GGST/Version/1.24

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< GGST‎ | Version

Ver1.24
Battle Version: 2.04
Date Released: December 15, 2022

Links
Official Site


Previous Version
Ver1.23
Next Version
Ver1.25

1.24 Non-Gameplay Changes


Network Mode

  • Added support for cross-platform features between PlayStation 4 and PlayStation 5 versions with the Steam version.
    • This option can be turned off under Settings > System Settings.
  • Added a function to report other players.
    • This option can be selected from the player's R-Code.
  • Added a mute function, which can be selected from the R-Code of the player you would like to mute. The player will not know they have been muted.
    • Hides Player Name.
    • Hides text sent by that player.
    • Hides Digital Figure and other user-created content.
    • Match replays will be unable to viewed by the muted player.
    • Mute will reset after the game has been restarted.
  • Block function for players has been adjusted.
    • Blocked players names are displayed in red in online lobby, member list, etc.
    • Blocked players will remain even after game has been restarted.

R-Code

  • Reduced loading time for the R-Code top page.
  • Changed conditions for character shown on the R-Code top page from "most wins" to "highest level".
  • You can now see how many players are in the same room as you during Training Mode Matchmaking in Rank Tower or Open Park.
  • When entering a match, an icon now shows the connection strength with the opponent on the confirmation screen before the match.

Player Match

  • Fixed a bug where the spectator icon wouldn't be displayed within the "Wait Order/Spectating" list.
  • Fixed a bug where room members would not be displayed correctly when players entered a room over the player capacity simultaneously.
  • Fixed a bug where after beginning Training Mode Matchmaking at a specific timing, the player would not enter Training Mode and could not begin matchmaking.

Rank Tower

  • Adjusted rules for Assigned Floor changes so it's easier to drop floors.
  • Added the option to skip the Rating Update sequence.
  • Players can continue to rematch up to 3 matches even if their Assigned Floor changes during a set.
  • You can now select the room you would like to enter from Floor Select screen.

Universal Mechanic Changes & Character Balancing

1.24 Universal Changes


Overall Changes

Tension Gauge

  • Increased the amount of Tension gained when blocking attacks.
  • The amount gained now increases more depending on your character's R.I.S.C. Level.
  • The amount of Tension gained does not increase for the attacking character when an opponent with max R.I.S.C. Level blocks their attacks.

R.I.S.C. Level

  • The rate of R.I.S.C. Level depletion over time is now faster.

Psych Burst

  • R.I.S.C. Level now resets when Psych Burst is activated.

Roman Cancel

  • Input timing window is now the same when performed with attack buttons (pressed simultaneously) and with the Roman Cancel button.
  • There is now an input buffer window when performed with the Roman Cancel button.
  • Fixed a bug where the Tension Gauge would not deplete correctly when a Roman Cancel activated simultaneously with the super flash of certain moves.

Hurtbox of 6P

  • The height of the hurtbox during startup is now the same for all characters.
    • This has not changed the timing of the hurtboxes lowering, which is still character-specific.
    • Specifically all hurtbox heights are normalised to 2 heights, an initial head invuln height and an upper-body invuln height. Instances of characters having an intermediary above-waist invuln has been normalised to the head invuln height.
    • This change only affects May, Ramlethal, Goldlewis, Jack-O', Chaos, Baiken, Testament, and Bridget. Specifics listed in the character changes.

Proration

  • Proration has been added to attacks that did not have it previously, with the exception of certain moves.

Special Moves with Retreating Movement

  • These moves now cause the Tension Balance to deplete and the Negative value to increase, similar to back dashes, etc.

1.24 Character Changes


Anji Mito

  • 6PGGST Anji Mito 6P Hitbox.pngGuardAllStartup10Recovery25Advantage-17 BUFF
  • 5HGGST Anji Mito 5H.pngGuardAllStartup15Recovery23Advantage-8 REWORKED
    • Now launches opponent on grounded hit.
    • Decreased horizontal launch speed by 50%Speed changed from 20 to 10.
    • Increased proration from 100% to 90%.
  • 2HGGST Anji Mito 2H.pngGuardAllStartup22Recovery19Advantage-4 NERF
    • Increased proration from 100% to 90%.
  • 6HGGST Anji Mito 6H.pngGuardAllStartup16Recovery21Advantage-8 NERF
    • Increased proration from 100% to 90%.
  • Fuujin (236H)GGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] BUFF
    • Decreased horizontal launch speed by 43%Speed changed from 35 to 20.
  • Nagiha (236H~S)GGST Anji Mito 236HS.pngGuardLowStartup15 (28 with early cancel)Recovery20Advantage-7 BUFF
    • Increased vertical launch speed by 38%Speed changed from 26 to 36 and gravity on hit decreased by 83%Gravity changed from 3 to 0.5, but now both change during the launchVertical speed reduces by 80% each frame 5~20F
      Gravity increases by 0.15 each frame 5~20F
      . Overall, launching higher, for longer.

Axl Low

  • 5PGGST Axl Low 5P.pngGuardAllStartup7Recovery19Advantage-11 [-3] BUFF
    • Can now be special canceled on hit or block during recovery.
  • 2PGGST Axl Low 2P.pngGuardLowStartup10Recovery14Advantage-6 BUFF
    • Can now be special canceled on hit or block during recovery.
  • 5HGGST Axl Low 5H.pngGuardAllStartup16Recovery19Advantage-4 REWORKED
    • Now causes forced crouching on grounded Counter Hit. This always grants +1 hitstun due to crouching.
    • Increased proration from 100% to 90%.
  • 6KGGST Axl Low 6K.pngGuardAllStartup11Recovery25Advantage-13 NERF
    • Increased proration from 100% to 90%.
  • j.PGGST Axl Low j.P.pngGuardHighStartup9Recovery23Advantage- BUFF
    • Can now be special canceled on hit or block during recovery.
  • j.KGGST Axl Low j.K.pngGuardHighStartup8Recovery16Advantage- BUFF
    • Decreased horizontal launch speed by 44%Speed changed from 18 to 10.
  • j.DGGST Axl Low j.D.pngGuardHighStartup10Recovery22Advantage+4 (IAD) BUFF
    • Increased vertical launch speed by 20%Speed changed from 25 to 30 and decreased horizontal launch speed by 40%Speed changed from 25 to 15.
  • Winter Mantis (41236H)GGST Axl Low 41236H 2.pngGuardGround ThrowStartup28Recovery34Advantage- BUFF
    • Changes made to Winter Mantis when hitting as a strike during a combo:
      • Increased vertical launch speed by 19%Speed changed from 40 to 47.5 and decreased horizontal launch speed by 25%Speed changed from -10 to -7.5.
      • Opponent launches facing the opposite direction, affecting the opponent's hurtboxes.
      • Added a tumble effect on knockdown, extending the hard knockdown by 20 frames and maintaining a comboable state instead of OTG.
      • Increased proration from 100% to 90%, however this has no effect.
  • Snail (All Versions) (214HGGST Axl Low 214H.pngGuardAllStartup14Recovery29Advantage-24 & j.214HGGST Axl Low j.214H.pngGuardAllStartup14RecoveryUntil L+10Advantage-19) REWORKED
    • Pushback increased by 86%Pushback rate changed from 70% to 130%.
    • Increased proration from 100% to 90%.
  • Rainwater (214S)GGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3 REWORKED
    • Pushback reversed and increased by 86%Pushback rate changed from 75% to -100%, creating a vacuum-like effect. Pushback on Faultless Defense reversed and increasedFaultless Defense Minimum Pushback Rate changed from 75% to -100% to match.
    • Reversed and increased horizontal launch speed by 133%Speed changed from 30 to -70.
    • Decreases Tension Balance during the movementFrames 1~22, for a total of -225 Tension Balance.
    • Increases Negative value during the movementFrames 1~22, for a total 440~880Amount depends on distance:
      * Close range: 440
      * Mid range: 660
      * Far range: 880
      Negative value.
  • Axl Bomber (j.236H)GGST Axl Low j.623H.pngGuardAllStartup9RecoveryUntil L+7Advantage-22 NERF
    • Increased proration from 100% to 90%.

Baiken

  • 6KGGST Baiken 6K.pngGuardAllStartup12Recovery10Advantage-5 NERF
    • Increased proration from 100% to 90%.
  • 5HGGST Baiken 5H.pngGuardAllStartup13Recovery25Advantage-8 NERF
    • Increased proration from 100% to 90%.
  • 6PGGST Baiken 6P.pngGuardAllStartup9Recovery19Advantage-10 NERF
    • Raised hurtbox during frames 1~2 by 0.5%Hurtbox height changed from 199 to 200, to match the height of other characters.
  • 6HGGST Baiken 6H.pngGuardAllStartup20Recovery24Advantage-13 NERF
    • Increased proration from 100% to 90%.
  • Tatami Gaeshi (All Versions) (236KGGST Baiken 236K.pngGuardAllStartup15Recovery5Advantage-3 & j.236KGGST Baiken 236K.pngGuardAllStartup20RecoveryUntil Landing+7Advantage+15 (IAD)) BUFF
    • Can now be input even if other Tatami Gaeshi projectiles are still active. Multiple Tatami Gaeshi may be active at the same time.
  • Kabari (All Versions) (41236SGGST Baiken 41236S.pngGuardAllStartup31Recovery16Advantage+2 & 41236HGGST Baiken 41236H.pngGuardAllStartup18Recovery19Advantage-3) NERF
    • Increased proration from 100% to 90%.
  • Kabari (H Version) Follow-up (41236H~H)GGST Baiken 41236HH.pngGuardAllStartup11 [23]Recovery14 (23 on block)Advantage-7 NERF
    • Increased proration from 100% to 90%.
  • Youzansen (j.236SGGST Baiken j236S.pngGuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS)) BUFF
    • Decreased horizontal speed of the ground bounce by 40%Speed changed from 25 to 15. This applies to the late active frames, when Youzansen hits behind Baiken.
  • Hiiragi (236PGGST Baiken 236P 2.pngGuard-Startup1Recovery32Advantage-) NERF
    • Replaced sound effect on startup with a more distinct voice line. The sound plays 3 frames earlier, from frame 4 to 1.
  • Kenjyu (All Versions) (214214PGGST Baiken 214214P.pngGuardAll (Guard Crush)Startup8+3RecoveryTotal 47Advantage+5 & j.214214PGGST Baiken j214214P.pngGuardAll (Guard Crush)Startup11+3RecoveryTotal 45Advantage-) BUFF

Bridget

  • 2PGGST Bridget 2P.pngGuardAllStartup7Recovery9Advantage-3 BUFF
  • S Follow-UpGGST Bridget S.pngGuardAllStartup12Recovery27Advantage-14 ADJUSTED
  • 5HGGST Bridget 5H.pngGuardAllStartup11Recovery29Advantage-17 NERF
    • Increased proration from 100% to 90%.
  • H Follow-UpGGST Bridget H.pngGuardAllStartup12Recovery26Advantage-13 ADJUSTED
  • 2HGGST Bridget 2H-1.pngGuardAllStartup11Recovery24Advantage-18 NERF
    • Increased proration from 100% to 90%.
  • 6PGGST Bridget 6P.pngGuardAllStartup10Recovery20Advantage-12 BUFF
    • Now also launches when hitting standing opponents, similar to when hitting crouching opponents.
    • Lowered hurtbox during frames 1~3 by 8%Hurtbox height changed from 218 to 200, to match the height of other characters.
  • 6KGGST Bridget 6K.pngGuardAllStartup12Recovery13Advantage-4 NERF
    • Increased proration from 100% to 90%.
  • 6HGGST Bridget 6H.pngGuardAllStartup13Recovery13Advantage-12 NERF
    • Increased proration from 100% to 90%.
  • Stop and Dash (All Versions) (236S, j.236S, 236H, j.236HGGST Bridget Stop and Dash Overlay Air.pngGuardAllStartup15Recovery3Advantage-4, 214S, j.214S, 214H & j.214HGGST Bridget Stop and Dash 214X.pngGuardAllStartup130RecoveryTotal 30Advantage~) BUFF
    • Increased damage from 30 to 40.
    • Increased movement speed of projectile by 8%Speed changed from 85 to 92. This affects both sending and returning the yo-yo, and increases the distance the yo-yo will be placed after sending it out.
    • Increased the vertical and horizontal proximity range of the yo-yo by 33%Proximity ranges changed from 120 to 160.
  • Grounded Stop and Dash (Hit on Return) (214S & 214H)GGST Bridget Stop and Dash 214X.pngGuardAllStartup130RecoveryTotal 30Advantage~ BUFF
    • Reduced recovery from 34f to 30f.
  • Rolling Movement (All Versions) (214K & j.214K)GGST Bridget 214K.pngGuardAllStartup20~38Recovery0Advantage+16 (Airborne) BUFF
    • Decreased pushback by 50%Pushback rate changed from 100% to 50%.
    • Increased gravity after hit or block by 100%Gravity changed from 2.5 to 5. This applies for 6 frames after hit or block when not followed up with any other actions.
    • When activated as the yo-yo returns to Bridget, she now moves towards where the yo-yo was initially placed.
    • No longer in Counter Hit recovery after active frames end.
  • Kick Start My Heart (236K)GGST Bridget 236K.pngGuardAllStartup10Recovery9Advantage-20~+4 BUFF
    • Increased horizontal proximity range by 22%Proximity range changed from 205 to 250.
  • Brake (236K~P)GGST Bridget 236KP.pngGuardAllStartup7Recovery19Advantage-6 BUFF
    • Expanded upper hitbox. (Current | Previous)
    • Decreased vertical launch speed by 29%Speed changed from 24 to 17 and decreased horizontal launch speed by 23%Speed changed from 26 to 20.
    • Added a tumble effect on knockdown, extending the soft knockdown by 9 frames and maintaining a brief comboable state.
  • Return of the Killing Machine (All Versions) (632146H & j.632146H)GGST Bridget 632146H.pngGuardAllStartup9+1Recovery~Advantage+16 BUFF
    • Increased number of hits from 5 to 7.
      • On-block changed from +8 to +16.
    • Roger's movement while hitting an opponent reduced by 25%Speed ratio changed from 20% to 15%.

Chipp Zanuff

  • 5HGGST Chipp Zanuff 5H.pngGuardAllStartup11Recovery16Advantage-4 NERF
    • Increased proration from 100% to 90%.
  • 2HGGST Chipp Zanuff 2H.pngGuardAllStartup12Recovery24Advantage-14 NERF
    • Increased proration from 100% to 90%.
  • 6HGGST Chipp Zanuff 6H.pngGuardAllStartup17Recovery18Advantage-5 REWORKED
    • The opponent will now be in crouching state on grounded hit. This always grants +1 hitstun due to crouching.
    • Increased proration from 100% to 90%.
  • Grounded Alpha Blade (Horizontal) (236P)GGST Chipp Zanuff Alpha Blade Horizontal Ground.pngGuardAllStartup29Recovery19Advantage-4 BUFF
    • Increased vertical launch speed by 2%Speed changed from 25 to 25.5 and now launches horizontallySpeed changed from 0 to 10 in the direction Chipp is moving.
  • Aerial Alpha Blade (Horizontal) (j.236P)GGST Chipp Zanuff Alpha Blade Horizontal Air.pngGuardAllStartup29Recovery33Advantage- BUFF
    • Now launches horizontallySpeed changed from 0 to 7 in the direction Chipp is moving.
  • Resshou (236S)GGST Chipp Zanuff Resshou.pngGuardAllStartup13Recovery16Advantage-4 NERF
    • Increased proration from 100% to 90%.
  • Senshuu (236S~236K)GGST Chipp Zanuff Senshuu.pngGuardHighStartup20Recovery20Advantage-9 BUFF
    • Reduced attack startup from 21f to 20f.
  • w.PGGST Chipp Zanuff wP.pngGuard-Startup9Recovery31Advantage- NERF
    • Increased proration from 100% to 90%.
  • w.KGGST Chipp Zanuff wK.pngGuard-Startup6Recovery15Advantage- NERF
    • Increased proration from 100% to 90%.
  • w.SGGST Chipp Zanuff wcS.pngGuard-Startup6Recovery18Advantage- NERF
    • Increased proration from 100% to 90%.
  • w.SSGGST Chipp Zanuff wfS.pngGuard-Startup7Recovery23Advantage- NERF
    • Increased proration from 100% to 90%.
  • w.HGGST Chipp Zanuff w5H.pngGuard-Startup10Recovery21Advantage- NERF
    • Increased proration from 100% to 90%.
  • w.6HGGST Chipp Zanuff w6H.pngGuard-Startup17Recovery21Advantage- NERF
    • Increased proration from 100% to 90%.

Faust

  • Air Dash REWORKED
    • Air dash cancels can be buffered an additional 6 frames in advance.
  • 5HGGST Faust 5H.pngGuardAllStartup13Recovery18Advantage-7 REWORKED
    • Increased pushback by 50%Pushback rate changed from 100% to 150%.
    • Increased proration from 100% to 90%.
  • 2PGGST Faust 2P.pngGuardLowStartup7Recovery11Advantage-3 BUFF
  • 2DGGST Faust 2D.pngGuardLowStartup12Recovery18Advantage-4 BUFF
    • Increased pushback by 50%Pushback rate changed from 100% to 150%.
  • 6PGGST Faust 6P.pngGuardAllStartup9Recovery32Advantage-21 BUFF
    • Increased pushback by 50%Pushback rate changed from 100% to 150%.
  • Mix Mix Mix (All Versions) (236SGGST Faust 236S.pngGuardAllStartup17Recovery14 after LandingAdvantage-7 & j.236SGGST Faust 236S.pngGuardAllStartup17Recovery14 After LandingAdvantage-) BUFF
    • Reduced attack startup from 21f to 17f.
  • 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]) REWORKED
    • Reduced lower hurtbox during startup, slightly raised above the ground.
    • Increased proration from 100% to 90%.
  • Thrust (41236K)GGST Faust 41236K.pngGuardAllStartup26Recovery19Advantage-12 NERF
    • Increased proration from 100% to 90%.
      • This also applies to Pull Back and Home Run! follow-ups.

Giovanna

  • 5HGGST Giovanna 5H.pngGuardAllStartup10Recovery19Advantage-5 REWORKED
    • Increased downward vertical launch speed by 100%Speed changed from -40 to -80 and decreased horizontal launch speed by 17%Speed changed from 30 to 25.
    • Increased vertical speed of ground bounce by 100%Speed changed from 10 to 20 and now overrides horizontal speed at 60%Ground bounce horizontal speed set to 15 of the initial launch.
    • Added wall bounce effect.
      • The wall bounce also overrides the launch speeds. Relative to the initial launch, it has 60%Wall bounce horizontal speed set to 15 horizontal speed, and launches up at 28%Wall bounce vertical speed set to 22 speed.
    • Increased proration from 100% to 90%.
  • 2HGGST Giovanna 2H.pngGuardAllStartup11Recovery21Advantage-8 REWORKED
    • Pushback reversed and decreased by 63%Pushback rate changed from 80% to -30%, creating a vacuum-like effect. Pushback on Faultless Defense reversed and decreasedFaultless Defense minimum pushback rate changed from 75% to -30% to match.
    • Reversed and increased horizontal launch speed by 50%Speed changed from 20 to -30.
    • Increased proration from 100% to 90%.
  • 6HGGST Giovanna 6H.pngGuardAllStartup17Recovery5 + 10 After LandingAdvantage-10 NERF
    • Increased proration from 100% to 90%.
  • 6HHGGST Giovanna 6HH.pngGuardAllStartup11RecoveryUntil Landing + 10Advantage-11 NERF
    • Increased proration from 100% to 90%.
  • 6HHHGGST Giovanna 6HHH.pngGuardAllStartup13RecoveryUntil Landing + 16Advantage-16 NERF
    • Increased proration from 100% to 90%.
  • Ground ThrowGGST Giovanna Ground Throw.pngGuardThrowStartup2Recovery38AdvantageN/A BUFF
    • Frame advantage and distance after a successful throw is now the same against all characters regardless of weight.
    • Advantage increased from +38 to +39, matching the advantage on Light weight characters.
  • Sol Poente (All Versions) (214SGGST Giovanna 214S 1.pngGuardAll, HighStartup{4} 27Recovery21Advantage-5 & j.214SGGST Giovanna 214S 1.pngGuardAll, HighStartup{4} 27RecoveryUntil L+12Advantage-) REWORKED
    • Changes to only the first hit:
      • Modified behaviour of move when used in the corner to reduce the chance of landing behind the opponent.
      • Increased proration from 100% to 90%.
    • Changes to only the second hit:
  • Grounded Sol Poente (214S)GGST Giovanna 214S 1.pngGuardAll, HighStartup{4} 27Recovery21Advantage-5 REWORKED
    • Changes to only the first hit:
      • Decreased horizontal launch speed by 12%Speed changed from -25 to -22.
      • Lowered the Same Attack Penalty limit from 2 to 1, meaning the 2nd hit and onwards result in increased gravity for the remainder of the combo. The second hit and air versions remain at 2.

Goldlewis Dickinson

  • 5KGGST Goldlewis Dickinson 5K.pngGuardLowStartup10Recovery12Advantage-7 BUFF
    • Added stagger effect on Counter Hit, with a minimum 17f duration on fastest recovery, equivalent to crouching hitstun.
  • 5HGGST Goldlewis Dickinson 5H.pngGuardAllStartup19Recovery15Advantage-2 NERF
    • Increased proration from 100% to 90%.
  • 2HGGST Goldlewis Dickinson 2H.pngGuardAllStartup20Recovery30Advantage-15 NERF
    • Increased proration from 100% to 90%.
  • 6PGGST Goldlewis Dickinson 6P.pngGuardAllStartup12Recovery27Advantage-19 BUFF
    • Lowered hurtbox during frames 1~2 by 16%Hurtbox height changed from 238 to 200, to match the height of other characters.
  • 6HGGST Goldlewis Dickinson 6H.pngGuardAllStartup25Recovery30Advantage-14 NERF
    • Increased proration from 100% to 90%.
  • j.HGGST Goldlewis Dickinson jH.pngGuardHighStartup15Recovery20Advantage- REWORKED
  • Behemoth Typhoon (41236HGGST Goldlewis Dickinson Behemoth Typhoon (426).pngGuardAll (Guard Crush)Startup12Recovery18Advantage+12~+16, j.41236HGGST Goldlewis Dickinson Behemoth Typhoon (426).pngGuardAllStartup10RecoveryUntil landing+10Advantage-25~+7, 63214HGGST Goldlewis Dickinson Behemoth Typhoon (624).pngGuardAll (Guard Crush)Startup12Recovery21Advantage-5, j.63214HGGST Goldlewis Dickinson Behemoth Typhoon (624).pngGuardAllStartup10RecoveryUntil landing+10Advantage-25~+7, 23698HGGST Goldlewis Dickinson Behemoth Typhoon (268).pngGuardAll (Guard Crush)Startup12Recovery18Advantage+3~14, j.23698HGGST Goldlewis Dickinson Behemoth Typhoon (268).pngGuardAllStartup10RecoveryUntil landing+10Advantage-25~+7, j.21478HGGST Goldlewis Dickinson Behemoth Typhoon (248).pngGuardAllStartup10RecoveryUntil landing+10Advantage-25~+7, 69874HGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuardAll* (Guard Crush)Startup12Recovery21Advantage-5, j.69874HGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuardAllStartup10RecoveryUntil landing+10Advantage-25~+7, j.47896HGGST Goldlewis Dickinson Behemoth Typhoon (486).pngGuardAllStartup10RecoveryUntil landing+10Advantage-25~+7, j.87412HGGST Goldlewis Dickinson Behemoth Typhoon (842).pngGuardAllStartup10RecoveryUntil landing+10Advantage-25~+7 & j.89632HGGST Goldlewis Dickinson Behemoth Typhoon (862).pngGuardAllStartup10RecoveryUntil landing+10Advantage-25~+7) NERF
    • Increased proration during 'All' guard sections of swings from 100% to 90%. No changes were made to the proration when the attack is guarded High (90%) or Low (80%).
  • Thunderbird (All Versions) (214S)GGST Goldlewis Dickinson Thunderbird.pngGuardAllStartup57Recovery42 TotalAdvantage- NERF
    • The drone and its attacks disappear when Goldlewis is hit. This includes having his throw clashed and being hit by a Yellow Roman Cancel.
    • The hit effect of the final hit now varies depending on the Security Level.
      • Previously all Security Levels resulted in a launch into hard knockdown.
      • Security Level 1: now leaves the opponent grounded on hit.
      • Security Level 2: now launches into a soft knockdown.
      • Security Level 3: Unchanged, launches into a hard knockdown.
  • Burn It Down (All Versions) (236236K)GGST Goldlewis Dickinson Burn It Down.pngGuardAllStartup13+(84 Flash)+79Recovery27 TotalAdvantage- BUFF
    • Increased number of hits by 5 across all Security Levels:
      • Level 1: Increased number of hits from 5 to 10.
      • Level 2: Increased number of hits from 10 to 15.
      • Level 3: Increased number of hits from 15 to 20.
    • Increased total duration of laser by 20 frames.

Happy Chaos

  • 6PGGST Happy Chaos 6P.pngGuardAllStartup9Recovery25Advantage-16 NERF
    • Raised hurtbox during frames 1~3 by 0.5%Hurtbox height changed from 199 to 200, to match the height of other characters.
  • 6KGGST Happy Chaos 6K.pngGuardLowStartup16Recovery16Advantage-7 NERF
    • Increased attack startup from 14f to 16f.
    • Increased vertical launch speed by 20%Speed changed from 50 to 60, gravity on hit reduced by 10%Gravity changed from 1.0 to 0.9, and speed change during launch reduced by 1 frameVertical speed reduction by 60% per frame changed from 5~15F to 6~15F.
  • 6SGGST Happy Chaos 6S.pngGuardAllStartup12Recovery24Advantage-14 BUFF
    • Delayed gravity change during launch by 8 framesGravity increase by 0.1 per frame changed from 5~27F to 13~43F but occurs for an additional 8 frames, resulting in an overall higher launch.
      • On-hit changed from +20 to +24.
  • j.DGGST Happy Chaos jD.pngGuardHighStartup11Recovery21Advantage+3 (IAD) BUFF
    • Reversed and increased pushback by 60%Pushback rate changed from 50% to -80%, creating a vacuum-like effect. Pushback on Faultless Defense reversed and decreasedFaultless Defense minimum pushback rate changed from 75% to -80% to match.
    • Reversed horizontal launch speedSpeed changed from 15 to -15, creating a vacuum-like effect.
  • At the Ready (H Version) (H)GGST Happy Chaos 5H.pngGuard-Startup-RecoveryTotal 12Advantage- BUFF
    • Reduced recovery when failing to activate as a result of having no Concentration from 59f to 36f.
  • Cancel Aim (During At the Ready) (H~2H & 236S~2H)GGST Happy Chaos 2H.pngGuard-Startup-Recovery0 [9]Advantage- REWORKED
    • Can now be activated with any downward input, including the 1 1 or 3 3 directions.
  • Scapegoat (236K)GGST Happy Chaos 236K.pngGuard-Startup10Recovery43 totalAdvantage- NERF
    • Decreases Tension Balance during the movementFrames 1~31, for a total of -3069 Tension Balance.
    • Increases Negative value during the movementFrames 1~31, for a total 1240~2573Amount depends on distance:
      * Close range: 1240
      * Mid range: 1612
      * Far range: 2573
      Negative value.
  • Curse (236P)GGST Happy Chaos 236P.pngGuard-Startup-Recovery29 totalAdvantage- NERF
    • Decreases Tension Balance during the movementFrames 1~20, for a total of -1980 Tension Balance.
    • Increases Negative value during the movementFrames 1~20, for a total 880~1660Amount depends on distance:
      * Close range: 800
      * Mid range: 1040
      * Far range: 1660
      Negative value.

I-No

  • Dash BUFF
    • Startup can now be canceled into a jump during the first 6 frames.
      • Performing a jump during this window results in a dash jump, granting additional momentumAdded 6 momentum for further forward movement.
    • Sped up timing when I-No can block and trigger proximity guard from frame 13 to 10.
    • The dash will now be interrupted if a backwards direction (4 4, 7 7, or 1 1) is input, even if a Dash Dash input is held.
    • Removed the ability to Gold Psych Burst during a dash cancel. Bug fix
  • Air Dash REWORKED
    • The dash will now be interrupted if a backwards direction (4 4, 7 7, or 1 1) is input, even if a Dash Dash input is held.
  • 5HGGST I-No 5H.pngGuardAllStartup15Recovery23Advantage-8 NERF
    • Increased proration from 100% to 90%.
  • 2HGGST I-No 2H.pngGuardAllStartup11Recovery14Advantage-5 NERF
    • Increased proration from 100% to 90%.
  • 6HGGST I-No 6H.pngGuardAllStartup7Recovery19Advantage-8 NERF
    • Increased proration from 100% to 90%.
  • Antidepressant Scale (All Versions) (214PGGST I-No Antidepressant Scale.pngGuardAllStartup29RecoveryTotal 51Advantage-16 & j.214PGGST I-No Antidepressant Scale.pngGuardAllStartup28RecoveryUntil Landing + 6Advantage-16) BUFF
    • Added horizontal proximity rangeHorizontal proximity range maximum of 180
      Horizontal proximity range minimum of -500
      for the attack to connect. This means the projectile will not trigger on hurtboxes unless within a certain distance of the opponent.
    • Expanded attack hitbox on hit or block.
  • Stroke the Big Tree (S Version) (236SGGST I-No Stroke the Big Tree.pngGuardLowStartup16Recovery15Advantage-7) BUFF
    • Lowered hurtbox on frame 4 to match the height on frame 3. Previously, the hurtbox would momentarily go up higher.
  • Stroke the Big Tree (H Version) (236HGGST I-No Stroke the Big Tree.pngGuardLowStartup28Recovery16Advantage-2) BUFF
    • Lowered hurtbox on frames 7~8 to match the height on frames 5~6. Previously, the hurtbox would momentarily go up higher.
  • Sultry Performance (All Versions) (j.236KGGST I-No Sultry Performance 1.pngGuardAllStartup10 [37]RecoveryUntil Landing + 15Advantage-2~-4 [+4~+1], j.236SGGST I-No Sultry Performance 2.pngGuardAllStartup10 [37]RecoveryUntil Landing + 15Advantage-3~ -4 [+2~ 0] & j.236HGGST I-No Sultry Performance 3.pngGuardAllStartup8 [32]RecoveryUntil Landing + 6Advantage-7 [-2]) NERF
    • Increased proration from 100% to 90%.
  • Sultry Performance (K and S Versions) (j.236KGGST I-No Sultry Performance 1.pngGuardAllStartup10 [37]RecoveryUntil Landing + 15Advantage-2~-4 [+4~+1] & j.236SGGST I-No Sultry Performance 2.pngGuardAllStartup10 [37]RecoveryUntil Landing + 15Advantage-3~ -4 [+2~ 0]) BUFF
    • Reduced landing recovery from 18f to 13f.
      • On-block changed from -7~[+1] to -2~[+4].

Jack-O'

  • 2SGGST Jack-O 2S.pngGuardAllStartup9Recovery22Advantage-15 BUFF
    • Changed the Servants' trajectory when hitting them with this attack.
      • Servant bounce vertical speed increased by 11%Speed changed from 45 to 50 and horizontal speed increased by 80%Speed changed from 10 to 18.
      • Servant bounce vertical speed is doubled for the first frameMoves at 100 speed on frame 1
  • 5HGGST Jack-O 5H.pngGuardAllStartup10Recovery23Advantage-6 NERF
    • Increased proration from 100% to 90%.
  • 2HGGST Jack-O 2H.pngGuardAllStartup15Recovery18Advantage-5 NERF
    • Increased proration from 100% to 90%.
  • 6PGGST Jack-O 6P.pngGuardAllStartup10Recovery20Advantage-12 REWORKED
    • Lowered hurtbox during frame 1 by 5%Hurtbox height changed from 211 to 200 to match the height of other characters, and raised hurtbox during frame 2 by 20%Hurtbox height changed from 167 to 200 to match the initial frame 1 height.
  • 6HGGST Jack-O 6H.pngGuardAllStartup8,19Recovery14Advantage-6 NERF
    • Increased proration from 100% to 90%.
  • 5DGGST Jack-O 5D.pngGuardHighStartup20Recovery26Advantage-15 BUFF
    • Reduced frontal hurtbox after the attack active frames end.
  • Servants ADJUSTED
    • Fixed a bug causing unintended Servant behavior when a Servant's hitbox touched another Servant under certain conditions. Unknown effect
  • Throw Servant (All Versions) (hs.6X & hs.j.6X)GGST JackO Throw Servant.pngGuardAllStartup12RecoveryTotal 27Advantage+5 BUFF
    • Added wall bounce effect.
      • The wall bounce speed scales to the current speed. Relative to the current speed, it has 30% horizontal speed, and 25% vertical speed.
  • Release Servant (All Versions) (hs.D & hs.j.D)GGST JackO Release Servant.pngGuard-Startup-RecoveryTotal 11Advantage- ADJUSTED
    • Can now also be input to occur automatically by holding D.
      • Holding 6D before the input buffer will still result in Release Servant and not Throw Servant.
      • Holding 7D, 8D, or 9D will result in Jack-O' performing a jump and Air Release Servant on the first possible frame.
      • This also functions during Jack-O's Defend Command to automatically cancel the Guard Crush attack.
  • Countdown (All Versions) (214H, hs.H, j.214H & hs.j.H)GGST Jack-O 214H.pngGuardAllStartup3+180+25RecoveryTotal 24Advantage- BUFF
    • Horizontal and vertical speeds now reduce during the launchVertical speed reduces by 20% each frame 6~17F
      Horizontal speed reduces by 20% each frame 6~15F
      .
    • Reduced gravity on hit by 83%Gravity changed from 3 to 0.5 but it now changes during the launchGravity increases by 0.05 each frame 6~36F.
      • Overall launch is substantially higher and longer.
  • Servant Shoot (All Versions) (236K, hs.K, j.236K & hs.j.K)GGST Jack-O 236K.pngGuardAllStartup15Recovery25Advantage-12 NERF
    • Increased proration from 100% to 90%.

Ky Kiske

  • 6KGGST Ky Kiske 6K.pngGuardAllStartup25Recovery11Advantage+4 NERF
    • Increased proration from 100% to 90%.
  • 5HGGST Ky Kiske 5H.pngGuardAllStartup12Recovery21Advantage-8 ADJUSTED
    • Expanded frontal hitbox. (Current | Previous)
    • Increased proration from 100% to 90%.
  • 2HGGST Ky Kiske 2H.pngGuardAllStartup11Recovery28Advantage-13 NERF
    • Increased proration from 100% to 90%.
  • 6HGGST Ky Kiske 6H.pngGuardAllStartup15Recovery20Advantage-7 NERF
    • Increased proration from 100% to 90%.
  • Stun Dipper (2nd Hit) (236K)GGST Ky Kiske 236K 2.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14] NERF
    • Increased proration on second hit from 100% to 90%. The first hit remains unchanged at 90%.
  • Foudre Arc (All Versions) (214K)GGST Ky Kiske 214K.pngGuardAllStartup24Recovery6Advantage-2~+6 [+5~+12] BUFF
    • Decreased pushback on hit by 30%Pushback rate changed from 100% to 70%. Pushback on block remains unchanged.
  • Dire Eclat (All Versions) (214S)GGST Ky Kiske 214S.pngGuardAllStartup14Recovery25Advantage-8 [-6] NERF
    • Increased proration from 100% to 90%.
  • Sacred Edge (All Versions) (236236P)GGST Ky Kiske 236236P.pngGuardAll [All (Guard Crush)]Startup4+3RecoveryTotal 38Advantage+10 [+26] BUFF
    • No change was made to move at its base state.
    • During Shock State, added Guard Crush effect to the final hit on block, for 29f.
      • On-block changed from +18 to +26.
      • Increased chip damage rate of the final hit from 25% to 50%.
    • During Dragon Install, added Guard Crush effect to the final hit on block, for 29f.
      • On-block changed from +24 to +32.
      • Increased chip damage rate of the final hit from 37% to 62%.

Leo Whitefang

  • Hurtbox NERF
    • Expanded hurtbox during a specific 9 frame windowWhen Leo is visually approximately horizontal, facing up late into face-up launches.
  • 6KGGST Leo Whitefang 6K.pngGuardAllStartup14Recovery18Advantage-4 ADJUSTED
    • Decreased horizontal launch speed by 43%Speed changed from 40 to 23
    • Increased proration from 100% to 90%.
  • 5HGGST Leo Whitefang 5H.pngGuardAllStartup15Recovery22Advantage-8 NERF
    • Increased proration from 100% to 90%.
  • 2HGGST Leo Whitefang 2H.pngGuardAllStartup12Recovery30Advantage-20 NERF
    • Increased proration from 100% to 90%.
  • 6HGGST Leo Whitefang 6H.pngGuardAllStartup28Recovery30Advantage-15 NERF
    • Increased proration from 100% to 90%.
  • 2DGGST Leo Whitefang 2D.pngGuardLowStartup12Recovery19Advantage-8 BUFF
    • Increased vertical launch speed by 15%Speed changed from 20 to 23.
    • Removed increased vertical launch speed on Counter Hit. Previously increasing the speed by 10%Speed changed from 20 to 22 on Counter Hit.
  • Erstes Kaltes Gestöber (236S)GGST Leo Whitefang Kaltes Gestober Erst.pngGuardAllStartup12Recovery20Advantage-6 ADJUSTED
    • Expanded frontal hitbox and hurtbox. (Current | Previous)
    • Increased proration from 100% to 90%.
  • Blitzschlag (bt.214H)GGST Leo Whitefang bt 214H.pngGuardAll (Guard Crush)Startup29Recovery33Advantage+21 NERF
    • Increased proration from 100% to 90%.

May

  • Forward Jump BUFF
    • Increased forward movement speed during jump by 19%Speed changed from 6.3 to 7.5.
  • 5HGGST May 5H.pngGuardAllStartup13Recovery15Advantage-4 NERF
    • Increased proration from 100% to 90%.
  • 2HGGST May 2H.pngGuardAllStartup11Recovery26Advantage-20 NERF
    • Increased proration from 100% to 90%.
  • 6PGGST May 6P.pngGuardAllStartup12Recovery18Advantage-7 NERF
    • Raised hurtbox during frames 2~3 by 12%Hurtbox height changed from 179 to 200, to match the initial frame 1 height.
  • 3KGGST May 3K.pngGuardLowStartup11Recovery15Advantage-10 BUFF
    • Increased active frames from 6f to 9f.
    • Reduced recovery frames from 21f to 15f.
      • On-block changed from -13 to -10.
  • 6HGGST May 6H.pngGuardAll [All (Guard Crush)]Startup16~39 [40]Recovery24Advantage-8 [+8] NERF
    • Increased proration from 100% to 90%.
  • j.2HGGST May j.2H.pngGuardHighStartup13Recovery6Advantage+2 (IAD) BUFF
    • Counter Hit level changed from Very Small to Mid.
  • 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) BUFF
    • S Version reduced recovery frames on hit or block from 26f to 24f.
      • On-block changed from -5 to -3.
      • On-hit changed from -2 to 0.
    • H Version reduced recovery frames on hit or block from 20f to 18f.
      • On-block changed from +5 to +7.
      • On-hit changed from +8 to +10.
  • 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)) NERF
    • Increased proration from 100% to 90% while ascending. Descending proration remains unchanged at 80%.
  • Arisugawa Sparkle (All Versions) (214PGGST May Arisugawa Sparkle.pngGuardAllStartup48RecoveryTotal 45Advantage+29 & 214KGGST May Arisugawa Sparkle.pngGuardAllStartup48RecoveryTotal 45Advantage+29) BUFF
    • Creates a stationary hitbox after the projectile hits the ground for an additional 10 frames.
      • The lingering hitbox gradually increases in size at 20% every 2 frames.

Millia Rage

  • 6KGGST Millia Rage 6K.pngGuardHighStartup28Recovery10Advantage+2 BUFF
    • Reduced recovery from 14f to 10f.
      • On-block changed from -2 to +2.
      • On-hit changed from +2 to +6.
  • 5HGGST Millia Rage 5H.pngGuardAllStartup12Recovery23Advantage-8 ADJUSTED
    • Decreased horizontal launch speed by 33%Speed changed from 30 to 20.
    • Increased vertical speed of ground bounce by 100%Speed changed from 10 to 20 and now overrides horizontal speed at 50%Ground bounce horizontal speed set to 10 of the initial launch.
    • Increased proration from 100% to 90%.
  • 2HGGST Millia Rage 2H.pngGuardAllStartup14Recovery17Advantage-7 NERF
    • Increased proration from 100% to 90%.
  • 6HGGST Millia Rage 6H 1.pngGuardAllStartup15Recovery23Advantage-8 ADJUSTED
    • Reduced attack startup from 17f to 15f.
    • Increased proration from 100% to 90%.
  • 2DGGST Millia Rage 2D.pngGuardLowStartup12Recovery19Advantage-8 BUFF
    • Reduced recovery from 22f to 19f.
      • On-block changed from -11 to -8.
  • Ground ThrowGGST Millia Rage Ground Throw.pngGuardGround ThrowStartup2Recovery38Advantage- BUFF
    • Frame advantage and distance after a successful throw is now the same against all characters regardless of weight.
      • No change to the frame advantage on Mid weight characters.
  • Turbo Fall (j.236K)GGST Millia Rage Turbo Fall.pngGuard-Startup14Recovery9LAdvantage- BUFF
    • Millia can now move to the other side of the opponent even when they are in the corner.
    • Reduced hurtbox behind Millia. (Current | Previous)
  • Tandem Top (All Versions) (236SGGST Millia Rage Tandem Top Full.pngGuardAllStartup12RecoveryTotal 45Advantage-10 & 236HGGST Millia Rage Tandem Top Full.pngGuardAllStartup73RecoveryTotal 51Advantage+36) BUFF
    • Increased attack level from 2 to 3.
      • S Version on-block changed from -14 to -10.
      • H Version on-block changed from +54 to +58.
      • Slightly increased the cost of blocking with Faultless Defense.
      • No change to Tension Gain or R.I.S.C. Gain as it is a projectile with a fixed level of each.
  • Lust Shaker (214S)GGST Millia Rage Lust Shaker.pngGuardAllStartup13Recovery-16, -18, -20Advantage-5, -7, -9 NERF
    • Increased proration from 100% to 90%.

Nagoriyuki

  • Blood Gauge NERF
    • Nagoriyuki now receives additional damage based on his Blood Gauge:
      • Blood Level 1: +0% damage, default health.
      • Blood Level 2: +11.11%Internally calculated as a division of 0.9, resulting in an unusual amount damage
      • Blood Level 3: +25% damage
      • Blood Rage: +25% damage
  • 2SGGST Nagoriyuki 2S.pngGuardLowStartup12Recovery21Advantage-11 NERF
    • Increased recovery from 15f to 21f.
      • On-block changed from -5 to -11.
      • On-hit changed from -2 to -8.
  • f.SSGGST Nagoriyuki fS2.pngGuardAllStartup13Recovery19Advantage-8 NERF
    • Increased proration from 100% to 90%.
  • f.SSSGGST Nagoriyuki fS3.pngGuardAllStartup14Recovery35Advantage-22 ADJUSTED
    • Reduced recovery from 38f to 35f.
      • On-block changed from -25 to -22.
      • On-hit changed from +31 to +34.
    • Increased proration from 100% to 90%.
  • 5HGGST Nagoriyuki 5HComparison.pngGuardAllStartup20Recovery27Advantage-14 NERF
    • Reduced lower hitbox.
    • Increased proration from 100% to 90%.
  • 2HGGST Nagoriyuki 2HComparison.pngGuardAllStartup19Recovery29Advantage-17 NERF
    • Increased proration from 100% to 90%.
  • 6HGGST Nagoriyuki 6HComparison.pngGuardAll (Guard Crush)Startup17Recovery30Advantage-2 NERF
    • Increased proration from 100% to 90%.
  • Shizuriyuki (623H)GGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7 NERF
    • 623H reduced proration from 100% to 90%.
    • 623HH reduced proration from 100% to 90%.
  • Fukyo (Backward) (214K)GGST Nagoriyuki Fukyo.pngGuardN/AStartup-RecoveryTotal 16AdvantageN/A NERF
    • Decreases Tension Balance during the initial movementFrames 1~16, for a total of -1584 Tension Balance.
    • Increases Negative value during the initial movementFrames 1~16, for a total 640~1328Amount depends on distance:
      * Close range: 640
      * Mid range: 832
      * Far range: 1328
      Negative value.
      • Canceling Fukyo into Fukyo (Forward) or another special on frames 14~16 will slightly reduce the penalty to both Tension Balance and Negative value.

Potemkin

  • 6KGGST Potemkin 6K.pngGuardAllStartup22Recovery18Advantage-6 NERF
    • Increased proration from 100% to 90%.
  • f.SGGST Potemkin f.S.pngGuardAllStartup12Recovery18Advantage-8 BUFF
    • Expanded frontal and upward hitbox during late active frames 15~18. (Current | Previous)
  • 5HGGST Potemkin 5H.pngGuardAllStartup16Recovery25Advantage-11 ADJUSTED
    • Expanded frontal hitbox during early active frames 16~17. (Current | Previous)
    • Increased proration from 100% to 90%.
  • 2HGGST Potemkin 2H.pngGuardAllStartup13Recovery35Advantage-21 NERF
    • Increased proration from 100% to 90%.
  • 6HGGST Potemkin 6H.pngGuardAllStartup23Recovery29Advantage-15 NERF
    • Increased proration from 100% to 90%.
  • 2DGGST Potemkin 2D.pngGuardLowStartup13Recovery18Advantage-8 BUFF
    • Reduced recovery from 21f to 18f.
      • On-block changed from -11 to -8.
  • Heat Knuckle (623H)GGST Potemkin Heat Knuckle 1.pngGuardAir Guard CrushStartup12Recovery18Advantage+10~+3 BUFF
    • Now draws the opponent in horizontallyHorizontal air block pushback changed from 0 to -5 on block. Previously the opponent would fall straight down.
  • Mega Fist (Backward) (214P)GGST Potemkin Mega Fist Back.pngGuardHighStartup25Recovery6Advantage+4 NERF
    • Decreases Tension Balance during the movementFrames 1~31, for a total of -3069 Tension Balance.
    • Increases Negative value during the movementFrames 1~31, for a total 1240~2573Amount depends on distance:
      * Close range: 1240
      * Mid range: 1612
      * Far range: 2573
      Negative value.
      • Neither penalty applies to the kara version of Mega Fist (Backward).
  • Hammer Fall ([4]6H)GGST Potemkin Hammer Fall.pngGuardAllStartup18~62Recovery26Advantage-9 BUFF
    • Reduced startup of armor from 9f to 5f.
    • Expanded lower hitbox. (Current | Previous)
  • F.D.B (63214S)GGST Potemkin FDB.pngGuardAllStartup18~36Recovery19Advantage-6 ADJUSTED
    • Reduced attack startup of flick upon releasing the input, minimum startup reduced from 21f to 20f.
    • Increased total duration the flick can be delayed by 1 frame, maximum startup is unchanged from 38f.
    • Increased proration from 100% to 90%.

Ramlethal Valentine

  • 5HGGST Ramlethal Valentine 5H.pngGuardAllStartup12Recovery28Advantage-12 [-13] NERF
    • Increased proration from 100% to 90%.
  • 2HGGST Ramlethal Valentine 2H.pngGuardAllStartup14Recovery25Advantage-15 [-17] ADJUSTED
    • Expanded frontal hitbox while Ramlethal has the H sword equipped. (Current | Previous)
    • Increased proration from 100% to 90%.
  • 6PGGST Ramlethal Valentine 6P.pngGuardAllStartup9Recovery18Advantage-9 NERF
    • Raised hurtbox during frames 2~3 by 7%Hurtbox height changed from 187 to 200, to match the initial frame 1 height.
  • 6HGGST Ramlethal Valentine 6H.pngGuardAllStartup18Recovery33Advantage-16 [-18] NERF
    • Increased proration from 100% to 90%.
  • j.DGGST Ramlethal Valentine jD.pngGuardHighStartup10Recovery-Advantage+2 (IAD) BUFF
    • Expanded hitbox and hurtbox behind Ramlethal during the second and third hits, frames 12~13 and 14~15. (Current | Previous)
  • Erarlumo (All Versions) (214PGGST Ramlethal Valentine Erarlumo 1.pngGuardAllStartup16Recovery12Advantage-5, 214P~214PGGST Ramlethal Valentine Erarlumo 2.pngGuardAllStartup9Recovery25Advantage-12 [-10], 214P~214P~214PGGST Ramlethal Valentine Erarlumo 3.pngGuardAllStartup11Recovery38Advantage-25) NERF
    • Data in [ ] refer to when attack is delayed.
    • First Hit: decreased damage from 30 to 20.
    • Second Hit: decreased damage from 35 [50] to 25 [40].
    • Third Hit:
      • Decreased damage from 40 [70] to 30 [60].
      • No longer results in a hard knockdown, instead launching into a soft knockdown.
      • On-hit changed from +49 [+66] to +24 [+41].
    • Increased proration of all hits from 100% to 90%.
  • Agresa Ordono (j.214S)GGST Ramlethal Valentine Agressa Ordono 1.pngGuardAllStartup12Recovery24Advantage-6 (IAS) NERF
    • Increased proration from 100% to 90%.

Sin Kiske

  • 5HGGST Sin Kiske 5H 2.pngGuardAllStartup16Recovery18Advantage-2 NERF
    • Increased proration from 100% to 90%.
  • 2HGGST Sin Kiske 2H 2.pngGuardLow, AllStartup14Recovery27Advantage-16 NERF
    • Increased proration from 100% to 90%.
  • 6HGGST Sin Kiske 6H.pngGuardAllStartup15Recovery17Advantage-4 NERF
    • Increased proration from 100% to 90%.
  • Hoof Stomp Follow-up (214S~S)GGST Sin Kiske 214SS.pngGuardAllStartup13Recovery22Advantage-8 NERF
    • Increased proration from 100% to 90%.
  • Elk Hunt Follow-up (236K~K)GGST Sin Kiske 236KK.pngGuardAll (Guard Crush)Startup13Recovery20Advantage+8 NERF
    • Increased proration from 100% to 90%.

Sol Badguy

  • 5HGGST Sol Badguy 5H.pngGuardAllStartup11Recovery20Advantage-5 ADJUSTED
    • Expanded frontal hitbox. (Current | Previous)
    • Increased proration from 100% to 90%.
  • 2HGGST Sol Badguy 2H.pngGuardAllStartup11Recovery31Advantage-17 NERF
    • Increased proration from 100% to 90%.
  • 6HGGST Sol Badguy 6H.pngGuardAllStartup9Recovery43Advantage-27 NERF
    • Increased proration from 100% to 90%.
  • 6SGGST Sol Badguy 6S.pngGuardAllStartup15Recovery20Advantage-9 NERF
    • Decreased attack level from 4 to 3.
      • On-block changed from -7 to -9.
      • On-hit changed from -4 to -6.
    • No longer launches the opponent on grounded Counter Hit, instead leaving them grounded.
  • Gun Flame (236P)GGST Sol Badguy 236P.pngGuardAllStartup18RecoveryTotal 54Advantage-10 REWORKED
    • Decreased attack startup of projectile from 20f to 18f.
      • On-block decreased from -10 to -8.
      • Total duration of the attack unchanged.
    • Duration of flame stages reduced from 10f to 8f.
      • Decreased active frames from 10→10→10→10 to 8→8→8→8.
      • Functionally, the flame moves faster as a result.
    • Each flame after the first now moves 19%Distance changed from 130 to 155 further.
      • Maximum range extended by approximately 14%The initial flame is not moved, resulting in slightly less total distance.
      • In combination with the flame stages going faster, the projectile moves approximately 48%Stages occur at 125% rate, and travel 119% distance faster.

Testament

  • 5HGGST Testament 5H.pngGuardAllStartup13Recovery25Advantage-8 NERF
    • Increased proration from 100% to 90%.
  • 2HGGST Testament 2H.pngGuardAllStartup23Recovery12Advantage-2 REWORKED
    • Pushback reversedPushback rate changed from 80% to -80%, creating a vacuum-like effect. Pushback on Faultless Defense reversed and increasedFaultless Defense minimum pushback rate changed from 75% to -80% to match.
    • Decreased vertical launch speed by 10%Speed changed from 50 to 45. Reversed and decreased horizontal launch speed by 33%Speed changed from 15 to -10.
    • Increased gravity on hit by 100%Gravity changed from 0.5 to 1.0, and now increases during the launchGravity increases by 0.05 each frame 9~58.
    • Increased proration from 100% to 90%.
  • 6PGGST Testament 6P.pngGuardAllStartup11Recovery15Advantage-7 NERF
    • Raised hurtbox during frames 1~3 by 7%Hurtbox height changed from 187 to 200, to match the height of other characters.
  • 6HGGST Testament 6H1.pngGuardAllStartup23Recovery32Advantage-19 NERF
    • Increased proration from 100% to 90%.
  • 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
    • Can now be input even if other Grave Reaper projectiles are still active. Releasing a new Grave Reaper projectile immediately destroys any other currently active Grave Reaper projectiles.
  • Grounded Grave Reaper (H Version) (236H)GGST Testament j236S.pngGuardAllStartup13~19Recovery21Advantage+2
    • Decreased pushback by 53%Pushback rate changed from 150% to 70%.
  • Nostrovia (236236P)GGST Testament 236236P Cinematic.pngGuardAllStartup11+19RecoveryTotal 53Advantage+63
    • Increased active frames of the first and second hits from 2f to 6f.
      • Total active frames changed from 2, (24), 2, (28), 4 to 6, (20), 6, (24), 4.

Zato-1

  • 6KGGST Zato-1 6K.pngGuardHighStartup28Recovery7Advantage+2 BUFF
    • Reduced recovery from 11f to 7f.
      • On-block changed from -2 to +2.
      • On-hit changed from +2 to +6.
    • Decreased pushback by 40%Pushback rate changed from 100% to 60%.
  • 5HGGST Zato-1 5H.pngGuardAllStartup13Recovery19Advantage-9 NERF
    • Increased proration from 100% to 90%.
  • 2HGGST Zato-1 2H.pngGuardAllStartup13Recovery26Advantage-13 NERF
    • Increased proration from 100% to 90%.
  • 6HGGST Zato-1 6H.pngGuardAllStartup30Recovery11Advantage-4 NERF
    • Increased proration from 100% to 90%.
  • j.DGGST Zato-1 j.D.pngGuardHighStartup11Recovery22Advantage-7 (Airborne) BUFF
    • Sped up the timing when Zato halts his momentum from frame 8 to 6.
  • Break the Law (214K)GGST Zato-1 Break The Law.pngGuard-Startup13RecoveryTotal 28~95Advantage- BUFF
    • Only Eddie will move now when 1 1 or 3 3 is input.
    • Eddie will no longer move when 7 7 or 9 9 is input.
    • Increased Zato-1's forward movement speed by 30%Speed changedfrom 12.25 to 15.925.
    • Zato-1 now turns to face the opponent on frame 13 of startup if he was not, instead of after resurfacing.
    • Decreases Tension Balance while moving backwards, for a maximum of -295 Tension Balance.
    • Increases Negative value while moving backwards, for a maximum 590~1180Amount depends on distance:
      * Close range: 590
      * Mid range: 885
      * Far range: 1180
      Negative value.
  • Drunkard Shade (214S)GGST Zato-1 Drunkard Shade.pngGuardAllStartup9Recovery12Advantage-8 NERF
    • Increased proration from 100% to 90%.
  • Grounded Sun Void (632146S)GGST Zato-1 Sun Void.pngGuardAllStartup11+14Recovery-Advantage+3 BUFF

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