GGST/Patch Notes

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Season 2

Version 1.19

Bug Fixes Resulting in Balance Change

1.19 Major Bug Fixes


Faust

  • AfroGGST Faust Afro.pngGuard:
    All
    Startup:
    -
    Recovery:
    -
    Advantage:
    -
    BUFF
    • Fixed a bug where the afro would fail to explode under certain conditions.
  • BananaGGST Faust Banana.pngGuard:
    -
    Startup:
    -
    Recovery:
    -
    Advantage:
    -
    Peel REWORKED
    • Fixed a bug where the banana peel would fail to hit under certain conditions.
    • Fixed a bug where the character would sometimes be blown back in an unintended manner after the banana peel hits.

I-No

  • Dash NERF
    • Fixed a bug that made it possible for her to block or backdash directly after her dash begins.

May

  • Mr. Dolphin Vertical (All Versions) (2[8]SGGST May Mr. Dolphin Vertical.pngGuard:
    All/High
    Startup:
    6
    Recovery:
    7 (21 OH)
    Advantage:
    0
    & 2[8]HGGST May Mr. Dolphin Vertical.pngGuard:
    All/High
    Startup:
    11
    Recovery:
    8 (19 OH)
    Advantage:
    +6 airborne
    ) REWORKED
    • Fixed a bug that would sometimes occur when the opponent's Overdrive super flash activated while the player was holding down the button.

Ramlethal Valentine

  • Calvados (632146H)GGST Ramlethal Valentine Calvados.pngGuard:
    All (Guard Crush)
    Startup:
    11+13
    Recovery:
    -
    Advantage:
    +16
    NERF
    • Fixed a bug where the damage setting for the final hit would sometimes be applied multiple times.

Zato-1

  • Eddie BUFF
    • Fixed a bug where Eddie would sometimes disappear regardless of the remaining Eddie Gauge.

Version 1.18

Major 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.pngGuard:
    All
    Startup:
    29
    Recovery:
    Total 52
    Advantage:
    -5
    BUFF
    • The projectile now decelerates when close to the corner.
  • Fuujin (236H)GGST Anji Mito 236H.pngGuard:
    All
    Startup:
    16 [32]
    Recovery:
    21
    Advantage:
    -8 [-6]
    BUFF
    • Reduced recovery from 29f to 21f.
  • Fuujin (Charged) (236[H])GGST Anji Mito 236H.pngGuard:
    All
    Startup:
    16 [32]
    Recovery:
    21
    Advantage:
    -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.pngGuard:
    All
    Startup:
    30 (43 if early cancelled from Fuujin)
    Recovery:
    Total 43+6 after landing
    Advantage:
    +7
    BUFF
    • Increased attack level from 1 to 2.
  • Nagiha (S during Fuujin)GGST Anji Mito 236HS.pngGuard:
    Low
    Startup:
    15 (28 with early cancel)
    Recovery:
    20
    Advantage:
    -7
    NERF
    • Increased attack startup from 13f to 15f (26f to 28f on early cancel).
  • Rin (H during Fuujin)GGST Anji Mito 236HH.pngGuard:
    High
    Startup:
    21 (34 with early cancel)
    Recovery:
    24
    Advantage:
    -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.pngGuard:
    All
    Startup:
    12 [28]
    Recovery:
    14
    Advantage:
    -
    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.pngGuard:
    All
    Startup:
    11+6
    Recovery:
    -
    Advantage:
    -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.pngGuard:
    Ground Throw
    Startup:
    28
    Recovery:
    34
    Advantage:
    -
    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 214H.pngGuard:
    All
    Startup:
    14
    Recovery:
    Until L+10
    Advantage:
    -19
    BUFF
    • Reduced attack startup from 16f to 14f.
    • Now bounces opponent higher, with decreased horizontal blowback distance.
  • Rainwater (214S)GGST Axl Low 214S.pngGuard:
    All
    Startup:
    24
    Recovery:
    21
    Advantage:
    +3
    REWORKED
    • Reduced base damage scaling 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)No results 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.pngGuard:
    All
    Startup:
    11+1
    Recovery:
    26
    Advantage:
    -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.
  • Tatami Gaeshi (236K)GGST Baiken 236K.pngGuard:
    All
    Startup:
    15
    Recovery:
    5
    Advantage:
    -3
    BUFF
    • Now activates even after an upwards input.
    • Expanded frontal hitbox of the strike.
  • Aerial Tatami Gaeshi (j.236K)GGST Baiken 236K.pngGuard:
    All
    Startup:
    20
    Recovery:
    Landing+7
    Advantage:
    -
    BUFF
    • Expanded back hitbox of the projectile during descent.
  • Kabari (S Version) (41236S)GGST Baiken 41236S.pngGuard:
    All
    Startup:
    31
    Recovery:
    16
    Advantage:
    +2
    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.pngGuard:
    All
    Startup:
    18
    Recovery:
    19
    Advantage:
    -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.pngGuard:
    All
    Startup:
    11 [23]
    Recovery:
    14
    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.pngGuard:
    High
    Startup:
    9
    Recovery:
    Landing+7
    Advantage:
    -14 (TK)
    BUFF
    • Reduced landing recovery from 10f to 7f.
    • Increased damage from 39 to 50.
  • Hiiragi (236P)GGST Baiken 236P.pngGuard:
    -
    Startup:
    1
    Recovery:
    32
    Advantage:
    -
    BUFF
    • Reduced recovery on successful parry.
    • Reduced recovery on unsuccessful parry from 45f to 32f.
  • Tsurane Sanzu-watashi (236236S)GGST Baiken 236236S.pngGuard:
    All
    Startup:
    8+1
    Recovery:
    48
    Advantage:
    -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.
  • Alpha Blade Diagonal (236K)GGST Chipp Zanuff Alpha Blade Diagonal Ground.pngGuard:
    All
    Startup:
    27
    Recovery:
    17
    Advantage:
    -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.pngGuard:
    All
    Startup:
    29
    Recovery:
    33
    Advantage:
    -
    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.pngGuard:
    All
    Startup:
    32~47
    Recovery:
    21
    Advantage:
    -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.pngGuard:
    All
    Startup:
    9
    Recovery:
    23
    Advantage:
    -27
    or j.623SGGST Chipp Zanuff Beta Blade.pngGuard:
    All
    Startup:
    9
    Recovery:
    Until L+8
    Advantage:
    -
    ) 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.pngGuard:
    All
    Startup:
    25
    Recovery:
    Total 42
    Advantage:
    +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.pngGuard:
    High
    Startup:
    20
    Recovery:
    20
    Advantage:
    -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.pngGuard:
    All
    Startup:
    6+1
    Recovery:
    -
    Advantage:
    -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 (236S)GGST Faust 236S.pngGuard:
    All
    Startup:
    21
    Recovery:
    -
    Advantage:
    -7
    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.pngGuard:
    -
    Startup:
    -
    Recovery:
    -
    Advantage:
    -
    Peel BUFF
    • Banana peels can no longer hit multiple characters at the same time.
  • AfroGGST Faust Afro.pngGuard:
    All
    Startup:
    -
    Recovery:
    -
    Advantage:
    -
    (Explosion) BUFF
    • Added Guard Crush effect.
  • MeteorsGGST Faust Meteors.pngGuard:
    Guard Crush
    Startup:
    -
    Recovery:
    -
    Advantage:
    -
    BUFF
    • Added ground bounce effect.
    • Blowback direction now matches the direction the meteors are falling from.
  • Mini FaustGGST Faust Small Faust.pngGuard:
    -
    Startup:
    -
    Recovery:
    -
    Advantage:
    -
    BUFF
    • Hitbox now activates directly after coming into contact with the opponent or being attacked.
  • Scarecrow (All Versions) (214PGGST Faust Scarecrow Formation.pngGuard:
    All
    Startup:
    54 [84]
    Recovery:
    10 [7]
    Advantage:
    -8 [+7]
    , 214KGGST Faust Scarecrow Formation.pngGuard:
    All
    Startup:
    54 [84]
    Recovery:
    10 [7]
    Advantage:
    -8 [+7]
    & 214SGGST Faust Scarecrow Formation.pngGuard:
    High
    Startup:
    50 [69]
    Recovery:
    36
    Advantage:
    -32 [-27]
    ) 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 Scarecrow Formation.pngGuard:
    All
    Startup:
    54 [84]
    Recovery:
    10 [7]
    Advantage:
    -8 [+7]
    & 214KGGST Faust Scarecrow Formation.pngGuard:
    All
    Startup:
    54 [84]
    Recovery:
    10 [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 Thrust.pngGuard:
    All
    Startup:
    26
    Recovery:
    19
    Advantage:
    -12
    BUFF
  • Love (j.236P)GGST Faust Love.pngGuard:
    All
    Startup:
    27
    Recovery:
    Total 48
    Advantage:
    -
    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 Bone-crushing Excitement 2.pngGuard:
    All
    Startup:
    16+5
    Recovery:
    48
    Advantage:
    -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 receive 12% chip damage.
    • At 100% Tension all Normals and Command Normals receive 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 Throw NERF
    • Reduced throw range.
  • Sepultura (214K)GGST Giovanna Sepultura.pngGuard:
    All
    Startup:
    13
    Recovery:
    20
    Advantage:
    -4
    NERF
    • Decreased damage from 45 to 39.
    • Reduced lower hitbox and hurtbox.
  • Trovão (236K)GGST Giovanna Trovao.pngGuard:
    All
    Startup:
    27
    Recovery:
    15
    Advantage:
    +4
    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.pngGuard:
    All
    Startup:
    7
    Recovery:
    21
    Advantage:
    -15
    REWORKED
    • Reduced lower hitbox and extended upper hitbox.
  • Sol Poente (All Versions) (214SGGST Giovanna Sol Poente 1.pngGuard:
    All, High
    Startup:
    [4] 27
    Recovery:
    21
    Advantage:
    -5
    & j.214SGGST Giovanna Sol Poente 1.pngGuard:
    All, High
    Startup:
    [4] 27
    Recovery:
    Until L+12
    Advantage:
    -
    ) 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.pngGuard:
    All
    Startup:
    5+4
    Recovery:
    49
    Advantage:
    -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.pngGuard:
    All
    Startup:
    57
    Recovery:
    42 Total
    Advantage:
    -
    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 (236S)GGST Goldlewis Dickinson Skyfish.pngGuard:
    All
    Startup:
    35
    Recovery:
    84 Total
    Advantage:
    -13
    NERF
    • Delayed the timing of the Security Level reset.
  • Down With The System (632146P)GGST Goldlewis Dickinson Down with the System.pngGuard:
    All
    Startup:
    6+(135 Flash)+4
    Recovery:
    46
    Advantage:
    -33
    NERF
    • When blocked mid-air, the opponent now lands more quickly than before.
  • Burn It Down (236236K)GGST Goldlewis Dickinson Burn It Down.pngGuard:
    All
    Startup:
    13+(84 Flash)+79
    Recovery:
    27 Total
    Advantage:
    -
    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 (236S)GGST Happy Chaos 236S.pngGuard:
    All
    Startup:
    9
    Recovery:
    13
    Advantage:
    +3
    REWORKED
    • Reduced recovery from 16f to 13f.
      • On-block changed from 0 to +3.
    • Increased base damage scaling 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.pngGuard:
    All
    Startup:
    1
    Recovery:
    -
    Advantage:
    -
    NERF
    • Hitbox now disappears when Chaos takes damage.
    • Decreased knockback.
  • Fire (During Steady Aim) (H during Steady Aim)ChaosSteadyAimFire.pngGuard:
    Guard Crush (43f) [All]
    Startup:
    1
    Recovery:
    43
    Advantage:
    More info
    NERF
    • Decreased damage from 60 [40] to 55 [35].
  • Reload (22P)GGST Happy Chaos 22P.pngGuard:
    -
    Startup:
    23
    Recovery:
    23~77 total
    Advantage:
    -
    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:
    -
    Startup:
    -
    Recovery:
    46 total
    Advantage:
    -
    BUFF
    • Made input Tension gained faster, changed to frame 1.
  • Roll (214K)GGST Happy Chaos 214K.pngGuard:
    -
    Startup:
    -
    Recovery:
    35 total
    Advantage:
    -
    BUFF
    • Can now use Fire sooner than before, on 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:
    -
    Startup:
    10
    Recovery:
    43 total
    Advantage:
    -
    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:
    -
    Recovery:
    29 total
    Advantage:
    -
    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.pngGuard:
    All
    Startup:
    29
    Recovery:
    Total 51
    Advantage:
    -16
    & j.214PGGST I-No Antidepressant Scale.pngGuard:
    All
    Startup:
    28
    Recovery:
    Until Landing + 6
    Advantage:
    -16
    ) 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.pngGuard:
    All
    Startup:
    28
    Recovery:
    Until Landing + 6
    Advantage:
    -16
    REWORKED
    • Increased the movement speed of the projectile.
    • Increased landing recovery to 6f.
  • Chemical Love (214K)GGST I-No Chemical Love.pngGuard:
    All
    Startup:
    11
    Recovery:
    22
    Advantage:
    -2
    BUFF
    • Increased active frames from 10 to 14.
  • Stroke the Big Tree (H Version) (236H)GGST I-No Stroke the Big Tree.pngGuard:
    Low
    Startup:
    28
    Recovery:
    16
    Advantage:
    -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.pngGuard:
    All
    Startup:
    9
    Recovery:
    Until Landing + 6
    Advantage:
    ?(-7)
    BUFF
    • The final hit during the active frames now has the same properties, regardless of the number of hits.
  • Ultimate Fortissimo (632146S)GGST I-No Ultimate Fortissimo-2.pngGuard:
    All (Guard Crush)
    Startup:
    7+2
    Recovery:
    13
    Advantage:
    +26
    NERF
    • Increased attack startup from 6+2f to 7+2f.
  • Aerial Ultimate Fortissimo (j.632146S)GGST I-No Ultimate Fortissimo.pngGuard:
    All (Guard Crush)
    Startup:
    5+3
    Recovery:
    -
    Advantage:
    +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.pngGuard:
    All
    Startup:
    12
    Recovery:
    Total 27
    Advantage:
    +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:
    -
    Startup:
    -
    Recovery:
    Total 11
    Advantage:
    -
    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:
    -
    Startup:
    3+7
    Recovery:
    Total 19
    Advantage:
    See Notes
    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:
    -
    Startup:
    3+7
    Recovery:
    Total 19
    Advantage:
    See Notes
    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.pngGuard:
    All
    Startup:
    3+9
    Recovery:
    Total 23
    Advantage:
    +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.pngGuard:
    -
    Startup:
    3+1
    Recovery:
    Total 24
    Advantage:
    -
    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.pngGuard:
    -
    Startup:
    3+1
    Recovery:
    Total 24
    Advantage:
    -
    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.pngGuard:
    All
    Startup:
    3+180+26
    Recovery:
    Total 24
    Advantage:
    See Notes
    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.pngGuard:
    All
    Startup:
    15
    Recovery:
    25
    Advantage:
    -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.pngGuard:
    All
    Startup:
    15
    Recovery:
    25
    Advantage:
    -12
    REWORKED
    • Reduced deceleration.
    • Expanded hitbox and hurtbox.
  • Forever Elysion Driver (632146P)GGST JackO Forever Elysion Driver.pngGuard:
    Throw
    Startup:
    10+1
    Recovery:
    58
    Advantage:
    -
    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 Throw 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.pngGuard:
    All
    Startup:
    13
    Recovery:
    Total 46
    Advantage:
    -15
    , j.236SGGST Ky Kiske j236X.pngGuard:
    All
    Startup:
    21
    Recovery:
    Until Landing+10
    Advantage:
    -
    & j.236HGGST Ky Kiske j236X.pngGuard:
    All
    Startup:
    21
    Recovery:
    Until Landing+10
    Advantage:
    -
    ) BUFF
    • Usage restriction is now removed after a set amount of time passes.
  • Aerial Stun Edge (All Versions) (j.236SGGST Ky Kiske j236X.pngGuard:
    All
    Startup:
    21
    Recovery:
    Until Landing+10
    Advantage:
    -
    & j.236HGGST Ky Kiske j236X.pngGuard:
    All
    Startup:
    21
    Recovery:
    Until Landing+10
    Advantage:
    -
    ) BUFF
    • Reduced landing recovery from 14f to 10f.
  • Charged Stun Edge (236H)GGST Ky Kiske 236H.pngGuard:
    All
    Startup:
    39
    Recovery:
    Total 62
    Advantage:
    +22 [+25]
    BUFF
    • Usage restriction is now removed after a set amount of time passes.
  • Foudre Arc (214K)GGST Ky Kiske 214K.pngGuard:
    All
    Startup:
    24
    Recovery:
    6
    Advantage:
    -2~+6 [+4~+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.pngGuard:
    All
    Startup:
    11
    Recovery:
    43
    Advantage:
    -33
    , 623HGGST Ky Kiske 623H.pngGuard:
    All
    Startup:
    13
    Recovery:
    44
    Advantage:
    -38
    , j.623SGGST Ky Kiske 623S.pngGuard:
    All
    Startup:
    11
    Recovery:
    Until Landing+12
    Advantage:
    -
    & j.623HGGST Ky Kiske 623H.pngGuard:
    All
    Startup:
    13
    Recovery:
    Until Landing+12
    Advantage:
    -
    ) REWORKED
  • Dire Eclat (214S)GGST Ky Kiske 214S.pngGuard:
    All
    Startup:
    14
    Recovery:
    25
    Advantage:
    -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.pngGuard:
    All
    Startup:
    8+1
    Recovery:
    99
    Advantage:
    -82
    & j.632146HGGST Ky Kiske 632146H.pngGuard:
    All
    Startup:
    8+1
    Recovery:
    99
    Advantage:
    -
    ) NERF
    • Increased attack startup from 7+1f to 8+1f.
  • Dragon Install (214214H)GGST Ky Kiske 214214H 2.pngGuard:
    All
    Startup:
    11+1
    Recovery:
    25
    Advantage:
    +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.pngGuard:
    All
    Startup:
    9
    Recovery:
    33
    Advantage:
    -28
    & [2]8HGGST Leo Whitefang Eisen Sturm.pngGuard:
    All
    Startup:
    10
    Recovery:
    42
    Advantage:
    -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.pngGuard:
    All
    Startup:
    23 [25]
    Recovery:
    22 [16]
    Advantage:
    -6 [+2]
    BUFF
    • Now crosses over behind opponent even when they are in the corner.
  • Turbulenz (214S)GGST Leo Whitefang Turbulenz.pngGuard:
    All
    Startup:
    21
    Recovery:
    21
    Advantage:
    -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.pngGuard:
    Guard Break
    Startup:
    29
    Recovery:
    33
    Advantage:
    +21
    BUFF
    • Reduced base damage scaling 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.

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.pngGuard:
    All
    Startup:
    7
    Recovery:
    11 (26 OH)
    Advantage:
    -5
    & [4]6HGGST May Mr. Dolphin Horizontal.pngGuard:
    All
    Startup:
    25
    Recovery:
    11 (20 OH)
    Advantage:
    +5
    ) 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.pngGuard:
    All/High
    Startup:
    6
    Recovery:
    7 (21 OH)
    Advantage:
    0
    & [2]8HGGST May Mr. Dolphin Vertical.pngGuard:
    All/High
    Startup:
    11
    Recovery:
    8 (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.pngGuard:
    All/High
    Startup:
    11
    Recovery:
    8 (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.pngGuard:
    All
    Startup:
    6+4
    Recovery:
    55
    Advantage:
    -21
    & j.632146HGGST May The Wonderful and Dynamic Goshogawara.pngGuard:
    All
    Startup:
    6+4
    Recovery:
    54
    Advantage:
    -21
    ) 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 Throw NERF
    • Increased recovery upon successful throw.
  • Bad Moon (j.236P)GGST Millia Rage Bad Moon.pngGuard:
    High
    Startup:
    11
    Recovery:
    20 + 12L
    Advantage:
    -21
    BUFF
    • The final hit now launches opponent higher, with decreased horizonal blowback distance.
  • Turbo Fall (j.236K)GGST Millia Rage Turbo Fall.pngGuard:
    -
    Startup:
    14
    Recovery:
    9L
    Advantage:
    -
    BUFF
    • Reduced landing recovery from 12f to 9f.
  • Tandem Top (All Versions) (236SGGST Millia Rage Tandem Top Full.pngGuard:
    All
    Startup:
    12
    Recovery:
    Total 45
    Advantage:
    -14
    & 236HGGST Millia Rage Tandem Top Full.pngGuard:
    All
    Startup:
    73
    Recovery:
    Total 51
    Advantage:
    -
    ) 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.pngGuard:
    All
    Startup:
    12
    Recovery:
    Total 45
    Advantage:
    -14
    NERF
    • Increased knockback.
  • Iron Savior (214P)GGST Millia Rage Iron Savior.pngGuard:
    Low
    Startup:
    20
    Recovery:
    17 + 10L
    Advantage:
    -12
    REWORKED
    • Decreased horizontal blowback distance.
    • Expanded frontal hitbox.
  • Lust Shaker (214S)GGST Millia Rage Lust Shaker.pngGuard:
    All
    Startup:
    17
    Recovery:
    16
    Advantage:
    -5, -7, -9
    BUFF
    • Fixed a bug where the final hit would sometimes not cause blowback.
  • Kapel (j.236H)GGST Millia Rage Kapel.pngGuard:
    All
    Startup:
    13
    Recovery:
    12
    Advantage:
    -1 at lowest height
    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 Winger Full.pngGuard:
    All
    Startup:
    8+1
    Recovery:
    40
    Advantage:
    -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.pngGuard:
    Guard Crush
    Startup:
    4+38+3
    Recovery:
    70
    Advantage:
    -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.pngGuard:
    Mid
    Startup:
    18
    Recovery:
    Total 39
    Advantage:
    +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.pngGuard:
    Mid
    Startup:
    14
    Recovery:
    17
    Advantage:
    -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.pngGuard:
    Mid
    Startup:
    11
    Recovery:
    21
    Advantage:
    -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.pngGuard:
    N/A
    Startup:
    -
    Recovery:
    Total 16
    Advantage:
    N/A
    & 236KGGST Nagoriyuki Fukyo.pngGuard:
    N/A
    Startup:
    -
    Recovery:
    Total 25
    Advantage:
    N/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.pngGuard:
    Mid
    Startup:
    7+(173 Flash)+2
    Recovery:
    54
    Advantage:
    -37
    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.pngGuard:
    Ground Throw
    Startup:
    5
    Recovery:
    37
    Advantage:
    -
    BUFF
    • Reduced frontal hurtbox.
  • Mega Fist (Forward) (236P)GGST Potemkin Mega Fist.pngGuard:
    High
    Startup:
    25
    Recovery:
    16
    Advantage:
    -6
    NERF
    • Reduced damage from 60 to 50.
  • Mega Fist (Backward) (214P)GGST Potemkin Mega Fist.pngGuard:
    High
    Startup:
    25
    Recovery:
    6
    Advantage:
    +4
    NERF
    • Reduced damage from 60 to 50.
  • Hammer Fall ([4]6H)GGST Potemkin Hammer Fall.pngGuard:
    All
    Startup:
    18~62
    Recovery:
    26
    Advantage:
    -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.pngGuard:
    All
    Startup:
    21~38 [38]
    Recovery:
    20
    Advantage:
    -6
    BUFF
    • Reduced base damage scaling 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.pngGuard:
    All (Guard Crush)
    Startup:
    28
    Recovery:
    24
    Advantage:
    +19
    REWORKED
    • Reduced damage from 73 to 63.
    • Removed wall bounce effect.
    • Added tumble effect.
  • Giganter Kai (632146H)GGST Potemkin Giganter Kai.pngGuard:
    All
    Startup:
    10+1
    Recovery:
    17
    Advantage:
    +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.pngGuard:
    All
    Startup:
    20
    Recovery:
    Total 37
    Advantage:
    +9
    & 236HGGST Ramlethal Valentine Bajoneto H.pngGuard:
    All
    Startup:
    20
    Recovery:
    Total 43
    Advantage:
    +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.pngGuard:
    All
    Startup:
    11
    Recovery:
    27
    Advantage:
    -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.pngGuard:
    All
    Startup:
    12
    Recovery:
    24
    Advantage:
    -
    REWORKED
    • Reduced deceleration and lowered height of ascent.
  • Calvados (632146H)GGST Ramlethal Valentine Calvados.pngGuard:
    All (Guard Crush)
    Startup:
    11+13
    Recovery:
    -
    Advantage:
    +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.pngGuard:
    All
    Startup:
    7+2
    Recovery:
    51
    Advantage:
    -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 base damage scaling 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 Throw 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.pngGuard:
    -
    Startup:
    -
    Recovery:
    Total 25
    Advantage:
    -
    BUFF
    • Reduced recovery from 30f to 25f.
  • Volcanic Viper (All Versions) (623SGGST Sol Badguy 623X.pngGuard:
    All
    Startup:
    9
    Recovery:
    18+10 after landing
    Advantage:
    -28
    , 623HGGST Sol Badguy 623X.pngGuard:
    All
    Startup:
    13
    Recovery:
    19+10 after landing
    Advantage:
    -26
    , j.623SGGST Sol Badguy 623X.pngGuard:
    All
    Startup:
    9
    Recovery:
    Until landing+10
    Advantage:
    -
    & j.623HGGST Sol Badguy 623X.pngGuard:
    All
    Startup:
    13
    Recovery:
    Until landing+10
    Advantage:
    -
    ) 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 base damage scaling from 80% to 60%.
  • Volcanic Viper (S Versions) (623SGGST Sol Badguy 623X.pngGuard:
    All
    Startup:
    9
    Recovery:
    18+10 after landing
    Advantage:
    -28
    & j.623SGGST Sol Badguy 623X.pngGuard:
    All
    Startup:
    9
    Recovery:
    Until landing+10
    Advantage:
    -
    ) NERF
    • Increased attack startup from 7f to 9f.
  • Aerial Bandit Bringer (j.214KGGST Sol Badguy 214K.pngGuard:
    High
    Startup:
    22~30
    Recovery:
    Until landing+18
    Advantage:
    -
    ) BUFF
    • Decreased attack startup from 25~33f to 22~30f.
  • Night Raid Vortex (Charged) (214[S])GGST Sol Badguy 214S 1.pngGuard:
    All
    Startup:
    15~31 [32]
    Recovery:
    32 [26]
    Advantage:
    -17
    BUFF
    • Now launches opponent higher, with decreased horizontal blowback distance.
  • Fafnir (41236H)GGST Sol Badguy 41236H.pngGuard:
    All (Guard Crush)
    Startup:
    24
    Recovery:
    16
    Advantage:
    +11
    NERF
    • Reduced lower hitbox.
  • Tyrant Rave (632146H)GGST Sol Badguy 632146H 1.pngGuard:
    All
    Startup:
    7+2
    Recovery:
    41
    Advantage:
    -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.pngGuard:
    All
    Startup:
    21
    Recovery:
    Total 39
    Advantage:
    +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 236S.pngGuard:
    All
    Startup:
    16~22
    Recovery:
    27
    Advantage:
    -4
    , 236HGGST Testament 236S.pngGuard:
    All
    Startup:
    13~19
    Recovery:
    27
    Advantage:
    +2
    , j.236SGGST Testament 236S.pngGuard:
    All
    Startup:
    16~22
    Recovery:
    27
    Advantage:
    -4
    & j.236HGGST Testament 236S.pngGuard:
    All
    Startup:
    13~19
    Recovery:
    27
    Advantage:
    +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 236S.pngGuard:
    All
    Startup:
    16~22
    Recovery:
    27
    Advantage:
    -4
    & 236HGGST Testament 236S.pngGuard:
    All
    Startup:
    13~19
    Recovery:
    27
    Advantage:
    +2
    ) REWORKED
    • Expanded frontal hitbox and hurtbox of the strike.
  • Grave Reaper (S Version) (236S)GGST Testament 236S.pngGuard:
    All
    Startup:
    16~22
    Recovery:
    27
    Advantage:
    -4
    BUFF
    • The strike hit now launches the opponent higher.
  • Grave Reaper (H Version) (236H)GGST Testament 236S.pngGuard:
    All
    Startup:
    13~19
    Recovery:
    27
    Advantage:
    +2
    BUFF
    • Expanded lower hitbox of the projectile as it comes out.
  • Grave Reaper (All S Versions) (236S & j.236S)GGST Testament 236S.pngGuard:
    All
    Startup:
    16~22
    Recovery:
    27
    Advantage:
    -4
    BUFF
    • Expanded back hitbox of the projectile.
  • Grave Reaper (All H Versions) (236H & j.236H)GGST Testament 236S.pngGuard:
    All
    Startup:
    13~19
    Recovery:
    27
    Advantage:
    +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.pngGuard:
    All
    Startup:
    21
    Recovery:
    Total 39
    Advantage:
    +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.
  • Possession (214K)GGST Testament 214K.pngGuard:
    -
    Startup:
    16
    Recovery:
    Total 34
    Advantage:
    -
    BUFF
    • Now activates even after an upwards input (7, 8, or 9).
  • Arbiter Sign (214SGGST Testament 214S.pngGuard:
    Low
    Startup:
    24
    Recovery:
    35
    Advantage:
    -12
    & 214HGGST Testament 214H.pngGuard:
    High
    Startup:
    28
    Recovery:
    35
    Advantage:
    -12
    ) BUFF
    • Reduced recovery from 35f to 26f.
      • On-block changed from -21 to -12.
  • Nostrovia (236236PGGST Testament 236236P.pngGuard:
    All
    Startup:
    11+19
    Recovery:
    Total 53
    Advantage:
    +63
    ) BUFF
    • Initial hit now bounces opponent higher, with decreased horizontal blowback distance.
  • Calamity One (236236KGGST Testament 236236K.pngGuard:
    All
    Startup:
    11+4
    Recovery:
    67
    Advantage:
    -67
    ) 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.pngGuard:
    All
    Startup:
    21 {25}
    Recovery:
    24 [36 Zato]
    Advantage:
    +30
    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.pngGuard:
    All
    Startup:
    27 {31}
    Recovery:
    [36 Zato]
    Advantage:
    +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.pngGuard:
    All
    Startup:
    21 {25}
    Recovery:
    34 [36 Zato]
    Advantage:
    +46
    NERF
    • Decreased damage from 20, 60 to 20, 40.
    • Expanded hurtbox.
  • Amorphous (632146H)GGST Zato-1 Amorphous 1.pngGuard:
    All
    Startup:
    8+8
    Recovery:
    -
    Advantage:
    +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.pngGuard:
    -
    Startup:
    -
    Recovery:
    -
    Advantage:
    -
    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[8]SGGST May Mr. Dolphin Vertical.pngGuard:
    All/High
    Startup:
    6
    Recovery:
    7 (21 OH)
    Advantage:
    0
    & 2[8]HGGST May Mr. Dolphin Vertical.pngGuard:
    All/High
    Startup:
    11
    Recovery:
    8 (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.pngGuard:
    All
    Startup:
    27 {31}
    Recovery:
    [36 Zato]
    Advantage:
    +55
    • In some circumstances when this move is canceled into itself, Eddie will die despite not being hit by the opponent.

Season 1

Version 1.17

New Content

Added Another Story

Version 1.16

New Content

Added Testament, Digital Figure Mode

Version 1.14

Bug Fixes Resulting in Balance Change

1.14 Major Bug Fixes


Baiken

  • Hiiragi REWORKED
    • Fixed a bug where if Baiken simultaneously parried both a projectile and attack from the opponent while under the effect of slowdown from a Roman Cancel, the opponent's character became frozen.

Happy Chaos

  • Fire, Steady Aim BUFF
    • Fixed a bug where the conditions for buffs to the attack properties were changed.
    • (Undocumented) Fire during Steady Aim now launches higher.

Jack-O'

Ky Kiske

  • Sacred Edge BUFF
    • Fixed a bug where if a grounded hit triggered Wall Break, the opponent was not knocked down and could perform a recovery.

Zato-1

  • Break The Law BUFF
    • Fixed a bug where a Psych Burst could hit Zato even while he was hidden in the ground.

Version 1.13

New Content

Added Baiken

Bug Fixes Resulting in Balance Change

1.13 Major Bug Fixes


Faust

Happy Chaos

  • At the Ready BUFF
    • Fixed a bug where under certain circumstances, it was impossible to ready the gun or fire even after inputting H.
  • Steady Aim REWORKED
    • Fixed a bug where when readying the gun, the gun would remain readied even after Chaos took damage and the damage state ended.
    • Fixed a bug where under certain circumstances, it was impossible to cancel into special moves or fire.
    • (Undocumented) Reticle takes 2 frames longer to fully focus.

Potemkin

  • Giganter Kai BUFF
    • No longer subject to combo blowback when the projectile part hits the opponent.

Version 1.11

New Content

Added Happy Chaos

Bug Fixes Resulting in Balance Change

1.11 Major Bug Fixes


Jack-O'

  • Servant BUFF
    • Attacking immediately after a servant landed from a toss or attack would sometimes not result in the servant being hit.
    • Servant trajectory after being hit by c.S or f.S was incorrect per the 1.10 update. Fixed angle is more favorable.

May

  • H Mr. Dolphin Horizontal NERF
    • Wall damage scaling was bugged per the Ver1.10 update. Increase to this value decreases May's wall damage somewhat.

Ramlethal Valentine

  • Bajoneto (All) BUFF
    • Both Bajoneto Swords would sometimes not be able to be picked up after Ramlethal was thrown or clashed throws.

Version 1.10

Major Universal Mechanic Changes & Character Balancing

1.10 Universal Changes


Overall Changes

  • Increased input buffer.

Throws

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

Roman Cancels

  • Removed the damage scaling during the slowdown of Red and Purple Roman Cancels.
  • It's now possible to Roman Cancel during a jump animation.
  • Red Roman Cancel will no longer activate during movement such as dash and backdash.
  • It is no longer possible to activate Roman Cancel during Dust Attack's Homing Jump attack follow-up.

Overdrives

  • No longer negate slowdown on activation, and Roman Canceling during an Overdrive causes slowdown.

Projectiles

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

Air Normals

  • j.S, j.H, j.D can now be jump and air dash canceled and trigger the counter effect (does not apply to Ky and Jack-O's j.D).
  • j.S and j.H now universally gatling into j.D.

Psych Burst

  • Increased the size of Psych Burst's hitbox.

Blocking:

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

Guard Crush

  • The knockback caused by Instant Block and Faultless Defense now change when Guard Crushed by the opponent's attack.
  • When an attack hits an opponent in the Guard Crush animation, that attack is treated as the first move in a combo.

1.10 Character Changes


Anji Mito

  • Decreased upper hurtbox on dash startup. BUFF
  • Increased the horizontal blowback on Ground Throw. REWORKED
  • f.S REWORKED
    • Decreased the lower hitbox and hurtbox.
  • 2P BUFF
    • Reduced startup from 6f to 5f.
  • 6P BUFF
    • Increased the horizontal hitbox.
  • 6H BUFF
    • Anji is no longer in Counter Hit recovery after the move's active frames end.
  • Shitsu BUFF
    • Reduced startup from 38f to 29f.
    • Reduced recovery from 66f to 52f.
    • Reduced hitstop on the first hit.
  • Fuujin REWORKED
    • Reduced startup from 17f [33f] to 16f [32f].
    • Increased base damage scaling from 100% to 90%.
  • Issokutobi BUFF
    • Anji is no longer in Counter Hit state during the animation.
  • Kou REWORKED
    • Added Guard Crush effect to the second hit.
    • Reduced the horizontal distance the opponent is sent flying back on second hit.
  • Issei Ougi: Sai NERF
    • Can no longer clash.

Axl Low

  • Decreased upper hurtbox on dash startup. BUFF
  • 2K BUFF
    • Reduced startup from 7f to 5f.
  • 2S NERF
    • Increased base damage scaling from 100% to 90%.
  • j.S NERF
    • Increased startup from 11f to 15f.
    • Reduced active frames.
    • Expanded hurtbox in front.
  • j.H NERF
    • Reduced hitbox in front and behind.
    • Increased knockback.
  • j.D NERF
    • Reduced active frames from 5 to 3.
    • Reduced hitbox and hurtbox.
  • Sickle Flash REWORKED
    • Axl is now in Counter Hit state until the animation ends.
    • Increased clash level.
  • Rainwater BUFF
    • Axl is no longer in Counter Hit state after the active frames of the attack.
    • Increased clash level.
  • Sickle Storm BUFF
    • The projectile no longer reduces the number of attacks to the opponent when it hits anything other than the opponent.

Chipp Zanuff

  • Expanded Chipp's hurtbox during facedown knockdown.
  • 2H REWORKED
    • Decreased the horizontal distance the opponent is sent flying back.
  • j.H BUFF
    • Chipp is no longer in Counter Hit state after the active frames of the attack.
  • Alpha Blade Diagonal REWORKED
    • Made easier to use in combos and strings.
    • Increased startup from 24f to 27f.
    • Adjusted the movement speed and blowback.
    • Adjusted the movement speed and blowback when bouncing off the stage corner.
  • Alpha Blade Diagonal (Air) REWORKED
    • Decreased startup from 37f to 36f.
    • Moved the hitbox further back.
    • Chipp is now in Counter Hit state until the active frames end.
  • Shuriken BUFF
    • Increased the distance from which the attack connects.
  • Wall Run BUFF
    • Chipp is no longer in Counter Hit state during the animation.

Faust

  • Decreased upper hurtbox on dash startup. BUFF
  • 5P BUFF
    • Reduced startup from 6f to 5f.
  • 6P REWORKED
    • Decreased the horizontal distance the opponent is sent flying back.
    • Expanded the hitbox in front.
  • 2S REWORKED
    • Increased base damage scaling from 100% to 90%.
    • Decreased the upper hurtbox during the end of the active frames.
  • Mix Mix Mix REWORKED
    • Faust is no longer in Counter Hit recovery after the active frames end.
    • Increased base damage scaling from 100% to 90%.
  • What Could This Be? BUFF
    • Lowered the chance of Donut appearing when there is already a Donut on the screen.
    • Lowered the chance of Banana appearing when there is already a Banana on the screen.
    • When throwing an item, there is now a set chance that the Banana will become a Banana Peel.
  • Snip Snip Snip REWORKED
    • Decreased the horizontal distance the opponent is sent flying back.
    • Reduced recovery.
    • The opponent can no longer enter Afro state due to an item effect during this move.
  • Love REWORKED
    • The projectile now bounces off the ground and remains active while Faust is in Afro state.
    • Faust now remains in Counter Hit state until the end of the animation.
    • (Undocumented) Afro Love now causes Guard Crush state.
    • (Undocumented) Reduced damage from 40 to 27.
  • Afro
    • Extended the time until it disappears after touching the ground.
    • No longer enters Afro state during certain animations.
  • W-W-What Could This Be? BUFF
    • Reduced recovery from 49f total to 43f total.

Giovanna

  • Sped up the timing of when dash can be canceled into other actions. BUFF
  • 5K REWORKED
    • Adjusted blowback.
  • 6P BUFF
    • Now floats the enemy up higher.
  • c.S REWORKED
    • Increased knockback.
  • f.S NERF
    • Decreased the lower hitbox and hurtbox.
  • 2S BUFF
    • Increased the upper hitbox.
    • The second hit now triggers a counter effect.
  • Sepultura NERF
    • Increased base damage scaling from 100% to 90%.
  • Trovao NERF
    • Increased base damage scaling from 100% to 90%.
  • Sol Nascente REWORKED
    • Move the hitbox of the initial part of the attack upwards.
  • Ventania REWORKED
    • Now floats the enemy when any hit other than the final one hits a grounded opponent.

Goldlewis Dickinson

  • Decreased upper hurtbox on dash startup. BUFF
  • 2P BUFF
    • Reduced startup from 6f to 5f.
  • 6P BUFF
    • Now floats the opponent higher.
  • Behemoth Typhoon (Air) BUFF
    • The trajectory now changes when activated above a set movement speed (ex. from air dash).
    • When activating 486 Behemoth, the Counter Hit state now ends when the active frames do.
    • When activating 248 Behemoth, the Counter Hit state now ends when the active frames do.
    • When activating 684 Behemoth, the movement speed is now the same as other Behemoth Typhoon versions.
  • Skyfish BUFF
    • Reduced the startup when activating at Security Level 3 from 34f to 25f.
    • Reduced the startup when activating at Security Level 2 from 34f to 30f.
    • increased the startup when activating at Security Level 1 from 34f to 35f.
    • Can now cancel the action by pressing the S button when activating at Security Level 3.
  • Burn It Down BUFF
    • Increased clash level.

I-No

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

Jack-O'

  • Decreased upper hurtbox on dash startup. BUFF
  • 5H BUFF
    • Increased movement speed (Now connects from tip range. f.S)
  • 2S NERF
    • Increased base damage scaling from 100% to 90%.
  • c.S servant hit NERF (Undocumented)
    • Arc of servants has been adjusted. Goes in same arc and speed as 5P when before it was the same as 6P's arc.
  • f.S servant hit NERF (Undocumented)
    • Arc of servants has been adjusted. Goes in same arc and speed as 5P when before it was the same as 6P's arc.
  • 6P REWORKED
    • Reduced the horizontal distance the opponent is sent flying back.
    • Floats the opponent higher.
    • Delayed the timing when the upper hurtbox shrinks.
  • Servants REWORKED
    • The servants' pushboxes now disappear when they vanish.
    • When Jack-O' activates Roman Cancel while lifting a servant, it no longer causes a Purple Roman Cancel (causes a Blue Roman Cancel instead).
    • (Undocumented) Servants turning around are no longer intangible to Jack-O's attacks.
  • Throw Servant (Ground) BUFF
    • Can now be activated using diagonal input (3) instead of only forward (6).
  • Throw Servant (Air) BUFF
    • Can now be activated using diagonal input (3, 9) instead of only forward (6).
  • Release Servant BUFF
    • Can no longer be activated when an upwards direction (7, 8, 9) is being inputted (only affects during special cancel inputs).
  • Recover Servant BUFF
    • Can no longer be activated when an upwards direction (7, 8, 9) is being inputted while lifting a servant.
  • Attack Command BUFF
    • Can no longer be activated when an upwards direction (7, 8, 9) is being inputted while lifting a servant.
    • (Undocumented) Applies slightly different launch to opponents.
  • Defend Command BUFF
    • Can no longer be activated when an upwards direction (7, 8, 9) is being inputted while lifting a servant.
    • Increased clash level.
  • Countdown BUFF
    • Can no longer be activated when an upwards direction (7, 8, 9) is being inputted while lifting a servant.
  • Servant Shoot BUFF
    • Expanded the upper hurtbox and hitbox.
    • Can now be canceled into Overdrives.
  • Forever Elysion Driver BUFF
    • Can now be activated even when lifting a servant.
    • Increased the distance from which the attack can connect.
    • Adjusted movement speed.
  • Cheer Servant On BUFF
    • Can now be activated even when lifting a servant.

Ky Kiske

  • 6H BUFF
    • Ky is no longer in Counter Hit recovery after the active frames.
  • Shock State BUFF
    • Increased chip damage of special moves and Overdrives during Shock State.
  • Stun Edge (All) REWORKED
    • Reduced hitstop from 13f to 6f.
  • Stun Edge (Ground) REWORKED
    • Increased startup from 11f to 13f.
    • Reduced recovery from 54f to 46f.
    • Increased movement speed of the hitbox.
  • Charged Stun Edge REWORKED
    • Reduced recovery from 69f to 62f.
    • Increased movement speed of the hitbox.
  • Foudre Arc NERF
    • Increased base damage scaling from 100% to 90%.
  • Sacred Edge BUFF
    • Increased movement speed of the hitbox.
  • Sacred Edge (Dragon Install) BUFF
    • No longer reduces the amount of hits to the opponent when it hits anything but the opponent.
  • Dragon Install BUFF
    • Increased activation damage from 40 to 80.
    • The activation is now a more powerful attack when used during Shock State (same 10% damage increase as other specials).
    • Increased chip damage of special moves and overdrives during Dragon Install state.

Leo Whitefang

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

May

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

Millia Rage

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

Nagoriyuki

  • Ground Throw NERF
    • Fixed a bug where forced damage scaling would not be applied.
  • Air Throw REWORKED
    • Adjusted the descent timing.
  • 6P BUFF
    • Reduced the horizontal distance the opponent is sent flying, while making them float up higher.
  • Blood Rage BUFF
    • The hitbox can no longer clash or be reflected.
  • Zarameyuki BUFF
    • Reduced startup from 23f to 18f.
    • Increased movement speed of the hitbox.
    • Unified the size of the clash range.
  • Kamuriyuki NERF
    • Increased base damage scaling from 100% to 90%.
  • Shizuriyuki REWORKED
    • Can now follow up with the second hit by pressing the HS button. Adjusted blow back, etc. in accordance with changes to its function.
    • Reduced startup from 13f to 11f.
    • The second hit now triggers a counter effect.

Potemkin

  • f.S BUFF
    • Increased rolling time.
  • 5H BUFF
    • Reduced the hurtbox in front.
  • 6P BUFF
    • Can now be special canceled.
  • 6K BUFF
    • Decreased the amount of R.I.S.C. Level reduction.
    • Reduced the amount of combo blowback adjustment increase.
  • 6H BUFF
    • Reduced the hurtbox in front.
  • j.D BUFF
    • Can now be special canceled when Potemkin lands.
  • Slide Head BUFF
    • Potemkin is no longer in Counter Hit state after the active frames end.
    • The ground cracks no longer disappear during the active frames.
  • F.D.B. REWORKED
    • Now triggers the counter effect.
    • Now reflects projectiles while holding down the S button.
    • Increased base damage scaling from 100% to 90%.
  • Garuda Impact NERF
    • Increased base damage scaling from 100% to 90%.
  • Heavenly Potemkin Buster BUFF
    • Increased distance from which the attack connects.
  • Giganter Kai REWORKED
    • Reduced the hitbox of the projectile in front and behind.
    • The interval before an attack can hit again after this connects with the opponent is now consistent.

Ramlethal Valentine

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

Sol Badguy

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

Zato-1

  • Decreased upper hurtbox on dash startup. BUFF
  • 5P BUFF
    • Reduced startup from 6f to 5f.
  • 6K BUFF
    • Can now be special and super canceled.
    • The opponent is now forced into crouch state on grounded hit.
    • No longer expands Zato's pushbox, preventing opponents from being pushed away during animation.
    • Increased startup from 23f to 28f.
  • Eddie BUFF
    • Reduced the amount of gauge spent when controlling Eddie with 236 input moves while Eddie is summoned.
  • Invite Hell BUFF
    • Expanded the hitbox in front and behind.
  • Sun Void (All) BUFF
    • No longer reduces the number of hits when connecting with anything other than the opponent.

Version 1.09

New Content

Added Jack-O'

1.09 Character Changes


Anji Mito

  • f.S BUFF
    • Reduced recovery by 6 frames.
  • Fuujin BUFF
    • Can now be canceled into follow-ups on whiff. (The motion begins before the attack becomes active.)
    • Increased forward movement.
  • Shin: Ichishiki BUFF
    • Increased active frames by 3.
    • Extended hitbox.
  • Issei Ougi: Sai BUFF
    • Extended hitbox.

Axl Low

  • Snail BUFF
    • Reduced start-up by 3 frames.
    • Can now combo into Snail from grounded hits such as 5P
  • One Vision BUFF
    • Can now be canceled into from special moves, as with the activation.
    • Decreased the time of the Tension Penalty in the readied state.

Chipp Zanuff

  • f.S NERF
    • Shrunk the lower hitbox.
  • 2S REWORKED
    • Made more easily affected by dash momentum.
  • j.2K REWORKED
    • Adjusted the attack's range.
    • Increased the hurtboxes below, in front of, and behind Chipp.
    • Reduced knockback.

Faust

  • 5H BUFF
    • Increased active frames by 6.
    • Increased damage of the follow-up hit by 25.
  • 2H BUFF
    • Shrunk the hurtbox on start-up.
    • Extended the hitbox in front of Faust.
  • j.2K BUFF
    • Reduced start-up by 4 frames.
    • Reduced hurtbox during start-up.
    • Adjusted blow back on hit.
  • Bone-crushing Excitement BUFF
    • Can now Wall Break in the corner.
    • Increased frame advantage on hit.
    • Creates distance between Faust and the opponent when Wall Break does not occur.

Giovanna

  • 6P BUFF
    • Reduced start-up by 1 frame. Can now be combo'd into by some moves such as 5P.
  • 6H BUFF
    • The final follow-up hit now knocks down on hit.

Goldlewis Dickinson

  • 5D REWORKED
    • Adjusted the landing recovery after the Finishing Blow hits to match other characters (+23 advantage on hit.)
  • 2K BUFF
    • Reduced knockback.
  • 6P BUFF
    • Reduced start-up by 1 frame.
  • Skyfish BUFF
    • Hit properties and frame advantage improve with Security Level.

I-No

  • Hover Dash BUFF
    • Increased movement speed and distance traveled.
  • 5H BUFF
    • Reduced start-up by 1 frame.
    • Floats on grounded hit.
  • 2K BUFF
    • Reduced knockback.
  • 2D REWORKED
    • Reduced horizontal blow back on hit.
  • j.D BUFF
    • Adjusted hit effect on grounded opponents, increasing the time allowed for follow-up attacks.
  • H Stroke The Big Tree REWORKED
    • Reduced knockback.
  • Ultimate Fortissimo REWORKED
    • Increased forward movement.

Ky Kiske

  • f.S BUFF
    • Reduced recovery by 6 frames.
    • Made it more easily affected by dash momentum.
  • 2K REWORKED
    • Decreased knockback.
  • Stun Dipper BUFF
    • Made it easier to combo into the 2nd hit by changing the distance traveled, hitbox, and blow back.
    • Decreased the distance between Ky and the opponent after the 2nd hit connects.
  • Dragon Install BUFF
    • Decreased the Tension Penalty time after activation.
    • Reduced start-up by 10 frames.
    • Expanded the hitbox in front of Ky. Shrunk upper hitbox.
    • No longer activates when inputting forward directions after the command is complete.

Leo Whitefang

  • Forward/Backward Movement During Brynhildr Stance REWORKED
    • Leo now moves forward towards the opponent when using the dash button.
  • bt.K BUFF
    • Can now be jump canceled and dash canceled.

May

  • f.S REWORKED
    • Shrunk the lower hurtbox and hitbox.
  • 5H BUFF
    • Increased active frames by 4.
    • Reduced recovery by 15 frames.
  • 2S NERF
    • Decreased active frames by 3.
    • Expanded hurtbox in front of May.
  • Overhead Kiss REWORKED
    • Reduced horizontal blow back, allowing follow-up combos mid-screen.
    • Reduced damage from 90 to 70.
  • The Wonderful and Dynamic Goshogawara
    • Fixed a bug where the move could hit after Wall Break.

Millia Rage

  • 5H BUFF
    • Reduced recovery by 4 frames.
  • S Tandem Top BUFF
    • Increased movement speed of the hitbox.
  • Lust Shaker
    • Reduced start-up by 10 frames.

Nagoriyuki

  • 6P BUFF
    • Reduced start-up by 1 frame.
  • f.S BUFF
    • Increased the amount of Blood Gauge recovered.
  • Wasureyuki REWORKED
    • No longer goes into the follow-up animation when the edge of the first hit connects.
    • When the last hit connects, blows the opponent back regardless of their position.

Potemkin

  • 6K BUFF
    • Reduced recovery by 6 frames.
  • Heat Knuckle
    • Made it easier to gain Tension when blocked.
    • Greatly increased the R.I.S.C Level gain on block.

Ramlethal Valentine

  • Dauro BUFF
    • Increased forward movement making it easier to use in mid-screen combos.
  • j.H NERF
    • Shrunk the lower hitbox behind and in front of Ramlethal.
  • Agresa Ordono REWORKED
    • Floats the opponent on grounded hit when both swords are equipped.

Sol Badguy

  • 2K BUFF
    • Decreased knockback.
  • f.S NERF
    • Increased knockback.
    • Increased base damage scaling from 100% to 90%.
  • 2S BUFF
    • Increased active frames by 3.
    • Expanded hitbox during the additional active frames around Sol's feet.
  • 6S NERF
    • Shrunk the hitbox on the top and bottom of the attack.
    • Expanded the hurtbox around Sol's feet.
  • S Volcanic Viper (Ground) REWORKED
    • Increased active frames by 5.
    • Sol now spends 6 more frames in the air.
  • Bandit Bringer REWORKED
    • Greatly increased knockback.
  • Bandit Bringer (Air) REWORKED
    • Greatly increased knockback.
    • Increased landing recovery from 12 frames to 18 frames.
  • Wild Throw BUFF
    • Now possible to follow up by using Roman Cancel.
    • Increased frame advantage on hit from +8 to +15.
  • Heavy Mob Cemetery REWORKED
    • No longer activates when inputting forward directions after the command is complete.

Zato-1

  • 5H BUFF
    • Increased active frames by 3.
    • Expanded the hitbox in front of Zato during the additional active time.
  • 6P BUFF
    • Reduced start-up by 1 frame.
    • Lifts opponents off of the ground on hit.
  • Summon Eddie BUFF
    • When recalling Eddie with 214H while Eddie is summoned, the summon will be canceled faster.

Version 1.07

New Content

Added Goldlewis Dickinson

Patch History

Ver1.19 Date: July 1st, 2022 ー Bug fixes.


Ver1.18 Date: June 10th, 2022 ー Major balance patch, with universal changes to Roman Cancels, Psych Burst, Faultless Defense, Counter Hit slowdown for P and K normals, dash cancels for 5K and c.S, knockback on 2K and launch behavior on j.P and j.K.


Ver1.17 Date: April 29th, 2022 ー Added Another Story for season pass owners.


Ver1.16 Date: March 28th, 2022 ー Added Testament to the roster (same-day for season pass owners, March 31st for everyone else), added Digital Figure Mode, bug fixes.


Ver1.14 Date: February 4th, 2022 ー Bug fixes.


Ver1.13 Date: January 28th, 2022 ー Added Baiken to the roster (same-day for season pass owners, January 31st for everyone else), bug fixes.


Ver1.11 Date: November 30th, 2021 ー Added Happy Chaos to the roster (same-day for season pass owners, December 3rd for everyone else), bug fixes.


Ver1.10 Date: October 15th, 2021 ー Major balance patch, with universal changes to input buffers, air normals, throws, projectiles, Faultless Defense and Roman Cancels, as well as adjusting the start-up of characters' fastest normals.


Ver1.09 Date: August 27th, 2021 ー Added Jack-O' to the roster (same-day for season pass owners, August 30th for everyone else), first major balance patch, bug fixes.


Ver1.07 Date: July 27th, 2021 ー Added Goldlewis Dickinson to the roster (same-day for season pass owners, July 30th for everyone else), bug fixes.


Ver1.05 Date: June 29th, 2021 ー Opening movie now plays on idle title screen, added Korean dub, added additional movies to Gallery Mode, bug fixes.


Ver1.03 Date: June 11th, 2021 ー Bug fixes.


Ver1.02 Date: June 7th, 2021 ー Day 1 update.


Ver1.01 Date: June 2nd, 2021 ー Included with Version 1.02.


References

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