GGST/Version/1.10: Difference between revisions

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< GGST‎ | Version
(→‎Ky Kiske: added detail)
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**Hitstop reduced from 13 to 6.
**Hitstop reduced from 13 to 6.
*** On-block changed from -17 to -14.
*** On-block changed from -17 to -14.
**Increased movement speed of the hitbox.
** Movement speed of projectile increased by {{Tt|14%|Speed changed from 28 to 32}}.
*{{MMC|chara=Ky Kiske|input=j.236S|label=Air Stun Edge}} {{GGST/PatchNoteLabel|input={{clr|S|j.236S}}/{{clr|H|H}}|version=All versions}} {{BalanceBadge|nerf|NERF}}
*{{MMC|chara=Ky Kiske|input=j.236S|label=Air Stun Edge}} {{GGST/PatchNoteLabel|input={{clr|S|j.236S}}/{{clr|H|H}}|version=All versions}} {{BalanceBadge|nerf|NERF}}
**Hitstop reduced from 13 to 6.
**Hitstop reduced from 13 to 6.

Revision as of 18:39, 19 April 2024

Ver1.10
Battle Version: 1.05
Date Released: October 15, 2021

Links
Official Site


Previous Version
Ver1.09
Next Version
Ver1.11

1.10 Universal Changes


Overall Changes

Universal Actions
  • Throw REWORKED
    • Throws can now be Roman Canceled after a successful Throw at any point during the animation, including before damage is dealt.
      • Properties change if Roman Canceled before all damage is dealt:
        • Reduces positive R.I.S.C. by 25% before applying R.I.S.C. Loss, similar to regular strikes.
        • R.I.S.C. Loss: 1000
        • Proration: Forced 75%
        • Combo Decay on hit: 15
    • Increased Throw Clash window after Throw connects from 5F to 10F.
    • It is no longer possible to Throw Clash after being hit by a Throw if any input is pressed besides 6D or 4D.
      • This also includes pressing Dash Dash, any jumping input 789.
  • Air Throw BUFF
    • No longer deals additional Wall Damage before the final hit. Bug fix
  • Psych Burst BUFF
    • Expanded hitbox in all directions.
  • Roman Cancel BUFF
    • Removed the damage reduction applied during slowdown effect of Red Roman Cancel and Purple Roman Cancel.
    • 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.


Blocking
  • Proximity Block BUFF
    • No longer triggers Proximity Block from moving projectiles.
      • Exceptions include other projectiles like Potemkin's Slide Head.
    • No longer triggers if the opponent is at a significant vertical difference (e.g. very high above the character).
  • Faultless Defense BUFF
    • Blockstun no longer increases by 2F when an attack is blocked with Faultless Defense.
    • Attacks blocked with Faultless Defense now have a minimum pushback rate.
      • This minimum only affects moves that have below 75% Pushback Rate.
      • This does not affect Guard Crush attacks.
    • Pushback is now applied when blocking an attack with Guard Crush.
      • This also applies to Instant Block, which has a very small Pushback effect.
    • Pushback applied by Faultless Defense is no longer overwritten by projectiles that would otherwise result in no Pushback effect.
  • Guard Crush BUFF
    • When an attack hits an opponent during Guard Crush, that attack is treated as the first move in a combo.
      • This does not apply to Guard Crush caused by on-hit effects (Yellow Roman Cancel and Jack-O's Defend Command).


System Mechanics
  • Projectile Clash
    • When two projectiles clash, the projectile of the lower Clash Level will be destroyed immediately, regardless of remaining hits.
  • Input Buffer BUFF
    • General input buffer window increased from 3F to 5F.
      • This applies to inputs out of recovery, wakeup, blockstun, and hitstun.
  • Counter Hit BUFF
    • If a Counter Hit occurs during slowdown effects, the Counter Hit will apply additional slowdown.
      • Large Counter Hit applies 15F additional slowdown (50F total).
      • Mid Counter Hit applies 10F additional slowdown (35F total).
    • Changed visual effects during Mid and Large Counter Hit.
    • Fixed an issue where due to slowdown effects a Counter Hit may take an additional frame to trigger the hit effects.Bug fix.
  • Overdrives NERF
    • Startup no longer ignores slowdown effects before "Super Flash".
    • Slowdown effects can now be applied during the Overdrive.


General Balance
  • 6P BUFF
    • Vertical launch increased.
    • Horizontal launch reduced.
      • Changes have been applied in varying degrees to each character. See character specific notes for details.
  • j.S BUFF
    • Can now be jump and air dash canceled.
    • Counter Hit level increased from Small to Mid.
    • Can now cancel into j.D on hit or block.
  • j.H BUFF
    • Can now be jump and air dash canceled.
    • Counter Hit level increased from Small to Mid.
    • Can now cancel into j.D on hit or block.
  • j.D BUFF
    • Can now be jump and air dash canceled.
    • Counter Hit level increased from Small to Mid.
  • Throws and Command Grabs ADJUSTED
    • Changed damage distribution of throws and command grabs with multiple hits, to deal more damage in the final hit.
  • Overhead attacks REWOKRED
    • Startup has been adjusted on High guard attacks to be more aligned with Uncharged Dust Attack (20F) and Charged Dust Attack (28F).
      • Moves with increased startup generally have an improved situation when attack connects.
      • Moves with reduced startup have a weakened situation when attack connects.
  • Fastest attacks BUFF


Miscellaneous Bug Fixes
  • Dust Attack BUG FIX
    • Can no longer use Roman Cancel when performing a Homing Jump after hitting a Charged Dust Attack.
  • Wall Stick BUG FIX
    • Fixed an issue that could cause the player's position to change during a Wall Stick.
  • Wall Break BUG FIX
    • Fixed an issue causing the current Wall Damage to not reset after a Wall Break.

1.10 Character Changes


Anji Mito

  • Dash BUFF
    • Reduced upper hurtbox.
  • Ground ThrowGGST Anji Mito Ground Throw.pngGuardGround ThrowStartup2Recovery38Advantage- ADJUSTED
    • Horizontal launch speed increased by 29%Speed changed from 7 to 9.
  • 2PGGST Anji Mito 2P.pngGuardAllStartup5Recovery10Advantage-2 BUFF
    • Startup reduced from 6 to 5.
  • f.SGGST Anji Mito fS.pngGuardAllStartup11Recovery21Advantage-9 NERF
  • 6PGGST Anji Mito 6P.pngGuardAllStartup10Recovery25Advantage-17 BUFF
  • 6HGGST Anji Mito 6H.pngGuardAllStartup12Recovery21Advantage-8 BUFF
    • No longer in Counter Hit state during the first 3 frames of recovery (29-31F). Bug fix
  • ShitsuGGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6 236P BUFF
    • Startup reduced from 38 to 29.
    • Recovery reduced from Total 66 to Total 52.
    • Hitstop of first hit reduced from 12 to 6.
      • On-block changed from -5 to -6.
  • FuujinGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] 236H ADJUSTED
    • Startup reduced from 17 [33] to 16 [32].
    • Proration increased from 100% to 90%.
  • IssokutobiGGST Anji Mito 236HK.pngGuardStartupRecovery22+6 after LandingAdvantage- K during Fuujin BUFF
    • No longer in Counter Hit state during the move.
  • KouGGST Anji Mito 236S.pngGuardAllStartup12 [28]Recovery14Advantage- 236S REWORKED
    • Added Guard Crush effect to the second hit.
      • Guard crush duration of 35F.
    • Horizontal launch speed reduced by 50%Speed changed from 30 to 15.
  • Issei Ougi: SaiGGST Anji Mito 632146H.pngGuardAllStartup11+6RecoveryAdvantage-30 632146H NERF
    • Can no longer clash with other projectiles.

Axl Low

  • Dash BUFF
    • Reduced upper hurtbox.
  • Air ThrowGGST Axl Low Air Throw.pngGuardAir ThrowStartup2Recovery38 or Until Landing+10Advantage- BUG FIX
    • Now applies damage scaling when using Roman Cancel before dealing damage.
  • 2KGGST Axl Low 2K.pngGuardLowStartup5Recovery11Advantage-4 BUFF
    • Startup reduced from 7 to 5.
    • Recovery increased from 9 to 11. Undocumented
      • On-block changed from -2 to -4.
  • 2SGGST Axl Low 2S.pngGuardAllStartup9Recovery23Advantage-16 NERF
    • Proration increased from 100% to 90%.
  • 6PGGST Axl Low 6P.pngGuardAllStartup12Recovery22Advantage-13 BUFF
    • Vertical launch speed increased by 70%Speed changed from 10 to 17.
  • j.SGGST Axl Low j.S.pngGuardHighStartup14Recovery18Advantage- NERF
    • Startup increased from 11 to 15.
    • Active time reduced from 7 to 4.
    • Expanded frontal hurtbox.
  • j.HGGST Axl Low j.H.pngGuardHighStartup12Recovery25Advantage+3 (IAD) NERF
    • Reduced frontal and backward hitbox.
    • Pushback increased by 25%Pushback rate changed from 100% to 125%.
  • j.DGGST Axl Low j.D.pngGuardHighStartup10Recovery22Advantage+4 (IAD) NERF
    • Active time reduced from 5 to 3.
    • Reduced hitbox and hurtbox. (Current | Previous)
  • Sickle FlashGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9 [4]6S REWORKED
    • Now in Counter Hit state for the full recovery time.
      • Counter Hit window changed from 1-53F to 1-67F.
    • Clash Level increased from 1 to 2.
  • RainwaterGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3 214S BUFF
    • No longer in Counter Hit state during the first 6 frames of recovery (30-35F). Bug fix
  • Sickle StormGGST Axl Low 236236H 1.pngGuardAllStartup11+1Recovery26Advantage-2 236236H BUFF
    • Projectile no longer hits the opponent less times after hitting anything besides the opponent (e.g. Eddie).

Chipp Zanuff

  • Hitboxes NERF
    • Expanded hurtbox during facedown knockdown.
  • Wall Run BUFF
    • No longer in Counter Hit state during the action or recovery from it.
  • Ground ThrowGGST Chipp Zanuff Ground Throw.pngGuardGround ThrowStartup2Recovery38Advantage- ADJUSTED
    • Damage changed from 20×2, 30 to 10×2, 50. No change to total damage.
  • 2H BUFF
    • Horizontal launch speed reduced by 67%Speed changed from 35 to 15.
  • j.H BUFF
    • No longer in Counter Hit state during the first 3 frames of recovery (20-22F).
  • Alpha Blade (Diagonal)GGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuardAllStartup27Recovery17Advantage-2 236K Ground version only REWORKED
    • Startup increased from 24 to 27.
    • Vertical launch reduced.
      • Vertical launch speed reduced by 8%Speed changed from 60 to 65. Launch speed on grounded hit reduced by 20%Speed changed from 50 to 40.
      • Vertical speed reduction over time delayed by 1F and extended by 1FVertical speed reduction by 20% per frame changed from 5-15F to 6-17F.
      • Vertical launch speed on grounded opponents reduced by 20%Speed changed from 50 to 40.
      • Gravity on grounded hit reduced by 21%Gravity on hit changed from 1.9 to 1.5.
      • Gravity increase over time on grounded hit increased by 50%Gravity increase during frames 6-30F changed from 0.2 to 0.3 per frame.
    • Vertical launch when jumping off the wall increased.
      • Vertical speed reduction over time delayed by 2FVertical speed reduction by 30% per frame changed from 8-24F to 10-26F.
    • Horizontal launch is now affected by Combo Decay 10% lessCombo Decay influence on horizontal launch changed from 100% to 90%.
    • Horizontal distance travelled after jumping off the wall reduced by 25%Distance travelled changed from 485.451 to 364.091.
    • Now begins falling during final 6F of recovery (41-46F).
      • This change does not apply after jumping off the wall.
  • Alpha Blade (Diagonal)GGST Chipp Zanuff Alpha Blade Diagonal Air.pngGuardAllStartup28~41Recovery21Advantage-6 j.236K Air version only REWORKED
    • Startup reduced from 37 to 36.
    • Hitbox moved horizontally back.
    • Now in Counter Hit state during active frames (36-38F).
  • ShurikenGGST Chipp Zanuff Shuriken.pngGuardAllStartup22Recovery35+4 After LandingAdvantage- j.214P BUFF
    • Activation Range for attack increased.
      • Can now hit opponents significantly further awayHorizontal Activation Range changed from -10~10 to -10~25.
      • Can now hit opponents regardless of vertical spacingVertical Activation Range of -35~20 is now removed.
  • Genrou ZanGGST Chipp Zanuff 63214S.pngGuardGround ThrowStartup27Recovery15AdvantageN/A 63214S ADJUSTED
    • Damage changed from 20×2, 67 to 10×2, 87. No change to total damage.

Faust

  • Dash BUFF
    • Reduced upper hurtbox during startup.
  • Afro BUFF
    • Duration item remains active after touching the ground increased from 120F to 180F.
    • No longer enters Afro state during certain animations. Unknown effect
  • Donut BUFF
    • Can no longer be thrown if a Donut is already active.
  • Banana REWORKED
    • Can no longer be thrown if a Banana is already active.
    • When throwing a Banana, it has a 50% chance to be a Banana Peel instead.
      • Throwing a Banana Peel also throws the item less horizontal distance.
  • 5P BUFF
    • Startup reduced from 6 to 5.
  • 6P BUFF
    • Horizontal launch speed reduced by 60%Speed changed from 25 to 10.
    • Expanded frontal hitbox.
  • 2S ADJUSTED
    • Proration increased from 100% to 90%.
    • Reduced upper hurtbox during the end of active frames.
  • Mix Mix MixGGST Faust 236S.pngGuardAllStartup17Recovery14 after LandingAdvantage-7 236S All versions ADJUSTED
    • Proration increased from 100% to 90%.
    • No longer in Counter Hit state during the first 2 frames of recovery.
  • Snip Snip SnipGGST Faust 236H 1.pngGuardGround ThrowStartup6Recovery41Advantage- 236H BUFF
    • Recovery on hit reduced by 8 frames.
      • On-hit changed from HKD +33 to HKD +41
    • Horizontal launch speed reduced by 33%Speed changed from 15 to 10.
    • The opponent can no longer receive the Afro state during the hit animation.
    • Damage changed frm 2×17, 36 to 1×17, 53. No change to overall damage.
  • LoveGGST Faust j236P.pngGuardAllStartup27RecoveryTotal 48Advantage- j.236P REWORKED
    • Attack now changes properties when Faust is wearing an Afro.
      • Faust will immediately lose the worn Afro. Undocumented
      • The projectile bounces off the ground with extended active time. Undocumented
      • The projectile is 25% larger and the resulting explosion is 50% larger. Undocumented
      • Chip damage increased from 12% to 25%. Undocumented
      • Inflicts Guard Crush on block for 39F. Undocumented
      • Explosion damage increased from 40 to 60. Undocumented
      • Horizontal launch speed reduced by 65%Speed changed from 21.5 to 7.5.
      • Vertical launch speed increased by 167%Speed changed from 15 to 40.
    • Now remains in Counter Hit state during for the full recovery time (changes 27-48F).
  • W-W-What Could This Be?GGST Faust 236P.pngGuardStartup26RecoveryTotal 40Advantage- 236236P BUFF
    • Recovery reduced from Total 49 to Total 43.

Giovanna

  • Dash BUFF
    • Can now be canceled into other actions during the first 7 frames (1-7F).
      • Cancelling during frames 1-7 will result in 32% less momentumMomentum on cancel changed from 25 to 17.
  • 5KGGST Giovanna 5K.pngGuardAllStartup6Recovery12Advantage-2 NERF
    • Horizontal launch speed increased by 50%Speed changed from 10 to 15.
    • Vertical launch reduced.
      • Initial vertical launch speed reduced by 40%Speed changed from 50 to 30.
      • Initial gravity on hit increased from 0 to 1.
  • 6PGGST Giovanna 6P.pngGuardAllStartup12Recovery15Advantage-9 BUFF
    • Vertical launch speed increased by 27%Speed changed from 15 to 19.
  • c.SGGST Giovanna cS.pngGuardAllStartup7Recovery10Advantage+3 NERF
    • Grounded pushback increased by 8%Pushback rate changed from 60% to 65%.
  • f.SGGST Giovanna fS1.pngGuardAllStartup9Recovery16Advantage-4 NERF
  • 2SGGST Giovanna 2S1.pngGuardLowStartup9Recovery15Advantage-6 BUFF
    • Counter Hit level of second hit changed from Small to Mid, matching the first hit.
    • Increased upper hitbox.
  • SepulturaGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4 214K NERF
    • Increased proration from 100% to 90%.
  • TrovaoGGST Giovanna Trovao.pngGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15] 236K NERF
    • Increased proration from 100% to 90%.
  • Sol NascenteGGST Giovanna Sol Nascente.pngGuardAllStartup7Recovery21Advantage-15 623S ADJUSTED
    • Move the hitbox of the initial part of the attack upwards.
  • VentaniaGGST Giovanna Ventania.pngGuardAllStartup5+4Recovery49Advantage-37 632146H BUFF
    • Now launches on hit all hits before the final hit.
    • Horizontal launch speed of all hits reduced by 67%Speed changed from 15 to 5.
    • Vertical speed on ground bounce of all hits increased by 140%Speed changed from 5 to 12.

Goldlewis Dickinson

  • Dash BUFF
    • Reduced upper hurtbox during startup.
  • ThrowGGST Goldlewis Dickinson Ground Throw.pngGuardGround ThrowStartup2Recovery38Advantage- ADJUSTED
    • Damage changed from 20, 50 to 10, 60. No change to overall damage.
  • 2PGGST Goldlewis Dickinson 2P.pngGuardAllStartup5Recovery6Advantage+3 BUFF
    • Startup reduced from 6 to 5.
  • 6PGGST Goldlewis Dickinson 6P.pngGuardAllStartup12Recovery27Advantage-19 BUFF
    • Vertical launch speed reversed and increased by 17%Speed changed from -15 to 17.5. Now launches upwards.
  • Behemoth TyphoonGGST Goldlewis Dickinson Behemoth Typhoon (426).pngGuardAll (Guard Crush)Startup12Recovery18Advantage+12~+16 All versions BUFF
    • Trajectory now changes after being performed while already moving above a certain speedEffect activates at 10 or higher speed, giving a much larger trajectory that remains airborne for longer.
      • Horizontal speed now increases graduallySpeed reduction per frame during 1-27F changed from 5% to -2%. During 28F-Until Landing changed from 5% to 2%. over time.
      • Horizontal momentum now persists during late frames (28F-Until Landing).
      • Vertical speed during late frames (28F-Until Landing) increased by 220%Vertical speed rate changed from 25% to 80%.
      • Lowered gravity during early frames (1-27F) by 20%Gravity rate changed from 50% to 40%.
  • Behemoth Typhoon (486)GGST Goldlewis Dickinson Behemoth Typhoon (486).pngGuardAllStartup10RecoveryUntil landing+10Advantage-25~+7 j.47896H 47896 Air version only BUFF
    • No longer in Counter Hit state during the first 11F of recovery (32-42F).
  • Behemoth Typhoon (248)GGST Goldlewis Dickinson Behemoth Typhoon (248).pngGuardAllStartup10RecoveryUntil landing+10Advantage-25~+7 j.21478H 21478 Air version only BUFF
    • No longer in Counter Hit state during the first 11F of recovery (32-42F).
  • Behemoth Typhoon (684)GGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuardAllStartup10RecoveryUntil landing+10Advantage-25~+7 j.69874H 69874 Air version only BUFF
    • Now changes momentum and movement speed during late frames (28F-Until Landing), matching other versions of Behemoth Typhoon.
  • SkyfishGGST Goldlewis Dickinson Skyfish.pngGuardAllStartup35Recovery84 TotalAdvantage-13 236S All versions BUFF
    • Startup now differs by security level. Previously, startup was 34.
      • Level 1: increased to 35.
      • Level 2: reduced to 30.
      • Level 3: reduced to 25.
    • Can now cancel the action by pressing the S button at Security Level 2 or 3.
  • Burn It DownGGST Goldlewis Dickinson Burn It Down.pngGuardAllStartup13+(84 Flash)+79Recovery27 TotalAdvantage- 236236K All versions BUFF
    • Clash Level increased from 1 to 5.
    • Faultless Defense no longer results in the beam pushing in the reverse direction. Undocumented bug fix
      • The beam will no longer fail to pull in opponents using Faultless Defense.

I-No

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


Jack-O'

  • Dash BUFF
    • Reduced upper hurtbox on startup.
  • Servants REWORKED
    • The servants' collision now stops immediately when disappearing.
    • Servants turning around are no longer intangible to Jack-O's attacks. Undocumented Bug Fix
  • Held Servant BUFF
    • Can no longer input servant commands with any upwards direction 7 8 9 when on the ground.
      • Doing an upward input from the ground will result in Jack-O' jumping, then performing the input on the first airborne frame automatically.
      • This applies to Release Servant (hs.D), Recover Servant (hs.P), Attack Command (hs.K), Defend Command (hs.S), and Countdown (hs.H).
    • Inputting a Roman Cancel now results in Blue Roman Cancel instead of Purple Roman Cancel.
    • Overdrives can now be performed during the Held Servant state.
      • Any currently held servant is automatically released during the Overdrive startup.
  • 5HGGST Jack-O 5H.pngGuardAllStartup10Recovery23Advantage-6 BUFF
    • Movement significantly increased.
      • Forward movement now begins sooner, from frame 13 to 10.
      • Forward movement speed increased by 33%Speed changed from 30 to 40.
      • Total distance by end of second hit increased by 90%Distance changed from 127.845 to 243.385.
  • 2SGGST Jack-O 2S.pngGuardAllStartup9Recovery22Advantage-15 NERF
    • Increased proration from 100% to 90%.
  • c.SGGST Jack-O cS.pngGuardAllStartup7Recovery10Advantage+1 NERF
    • Arc of bounced servants changed from Long to Short, now being similar to the arc caused by 5P. Bug
  • f.SGGST Jack-O fS.pngGuardAllStartup11Recovery17Advantage-9 NERF
    • Arc of bounced servants changed from Long to Short, now being similar to the arc caused by 5P. Bug
  • 6PGGST Jack-O 6P.pngGuardAllStartup10Recovery20Advantage-12 REWORKED
    • Horizontal launch speed reduced by 25%Speed changed from 24 to 18.
    • Vertical launch speed increased by 10%Speed changed from 20 to 22.
    • Above Knees invuln during frames 2-3 have been reduced to Above Waist invuln.
      • The move now has 3 stages of upper-body invuln, with Upper Body (1F), Above Waist (2-3F), Above Knees (4-12F).
  • Throw ServantGGST JackO Throw Servant.pngGuardAllStartup12RecoveryTotal 27Advantage+5 hs.6X All versions BUFF
    • Can now be input with forward diagonal directions 3 3 and 9 9, and not only 6 6.
      • These inputs will no longer result in the respective servant command or Release Servant.
  • Defend CommandGGST Jack-O 214S.pngGuardStartup4RecoveryTotal 30Advantage+25 214S All versions BUFF
    • Clash Level increased from 2 to 3.
    • Fixed an issue where the servant's immunity would not behave correctly. Bug fix
  • Servant ShootGGST Jack-O 236K.pngGuardAllStartup15Recovery25Advantage-12 236K All versions BUFF
    • Expanded the upper hitbox and hurtbox.
    • Can now be canceled into Overdrives.
  • Forever Elysion DriverGGST Jack-O 632146P Whiff.pngGuardAllStartup10+1Recovery58Advantage-41 632146P BUFF
    • Forward movement during Super Flash increased by 25%Movement travelled changed from 132 to 165.
    • Expanded upper and frontal hitbox. (Current | Previous)
  • Cheer Servant On SGGST JackO Cheer Servant On S Buff.pngGuardStartup3RecoveryTotal 15AdvantageSee Notes 236236S BUG FIX
    • Fixed an issue causing servants to behave unnaturally.
  • Cheer Servant On HGGST JackO Cheer Servant On H Buff.pngGuardStartup3RecoveryTotal 15AdvantageSee Notes 236236H BUG FIX
    • Fixed an issue causing servants to behave unnaturally.

Ky Kiske

  • Shock State BUFF
    • Chip damage ratio of Specials and Overdrives during Shock State increased.
      • Strikes increased from 37% to 50%.
      • Projectiles increased from 18% to 25%.
  • Dragon install BUFF
    • Chip damage ratio of Specials and Overdrives during Dragon Install increased.
      • Strikes increased from 37% to 75%.
      • Projectiles increased from 18% to 37%.
  • 6HGGST Ky Kiske 6H.pngGuardAllStartup15Recovery20Advantage-7 BUFF
    • No longer in Counter Hit state during the first 4 frames of recovery (19-22F).
  • Stun EdgeGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14 236S All versions REWORKED
    • Startup increased from 11 to 13.
    • Recovery reduced from Total 54 to Total 46.
    • Hitstop reduced from 13 to 6.
      • On-block changed from -17 to -14.
    • Movement speed of projectile increased by 14%Speed changed from 28 to 32.
  • Air Stun EdgeGGST Ky Kiske j236X.pngGuardAllStartup21RecoveryUntil Landing+10Advantage- j.236S/H All versions NERF
    • Hitstop reduced from 13 to 6.
  • Charged Stun EdgeGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+22 [+25] 236H All versions REWORKED
    • Recovery reduced from Total 69 to Total 62.
    • Movement speed of projectile increased.
      • Initial horizontal speed increased by 19%Speed changed from 10.5 to 12.5.
      • Projectile acceleration reduced by 20%Acceleration every 3 frames changed from 6% to 5%.
  • Foudre ArcGGST Ky Kiske 214K.pngGuardAllStartup24Recovery6Advantage-2~+6 [+5~+12] 214K All versions NERF
    • Proration increased from 100% to 90%.
  • Sacred EdgeGGST Ky Kiske 236236P.pngGuardAll [All (Guard Crush)]Startup4+3RecoveryTotal 38Advantage+10 [+26] 236236P All versions BUFF
    • Movement speed of projectile increased by 21%Speed changed from 35 to 42.5.
    • Now momentarily slow down between hits, instead of permanently slowing down after first hit. Undocumented
    • Projectile no longer hits the opponent less times after hitting anything besides the opponent (e.g. Eddie).
  • Dragon InstallGGST Ky Kiske 214214H 1.pngGuardAllStartup11+1Recovery25Advantage+4 214214H BUFF
    • Damage increased from 40 to 80.
    • Damage now increases by 10% during Shock State, similar to other attacks.

Leo Whitefang

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


May

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


Millia Rage

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


Nagoriyuki

  • Ground ThrowGGST Nagoriyuki Ground Throw.pngGuardGround ThrowStartup2Recovery38AdvantageN/A NERF
    • Fixed a bug where forced damage scaling would not be applied.
  • Air Throw REWORKED
    • Adjusted the descent timing.
  • 6P BUFF
    • Reduced the horizontal distance the opponent is sent flying, while making them float up higher.
  • Blood Rage BUFF
    • The hitbox can no longer clash or be reflected.
  • Zarameyuki BUFF
    • Reduced attack startup from 23f to 18f.
    • Increased movement speed of the hitbox.
    • Unified the size of the clash range.
  • Kamuriyuki NERF
    • Increased 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 attack 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 proration from 100% to 90%.
  • Garuda Impact NERF
    • Increased proration from 100% to 90%.
  • Heavenly Potemkin Buster BUFF
    • Increased distance from which the attack connects.
  • Giganter Kai REWORKED
    • Reduced the hitbox of the projectile in front and behind.
    • The interval before an attack can hit again after this connects with the opponent is now consistent.


Ramlethal Valentine

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


Sol Badguy

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


Zato-1

  • Decreased upper hurtbox on dash startup. BUFF
  • 5P BUFF
    • Reduced attack 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 attack startup from 23f to 28f.
  • Eddie BUFF
    • Reduced the amount of gauge spent when controlling Eddie with 236 input moves while Eddie is summoned.
  • Invite Hell BUFF
    • Expanded the hitbox in front and behind.
  • Sun Void (All) BUFF
    • No longer reduces the number of hits when connecting with anything other than the opponent.

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