of the move.
    • Activation Range during final 2 active frames (37-38F) extended by 6%Horizontal activation range changed from 0~850 to 0~900. Undocumented
  • Kabari HGGST Baiken 41236H.pngGuardAllStartup18Recovery19Advantage-3 41236H BUFF
    • Can now be input even after an upward input 789 has been performed.
    • Vertical launch is now affected by Combo Decay 40% lessCombo Decay influence on vertical launch changed from 50% to 30%
    • Horizontal launch is now affected by Combo Decay 70% lessCombo Decay influence on vertical launch changed from 100% to 30%
  • Kabari H Follow-upGGST Baiken 41236HH.pngGuardAllStartup11 [23]Recovery14 (23 on block)Advantage-7 41236H~H REWORKED
    • Recovery on block increased from 36 to 40.
      • On-block changed from -3 to -7.
    • No longer in Counter Hit state after the attack is blocked.
    • Counter Hit Type increased from Very Small to Mid.
    • Launch properties now change on Counter Hit. Undocumented
      • Vertical launch speed increased by 17%Speed changed from -30 to -35. This also increases vertical ground bounce speed.
      • Horizontal ground bounce speed reduced by 50%Speed changed from 20 to 10.
    • Will now always launch in the direction Baiken is facing, instead of the direction the opponent is relative to Baiken.
    • Expanded lower hitbox. (Current | Previous)
    • Added an Activation Range, preventing the attack from hitting based on the opponent's distance from Baiken.
      • Can not hit opponents significantly far awayHorizontal Activation Range of 550.
  • YouzansenGGST Baiken j236S.pngGuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS) j.236S BUFF
    • Recovery reduced from from Until Landing+10 to Until Landing+7.
    • Damage increased from 39 to 50.
  • HiiragiGGST Baiken 236P 2.pngGuard-Startup1Recovery32Advantage- 236P BUFF
    • Active time increased from 6 to 7. Bug
    • Recovery reduced from Total 45 to Total 32.
    • Recovery on successful parry reduced from 68 to 57.
      • On-hit changed from HKD +3 to HKD +14.
  • Tsurane Sanzu-watashiGGST Baiken 236236S.pngGuardAllStartup8+1Recovery48Advantage-32 236236S NERF
    • Startup increased from 7+1 to 8+1.
    • Pushback of final hit reduced by 50%Pushback rate changed from 150% to 75%.
    • Vertical speed on air block reduced.
      • First two hits reduced by 37%Speed changed from 13.4 to 8.4.
      • Final hit reduced by 68%Speed changed from 29.45 to 9.45.
    • Horizontal speed on air block of first two hits reduced by 13%Speed changed from 20 to 17.5.
  • KenjyuGGST Baiken 214214P.pngGuardAll (Guard Crush)Startup8+3RecoveryTotal 47Advantage+5 214214P Ground version only BUFF
    • No longer cancels dash momentum.

 Chipp Zanuff

  • 2K BUFF
    • Decreased knockback.
  • c.S BUFF
    • Reduced recovery from 13f to 10f.
      • On-block changed from -2 to +1.
  • f.S BUFF
    • Reduced hurtbox during attack startup.
  • j.P BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
  • Grounded Alpha Blade (Diagonal) (236K)GGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuardAllStartup27Recovery17Advantage-2 NERF
    • No longer hits opponent when more than 350 horizontal distance apart.
  • Aerial Alpha Blade (Horizontal) (j.236P)GGST Chipp Zanuff Alpha Blade Horizontal Air.pngGuardAllStartup29Recovery33Advantage- NERF
    • No longer hits opponent when more than 800 horizontal distance apart.
    • Collision detection now activates sooner.
  • Aerial Alpha Blade (Diagonal) (j.236K)GGST Chipp Zanuff Alpha Blade Diagonal Air.pngGuardAllStartup28~41Recovery21Advantage-6 REWORKED
    • Chipp now lands a greater distance forward than before.
    • Reduced recovery from 24f to 21f.
      • On-block changed from -7 to -6.
    • No longer hits opponent when facing the opponent, instead only able to hit on cross-up.
      • Patch notes describe this as "a set distance apart" as it is when +5 distance apart (where cross-ups are below 0), but this is impossible due to being smaller than the size of character's bodies, unless they are directly above Chipp.
    • Now depletes more R.I.S.C. Level, from 1000 to 2000.
    • Increased combo blowback scaling.
    • Now causes more Wall Break value gain, from 300 to 700.
    • Now launches opponent higher on grounded hit.
  • Beta Blade (All Versions) (623SGGST Chipp Zanuff Beta Blade.pngGuardAllStartup9Recovery23Advantage-27 or j.623SGGST Chipp Zanuff Beta Blade.pngGuardAllStartup9RecoveryUntil Landing+8Advantage-) NERF
    • Can no longer be Roman Canceled while the opponent's Gold Psych Burst is active.
    • When blocked mid-air, the opponent now lands more quickly than before.
    • Increased attack startup from 7f to 9f.
  • Gamma Blade (236H)GGST Chipp Zanuff Gamma Blade.pngGuardAllStartup25~50RecoveryTotal 42Advantage+9 REWORKED
    • Increased attack level from 1 to 2.
      • On-block changed from +6 to +9.
    • Now launches opponent higher on grounded hit.
    • Now launches opponent lower, with decreased horizontal blockback distance.
    • Now depletes more R.I.S.C. Level, from 1000 to 2000.
    • Increased combo blowback scaling.
    • Now causes more Wall Break value gain, from 300 to 700.
    • Now launches opponent lass than previously when used multiple times in the same combo.
    • Increased tumble duration.
  • Senshuu (236K during Resshou or Rokusai)GGST Chipp Zanuff Senshuu.pngGuardHighStartup20Recovery20Advantage-9 REWORKED
    • Reduced attack startup from 25f to 21f.
    • Reduced recovery from 27f to 20f.
      • On-block changed from -16 to -9.
    • Increased movement speed.
    • Now creates less distance with opponent on hit in the corner.
    • The opponent can no recover after landing.
    • Now depletes less R.I.S.C. Level, from 2000 to 1000.
    • Reduced combo blowback scaling on combos with Senshuu as a starter.
    • Now causes less Wall Break value gain, from 700 to 300.
    • Now bounces the opponent lower, with decreased horizontal blowback distance.
  • Banki Messai (236236P, formerly 236236KGGST Chipp Zanuff Banki Messai 1.pngGuardAllStartup6+1~11Recovery28Advantage-20) REWORKED
    • Input changed from 236236K to 236236P.


 Faust

  • 6P BUFF
    • Now launches opponent higher.
  • 5K BUFF
  • 2K BUFF
    • Reduced attack startup from 7f to 5f.
  • c.S BUFF
    • Reduced recovery from 15f to 12f.
      • On-block changed from -4 to -1.
  • f.S BUFF
    • Reduced recovery from 25f to 20f.
      • On-block changed from -13 to -8.
    • Reduced frontal hurtboxGGST Faust fS Hitbox.png. (Previously)
  • 2S BUFF
    • Now launches opponent on grounded hit.
    • Now launches opponent higher.
  • 5HH BUFF
    • The opponent can no longer recover after landing on Counter Hit.
  • 6H BUFF
    • Added stagger effect.
  • j.P BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
  • j.2K BUFF
    • Increased damage from 30 to 39.
  • j.H BUFF
  • Mix Mix Mix (All Versions) (236SGGST Faust 236S.pngGuardAllStartup17Recovery14 after LandingAdvantage-7 & j.236SGGST Faust 236S.pngGuardAllStartup17Recovery14 After LandingAdvantage-) BUFF
    • Made the timing for controlling Faust's movement direction with 4 or 6 inputs faster.
    • Blowback direction now matches the direction Faust is facing.
    • The final hit during the active frames now has the same properties, regardless of the number of hits.
  • BananaGGST Faust Banana Peel.pngGuardNone, AllStartup51 to LandRecoveryAdvantage- Peel BUFF
    • Banana peels can no longer hit multiple characters at the same time.
  • AfroGGST Faust Afro.pngGuardNoneStartup110 To LandRecoveryAdvantage- (Explosion) BUFF
    • Added Guard Crush effect.
  • MeteorsGGST Faust Meteors.pngGuardAll (Guard Crush)StartupAbout 70RecoveryNoAdvantageYes BUFF
    • Added ground bounce effect.
    • Blowback direction now matches the direction the meteors are falling from.
  • Mini FaustGGST Faust Small Faust Angry.pngGuardAllStartup42 to land, 12 to activateRecoveryAdvantage- BUFF
    • Hitbox now activates directly after coming into contact with the opponent or being attacked.
  • Scarecrow (All Versions) (214PGGST Faust 214X.pngGuardAllStartup54 [84]Recovery10 [7]Advantage-8 [+7], 214KGGST Faust 214X.pngGuardAllStartup54 [84]Recovery10 [7]Advantage-8 [+7] & 214SGGST Faust 214X.pngGuardHighStartup50 [69]Recovery36Advantage-40* [-35]*) REWORKED
    • Now only charges if the same button used to activate the attack is held down.
    • Attack animation now begins when the button is released.
  • Scarecrow (P and K Versions) (214PGGST Faust 214X.pngGuardAllStartup54 [84]Recovery10 [7]Advantage-8 [+7] & 214KGGST Faust 214X.pngGuardAllStartup54 [84]Recovery10 [7]Advantage-8 [+7]) BUFF
    • Now launches opponent higher.
    • Reduced attack startup from 63f to 54f and from 97f to 84f when charged.
  • Thrust (41236K)GGST Faust 41236K.pngGuardAllStartup26~37Recovery19Advantage-12 BUFF
  • Love (j.236P)GGST Faust j236P.pngGuardAllStartup27RecoveryTotal 48Advantage- BUFF
    • Increased damage of initial hit from 1 to 18.
    • Projectile now appears even when the move is Roman Canceled at an earlier point than before.
  • Bone-crushing Excitement (632146H)GGST Faust 632146H 1.pngGuardAllStartup16+5Recovery48Advantage-32 REWORKED
    • Expanded upper hitboxGGST Faust 632146H Hitbox.png. (Previously)
    • Blowback direction now matches the direction Faust is facing.
    • Faust is now closer to the opponent after the cinematic ends.


 Giovanna

  • Dash BUFF
    • Movement distance can now be altered with 4 or 6 inputs during the animation.
  • Normal Moves and Command Normals BUFF
    • At 50% Tension, all normals and command normals deal 12% chip damage.
    • At 100% Tension, all normals and command normals deal 25% chip damage.
  • 2K BUFF
    • Decreased knockback.
    • Expanded upper hitbox and hurtbox.
  • f.S BUFF
    • Decreased horizontal blowback distance.
  • 2D NERF
    • Increased recovery from 7f to 12f.
      • On-block changed from -3 to -8.
  • j.P BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
  • j.S BUFF
    • Reduced upper hurtbox.
  • j.H NERF
    • Now launches opponent lower.
  • j.D REWORKED
    • Decreased damage from 25, 25 to 21, 21.
    • The second hit now launches the opponent higher.
  • Ground ThrowGGST Giovanna Ground Throw.pngGuardGround ThrowStartup2Recovery38AdvantageN/A NERF
    • Reduced throw range.
  • Sepultura (214K)GGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4 NERF
    • Decreased damage from 45 to 39.
    • Reduced lower hitbox and hurtbox.
  • Trovão (236K)GGST Giovanna Trovao.pngGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15] BUFF
    • Expanded the maximum distance with opponent from which it can connect.
    • Increased active frames from 7 to 10.
    • Reduced recovery from 15f to 13f.
      • On-block changed from +2 to +4.
  • Sol Nascente (623S)GGST Giovanna Sol Nascente.pngGuardAllStartup7Recovery21Advantage-15 REWORKED
    • Reduced lower hitbox and extended upper hitbox.
  • Sol Poente (All Versions) (214SGGST Giovanna 214S 1.pngGuardAll, HighStartup{4} 27Recovery21Advantage-5 & j.214SGGST Giovanna 214S 1.pngGuardAll, HighStartup{4} 27RecoveryUntil L+12Advantage-) NERF
    • Expanded lower hitbox and hurtbox.
    • Movement distance now varies depending on 4 or 6 inputs during the animation.
    • The opponent can now recover after landing.
    • Now bounces opponent higher.
    • Increased recovery from 10f to 21f (ground) and 4f to 12f on landing (air).
      • On-block changed from +4 to -5.
    • Increased attack level of the second hit from 3 to 4.
    • Reduced attack startup of the second hit from 30f to 27f.
    • Now affected by momentum.
  • Ventania (632146H)GGST Giovanna Ventania.pngGuardAllStartup5+4Recovery49Advantage-37 NERF
    • Increased attack startup from 4+3f to 5+4f.


 Goldlewis Dickinson

  • 6P BUFF
    • Extended lower hitbox.
  • 2K BUFF
    • Decreased knockback.
    • Reduced recovery from 13f to 11f.
  • c.S BUFF
    • Reduced recovery from 15f to 12f.
  • f.S BUFF
    • Now moves forward.
    • Reduced frontal hurtbox.
  • 5H BUFF
    • Expanded frontal hitbox
  • 6H BUFF
    • Increased movement speed.
    • Now maintains momentum.
  • j.P BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
  • j.S BUFF
    • Reduced frontal hurtbox.
  • j.D BUFF
    • Reduced frontal hurtbox.
    • Reduced attack startup from 15f to 14f.
  • Thunderbird (214S)GGST Goldlewis Dickinson Thunderbird.pngGuardAllStartup57Recovery42 TotalAdvantage- BUFF
    • Delayed the timing of the Security Level reset.
    • Recovery now varies depending on the Security Level. (Previously 42f total.)
      • Level 1: 42f, Level 2: 38f, Level 3: 34f
    • Clash level now varies depending on Security Level.
    • The projectile now decelerates when close to the corner.
    • Active frames now extend after connecting with opponent.
    • Decreased horizontal blowback distance except for the final hit.
    • The timing when the hitbox no longer disappears if Goldlewis takes damage after firing the projectile now varies depending on Security Level.
    • Removed the set distance with opponent required for the final hit to connect.
    • The opponent can no longer recover after landing.
  • Skyfish (All Versions) (236S)GGST Goldlewis Dickinson Skyfish.pngGuardAllStartup35Recovery84 TotalAdvantage-13 NERF
    • Delayed the timing of the Security Level reset.
  • Down With The System (All Versions) (632146PGGST Goldlewis Dickinson Down with the System 2.pngGuardAllStartup6+(135 Flash)+4Recovery46Advantage-33, 720PGGST Goldlewis Dickinson Down with the System 2.pngGuardAllStartup11+(191 Flash)+4Recovery46Advantage-33, 1080PGGST Goldlewis Dickinson Down with the System 2.pngGuardAllStartup16+(230 Flash)+4Recovery46Advantage-33) NERF
    • When blocked mid-air, the opponent now lands more quickly than before.
  • Burn It Down (All Versions) (236236K)GGST Goldlewis Dickinson Burn It Down.pngGuardAllStartup13+(84 Flash)+79Recovery27 TotalAdvantage- BUFF
    • Reduced recovery from 40f to 27f.
    • Increased attack level from 0 to 2.


 Happy Chaos

  • Concentration NERF
    • Amount of Concentration depleted while readying the gun now varies depending on distance with opponent.
  • 2P BUFF
    • Reduced attack startup from 6f to 5f.
  • 2K BUFF
    • Decreased knockback.
  • c.S BUFF
    • Reduced recovery from 13f to 10f.
      • On-block changed from -2 to +1.
  • f.S BUFF
    • Increased knockback.
    • Reduced recovery from 29f to 21f.
      • On-block changed from -22 to -14.
    • Increased movement speed.
  • 2S REWORKED
    • Expanded upper hitbox and hurtbox.
  • j.P BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
  • j.2K BUFF
    • Reduced attack startup from 12f to 10f.
    • Reduced recovery after connecting with opponent from 16f to 11f.
    • Decreased height of bounce after connecting with opponent.
  • At the Ready (S Version) (236S)GGST Happy Chaos 236S.pngGuardAllStartup9Recovery13Advantage+3 REWORKED
    • Reduced recovery from 16f to 13f.
      • On-block changed from 0 to +3.
    • Increased proration from 100% to 90%.
    • Now depletes more R.I.S.C. Level, from 1000 to 2000.
    • Increased combo blowback scaling.
    • Increased combo blowback scaling of combos with At the Ready as a starter.
    • Now causes more Wall Break value gain, from 300 to 700.
  • Fire (H)GGST Happy Chaos H.pngGuardAllStartup1RecoveryAdvantage+23 NERF
    • Hitbox now disappears when Chaos takes damage.
    • Decreased knockback.
  • Fire (During Steady Aim) (H during Steady Aim)GGST Happy Chaos 214S H.pngGuardAll (Guard Crush)Startup1Recovery43AdvantageMore info NERF
    • Decreased damage from 60 [40] to 55 [35].
  • Reload (22P)GGST Happy Chaos 22P.pngGuard-Startup23RecoveryTotal 23~77Advantage- REWORKED
    • Made input Tension gained faster, changed to frame 1.
    • Chaos now remains in Counter Hit state until the end of the animation.
  • Focus (214P)GGST Happy Chaos 214P.pngGuard-Startup41RecoveryTotal 46Advantage- BUFF
    • Made input Tension gained faster, changed to frame 1.
  • Roll (214K)GGST Happy Chaos 214K.pngGuard-Startup-Recovery35 totalAdvantage- BUFF
    • Can now use Fire sooner than before, from frame 19 to frame 16. (Note: Roll still disrupts aim, the shot is likely to miss at this timing.)
    • Increased movement speed.
  • Scapegoat (236K)GGST Happy Chaos 236K.pngGuard-Startup10Recovery43 totalAdvantage- NERF
    • Increased health depletion on activation from 10% to 15%.
    • When at 1 health, instead summons a weakened clone.
      • Weakened clone has only 45f duration, not 180f.
      • Weakened clone has a significantly lower hurtbox and collision.
  • Curse (236P)GGST Happy Chaos 236P.pngGuard-Startup-Recovery29 totalAdvantage- NERF
    • Effect now ends when Chaos takes damage.
    • Made input Tension gained faster, changed to frame 1.


 I-No

  • Air Dash and Air Back Dash BUFF
    • Trajectory can now be altered with 8 or 2 inputs.
  • 2P BUFF
    • Reduced attack startup from 6f to 5f.
  • 2K BUFF
    • Decreased knockback.
    • Reduced upper hurtbox.
  • c.S BUFF
    • Reduced recovery from 15f to 12f.
      • On-block changed from -2 to +1.
  • 2S BUFF
    • Reduced attack startup from 11f to 10f.
    • Expanded frontal hitbox and hurtbox.
  • j.P BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
    • Expanded back hitbox and hurtbox.
  • Antidepressant Scale (All Versions) (214PGGST I-No Antidepressant Scale.pngGuardAllStartup29RecoveryTotal 51Advantage-8 & j.214PGGST I-No Antidepressant Scale.pngGuardAllStartup29RecoveryUntil Landing + 6Advantage-1) BUFF
    • Trajectory is now easier to alter with 8 or 2 inputs.
    • Projectile now appears even when the move is Roman Canceled at an earlier point than before.
    • Fixed a bug where the attack would sometimes remain on scree longer than intended after the hitbox disappears.
  • Aerial Antidepressant Scale (j.214P)GGST I-No Antidepressant Scale.pngGuardAllStartup29RecoveryUntil Landing + 6Advantage-1 REWORKED
    • Increased the movement speed of the projectile.
    • Increased landing recovery to 6f.
  • Chemical Love (214K)GGST I-No Chemical Love.pngGuardAllStartup11Recovery22Advantage-9 BUFF
    • Increased active frames from 10 to 14.
  • Stroke the Big Tree (H Version) (236H)GGST I-No Stroke the Big Tree.pngGuardLowStartup28Recovery16Advantage-2 NERF
    • Increased recovery from 12f to 16f.
      • On-block changed from +2 to -2.
    • Increased stagger duration.
    • Decreased knockback on hit.
  • Sultry Performance (H Version) (j.236H)GGST I-No Sultry Performance 3.pngGuardAllStartup8 [32]RecoveryUntil Landing + 6Advantage-7 [-2] BUFF
    • The final hit during the active frames now has the same properties, regardless of the number of hits.
  • Grounded Ultimate Fortissimo (632146S)GGST I-No Ultimate Fortissimo-2.pngGuardAll (Guard Crush)Startup7+2Recovery13Advantage+26 NERF
    • Increased attack startup from 6+2f to 7+2f.
  • Aerial Ultimate Fortissimo (j.632146S)GGST I-No Ultimate Fortissimo.pngGuardAll (Guard Crush)Startup5+3RecoveryAdvantage+37 NERF
    • I-No can no longer land as the move comes out.


Jack-O

 Jack-O'
Version 2.00
  • Servant Gauge BUFF
    • Increased Servant Gauge value at Round Start from 1000 to 3000 (1 bar to 3 bars).
  • 2P BUFF
    • Startup reduced from 6 to 5.
  • 5K BUFF
    • Recovery reduced from 13 to 10.
      • On-block changed from -7 to -4.
  • 2K BUFF
    • Startup reduced from 7 to 6.
    • Recovery reduced from 14 to 12.
      • On-block changed from -5 to -3.
    • Pushback reduced by 30%Pushback rate changed from 100% to 70%.
  • c.S BUFF
    • Recovery reduced from 13 to 10.
      • On-block changed from -2 to +1.
  • 2H BUFF
    • Horizontal launch speed reduced.
      • Horizontal launch speed of initial launch reduced by 25%Horizontal launch speed changed from 20 to 15.
      • Horizontal ground bounce speed reduced by 33%Horizontal ground bounce speed changed from 15 to 10.
  • 2D BUFF
    • Startup reduced from 11 to 10.
  • j.P BUFF
    • Vertical launch speed increased by 75%Vertical launch speed changed from 10 to 17.5.
    • Horizontal launch speed reduced by 42%Vertical launch speed changed from 21.5 to 12.5.
  • j.K BUFF
    • Gravity on hit reduced by 42%Gravity on hit changed from 1.9 to 3.25.
  • j.H BUFF
    • Expanded the lower hitbox and hurtbox of the initial hit.
  • j.D BUFF
    • Can now be cancelled as a normal after the projectile connects.
      • Can now be jump canceled.
      • Can now bn air dash canceled.
      • Can now special canceled.
      • Can now be canceled into a Finish Blow during a Homing Jump.
  • Throw ServantGGST JackO Throw Servant.pngGuardAllStartup12RecoveryTotal 27Advantage+5 hs.6X All versions BUFF
    • Reduced recovery from 32 total to 27 total.
    • Clash Level of thrown servants from 1 to 2.
  • Release ServantGGST JackO Release Servant.pngGuardStartupRecoveryTotal 11Advantage- hs.D All versions BUFF
    • Made input Tension gained faster, from frame 3 to frame 1.
  • Recover ServantGGST Jack-O 214P.pngGuardStartup10RecoveryTotal 19Advantage- 214P All versions BUFF
    • Recovery reduced from Total 24 to Total 19.
    • Input Tension when holding a servant gained faster, from frame 3 to frame 1. Now matches timing of when not holding a servant.
  • Attack CommandGGST Jack-O 214K.pngGuardAllStartup12RecoveryTotal 23Advantage+15 214K All versions BUFF
    • Startup reduced from 13 to 12.
    • Recovery reduced from Total 24 to Total 23.
    • Input Tension when holding a servant gained faster, from frame 3 to frame 1. Now matches timing of when not holding a servant.
  • Defend CommandGGST Jack-O 214S.pngGuardStartup4RecoveryTotal 30Advantage+25 214S All versions BUFF
    • Active time of servants not currently held increased from 28 to 34.
    • Expanded parry hitbox of servants not currently held.
    • Successful parry now deals damage, increased from 0 to 33 damage.
      • This damage is not able to defeat an opponent, leaving them at 1 health.
    • Input Tension when holding a servant gained faster, from frame 3 to frame 1. Now matches timing of when not holding a servant.
  • CountdownGGST Jack-O 214H.pngGuardAllStartup3+180+25RecoveryTotal 24Advantage- 214H When holding a servant BUFF
    • Input Tension when holding a servant gained faster, from frame 3 to frame 1. Now matches timing of when not holding a servant.
  • Servant ShootGGST Jack-O 236K.pngGuardAllStartup15Recovery25Advantage-12 236K All versions BUFF
    • Active time increased from 3 to 4.
    • Recovery reduced from 26 to 25.
      • No change to on-block frame data.
    • Clash Level of Launched Servant from 1 to 2.
      • This also applies to servants launched by other Launched Servants.
  • Servant ShootGGST Jack-O 236K.pngGuardAllStartup15Recovery25Advantage-12 j.236K Air versions only NERF
    • Speed reduction during startup significantly reduced.
      • Vertical speed is no longer reduced during startup (1-14F), and speed reduction after active (15-37F) reduced by 33%Vertical speed reduction changed from 30% to 20%.
      • Horizontal speed reduction during startup (1-14F) reduced by 67%Horizontal speed reduction changed from 90% to 30%. Speed reduction after active (15-37F) increased by 33%Speed reduction changed from 30% to 40%.
    • Expanded hitbox and hurtbox. (Current | Previous)
  • Forever Elysion DriverGGST Jack-O 632146P Whiff.pngGuardAllStartup10+1Recovery58Advantage-41 632146P BUFF
    • Now recovers servants upon activation.
      • Servants are recovered Frame 1.

 Ky Kiske

Values in [ ] indicate Shock State or Dragon Install

  • 2K BUFF
    • Decreased knockback.
  • 6K BUFF
    • Can now be canceled into special moves.
  • c.S BUFF
    • Reduced recovery from 13f to 10f.
      • On-block changed from -2 to +1.
  • f.S BUFF
  • 2S BUFF
  • j.P BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
  • j.S BUFF
  • j.H BUFF
    • Now launches the opponent higher, with decreased horizontal blowback distance.
  • j.D BUFF
    • Can now be jump and air dash canceled.
    • Can now be canceled into special moves.
    • Now launches the opponent on grounded hit.
    • Now launches the opponent higher, with decreased horizontal blowback distance.
    • Can now be canceled into a Finish Blow during a Homing Jump.
  • Ground ThrowGGST Ky Kiske Ground Throw.pngGuardGround ThrowStartup2Recovery38Advantage- BUFF
    • Reduced recovery upon successful throw.
      • On-hit changed to HKD (+55).
    • Now launches the opponent lower, with decreased horizontal blowback distance.
  • Shock State NERF
    • Effect now ends when Ky takes damage.
  • Stun Edge (All Versions) (236SGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14, j.236SGGST Ky Kiske j236X.pngGuardAllStartup21RecoveryUntil Landing+10Advantage- & j.236HGGST Ky Kiske j236X.pngGuardAllStartup21RecoveryUntil Landing+10Advantage-) BUFF
    • Usage restriction is now removed after a set amount of time passes.
  • Aerial Stun Edge (All Versions) (j.236SGGST Ky Kiske j236X.pngGuardAllStartup21RecoveryUntil Landing+10Advantage- & j.236HGGST Ky Kiske j236X.pngGuardAllStartup21RecoveryUntil Landing+10Advantage-) BUFF
    • Reduced landing recovery from 14f to 10f.
  • Charged Stun Edge (236H)GGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+22 [+25] BUFF
    • Usage restriction is now removed after a set amount of time passes.
  • Foudre Arc (214K)GGST Ky Kiske 214K.pngGuardAllStartup24Recovery6Advantage-2~+6 [+5~+12] REWORKED
    • Decreased attack level of initial half of active frames from 2 to 1.
    • Reduced recovery from 8f to 6f.
      • On-block changed from -1 [+4] to -2 [+4].
  • Vapor Thrust (All Versions) (623SGGST Ky Kiske 623S.pngGuardAllStartup11Recovery43Advantage-33 [-28], 623HGGST Ky Kiske 623H.pngGuardAllStartup13Recovery44Advantage-38 [-33], j.623SGGST Ky Kiske 623S.pngGuardAllStartup11RecoveryUntil Landing+12Advantage- & j.623HGGST Ky Kiske 623H.pngGuardAllStartup13RecoveryUntil Landing+12Advantage-) REWORKED
  • Dire Eclat (214S)GGST Ky Kiske 214S.pngGuardAllStartup14Recovery25Advantage-8 [-6] BUFF
    • Reduced recovery from 25f to 22f.
      • On-block changed from -11 [-9] to -8 [-6].
  • Ride the Lightning (All Versions) (632146HGGST Ky Kiske 632146H.pngGuardAllStartup8+1Recovery99Advantage-82 & j.632146HGGST Ky Kiske 632146H.pngGuardAllStartup8+1Recovery99Advantage-) NERF
    • Increased attack startup from 7+1f to 8+1f.
  • Dragon Install (214214H)GGST Ky Kiske 214214H 1.pngGuardAllStartup11+1Recovery25Advantage+4 BUFF
    • Increased movement speed of forward movement, backward movement, and dash.
      • Standard walk speed: 6.6; Dragon Install walk speed: 8.6.
      • Standard backward walk speed: 5; Dragon Install backward walk speed: 6.
      • Standard initial dash speed: 15; Dragon Install initial dash speed: 20.
      • No change to rate of acceleration, friction, backdash, aerial movement or air dashes.
    • Decreased horizontal blowback distance.
    • Reduced recovery from 34f to 25f.
      • On-block changed from -5 to +4.

 Leo Whitefang

  • 5K NERF
    • Increased recovery from 11f to 13f.
      • On-block changed from -1 to -3.
  • 2K BUFF
    • Decreased knockback.
  • c.S BUFF
    • Reduced recovery from 13f to 10f.
      • On-block changed from -2 to +1.
  • 2S BUFF
    • Reduced recovery from 19f to 13f.
      • On-block changed from -8 to -2.
  • Command Normal 5 ([H]S or [S]H) BUFF
    • Can now withstand the opponent's attacks until directly before the attack is active.
  • 2D NERF
    • Expanded lower hitbox.
    • Increased recovery from 16f to 19f.
      • On-block changed from -5 to -8.
    • Decreased knockback.
    • Increased movement speed.
    • Now is more affected by dash momentum.
    • Now launches opponent higher on Counter Hit.
  • j.P BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
  • j.S NERF
    • Second hit now launches opponent lower.
  • j.H REWORKED
    • Decreased frontal hurtbox.
    • Now launches opponent lower.
  • j.D BUFF
    • Now bounces opponent higher, with decreases horizonal blowback distance.
  • Eisensturm (All Versions) ([2]8SGGST Leo Whitefang Eisen Sturm.pngGuardAllStartup9Recovery33Advantage-28 & [2]8HGGST Leo Whitefang Eisen Sturm.pngGuardAllStartup10Recovery42Advantage-52) NERF
    • S Version increased attack startup from 7f to 9f.
    • H Version increased attack startup from 8f to 10f.
    • Can no longer be Roman Canceled while the opponent's Gold Psych Burst is active.
    • When blocked mid-air, the opponent now lands more quickly than before.
  • Zweites Kaltes Gestöber (236H)GGST Leo Whitefang Kaltes Gestober Zweit.pngGuardAllStartup25 [25]Recovery22 [15]Advantage-6 [+2] BUFF
    • Now crosses over behind opponent even when they are in the corner.
  • Turbulenz (214S)GGST Leo Whitefang Turbulenz.pngGuardAllStartup21Recovery21Advantage-8 NERF
    • The opponent can now recover after landing.
  • bt.K BUFF
    • Increase damage from 20 to 24.
    • Now triggers slowdown effect on Counter Hit.
  • Blitzschlag (bt.214H)GGST Leo Whitefang bt 214H.pngGuardAll (Guard Crush)Startup29Recovery33Advantage+21 BUFF
    • Reduced proration from 90% to 100%.
    • Now depletes less R.I.S.C. Level, from 2000 to 1000.
    • Reduced combo blowback scaling.
    • Now causes less Wall Break gain, now 300.
  • Dash NERF
    • Leo is no longer able to stop his dash momentum with Faultless Defense.


 May

  • 5P BUFF
    • Reduced attack startup from 5f to 4f.
  • 6P REWORKED
    • Adjusted animation of opponent character on hit.
  • 5K BUFF
    • Reduced attack startup from 9f to 8f.
  • 2K BUFF
    • Decreased knockback.
  • 3K NERF
    • Opponent can now recover after landing.
  • 5H NERF
    • Decreased damage from 65 to 55.
    • Expanded frontal hurtbox during recovery.
  • 2H NERF
    • Now launches opponent lower.
  • 2D REWORKED
    • Expanded frontal hitbox and hurtbox.
  • j.P BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
  • j.2H NERF
    • Increased landing recovery to 6f.
  • Mr. Dolphin (Horizontal) (All Versions) ([4]6SGGST May Mr. Dolphin Horizontal.pngGuardAllStartup7Recovery20 (24 OH)Advantage-3 & [4]6HGGST May Mr. Dolphin Horizontal.pngGuardAllStartup25Recovery20 (18 OH)Advantage+7) REWORKED
    • S version decreased damage from 35 to 30.
    • H version decreased damage from 45 to 40.
    • Active frames now increased when button is held down to a maximum of 18 frames.
    • Now maintains momentum after landing on whiff.
  • Mr. Dolphin (Vertical) (All Versions) ([2]8SGGST May Mr. Dolphin Vertical.pngGuardAll→HighStartup6Recovery7 (21 OH)Advantage0 (Airborne) & [2]8HGGST May Mr. Dolphin Vertical.pngGuardAll→HighStartup11Recovery8 (19 OH)Advantage+6 (Airborne)) BUFF
    • Movement speed now increases when button is held down.
    • No longer hits opponent when more than 360.5 distance apart.
    • S version reduced recovery on hit to 21f.
    • H version reduced recovery on hit to 19f.
  • Mr. Dolphin (Vertical) (H Version) ([2]8H)GGST May Mr. Dolphin Vertical.pngGuardAll→HighStartup11Recovery8 (19 OH)Advantage+6 (Airborne) BUFF
    • When the descending part of the attack hits, the opponent now bounces higher with decreased horizontal blowback distance.
    • Increased speed of descent after hitting the opponent.
  • The Wonderful and Dynamic Goshogawara (All Versions) (632146HGGST May The Wonderful and Dynamic Goshogawara.pngGuardAllStartup6+4Recovery55Advantage-31 & j.632146HGGST May The Wonderful and Dynamic Goshogawara.pngGuardAllStartup6+4Recovery54Advantage-) NERF
    • When blocked mid-air, the opponent now lands more quickly than before.
    • Increased recovery to 55f.


 Millia Rage

  • 2P BUFF
    • Reduced attack startup from 5f to 4f.
  • 2K BUFF
    • Reduced knockback.
    • Reduced upper hurtbox.
  • c.S BUFF
    • Reduced recovery from 16f to 13f.
      • On-block changed from -2 to +1.
    • Changed the on-hit effect of the second hit to a floating crumple.
      • On-hit changed from +1 to +13.
  • f.S BUFF
    • Reduced attack startup from 10f to 9f.
    • Expanded frontal hitbox and hurtbox.
  • 5H BUFF
    • Reduced frontal hurtbox.
  • j.P BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
  • j.S BUFF
    • Reduced frontal hurtbox.
  • j.D BUFF
    • Expanded frontal hitbox and reduced hurtbox.
    • Now launches opponent on grounded hit.
  • Ground ThrowGGST Millia Rage Ground Throw.pngGuardGround ThrowStartup2Recovery38Advantage- NERF
    • Increased recovery upon successful throw.
  • Bad Moon (j.236P)GGST Millia Rage Bad Moon.pngGuardHighStartup11Recovery20 + 12LAdvantage-21 BUFF
    • The final hit now launches opponent higher, with decreased horizonal blowback distance.
  • Turbo Fall (j.236K)GGST Millia Rage Turbo Fall.pngGuard-Startup14Recovery9LAdvantage- BUFF
    • Reduced landing recovery from 12f to 9f.
  • Tandem Top (All Versions) (236SGGST Millia Rage Tandem Top Full.pngGuardAllStartup12RecoveryTotal 45Advantage-10 & 236HGGST Millia Rage Tandem Top Full.pngGuardAllStartup73RecoveryTotal 51Advantage+36) BUFF
    • S version reduced recovery to 45f. Now -14 on block
    • H version reduced recovery from 55f to 51f.
    • Hitbox no longer disappears when Millia blocks the opponent's attack.
  • Tandem Top (S Version) (236S)GGST Millia Rage Tandem Top Full.pngGuardAllStartup12RecoveryTotal 45Advantage-10 NERF
    • Increased knockback.
  • Iron Savior (214P)GGST Millia Rage Iron Savior.pngGuardLowStartup20Recovery17 + 10LAdvantage-12 REWORKED
    • Decreased horizontal blowback distance.
    • Expanded frontal hitbox.
  • Lust Shaker (214S)GGST Millia Rage Lust Shaker.pngGuardAllStartup13Recovery-16, -18, -20Advantage-5, -7, -9 BUFF
    • Fixed a bug where the final hit would sometimes not cause blowback.
  • Kapel (j.236H)GGST Millia Rage Kapel.pngGuardAllStartup13Recovery12Advantage-1 (IAS) BUFF
    • Changed properties from strike to projectile.
    • Reduced recovery from 30f to 12f.
    • Now affected by momentum.
    • Increased damage from 30 to 40.
    • Expanded hitbox.
  • Winger (632146H)GGST Millia Rage 632146H Full.pngGuardAllStartup8+1Recovery40Advantage-32 NERF
    • Increased attack startup from 6+1f to 8+1f.
    • Increased recovery from 30f to 40f.
      • On-block changed from -22 to -32.
    • When blocked mid-air, the opponent now lands more quickly than before.


 Nagoriyuki

  • 2K BUFF
    • Decreased knockback.
  • f.S BUFF
    • Attack startup now varies depending on the Blood Gauge.
    • Damage and chip damage now varies depending on the Blood Gauge.
    • Previous values were 25 damage, 16f startup, 10% (20% in Blood Rage) chip ratio.
      • Level 1: 25 damage, 16f startup, 10% chip ratio
      • Level 2: 30 damage, 14f startup, 15% chip ratio
      • Level 3: 35 damage, 12f startup, 20% chip ratio
      • Blood Rage: 45 damage, 12f startup, 35% chip ratio
  • f.SS BUFF
    • Damage and chip damage now varies depending on the Blood Gauge.
    • Previous values were 25 damage and 10% (20% in Blood Rage) chip ratio.
      • Level 1: 25 damage, 10% chip ratio
      • Level 2: 30 damage, 15% chip ratio
      • Level 3: 35 damage, 20% chip ratio
      • Blood Rage: 45 damage, 35% chip ratio
  • f.SSS BUFF
    • Damage and chip damage now varies depending on the Blood Gauge.
    • Previous values were 25 (80 in Blood Rage) damage and 10% (20% in Blood Rage) chip ratio.
      • Level 1: 25 damage, 10% chip ratio
      • Level 2: 30 damage, 15% chip ratio
      • Level 3: 35 damage, 20% chip ratio
      • Blood Rage: 80 damage, 35% chip ratio
  • 2S BUFF
    • Attack startup now varies depending on the Blood Gauge.
    • Damage and chip damage now varies depending on the Blood Gauge.
    • Previous values were 32 damage, 12f startup, 10% (20% in Blood Rage) chip ratio.
      • Level 1: 32 damage, 12f startup, 10% chip ratio
      • Level 2: 37 damage, 11f startup, 15% chip ratio
      • Level 3: 42 damage, 10f startup, 20% chip ratio
      • Blood Rage: 54 damage, 10f startup, 35% chip ratio
  • 2H NERF
  • j.P BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
  • j.S BUFF
    • Attack startup now varies depending on the Blood Gauge.
    • Damage and chip damage now varies depending on the Blood Gauge.
    • Previous values were 35 damage, 13f startup, 10% (20% in Blood Rage) chip ratio.
      • Level 1: 35 damage, 13f startup, 10% chip ratio
      • Level 2: 37 damage, 12f startup 15% chip ratio
      • Level 3: 39 damage, 11f startup 20% chip ratio
      • Blood Rage: 50 damage, 11f startup 35% chip ratio
  • j.H BUFF
    • Attack startup now varies depending on the Blood Gauge.
    • Damage and chip damage now varies depending on the Blood Gauge.
    • Previous values were 41 damage, 16f startup, and 10% (20% in Blood Rage) chip ratio.
      • Level 1: 41 damage, 16f startup, 10% chip ratio
      • Level 2: 43 damage, 15f startup, 15% chip ratio
      • Level 3: 45 damage, 14f startup, 20% chip ratio
      • Blood Rage: 58 damage, 14f startup, 35% chip ratio
  • j.D BUFF
    • Attack startup now varies depending on the Blood Gauge.
    • Damage and chip damage now varies depending on the Blood Gauge.
    • Previous values were 55 damage, 15f startup, 10% (20% in Blood Rage) chip ratio.
      • Level 1: 55 damage, 10% chip ratio
      • Level 2: 60 damage, 15% chip ratio
      • Level 3: 65 damage, 20% chip ratio
      • Blood Rage: 84 damage, 35% chip ratio
  • Blood RageGGST Nagoriyuki Activation.pngGuardAll (Guard Crush)Startup4+(38 Flash)+3Recovery70Advantage-12 NERF
    • Decreased opponent's reeling time during Guard Crush from 73f to 68f.
      • On-block changed from -7 to -12.
  • Zarameyuki (236S)GGST Nagoriyuki Zarameyuki1.pngGuardAllStartup18~29RecoveryTotal 39Advantage+5 BUFF
    • Delayed the timing when the Blood Gauge begins to increase from frame 1 to 2. Blood Gauge will not increase if the move is interrupted on frame 1.
  • Kamuriyuki (214H)GGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3 REWORKED
    • Delayed the timing when the Blood Gauge begins to increase from frame 1 to 2. Blood Gauge will not increase if the move is interrupted on frame 1.
    • Decreased knockback.
    • Increased horizontal blowback distance.
    • No longer causes collision detection pushbox to expand.
    • Increased recovery from 14f to 17f.
      • On-block changed from 0 to -3.
    • Increased movement distance.
    • Momentum now remains when canceling into other special moves.
  • Shizuriyuki (623H)GGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7 BUFF
    • Delayed the timing when the Blood Gauge begins to increase from frame 1 to 2. Blood Gauge will not increase if the move is interrupted on frame 1.
    • Added ground bounce effect to the second hit.
  • Fukyo (214KGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 16AdvantageN/A & 236KGGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 25AdvantageN/A) BUFF
    • Delayed the timing when the Blood Gauge begins to increase. Blood Gauge will not increase if the move is interrupted on frame 1.
    • The later half of the move can now be canceled into some special moves.
    • Momentum now remains when canceling into other special moves.
  • Wasureyuki (632146S)GGST Nagoriyuki Wasureyuki1.pngGuardAllStartup7+(173 Flash)+2Recovery54Advantage-39 NERF
    • Increased recovery when the follow-up cinematic is not triggered from 47f to 54f.
    • Now bounces opponent higher when the initial hit connects without triggering the follow-up cinematic.
    • When blocked mid-air, the opponent now lands more quickly than before.


 Potemkin

  • 5K BUFF
    • Reduced frontal hurtbox.
  • 2K BUFF
    • Decreased knockback.
  • 2S BUFF
    • Reduced frontal hurtbox.
  • 5H BUFF
    • Reduced frontal hurtbox.
  • 6H BUFF
    • Reduced frontal hurtbox.
    • Reduced horizontal blowback distance.
    • Opponent can no longer recover after landing on Counter Hit.
    • Reduced tumble duration on Counter Hit.
  • j.P BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
  • Potemkin Buster (632146P)GGST Potemkin Potemkin Buster Startup.pngGuardGround ThrowStartup5Recovery37Advantage- BUFF
    • Reduced frontal hurtbox.
  • Mega Fist (Forward) (236P)GGST Potemkin Mega Fist.pngGuardHighStartup25Recovery16Advantage-6 NERF
    • Reduced damage from 60 to 50.
  • Mega Fist (Backward) (214P)GGST Potemkin Mega Fist Back.pngGuardHighStartup25Recovery6Advantage+4 NERF
    • Reduced damage from 60 to 50.
  • Hammer Fall ([4]6H)GGST Potemkin Hammer Fall.pngGuardAllStartup18~62Recovery26Advantage-9 BUFF
    • The opponent can no longer recover after landing on Counter Hit.
    • Increased maximum forward movement time possible, from 38f to 53f.
      • Startup changed from 18~47f to 18~62f.
  • F.D.B. (63214S)GGST Potemkin FDB.pngGuardAllStartup18~36Recovery19Advantage-6 BUFF
    • Reduced proration from 90% to 100%.
    • Now depletes less R.I.S.C. Level, from 2000 to 1000.
    • Reduced combo blowback scaling.
    • Now causes less Wall Break value gain, now 300.
  • Garuda Impact (214H)GGST Potemkin Garuda Impact.pngGuardAll (Guard Crush)Startup28Recovery24Advantage+19 REWORKED
    • Reduced damage from 73 to 63.
    • Removed wall bounce effect.
    • Added tumble effect.
  • Giganter Kai (632146H)GGST Potemkin Giganter Kai.pngGuardAllStartup10+1Recovery17Advantage+100 REWORKED
    • Projectile now appears even if the strike hit lands.
    • Damage and blowback adjusted, from 120 (strike), 25×3 (projectile) to 60, 15×3.
    • Removed invincibility.
    • Increased duration of Tension penalty from 180F to 460F.
    • Reduced attack startup from 10+9f to 10+1f.
    • Reduced recovery from 28f to 17f.
    • Expanded hitbox of the strike.
    • No longer gains Tension when the strike hit lands.
    • No longer triggers Wall Break when the strike hit lands.
    • The projectile now decelerates when closer to the wall.


 Ramlethal Valentine

  • Dash Cancel BUFF
    • Reduced recovery from 29f to 26f. (Note: Mislabeled in patch notes as increased recovery.)
  • 2K BUFF
    • Decreased knockback.
  • c.S BUFF
    • Reduced recovery from 13f to 10f.
      • On-block changed from -2 to +1.
  • f.S NERF
    • Reduced upper hitbox.
  • 2S BUFF
    • Reduced attack startup from 12f to 10f.
    • Reduced recovery from 20f to 18f.
      • On-block changed from -7 [-10] to -5 [-8].
  • 5H NERF
    • Reduced upper hitbox.
  • j.P BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
  • Bajoneto (All Versions) (236SGGST Ramlethal Valentine Bajoneto S.pngGuardAllStartup20RecoveryTotal 37Advantage+9 & 236HGGST Ramlethal Valentine Bajoneto H.pngGuardAllStartup20RecoveryTotal 43Advantage+3) NERF
    • Delayed timing when projectile appears but attack startup remains unchanged.
    • If Ramlethal takes damage after firing a sword and before it reaches the corner, the hitbox disappears and the sword will be placed on the ground.
    • Decreased damage from 30, 35 to 25, 30.
    • Reduced the hitbox of the explosion.
  • Dauro (623P)GGST Ramlethal Valentine Dauro.pngGuardAllStartup11Recovery26Advantage-10 BUFF
    • Increased movement distance.
    • No longer causes collision detection pushbox to expand (Note: Opponent will now consistently remain in range of 5P and 2P.)
  • Agresa Ordono (j.214S)GGST Ramlethal Valentine Agressa Ordono 1.pngGuardAllStartup12Recovery24Advantage-6 (IAS) REWORKED
    • Reduced deceleration and lowered height of ascent.
  • Calvados (632146H)GGST Ramlethal Valentine Calvados.pngGuardAll (Guard Crush)Startup11+13Recovery17Advantage+16 BUFF
    • Decreased damage of all hits other than the final hit, and increased damage of final hit.
      • Damage changed from 4×29, 40 to 1×29, 127. (Note: Exact same total raw damage, but generally less influenced by Guts thresholds.)
  • Mortobato (236236S)GGST Ramlethal Valentine 236236S 2.pngGuardAllStartup7+2Recovery51Advantage-38 [-38] {-43} NERF
    • Increased recovery from 42f to 51f.
      • On-block changed from -30 [-30] {-35} to -38 [-38] {-43}.
    • When blocked mid-air, the opponent now lands more quickly than before.


 Sol Badguy

  • 5K NERF
    • Decreased attack level from 0, 2 to 0, 1.
      • On-block changed from -14 to -16.
    • Increased proration from 90% to 80%.
    • Now depletes more R.I.S.C. Level, from 1000 to 1500.
    • Increased combo blowback scaling on combos with 5K as a starter.
  • 2K BUFF
    • Decreased knockback.
  • f.S NERF
    • Decreased damage from 36 to 29.
  • 6S NERF
    • Decreased damage from 55 to 45.
  • 6H NERF
    • Increased recovery from 38f to 43f.
      • On-block changed from -22 to -27.
    • Expanded upwards hitbox.
    • Decreased knockback.
  • 2D REWORKED
    • Expanded frontal hitbox and hurtbox.
    • Increased horizontal blowback distance.
  • j.P BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
  • j.D REWORKED
    • Reduced frontal hurtbox.
    • Now causes less Wall Break value gain, from 700 to 500.
  • Ground ThrowGGST Sol Badguy Ground Throw.pngGuardGround ThrowStartup2Recovery38Advantage- BUFF
    • Reduced recovery upon successful throw by 8 frames.
      • On-hit changed from HKD (+32) to HKD (+40).
  • Gun Flame (Feint) (214P)GGST Sol Badguy 214P.pngGuardStartupRecoveryTotal 25Advantage- BUFF
    • Reduced recovery from 30f to 25f.
  • Volcanic Viper (All Versions) (623SGGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+10 LandingAdvantage-28, 623HGGST Sol Badguy 623X.pngGuardAllStartup13Recovery19+10 LandingAdvantage-26, j.623SGGST Sol Badguy 623X.pngGuardAllStartup9RecoveryUntil Landing+10Advantage- & j.623HGGST Sol Badguy 623X.pngGuardAllStartup13RecoveryUntil Landing+10Advantage-) REWORKED
    • Sol is now in a standing position on landing, rather than crouching.
    • Added a hitbox directly after ascent begins, and hitbox now remains throughout.
      • 623S: Active frames changed from 3(3)8 to 14.
      • j.623S: Active frames changed from 2(3)4 to 9.
      • 623H: Active frames changed from 2(3)11 to 5, 11.
      • j.623H: Active frames changed from 2(3)11 to 5, 11.
    • Expanded hitbox during ascent, and reduced hurtbox.
    • Can no longer be Roman Canceled while the opponent's Gold Psych Burst is active.
    • When blocked mid-air, the opponent now lands more quickly than before.
    • (Undocumented) Increased proration from 80% to 60%.
  • Volcanic Viper (S Versions) (623SGGST Sol Badguy 623X.pngGuardAllStartup9Recovery18+10 LandingAdvantage-28 & j.623SGGST Sol Badguy 623X.pngGuardAllStartup9RecoveryUntil Landing+10Advantage-) NERF
    • Increased attack startup from 7f to 9f.
  • Aerial Bandit Bringer (j.214KGGST Sol Badguy 214K.pngGuardHighStartup22~29 [30]RecoveryUntil Landing+18Advantage-) BUFF
    • Decreased attack startup from 25~33f to 22~30f.
  • Night Raid Vortex (Charged) (214[S])GGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32Advantage-17 BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • Fafnir (41236H)GGST Sol Badguy 41236H.pngGuardAll (Guard Crush)Startup24Recovery16Advantage+11 NERF
    • Reduced lower hitbox.
  • Tyrant Rave (632146H)GGST Sol Badguy 632146H 1.pngGuardAllStartup7+2Recovery41Advantage-44 NERF
    • Increased attack startup from 5+2f to 7+2f.
    • Increased recovery from 31f to 41f.
      • On-block changed from -34 to -44.
      • On-hit changed from HKD (+29) [HKD (+59)] to HKD (+19) [HKD (+49)].


 Testament

  • CrowGGST Testament 214P.pngGuardAllStartup21RecoveryTotal 39Advantage+1 BUFF
    • Fixed a bug where the crow would sometimes not behave as intended after a Wall Break sequence.
  • Air Dash BUFF
    • Shortened dash time from 31/19 to 25/19, adjusting the value to match other characters.
  • Jump Landing NERF
    • Fixed a bug where Testament's lower hurtbox would sometimes disappear at the instant of landing.
  • 5K BUFF
    • Reduced recovery from 12f to 11f.
      • On-block changed from -4 to -3.
  • 2K BUFF
    • Decreased knockback.
    • Reduced attack startup from 7f to 6f.
  • c.S BUFF
    • Reduced recovery from 13f to 10f.
      • On-block changed from -2 to +1.
  • f.S BUFF
    • Reduced attack startup from 13f to 12f
    • Reduced recovery from 20f to 18f.
      • On-block changed from -9 to -7.
    • Reduced frontal hurtbox.
  • 2S BUFF
    • Reduced attack startup from 11f to 10f.
    • Reduced frontal hurtbox.
  • 5H BUFF
    • Reduced recovery from 30f to 25f.
      • On-block changed from -13 to -8.
  • 6H BUFF
    • Decreased horizontal blowback distance.
    • Reduced attack startup from 25f to 23f.
  • j.P BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
  • j.S BUFF
    • Reduced frontal hurtbox.
  • Grave Reaper (All Versions) (236SGGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4, 236HGGST Testament j236S.pngGuardAllStartup13~19Recovery21Advantage+2, j.236SGGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4 & j.236HGGST Testament j236S.pngGuardAllStartup13~19Recovery21Advantage+2) BUFF
    • Now activates even after an upwards input (7, 8, or 9).
    • Succubus remains on-screen longer.
    • Fixed a bug where it would sometimes hit multiple times.
  • Grounded Grave Reaper (All Versions) (236SGGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4 & 236HGGST Testament j236S.pngGuardAllStartup13~19Recovery21Advantage+2) REWORKED
    • Expanded frontal hitbox and hurtbox of the strike.
  • Grounded Grave Reaper (S Version) (236S)GGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4 BUFF
    • The strike hit now launches the opponent higher.
  • Grounded Grave Reaper (H Version) (236H)GGST Testament j236S.pngGuardAllStartup13~19Recovery21Advantage+2 BUFF
    • Expanded lower hitbox of the projectile as it comes out.
  • Grave Reaper (All S Versions) (236S & j.236S)GGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4 BUFF
    • Expanded back hitbox of the projectile.
  • Grave Reaper (All H Versions) (236H & j.236H)GGST Testament j236S.pngGuardAllStartup13~19Recovery21Advantage+2 BUFF
    • Reduced attack startup by 3 frames across all levels of charge.
      • Level 1: 16f to 13f
      • Level 2: 23f to 20f
      • Level 3: 30f to 27f
  • Unholy Diver (214P)GGST Testament 214P.pngGuardAllStartup21RecoveryTotal 39Advantage+1 BUFF
    • Now launches opponent higher, with decreased horizonal blowback distance.
    • Increased active frames after Succubus transformation.
    • Expanded hitbox after Succubus transformation.
    • The crow will now always fly forward in a straight line when the button is held, even if a Succubus is on-screen.
  • Grounded Possession (214K)GGST Testament 214K.pngGuardStartup16RecoveryTotal 35Advantage- BUFF
    • Now activates even after an upwards input (7, 8, or 9).
  • Arbiter Sign (214SGGST Testament 214S.pngGuardLowStartup24Recovery26Advantage-12 & 214HGGST Testament 214H.pngGuardHighStartup28Recovery26Advantage-12) BUFF
    • Reduced recovery from 35f to 26f.
      • On-block changed from -21 to -12.
  • Nostrovia (236236PGGST Testament 236236P Cinematic.pngGuardAllStartup11+19RecoveryTotal 53Advantage+63) BUFF
    • Initial hit now bounces opponent higher, with decreased horizontal blowback distance.
  • Calamity One (236236KGGST Testament 236236K.pngGuardAllStartup11+4Recovery67Advantage-38) NERF
    • When blocked mid-air, the opponent now lands more quickly than before.


 Zato-1

  • Eddie BUFF
    • Reduced gauge depletion when not attacking from 5HP a frame to 3HP.
  • 6P BUFF
    • Adjusted animation of opponent character on hit.
  • 2K BUFF
    • Decreased knockback.
    • Reduced attack startup from 7f to 6f.
  • c.S BUFF
    • Reduced recovery from 13f to 11f.
      • On-block changed from -2 to +1.
  • 2S BUFF
    • Reduced frontal hurtbox.
  • 5H BUFF
    • Increase damage from 40 to 48.
  • 2H NERF
    • Decreased damage from 48 to 40.
  • 6H REWORKED
    • Reduced descent speed.
  • j.P BUFF
    • Active frames now continue from the initial hit to the final hit, changing active frames from 2(3)2(3)2 to 5, 5, 2
    • Expanded lower hitbox and hurtbox on the first.
  • j.K BUFF
    • Now launches opponent higher.
  • j.H BUFF
    • Active frames 1~4 now launches opponent higher, with decreased horizontal blowback distance. (Note: Active frames 1~4 still has less launch than later active frames.)
  • j.D REWORKED
    • Increased deceleration during startup.
  • "Pierce" (236P)GGST Zato-1 Pierce.pngGuardAllStartup21 [25]Recovery24Advantage- BUFF
    • Delayed the timing when the Eddie Gauge is depleted.
    • Initial hit now launches opponent higher.
    • Reduced startup of second hit. The gap between the two hits on block changed from 7f to 6f.
  • "That's a lot!" (236K)GGST Zato-1 That's a lot.pngGuardAllStartup27→42→57→72 [31→46→61→76]RecoveryTotal 74Advantage+55 BUFF
    • Delayed the timing when the Eddie Gauge is depleted.
    • Decreased damage from 22×4 to 20×4.
    • All types of scaling will now only be applied once, even when the projectiles hit multiple times.
      • R.I.S.C. Level depletion changed from 1000×4 to 1000.
  • "Leap" (236S)GGST Zato-1 Leap.pngGuardAllStartup21 [25]Recovery34Advantage+46 NERF
    • Decreased damage from 20, 60 to 20, 40.
    • Expanded hurtbox.
  • Amorphous (632146H)GGST Zato-1 Amorphous.pngGuardAllStartup8+8RecoveryTotal 43Advantage+12 BUFF
    • Reduced attack startup from 11+8f to 8+8f.
    • Increased movement speed of hitbox.

1.18 Bugs and Issues


 Faust

  • BananaGGST Faust Banana Peel.pngGuardNone, AllStartup51 to LandRecoveryAdvantage- Peel
    • Faust will not get hit by a banana peel if the opponent rolls over it during knockdown recovery.

 May

  • Mr. Dolphin (Vertical) (All Versions) ([2]8SGGST May Mr. Dolphin Vertical.pngGuardAll→HighStartup6Recovery7 (21 OH)Advantage0 (Airborne) & [2]8HGGST May Mr. Dolphin Vertical.pngGuardAll→HighStartup11Recovery8 (19 OH)Advantage+6 (Airborne))
    • During a super flash from an opponent's Overdrive or Roman Cancel, if May is currently in the accelerating part of her animation and the input is held down, she will continue to gain horizontal speed indefinitely until the super flash ends. This can result in extreme horizontal speeds far beyond what is normally possible in the game.

 Zato-1

  • "That's a lot!" (236K)GGST Zato-1 That's a lot.pngGuardAllStartup27→42→57→72 [31→46→61→76]RecoveryTotal 74Advantage+55
    • In some circumstances when this move is canceled into itself, Eddie will die despite not being hit by the opponent.

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