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

Universal Mechanic Changes & Character Balancing

1.18 Universal Changes


Overall Changes

Roman Cancel

  • Canceling into normal or special moves from a Roman Cancel now triggers a slowdown effect when in close proximity to the opponent.
  • Now causes the Tension Gauge to gradually deplete. Does not apply to Yellow Roman Cancel.
    • Canceling into normal or special moves from a Roman Cancel can now limit the amount of Tension spent if canceled quickly enough.

Blue Roman Cancel

  • Made the timing for canceling into a normal or special move faster.

Purple Roman Cancel

  • Made the timing for canceling into a normal or special move faster.
  • The slowdown effect from Purple Roman Cancels now ends when an attack lands.

Red Roman Cancel

  • No longer applies any type of scaling when the shockwave hits the opponent.

Psych Burst

  • When activated above a certain height in the air, the speed the character rises at is now reduced.

Input Priority

  • During hitstop, normals that require a 2 or 6 input are now priortized over standing normals and jumping normals.

Special Moves

  • Can now be canceled into an Overdrive before the move comes out.

Overdrives

  • Some Overdrives are now affected by prior movement, such as dash momentum.

Faultless Defense

  • Added a Faultless Defense button.
  • Decreased amount of Tension Gauge depleted when blocking attacks by 50%.

Aerial Direction Switch

  • Character now switches directions to face the opponent when canceling some jumping normals into another move late into the animation.

Counter Hit

  • 5P, 5K, 2P, 2K, j.P, j.K now trigger a slowdown effect on Counter Hit.
    • Has regular hitstop, but inflicts 12 frames of slowdown at soon as hitstop starts, for an additional 6 frames of advantage.

Dash Cancels

  • 5K and c.S is now dash cancelable for all characters besides Potemkin and Nagoriyuki.
  • Now has a unique visual effect on activation.
  • Dash cancel duration 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

Universal Normal Adjustments

  • 5K
    • Now launches opponent less than previously when used multiple times in the same combo.
  • c.S
    • Now launches opponent less than previously when used multiple times in the same combo.
    • Reduced recovery for all characters besides Sol, May, Potemkin, Nagoriyuki and Giovanna.
  • 2K
    • Decreased knockback for all characters besides Faust.
  • j.P
    • Now launches opponent higher.
  • j.K
    • Now launches opponent higher, with decreased horizontal blowback distance.

1.18 Character Changes


 Anji Mito

  • 2K BUFF
    • Decreased knockback.
  • c.S BUFF
    • Reduced recovery from 14f to 11f.
  • f.S BUFF
  • 2S BUFF
  • 5H BUFF
    • Opponent is now forced crouching state on grounded Counter Hit.
  • j.P BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
  • j.H BUFF
    • Launches opponent higher, with decreased horizontal blowback distance.
  • j.D BUFF
  • Shitsu (236P)GGST Anji Mito 236P.pngGuardAllStartup29RecoveryTotal 52Advantage-6 BUFF
    • The projectile now decelerates when close to the corner.
  • Fuujin (236H)GGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] BUFF
    • Reduced recovery from 29f to 21f.
  • Fuujin (Charged) (236[H])GGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] REWORKED
    • Increased attack level from 3 to 4.
    • No longer launches on grounded hit.
  • Shin: Ichishiki (P during Fuujin)GGST Anji Mito 236HP.pngGuardAllStartup30 (43 if early cancelled from Fuujin)RecoveryTotal 43+6 after LandingAdvantage+7 BUFF
    • Increased attack level from 1 to 2.
  • Nagiha (S during Fuujin)GGST Anji Mito 236HS.pngGuardLowStartup15 (28 with early cancel)Recovery20Advantage-7 NERF
    • Increased attack startup from 13f to 15f (26f to 28f on early cancel).
  • Rin (H during Fuujin)GGST Anji Mito 236HH.pngGuardHighStartup21 (34 with early cancel)Recovery24Advantage-9 BUFF
    • Reduced attack startup from 25f to 21f (38f to 34f on early cancel).
    • Reduced recovery from 30f to 24f.
    • Now depletes less R.I.S.C. Level, from 2000 to 1000.
    • Decreased combo blowback scaling for combos with Rin as a starter.
    • Now causes less Wall break value gain, from 700 to 300.
    • Now bounces the opponent lower, with decreased horizontal blowback distance.
  • Kou (236S)GGST Anji Mito 236S.pngGuardAllStartup12 [28]Recovery14Advantage- NERF
    • Decreased damage of the second hit from 50 to 30.
    • The opponent can now recover after landing.
  • Issei Ougi: Sai (632146H)GGST Anji Mito 632146H.pngGuardAllStartup11+6RecoveryAdvantage-30 BUFF
    • Increased damage from 13×6, 60 to 15×6, 75.

 Axl Low

  • 2P BUFF
    • Expanded frontal hitbox.
  • 2K BUFF
    • Decreased knockback.
  • 6P BUFF
    • Now launches opponent on grounded hit.
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • 6K BUFF
    • Added wall bounce effect.
    • Now launches opponent lower, with decreased horizontal blowback distance.
  • c.S BUFF
    • Reduced recovery from 15f to 13f.
      • On-block changed from -4 to -1.
  • f.S BUFF
    • Reduced recovery from 25f to 19f.
      • On-block changed from -14 to -8.
    • Expanded frontal hitbox and reduced hurtbox.
  • 6H REWORKED
    • Increased knockback.
  • j.P BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
  • j.D BUFF
    • Reduced frontal hurtbox.
  • Winter Mantis (41236H)GGST Axl Low 41236H 2.pngGuardGround ThrowStartup28Recovery34Advantage- REWORKED
    • Can now hit opponents while they're taking damage.
    • No longer hits opponent when the sickle has traveled 20 horizontal units past the opponent.
    • Expanded upper hitbox.
  • Aerial Snail (j.214H)GGST Axl Low j.214H.pngGuardAllStartup14RecoveryUntil L+10Advantage-19 BUFF
    • Reduced attack startup from 16f to 14f.
    • Now bounces opponent higher, with decreased horizontal blowback distance.
  • Rainwater (214S)GGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3 REWORKED
    • Reduced proration from 80% to 90%.
    • Now depletes more R.I.S.C. Level, from 1000 to 2000.
    • Increased combo blowback scaling.
    • Reduced combo blowback scaling on combos with Rainwater as a starter.
    • Now causes more Wall Break value gain, from 500 to 700.
    • Now less affected by combo blowback scaling.
    • Now launches opponent higher, with decreased horizontal blowback distance.
    • Expanded upper hitbox.
  • Axl Bomber (j.236H, formerly j.623H)GGST Axl Low j.623H.pngGuardAllStartup9RecoveryUntil L+7Advantage-22 REWORKED
    • Changed input from j.623H to j.236H.
    • Now launches opponent less than previously when used multiple times in the same combo.
  • Sickle Storm (236236H)GGST Axl Low 236236H 1.pngGuardAllStartup11+1Recovery26Advantage-2 NERF
    • When blocked mid-air, the opponent now lands more quickly than before.
    • Moved hitbox of the projectile (second hit) lower.

 Baiken

  • 5P BUFF
    • Reduced startup from 5f to 4f.
  • 2K BUFF
    • Decreased knockback.
  • 6K REWORKED
    • Momentum now remains when canceled.
  • c.S BUFF
    • Reduced recovery from 13f to 10f.
      • On-block changed from -2 to +1.
  • f.S BUFF
    • Reduced startup from 10f to 9f.
    • Reduced frontal hurtbox.
  • 2S BUFF
    • Reduced recovery from 22f to 19f.
      • On-block changed from -11 to -8.
    • Reduced frontal hurtbox.
  • 2H REWORKED
    • No longer hits the opponent when more than 500 horizontal distance apart.
      • This is shorter than the range she can naturally hit some large characters, making this functionally a nerf to its standard range, on top of not affecting extended hurtboxes.
    • Reduced upper hurtbox.
  • j.P BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
  • Grounded Tatami Gaeshi (236K)GGST Baiken 236K.pngGuardAllStartup15Recovery5Advantage-3 BUFF
    • Now activates even after an upwards input.
    • Expanded frontal hitbox of the strike.
  • Aerial Tatami Gaeshi (j.236K)GGST Baiken 236K.pngGuardAllStartup20RecoveryUntil Landing+7Advantage+15 (IAD) BUFF
    • Expanded back hitbox of the projectile during descent.
  • Kabari (S Version) (41236S)GGST Baiken 41236S.pngGuardAllStartup29Recovery15Advantage+3 REWORKED
    • Now activates even after an upwards input.
    • Increased attack startup from 27f to 31f.
    • Reduced recovery from 18f to 16f.
      • On-block changed from 0 to +2.
    • Increased knockback.
    • On grounded hit, the tether no longer pulls the opponent in during the animation.
  • Kabari (H Version) (41236H)GGST Baiken 41236H.pngGuardAllStartup18Recovery19Advantage-3 BUFF
    • Now activates even after an upwards input.
    • Now less affected by combo blowback scaling.
  • Kabari (H Version) Follow-up (H during H Kabari)GGST Baiken 41236HH.pngGuardAllStartup11 [23]Recovery14 (23 on block)Advantage-7 REWORKED
    • Now triggers Counter Hit effect.
    • Blowback direction now matches the direction Baiken is facing.
    • Expanded lower hitbox.
    • No longer in Counter Hit state after the active frames end.
    • No longer hits opponent when more than 545.5 horizontal distance apart.
    • Increased recovery on block from 36f to 40f.
      • On-block changed from -3 to -7.
  • Youzansen (j.236S)GGST Baiken j236S.pngGuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS) BUFF
    • Reduced landing recovery from 10f to 7f.
    • Increased damage from 39 to 50.
  • Hiiragi (236P)GGST Baiken 236P 2.pngGuard-Startup1Recovery32Advantage- BUFF
    • Reduced recovery on successful parry.
    • Reduced recovery on unsuccessful parry from 45f to 32f.
    • Increased active time from 6F to 7F. Bug
  • Tsurane Sanzu-watashi (236236S)GGST Baiken 236236S.pngGuardAllStartup8+1Recovery48Advantage-32 NERF
    • When blocked mid-air the opponent now lands more quickly than before.
    • Increased attack startup from 7+1f to 8+1f.
    • Decreased knockback.
  • (Undocumented) Tether BUFF
    • Now breaks when the opponent's Psych Burst connects with Baiken.

 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 70RecoveryAdvantage- 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.pngGuardThrowStartup2Recovery38AdvantageN/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'

  • Servant Gauge BUFF
    • Increased Servant Gauge value at round start from 1000 to 3000 (1 bar to 3 bars).
  • 2P BUFF
    • Reduced attack startup from 6f to 5f.
  • 5K BUFF
    • Reduced recovery from 13f to 10f.
  • 2K BUFF
    • Reduced attack startup from 7f to 6f.
    • Reduced recovery from 14f to 12f.
    • Decreased knockback.
  • c.S BUFF
    • Reduced recovery from 13f to 10f.
  • 2H BUFF
    • Decreased horizontal blowback distance.
  • 2D BUFF
    • Reduced attack startup from 11f to 10f.
  • j.P BUFF
    • Now launches opponent higher, with reduced horizontal blowback distance.
  • j.K BUFF
    • Now launches opponent higher.
  • j.H BUFF
    • Expanded the lower hitbox and hurtbox of the initial hit.
  • j.D BUFF
    • Can now be jump canceled and air dash canceled.
    • Can now be canceled into a special move.
    • Can now be canceled into a Finish Blow during a Homing Jump.
  • Throw Servant (All Versions) (hs.6X & hs.j.6X)GGST JackO Throw Servant.pngGuardAllStartup12RecoveryTotal 27Advantage+5 BUFF
    • Reduced recovery from 32 total to 27 total.
    • Increased clash level of the servant from 1 to 2.
  • Release Servant (All Versions) (hs.D & hs.j.D)GGST JackO Release Servant.pngGuard-StartupRecoveryTotal 11Advantage- BUFF
    • Made input Tension gained faster, from frame 3 to frame 1.
  • Recover Servant (All Versions) (Except for While Lifting a Servant) (214P & j.214P)GGST Jack-O 214P.pngGuard-Startup10RecoveryTotal 19Advantage- BUFF
    • Reduced recovery from 24f total to 19f total.
  • Recover Servant (All Versions) (While Lifting a Servant) (hs.P & hs.j.P)GGST Jack-O 214P.pngGuard-Startup10RecoveryTotal 19Advantage- BUFF
    • Made input Tension gained faster, from frame 3 to frame 1.
  • Attack Command (All Versions) (214K, hs.K, j.214K & hs.j.K)GGST Jack-O 214K.pngGuardAllStartup12RecoveryTotal 23Advantage+15 BUFF
    • Reduced attack startup from 3+10f to 3+9f.
    • Reduced recovery from 24f total to 23f total.
  • Defend Command (All Versions) (214S, hs.S, j.214S & hs.j.S)GGST Jack-O 214S.pngGuardStartup4RecoveryTotal 30Advantage+25 BUFF
    • Increased active frames from 28 to 34. (Note: Only applies to servants not currently held.)
    • Expanded servants' hitbox. (Note: Only applies to servants not currently held.)
    • Guard Crush now deals damage, from 0 to 33 damage. This damage is not able to defeat an opponent at any health.
  • Defend Command (All Versions) (While Lifting a Servant) (hs.S & hs.j.S)GGST Jack-O 214S.pngGuardStartup4RecoveryTotal 30Advantage+25 BUFF
    • Made input Tension gained faster, from frame 3 to frame 1.
  • Countdown (All Versions) (While Lifting a Servant) (hs.H & hs.j.H)GGST Jack-O 214H.pngGuardAllStartup3+180+25RecoveryTotal 24Advantage- BUFF
    • Made input Tension gained faster, from frame 3 to frame 1.
  • Servant Shoot (All Versions) (236K, hs.K, j.236K & hs.j.K)GGST Jack-O 236K.pngGuardAllStartup15Recovery25Advantage-12 BUFF
    • Increased active frames from 3 to 4.
    • Reduced recovery from 26f to 25f.
    • Increased clash level of the servant from 1 to 2.
  • Aerial Servant Shoot (All Versions) (j.236K & hs.j.K)GGST Jack-O 236K.pngGuardAllStartup15Recovery25Advantage-12 REWORKED
    • Reduced deceleration.
    • Expanded hitbox and hurtbox.
  • Forever Elysion Driver (632146P)GGST Jack-O 632146P Whiff.pngGuardAllStartup10+1Recovery58Advantage-41 BUFF
    • Servants are now recovered immediately upon activation.

 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 Mortobato.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]Recovery32 [26]Advantage-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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