GGST/Patch Notes: Difference between revisions

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== Season 2 ==
{{Notice|
=== Version 1.24 ===
*Officially documented gameplay changes will be prioritized for these pages. Language and terminology might be changed from the source for clarity or to match the wiki's own terminology.
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*Version IDs and release dates were taken from the PC/Steam release. Consoles might include additional updates focused on improving game performance and stability, or minor bug fixes.
'''1.24 Non-Gameplay Changes'''
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'''Network Mode'''
*Added support for cross-platform features between PlayStation 4 and PlayStation 5 versions with the Steam version.
**This option can be turned off under Settings > System Settings.
*Added a function to report other players.
**This option can be selected from the player's R-Code.
*Added a mute function, which can be selected from the R-Code of the player you would like to mute. The player will not know they have been muted.
**Hides Player Name.
**Hides text sent by that player.
**Hides Digital Figure and other user-created content.
**Match replays will be unable to viewed by the muted player.
**Mute will reset after the game has been restarted.
*Block function for players has been adjusted.
**Blocked players names are displayed in red in online lobby, member list, etc.
**Blocked players will remain even after game has been restarted.
 
'''R-Code'''
*Reduced loading time for the R-Code top page.
*Changed conditions for character shown on the R-Code top page from "most wins" to "highest level".
*You can now see how many players are in the same room as you during Training Mode Matchmaking in Rank Tower or Open Park.
*When entering a match, an icon now shows the connection strength with the opponent on the confirmation screen before the match.
 
'''Player Match'''
*Fixed a bug where the spectator icon wouldn't be displayed within the "Wait Order/Spectating" list.
*Fixed a bug where room members would not be displayed correctly when players entered a room over the player capacity simultaneously.
*Fixed a bug where after beginning Training Mode Matchmaking at a specific timing, the player would not enter Training Mode and could not begin matchmaking.
 
'''Rank Tower'''
*Adjusted rules for Assigned Floor changes so it's easier to drop floors.
*Added the option to skip the Rating Update sequence.
*Players can continue to rematch up to 3 matches even if their Assigned Floor changes during a set.
*You can now select the room you would like to enter from Floor Select screen.
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'''Universal Mechanic Changes & Character Balancing'''
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'''1.24 Universal Changes'''
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==== Overall Changes ====
'''[[GGST/Gauges#Tension Gauge|Tension Gauge]]'''
*Increased the amount of Tension gained when blocking attacks.
*The amount gained now increases more depending on your character's R.I.S.C. Level.
*The amount of Tension gained does not increase for the attacking character when an opponent with max R.I.S.C. Level blocks their attacks.
 
'''[[GGST/Damage#R.I.S.C. Level|R.I.S.C. Level]]'''
*The rate of R.I.S.C. Level depletion over time is now faster.
 
'''[[GGST/Defense#Psych Burst|Psych Burst]]'''
*R.I.S.C. Level now resets when Psych Burst is activated.
 
'''[[GGST/Movement#Roman Cancels|Roman Cancel]]'''
*Input timing window is now the same when performed with attack buttons (pressed simultaneously) and with the Roman Cancel button.
*There is now an input buffer window when performed with the Roman Cancel button.
*Fixed a bug where the Tension Gauge would not deplete correctly when a Roman Cancel activated simultaneously with the super flash of certain moves.
 
'''Hurtbox of {{clr|P|6P}}'''
*The height of the hurtbox during startup is now the same for all characters.
** This has not changed the timing of the hurtboxes lowering, which is still character-specific.
** Specifically all hurtbox heights are normalised to 2 heights, an initial head invuln height and an upper-body invuln height. Instances of characters having an intermediary above-waist invuln has been normalised to the head invuln height.
** This change only affects {{Character Label|GGST|May|label=May}}, {{Character Label|GGST|Ramlethal Valentine|label=Ramlethal}}, {{Character Label|GGST|Goldlewis Dickinson|label=Goldlewis}}, {{Character Label|GGST|Jack-O|label=Jack-O'}}, {{Character Label|GGST|Happy Chaos|label=Chaos}}, {{Character Label|GGST|Baiken|label=Baiken}}, {{Character Label|GGST|Testament|label=Testament}}, and {{Character Label|GGST|Bridget|label=Bridget}}. Specifics listed in the character changes.
 
'''[[GGST/Damage#Proration|Proration]]'''
*Proration has been added to attacks that did not have it previously, with the exception of certain moves.
**All [[GGST/Offense#Normal Moves|normals]] and [[GGST/Offense#Special Moves|specials]] except for {{clr|S|c.S}} and fully charged [[GGST/Offense#Dust Attack|Dust Attacks]] now have 90% proration if they did not prorate previously. [[GGST/Offense#Overdrives|Overdrives]] are unaffected.
 
'''Special Moves with Retreating Movement'''
*These moves now cause the [[GGST/Gauges#Tension Balance|Tension Balance]] to deplete and the Negative value to increase, similar to back dashes, etc.
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'''1.24 Character Changes'''
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===={{Character Label|GGST|Anji Mito|64px}}====
*{{MiniMoveCard|GGST|chara=Anji Mito|input=6P|hitboxMode=true|label={{clr|P|6P}}}} {{BalanceBadge|buff|BUFF}}
**Expanded frontal hitbox. ([[:File:GGST_Anji_Mito_6P_Hitbox.png|Current]] | [https://www.dustloop.com/wiki/images/archive/b/be/20221217065952!GGST_Anji_Mito_6P_Hitbox.png Previous])
*{{MiniMoveCard|GGST|chara=Anji Mito|input=5H|label={{clr|H|5H}}}} {{BalanceBadge|reworked|REWORKED}}
**Now launches opponent on grounded hit.
**Decreased horizontal launch speed by {{Tt|50%|Speed changed from 20 to 10}}.
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Anji Mito|input=2H|label={{clr|H|2H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Anji Mito|input=6H|label={{clr|H|6H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Anji Mito|input=236H|label=Fuujin ({{clr|H|236H}})}} {{BalanceBadge|buff|BUFF}}
**Decreased horizontal launch speed by {{Tt|43%|Speed changed from 35 to 20}}.
*{{MiniMoveCard|GGST|chara=Anji Mito|input=236H S|label=Nagiha ({{clr|H|236H}}~{{clr|S|S}})}} {{BalanceBadge|buff|BUFF}}
**Increased vertical launch speed by {{Tt|38%|Speed changed from 26 to 36}} and gravity on hit decreased by {{Tt|83%|Gravity changed from 3 to 0.5}}, but now {{Tt|both change during the launch|Vertical speed reduces by 80% each frame 5~20F<br>Gravity increases by 0.15 each frame 5~20F}}. Overall, launching higher, for longer.
 
===={{Character Label|GGST|Axl Low|64px}}====
*{{MiniMoveCard|GGST|chara=Axl Low|input=5P|label={{clr|P|5P}}}} {{BalanceBadge|buff|BUFF}}
**Can now be special canceled on hit or block during recovery.
*{{MiniMoveCard|GGST|chara=Axl Low|input=2P|label={{clr|P|2P}}}} {{BalanceBadge|buff|BUFF}}
**Can now be special canceled on hit or block during recovery.
*{{MiniMoveCard|GGST|chara=Axl Low|input=5H|label={{clr|H|5H}}}} {{BalanceBadge|reworked|REWORKED}}
**Now causes forced crouching on grounded Counter Hit. This always grants +1 hitstun due to crouching.
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Axl Low|input=6K|label={{clr|K|6K}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Axl Low|input=j.P|label={{clr|P|j.P}}}} {{BalanceBadge|buff|BUFF}}
**Can now be special canceled on hit or block during recovery.
*{{MiniMoveCard|GGST|chara=Axl Low|input=j.K|label={{clr|K|j.K}}}} {{BalanceBadge|buff|BUFF}}
**Decreased horizontal launch speed by {{Tt|44%|Speed changed from 18 to 10}}.
*{{MiniMoveCard|GGST|chara=Axl Low|input=j.D|label={{clr|D|j.D}}}} {{BalanceBadge|buff|BUFF}}
**Increased vertical launch speed by {{Tt|20%|Speed changed from 25 to 30}} and decreased horizontal launch speed by {{Tt|40%|Speed changed from 25 to 15}}.
*{{MiniMoveCard|GGST|chara=Axl Low|input=41236H|label=Winter Mantis ({{clr|H|41236H}})}} {{BalanceBadge|buff|BUFF}}
**Changes made to Winter Mantis when hitting as a strike during a combo:
***Increased vertical launch speed by {{Tt|19%|Speed changed from 40 to 47.5}} and decreased horizontal launch speed by {{Tt|25%|Speed changed from -10 to -7.5}}.
***Opponent launches facing the opposite direction, affecting the opponent's hurtboxes.
***Added a tumble effect on knockdown, extending the hard knockdown by 20 frames and maintaining a comboable state instead of OTG.
***Reduced proration from 100% to 90%, however this has no effect.
*Snail (All Versions) ({{MiniMoveCard|GGST|chara=Axl Low|input=214H|label={{clr|H|214H}}}} & {{MiniMoveCard|GGST|chara=Axl Low|input=j.214H|label={{clr|H|j.214H}}}}) {{BalanceBadge|reworked|REWORKED}}
**Pushback increased by {{Tt|86%|Pushback rate changed from 70% to 130%}}.
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Axl Low|input=214S|label=Rainwater ({{clr|S|214S}})}} {{BalanceBadge|reworked|REWORKED}}
**Pushback reversed and increased by {{Tt|86%|Pushback rate changed from 75% to -100%}}, creating a vacuum-like effect. Pushback on Faultless Defense {{Tt|reversed and increased|Faultless Defense Minimum Pushback Rate changed from 75% to -100%}} to match.
**Reversed and increased horizontal launch speed by {{Tt|133%|Speed changed from 30 to -70}}.
**Decreases Tension Balance {{Tt|during the movement|Frames 1~22}}, for a total of -225 Tension Balance.
**Increases Negative value {{Tt|during the movement|Frames 1~22}}, for a total {{Tt|440~880|Amount depends on distance:<br>* Close-range: 440<br>* Mid-range: 660<br>* Far-range: 880}} Negative value.
*{{MiniMoveCard|GGST|chara=Axl Low|input=j.236H|label=Axl Bomber ({{clr|H|j.236H}})}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
 
===={{Character Label|GGST|Baiken|64px}}====
*{{MiniMoveCard|GGST|chara=Baiken|input=6K|label={{clr|K|6K}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Baiken|input=5H|label={{clr|H|5H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Baiken|input=6P|label={{clr|P|6P}}}} {{BalanceBadge|nerf|NERF}}
**Raised hurtbox during frames 1~2 by {{Tt|0.5%|Hurtbox height changed from 199 to 200}}, to match the height of other characters.
*{{MiniMoveCard|GGST|chara=Baiken|input=6H|label={{clr|H|6H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*Tatami Gaeshi (All Versions) ({{MiniMoveCard|GGST|chara=Baiken|input=236K|label={{clr|K|236K}}}} & {{MiniMoveCard|GGST|chara=Baiken|input=j.236K|label={{clr|K|j.236K}}}}) {{BalanceBadge|buff|BUFF}}
**Can now be input even if other Tatami Gaeshi projectiles are still active. Multiple Tatami Gaeshi may be active at the same time.
*Kabari (All Versions) ({{MiniMoveCard|GGST|chara=Baiken|input=41236S|label={{clr|S|41236S}}}} & {{MiniMoveCard|GGST|chara=Baiken|input=41236H|label={{clr|H|41236H}}}}) {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Baiken|input=41236H~H|label=Kabari ({{clr|H|H}} Version) Follow-up ({{clr|H|41236H}}~{{clr|H|H}})}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Baiken|input=j.236S|label=Youzansen ({{clr|S|j.236S}}}}) {{BalanceBadge|buff|BUFF}}
**Decreased horizontal speed of the ground bounce by {{Tt|40%|Speed changed from 25 to 15}}. This applies to the late active frames, when Youzansen hits behind Baiken.
*{{MiniMoveCard|GGST|chara=Baiken|input=236P|label=Hiiragi ({{clr|P|236P}}}}) {{BalanceBadge|nerf|NERF}}
**Replaced sound effect on startup with a more distinct voice line. The sound plays 3 frames earlier, from frame 4 to 1.
*Kenjyu (All Versions) ({{MiniMoveCard|GGST|chara=Baiken|input=214214P|label={{clr|P|214214P}}}} & {{MiniMoveCard|GGST|chara=Baiken|input=j.214214P|label={{clr|P|j.214214P}}}}) {{BalanceBadge|buff|BUFF}}
**Expanded hitbox of the explosion. ([[:File:GGST Baiken 214214P 4 hitbox.png|Current]] | [https://www.dustloop.com/wiki/images/archive/5/5a/20221215171844%21GGST_Baiken_214214P_4_hitbox.png Previous])
 
===={{Character Label|GGST|Bridget|64px}}====
*{{MiniMoveCard|GGST|chara=Bridget|input=2P|label={{clr|P|2P}}}} {{BalanceBadge|buff|BUFF}}
**Expanded lower hitbox and hurtbox. ([[:File:GGST Bridget 2P Hitbox.png|Current]] | [https://www.dustloop.com/wiki/images/archive/2/25/20221215172357%21GGST_Bridget_2P_Hitbox.png Previous])
*{{MiniMoveCard|GGST|chara=Bridget|input=S|label={{clr|S|S}} Follow-Up}} {{BalanceBadge|reworked|ADJUSTED}}
**Expanded lower hitbox and hurtbox. ([[:File:GGST Bridget S 2 Hitbox.png|Current]] | [https://www.dustloop.com/wiki/images/archive/b/bc/20221215174017%21GGST_Bridget_S_2_Hitbox.png Previous])
*{{MiniMoveCard|GGST|chara=Bridget|input=5H|label={{clr|H|5H}}}} {{BalanceBadge|nerf|NERF}}
**Decreased proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Bridget|input=H|label={{clr|H|H}} Follow-Up}} {{BalanceBadge|reworked|ADJUSTED}}
**Expanded lower hitbox and hurtbox. ([[:File:GGST Bridget H 2 Hitbox.png|Current]] | [https://www.dustloop.com/wiki/images/archive/d/d8/20221215174509%21GGST_Bridget_H_2_Hitbox.png Previous])
*{{MiniMoveCard|GGST|chara=Bridget|input=2H|label={{clr|H|2H}}}} {{BalanceBadge|nerf|NERF}}
**Decreased proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Bridget|input=6P|label={{clr|P|6P}}}} {{BalanceBadge|buff|BUFF}}
**Now also launches when hitting standing opponents, similar to when hitting crouching opponents.
**Lowered hurtbox during frames 1~3 by {{Tt|8%|Hurtbox height changed from 218 to 200}}, to match the height of other characters.
*{{MiniMoveCard|GGST|chara=Bridget|input=6K|label={{clr|K|6K}}}} {{BalanceBadge|nerf|NERF}}
**Decreased proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Bridget|input=6H|label={{clr|H|6H}}}} {{BalanceBadge|nerf|NERF}}
**Decreased proration from 100% to 90%.
*Stop and Dash (All Versions) ({{MiniMoveCard|GGST|chara=Bridget|input=236S/H|label={{clr|S|236S}}, {{clr|S|j.236S}}, {{clr|H|236H}}, {{clr|H|j.236H}}}}, {{MiniMoveCard|GGST|chara=Bridget|input=214S/H|label={{clr|S|214S}}, {{clr|S|j.214S}}, {{clr|H|214H}} & {{clr|H|j.214H}}}}) {{BalanceBadge|buff|BUFF}}
**Increased damage from 30 to 40.
**Increased movement speed of projectile by {{Tt|8%|Speed changed from 85 to 92}}. This affects both sending and returning the yo-yo, and increases the distance the yo-yo will be placed after sending it out.
**Increased the vertical and horizontal proximity range of the yo-yo by {{Tt|33%|Proximity ranges changed from 120 to 160}}
*{{MiniMoveCard|GGST|chara=Bridget|input=214S/H|label=Stop and Dash (Hit on Return) ({{clr|S|214S}} & {{clr|H|214H}})}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery from 34f to 30f.
*{{MiniMoveCard|GGST|chara=Bridget|input=214K|label=Rolling Movement ({{clr|K|214K}})}} {{BalanceBadge|buff|BUFF}}
**Decreased pushback by {{Tt|50%|Pushback rate changed from 100% to 50%}}.
**Increased gravity after hit or block by {{Tt|100%|Gravity changed from 2.5 to 5}}. This applies for 6F after hit or block when not followed up with any other actions.
**When activated as the yo-yo returns to Bridget, she now moves towards where the yo-yo was initially placed.
**No longer in Counter Hit recovery after active frames end.
*{{MiniMoveCard|GGST|chara=Bridget|input=236K|label=Kick Start My Heart ({{clr|K|236K}})}} {{BalanceBadge|buff|BUFF}}
**Increased horizontal proximity range by {{Tt|22%|Proximity range changed from 205 to 250}}.
*{{MiniMoveCard|GGST|chara=Bridget|input=236K P|label=Brake ({{clr|K|236K}}~{{clr|P|P}})}} {{BalanceBadge|buff|BUFF}}
**Expanded upper hitbox. ([[:File:GGST Bridget 236KP Hitbox.png|Current]] | [https://www.dustloop.com/wiki/images/archive/c/c9/20221215175512%21GGST_Bridget_236KP_Hitbox.png Previous])
**Decreased vertical launch speed by {{Tt|29%|Speed changed from 24 to 17}} and decreased horizontal launch speed by {{Tt|23%|Speed changed from 26 to 20}}.
**Added a Rolling Tumble effect on knockdown, extending the Soft Knockdown by 9 frames and maintaining a brief comboable state.
*{{MiniMoveCard|GGST|chara=Bridget|input=632146H|label=Return of the Killing Machine (All Versions) ({{clr|H|632146H}} & {{clr|H|j.632146H}})}} {{BalanceBadge|buff|BUFF}}
**Increased number of hits from 5 to 7 (On-block changed from +8 to +16).
**Roger's movement while hitting an opponent reduced by {{Tt|25%|Speed ratio changed from 20% to 15%}}.
 
===={{Character Label|GGST|Chipp Zanuff|64px}}====
*{{MiniMoveCard|GGST|chara=Chipp Zanuff|input=5H|label={{clr|H|5H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Chipp Zanuff|input=2H|label={{clr|H|2H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Chipp Zanuff|input=6H|label={{clr|H|6H}}}} {{BalanceBadge|reworked|REWORKED}}
**The opponent will now be in crouching state on grounded hit. This always grants +1 hitstun due to crouching.
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Chipp Zanuff|input=236P|label=Alpha Blade (Horizontal) ({{clr|P|236P}})}} {{BalanceBadge|buff|BUFF}}
**Increased vertical launch speed by {{Tt|2%|Speed changed from 25 to 25.5}} and now {{Tt|launches horizontally|Speed changed from 0 to 10}} in the direction Chipp is moving.
*{{MiniMoveCard|GGST|chara=Chipp Zanuff|input=j.236P|label=Aerial Alpha Blade (Horizontal) ({{clr|P|j.236P}})}} {{BalanceBadge|buff|BUFF}}
**Now {{Tt|launches horizontally|Speed changed from 0 to 7}} in the direction Chipp is moving.
*{{MiniMoveCard|GGST|chara=Chipp Zanuff|input=236S|label=Resshou ({{clr|S|236S}})}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Chipp Zanuff|input=236S 236K|label=Senshuu ({{clr|S|236S}}~{{clr|K|236K}})}} {{BalanceBadge|buff|BUFF}}
**Reduced attack startup from 21f to 20f.
*{{MiniMoveCard|GGST|chara=Chipp Zanuff|input=w.P|label={{clr|P|w.P}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Chipp Zanuff|input=w.K|label={{clr|K|w.K}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Chipp Zanuff|input=w.S|label={{clr|S|w.S}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Chipp Zanuff|input=w.SS|label={{clr|S|w.SS}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Chipp Zanuff|input=w.H|label={{clr|H|w.H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Chipp Zanuff|input=w.6H|label={{clr|H|w.6H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
 
===={{Character Label|GGST|Faust|64px}}====
*Air Dash {{BalanceBadge|reworked|REWORKED}}
**Airdash cancels can be buffered an additional 6 frames in advance.
*{{MiniMoveCard|GGST|chara=Faust|input=5H|label={{clr|H|5H}}}} {{BalanceBadge|reworked|REWORKED}}
**Increased pushback by {{Tt|50%|Pushback rate changed from 100% to 150%}}.
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Faust|input=2P|label={{clr|P|2P}}}} {{BalanceBadge|buff|BUFF}}
**Reduced upper hurtbox. The move is now a low profile. ([[:File:GGST Faust 2P Hitbox.png|Current]] | [https://www.dustloop.com/wiki/images/archive/e/e1/20221215153640%21GGST_Faust_2P_Hitbox.png Previous])
*{{MiniMoveCard|GGST|chara=Faust|input=2D|label={{clr|D|2D}}}} {{BalanceBadge|buff|BUFF}}
**Increased pushback by {{Tt|50%|Pushback rate changed from 100% to 150%}}.
*{{MiniMoveCard|GGST|chara=Faust|input=6P|label={{clr|P|6P}}}} {{BalanceBadge|buff|BUFF}}
**Increased pushback by {{Tt|50%|Pushback rate changed from 100% to 150%}}.
*Mix Mix Mix (All Versions) ({{MiniMoveCard|GGST|chara=Faust|input=236S|label={{clr|S|236S}}}} & {{MiniMoveCard|GGST|chara=Faust|input=j.236S|label={{clr|S|j.236S}}}}) {{BalanceBadge|buff|BUFF}}
**Reduced attack startup from 21f to 17f.
*Scarecrow ({{clr|P|P}} and {{clr|K|K}} Versions) ({{MiniMoveCard|GGST|chara=Faust|input=214P|label={{clr|P|214P}}}} & {{MiniMoveCard|GGST|chara=Faust|input=214K|label={{clr|K|214K}}}}) {{BalanceBadge|reworked|REWORKED}}
**Reduced lower hurtbox during startup, slightly raised above the ground.
**Reduced proration from 100% to 90%.
* {{MiniMoveCard|GGST|chara=Faust|input=41236K|label=Thrust ({{clr|K|41236K}})}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*** This also applies to Pull Back and Home Run! follow-ups.
 
===={{Character Label|GGST|Giovanna|64px}}====
*{{MiniMoveCard|GGST|chara=Giovanna|input=5H|label={{clr|H|5H}}}} {{BalanceBadge|reworked|REWORKED}}
**Increased downward vertical launch speed by {{Tt|100%|Speed changed from -40 to -80}} and decreased horizontal launch speed by {{Tt|17%|Speed changed from 30 to 25}}.
**Increased vertical speed of Ground Bounce by {{Tt|100%|Speed changed from 10 to 20}} and now overrides horizontal speed at {{Tt|60%|Ground Bounce horizontal speed set to 15}} of the initial launch.
**Added Wall Bounce effect.
*** The Wall Bounce also overrides the launch speeds. Relative to the initial launch, it has {{Tt|60%|Wall Bounce horizontal speed set to 15}} horizontal speed, and launches up at {{Tt|28%|Wall Bounce vertical speed set to 22}} speed.
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Giovanna|input=2H|label={{clr|H|2H}}}} {{BalanceBadge|reworked|REWORKED}}
**Pushback reversed and decreased by {{Tt|63%|Pushback rate changed from 80% to -30%}}, creating a vacuum-like effect. Pushback on Faultless Defense {{Tt|reversed and decreased|Faultless Defense Minimum Pushback Rate changed from 75% to -30%}} to match.
**Reversed and increased horizontal launch speed by {{Tt|50%|Speed changed from 20 to -30}}.
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Giovanna|input=6H|label={{clr|H|6H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Giovanna|input=6HH|label={{clr|H|6HH}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Giovanna|input=6HHH|label={{clr|H|6HHH}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Giovanna|input=6D or 4D|label=Ground Throw}} {{BalanceBadge|buff|BUFF}}
**Frame advantage and distance after a successful throw is now the same against all characters regardless of weight.
**Advantage increased from +38 to +39, matching the advantage on Light weight characters.
*Sol Poente (All Versions) ({{MiniMoveCard|GGST|chara=Giovanna|input=214S|label={{clr|S|214S}}}} & {{MiniMoveCard|GGST|chara=Giovanna|input=j.214S|label={{clr|S|j.214S}}}}) {{BalanceBadge|reworked|REWORKED}}
** ''Changes to only the first hit:''
***Modified behaviour of move when used in the corner to reduce the chance of landing behind the opponent.
***Reduced proration from 100% to 90%.
** ''Changes to only the second hit:''
***Reduced lower hurtbox. ([[:File:GGST Giovanna 214S 3 Hitbox.png|Current]] | [https://www.dustloop.com/wiki/images/archive/2/2a/20221215164233%21GGST_Giovanna_214S_3_Hitbox.png Previous])
*{{MiniMoveCard|GGST|chara=Giovanna|input=214S|label=Sol Poente ({{clr|S|214S}})}} {{BalanceBadge|reworked|REWORKED}}
** ''Changes to only the first hit:''
***Decreased horizontal launch speed by {{Tt|12%|Speed changed from -25 to -22}}.
***Lowered the Same Attack Penalty limit from 2 to 1, meaning the 2nd hit and onwards result in increased gravity for the remainder of the combo. The second hit and air versions remain at 2.
 
===={{Character Label|GGST|Goldlewis Dickinson|64px}}====
*{{MiniMoveCard|GGST|chara=Goldlewis Dickinson|input=5K|label={{clr|K|5K}}}} {{BalanceBadge|buff|BUFF}}
**Added Stagger effect on Counter Hit, with a minimum 17F duration on fastest recovery, equivalent to crouching hitstun.
*{{MiniMoveCard|GGST|chara=Goldlewis Dickinson|input=5H|label={{clr|H|5H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Goldlewis Dickinson|input=2H|label={{clr|H|2H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Goldlewis Dickinson|input=6P|label={{clr|P|6P}}}} {{BalanceBadge|buff|BUFF}}
**Lowered hurtbox during frames 1~2 by {{Tt|16%|Hurtbox height changed from 238 to 200}}, to match the height of other characters.
*{{MiniMoveCard|GGST|chara=Goldlewis Dickinson|input=6H|label={{clr|H|6H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Goldlewis Dickinson|input=j.H|label={{clr|H|j.H}}}} {{BalanceBadge|reworked|REWORKED}}
**Expanded hitbox and hurtbox behind Goldlewis. ([[:File:GGST Goldlewis Dickinson jH Hitbox.png|Current]] | [https://www.dustloop.com/wiki/images/archive/b/b2/20221215165927%21GGST_Goldlewis_Dickinson_jH_Hitbox.png Previous])
*Behemoth Typhoon ({{MiniMoveCard|GGST|chara=Goldlewis Dickinson|input=41236H|label={{clr|H|41236H}}}}, {{MiniMoveCard|GGST|chara=Goldlewis Dickinson|input=j.41236H|label={{clr|H|j.41236H}}}}, {{MiniMoveCard|GGST|chara=Goldlewis Dickinson|input=63214H|label={{clr|H|63214H}}}}, {{MiniMoveCard|GGST|chara=Goldlewis Dickinson|input=j.63214H|label={{clr|H|j.63214H}}}}, {{MiniMoveCard|GGST|chara=Goldlewis Dickinson|input=23698H|label={{clr|H|23698H}}}}, {{MiniMoveCard|GGST|chara=Goldlewis Dickinson|input=j.23698H|label={{clr|H|j.23698H}}}}, {{MiniMoveCard|GGST|chara=Goldlewis Dickinson|input=j.21478H|label={{clr|H|j.21478H}}}}, {{MiniMoveCard|GGST|chara=Goldlewis Dickinson|input=69874H|label={{clr|H|69874H}}}}, {{MiniMoveCard|GGST|chara=Goldlewis Dickinson|input=j.69874H|label={{clr|H|j.69874H}}}}, {{MiniMoveCard|GGST|chara=Goldlewis Dickinson|input=j.47896H|label={{clr|H|j.47896H}}}}, {{MiniMoveCard|GGST|chara=Goldlewis Dickinson|input=j.87412H|label={{clr|H|j.87412H}}}} & {{MiniMoveCard|GGST|chara=Goldlewis Dickinson|input=j.89632H|label={{clr|H|j.89632H}}}}) {{BalanceBadge|nerf|NERF}}
**Reduced proration during 'All' guard sections of swings from 100% to 90%. No changes were made to the proration when the attack is guarded High (90%) or Low (80%).
*{{MiniMoveCard|GGST|chara=Goldlewis Dickinson|input=214S Level 1|label=Thunderbird (All Versions) ({{clr|S|214S}})}} {{BalanceBadge|nerf|NERF}}
**The drone and its attacks disappear when Goldlewis is hit. This includes having his throw clashed and being hit by a Yellow Roman Cancel.
**The hit effect of the final hit now varies depending on the Security Level.
***Previously all Security Levels resulted in a launch into hard knockdown.
***Security Level 1: now leaves the opponent grounded on hit.
***Security Level 2: now launches into a soft knockdown.
***Security Level 3: Unchanged, launches into a hard knockdown.
*{{MiniMoveCard|GGST|chara=Goldlewis Dickinson|input=236236K Level 1|label=Burn It Down (All Versions) ({{clr|K|236236K}})}} {{BalanceBadge|buff|BUFF}}
**Increased number of hits by 5 across all Security Levels:
***Level 1: Increased number of hits from 5 to 10.
***Level 2: Increased number of hits from 10 to 15.
***Level 3: Increased number of hits from 15 to 20.
** Increased total duration of laser by 20 frames.
 
===={{Character Label|GGST|Happy Chaos|64px}}====
*{{MiniMoveCard|GGST|chara=Happy Chaos|input=6P|label={{clr|P|6P}}}} {{BalanceBadge|nerf|NERF}}
**Raised hurtbox during frames 1~3 by {{Tt|0.5%|Hurtbox height changed from 199 to 200}}, to match the height of other characters.
*{{MiniMoveCard|GGST|chara=Happy Chaos|input=6K|label={{clr|K|6K}}}} {{BalanceBadge|nerf|NERF}}
**Increased attack startup from 14f to 16f.
**Increased vertical launch speed by {{Tt|20%|Speed changed from 50 to 60}}, gravity on hit reduced by {{Tt|10%|Gravity changed from 1.0 to 0.9}}, and speed change during launch reduced by {{Tt|1 frame|Vertical speed reduction by 60% per frame changed from 5~15F to 6~15F}}.
*{{MiniMoveCard|GGST|chara=Happy Chaos|input=6S|label={{clr|S|6S}}}} {{BalanceBadge|buff|BUFF}}
**Delayed gravity change during launch by {{Tt|8 frames|Gravity increase by 0.1 per frame changed from 5~27F to 13~43F}} but occurs for an additional 8 frames.
*** Overall higher launch. Advantage on hit changed from +20 to +24.
*{{MiniMoveCard|GGST|chara=Happy Chaos|input=j.D|label={{clr|D|j.D}}}} {{BalanceBadge|buff|BUFF}}
**Reversed and increased pushback by {{Tt|60%|Pushback rate changed from 50% to -80%}}, creating a vacuum-like effect. Pushback on Faultless Defense {{Tt|reversed and decreased|Faultless Defense Minimum Pushback Rate changed from 75% to -80%}} to match.
**Reversed {{Tt|horizontal launch speed|Speed changed from 15 to -15}}, creating a vacuum-like effect.
*{{MiniMoveCard|GGST|chara=Happy Chaos|input=H|label=At the Ready {{clr|H|H}} ({{clr|H|H}}}}) {{BalanceBadge|buff|BUFF}}
**Reduced recovery when failing to activate as a result of having no Concentration from 59 to 36.
*Cancel Aim {{BalanceBadge|reworked|REWORKED}}
**Can now be activated with any downward input, including the 1 {{Ni|1}} or 3 {{Ni|3}} directions.
*{{MiniMoveCard|GGST|chara=Happy Chaos|input=236K|label=Scapegoat ({{clr|K|236K}})}} {{BalanceBadge|nerf|NERF}}
**Decreases Tension Balance {{Tt|during the movement|Frames 1~31}}, for a total of -3069 Tension Balance.
**Increases Negative value {{Tt|during the movement|Frames 1~31}}, for a total {{Tt|1240~2573|Amount depends on distance:<br>* Close-range: 1240<br>* Mid-range: 1612<br>* Far-range: 2573}} Negative value.
*{{MiniMoveCard|GGST|chara=Happy Chaos|input=236P|label=Curse ({{clr|P|236P}})}} {{BalanceBadge|nerf|NERF}}
**Decreases Tension Balance {{Tt|during the movement|Frames 1~20}}, for a total of -1980 Tension Balance.
**Increases Negative value {{Tt|during the movement|Frames 1~20}}, for a total {{Tt|880~1660|Amount depends on distance:<br>* Close-range: 800<br>* Mid-range: 1040<br>* Far-range: 1660}} Negative value.
 
===={{Character Label|GGST|I-No|64px}}====
*Dash {{BalanceBadge|buff|BUFF}}
**Startup can now be canceled into a jump during the first 6 frames.
*** Performing a jump during this window results in a dash jump, granting {{Tt|additional momentum|Added 6 momentum|}} for further forward movement.
**Sped up timing when I-No can block and trigger proximity guard from frame 13 to 10.
**The dash will now be interrupted if a backwards direction (4 {{Ni|4}}, 7 {{Ni|7}}, or 1 {{Ni|1}}) is input, even if a Dash {{Prompt|GGST|Dash}} input is held.
**Removed the ability to Gold Psych Burst during a dash cancel. <sup>''Bug fix''</sup>
*Air Dash {{BalanceBadge|reworked|REWORKED}}
**The dash will now be interrupted if a backwards direction (4 {{Ni|4}}, 7 {{Ni|7}}, or 1 {{Ni|1}}) is input, even if a Dash {{Prompt|GGST|Dash}} input is held.
*{{MiniMoveCard|GGST|chara=I-No|input=5H|label={{clr|H|5H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=I-No|input=2H|label={{clr|H|2H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=I-No|input=6H|label={{clr|H|6H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*Antidepressant Scale (All Versions) ({{MiniMoveCard|GGST|chara=I-No|input=214P|label={{clr|P|214P}}}} & {{MiniMoveCard|GGST|chara=I-No|input=j.214P|label={{clr|P|j.214P}}}}) {{BalanceBadge|buff|BUFF}}
**Added {{Tt|horizontal proximity range|Horizontal proximity range maximum of 180<br>Horizontal proximity range minimum of -500}} for the attack to connect. This means the projectile will not trigger on hurtboxes unless within a certain distance of the opponent.
**Expanded attack hitbox on hit or block.
*Stroke the Big Tree {{clr|S|S}} ({{MiniMoveCard|GGST|chara=I-No|input=236S|label={{clr|S|236S}}}}) {{BalanceBadge|buff|BUFF}}
**Lowered hurtbox on frame 4 to match the height on frame 3. Previously, the hurtbox would momentarily go up higher.
*Stroke the Big Tree {{clr|H|H}} ({{MiniMoveCard|GGST|chara=I-No|input=236H|label={{clr|H|236H}}}}) {{BalanceBadge|buff|BUFF}}
**Lowered hurtbox on frames 7~8 to match the height on frames 5~6. Previously, the hurtbox would momentarily go up higher.
*Sultry Performance (All Versions) ({{MiniMoveCard|GGST|chara=I-No|input=j.236K|label={{clr|K|j.236K}}}}, {{MiniMoveCard|GGST|chara=I-No|input=j.236S|label={{clr|S|j.236S}}}} & {{MiniMoveCard|GGST|chara=I-No|input=j.236H|label={{clr|H|j.236H}}}}) {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*Sultry Performance ({{clr|K|K}} and {{clr|S|S}} Versions) ({{MiniMoveCard|GGST|chara=I-No|input=j.236K|label={{clr|K|j.236K}}}} & {{MiniMoveCard|GGST|chara=I-No|input=j.236S|label={{clr|S|j.236S}}}}) {{BalanceBadge|buff|BUFF}}
**Reduced landing recovery from 18f to 13f. On-block changed from -7~[+1] to -2~[+4].
 
===={{Character Label|GGST|Jack-O|64px|label=Jack-O'}}====
*{{MiniMoveCard|GGST|chara=Jack-O|input=2S|label={{clr|S|2S}}}} {{BalanceBadge|buff|BUFF}}
**Changed the Servants' trajectory when hitting them with this attack.
*** Servant bounce vertical speed increased by {{Tt|11%|Speed changed from 45 to 50}} and horizontal speed increased by {{Tt|80%|Speed changed from 10 to 18}}.
*** Servant bounce vertical speed is {{Tt|doubled for the first frame|Moves at 100 speed on frame 1}}
*{{MiniMoveCard|GGST|chara=Jack-O|input=5H|label={{clr|H|5H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Jack-O|input=2H|label={{clr|H|2H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Jack-O|input=6P|label={{clr|P|6P}}}} {{BalanceBadge|reworked|REWORKED}}
**Lowered hurtbox during frame 1 by {{Tt|5%|Hurtbox height changed from 211 to 200}} to match the height of other characters, and raised hurtbox during frame 2 by {{Tt|20%|Hurtbox height changed from 167 to 200}} to match the initial frame 1 height.
*{{MiniMoveCard|GGST|chara=Jack-O|input=6H|label={{clr|H|6H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Jack-O|input=5D|label={{clr|D|5D}}}} {{BalanceBadge|buff|BUFF}}
**Reduced frontal hurtbox after the attack active frames end.
*Servants {{BalanceBadge|reworked|ADJUSTED}}
**Fixed a bug causing unintended Servant behavior when a Servant's hitbox touched another Servant under certain conditions. <sup>''Unknown effect''</sup>
*{{MiniMoveCard|GGST|chara=Jack-O|input=6P/6K/6S/6H/6D while holding Servant|label=Throw Servant (All Versions) (hs.6X & hs.j.6X)}} {{BalanceBadge|buff|BUFF}}
**Added Wall Bounce effect.
***The Wall Bounce speed scales to the current speed. Relative to the current speed, it has 30% horizontal speed, and 25% vertical speed.
*{{MiniMoveCard|GGST|chara=Jack-O|input=D while holding Servant|label=Release Servant (All Versions) ({{clr|D|hs.D}} & {{clr|D|hs.j.D}})}} {{BalanceBadge|reworked|ADJUSTED}}
**Can now also be input to occur automatically by holding {{prompt|GGST|D}}.
***Holding {{clr|D|6D}} before the input buffer will still result in Release Servant and not Throw Servant.
***Holding {{clr|D|7D}}, {{clr|D|8D}}, or {{clr|D|9D}} will result in Jack-O' performing a jump and Air Release Servant on the first possible frame.
***This also functions during Jack-O's Defend Command to automatically cancel the Guard Crush attack.
*{{MiniMoveCard|GGST|chara=Jack-O|input=214H|label=Countdown (All Versions) ({{clr|H|214H}}, {{clr|H|hs.H}}, {{clr|H|j.214H}} & {{clr|H|hs.j.H}})}} {{BalanceBadge|buff|BUFF}}
**Horizontal and vertical speeds now {{Tt|reduce during the launch|Vertical speed reduces by 20% each frame 6~17F<br>Horizontal speed reduces by 20% each frame 6~15F}}.
**Reduced gravity on hit by {{Tt|83%|Gravity changed from 3 to 0.5}} but it now {{Tt|changes during the launch|Gravity increases by 0.05 each frame 6~36F}}.
***Overall launch is substantially higher and longer.
*{{MiniMoveCard|GGST|chara=Jack-O|input=236K|label=Servant Shoot (All Versions) ({{clr|K|236K}}, {{clr|K|hs.K}}, {{clr|K|j.236K}} & {{clr|K|hs.j.K}})}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
 
===={{Character Label|GGST|Ky Kiske|64px}}====
<section begin="1.24 Ky"/>*{{MiniMoveCard|GGST|chara=Ky Kiske|input=6K|label={{clr|K|6K}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Ky Kiske|input=5H|label={{clr|H|5H}}}} {{BalanceBadge|reworked|ADJUSTED}}
**Expanded frontal hitbox. ([[:File:GGST_Ky_5H_hitbox.png|Current]] | [https://www.dustloop.com/wiki/images/archive/a/a7/20221215100808!GGST_Ky_5H_hitbox.png Previous])
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Ky Kiske|input=2H|label={{clr|H|2H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Ky Kiske|input=6H|label={{clr|H|6H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Ky Kiske|input=236K|imageNumber=2|label=Stun Dipper (2nd Hit) ({{clr|K|236K}})}} {{BalanceBadge|nerf|NERF}}
**Reduced proration on second hit from 100% to 90%. The first hit remains unchanged at 90%.
*{{MiniMoveCard|GGST|chara=Ky Kiske|input=214K|label=Foudre Arc (All Versions) ({{clr|K|214K}})}} {{BalanceBadge|buff|BUFF}}
**Decreased pushback on hit by {{Tt|30%|Pushback rate changed from 100% to 70%}}. Pushback on block remains unchanged.
*{{MiniMoveCard|GGST|chara=Ky Kiske|input=214S|label=Dire Eclat (All Versions) ({{clr|S|214S}})}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Ky Kiske|input=236236P|label=Sacred Edge (All Versions) ({{clr|P|236236P}})}} {{BalanceBadge|buff|BUFF}}
** No change was made to move at its base state.
**During Shock State, added Guard Crush effect to the final hit on block, for 29F.
***On-block changed from +18 to +26.
***Increased chip damage rate of the final hit from 25% to 50%.
**During Dragon Install, added Guard Crush effect to the final hit on block, for 29F.
***On-block changed from +24 to +32.
***Increased chip damage rate of the final hit from 37% to 62%.<section end="1.24 Ky"/>
 
===={{Character Label|GGST|Leo Whitefang|64px}}====
*Hurtbox {{BalanceBadge|nerf|NERF}}
**Expanded hurtbox during a {{Tt|specific 9 frame window|When Leo is visually approximately horizontal, facing up}} late into face-up launches.
*{{MiniMoveCard|GGST|chara=Leo Whitefang|input=6K|label={{clr|K|6K}}}} {{BalanceBadge|reworked|ADJUSTED}}
**Decreased horizontal launch speed by {{Tt|43%|Speed changed from 40 to 23}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Leo Whitefang|input=5H|label={{clr|H|5H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Leo Whitefang|input=2H|label={{clr|H|2H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Leo Whitefang|input=6H|label={{clr|H|6H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Leo Whitefang|input=2D|label={{clr|D|2D}}}} {{BalanceBadge|buff|BUFF}}
**Increased vertical launch speed by {{Tt|15%|Speed changed from 20 to 23}}.
**Removed increased vertical launch speed on Counter Hit. Previously increasing the speed by {{Tt|10%|Speed changed from 20 to 22 on Counter Hit}}.
*{{MiniMoveCard|GGST|chara=Leo Whitefang|input=236S|label=Erstes Kaltes Gestöber ({{clr|S|236S}})}} {{BalanceBadge|reworked|ADJUSTED}}
**Expanded frontal hitbox and hurtbox. ([[:File:GGST_Leo_236S_Hitbox.png|Current]] | [https://www.dustloop.com/wiki/images/archive/e/e9/20221215094342%21GGST_Leo_236S_Hitbox.png Previous])
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Leo Whitefang|input=bt.214H|label=Blitzschlag ({{clr|H|bt.214H}})}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
 
===={{Character Label|GGST|May|64px}}====
*Forward Jump {{BalanceBadge|buff|BUFF}}
**Increased forward movement speed during jump by {{Tt|19%|Speed changed from 6.3 to 7.5}}.
*{{MiniMoveCard|GGST|chara=May|input=5H|label={{clr|H|5H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=May|input=2H|label={{clr|H|2H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=May|input=6P|label={{clr|P|6P}}}} {{BalanceBadge|nerf|NERF}}
**Raised hurtbox during frames 2~3 by {{Tt|12%|Hurtbox height changed from 179 to 200}}, to match the initial frame 1 height.
*{{MiniMoveCard|GGST|chara=May|input=3K|label={{clr|K|3K}}}} {{BalanceBadge|buff|BUFF}}
**Increased active frames from 6F to 9F.
**Reduced recovery frames from 21F to 15F.
***On-block changed from -13 to -10.
*{{MiniMoveCard|GGST|chara=May|input=6H|label={{clr|H|6H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=May|input=j.2H|label={{clr|H|j.2H}}}} {{BalanceBadge|buff|BUFF}}
**Counter Hit level changed from Very Small to Mid.
*Mr. Dolphin (Horizontal) (All Versions) ({{MiniMoveCard|GGST|chara=May|input=[4]6S|label={{clr|S|[4]6S}}}} & {{MiniMoveCard|GGST|chara=May|input=[4]6H|label={{clr|H|[4]6H}}}}) {{BalanceBadge|buff|BUFF}}
**{{clr|S|S}} Version reduced recovery frames on hit or block from 26F to 24F.
***On-block changed from -5 to -3.
***On-hit changed from -2 to 0.
**{{clr|H|H}} Version reduced recovery frames on hit or block from 20F to 18F.
***On-block changed from +5 to +7.
***On-hit changed from +8 to +10.
*Mr. Dolphin (Vertical) (All Versions) ({{MiniMoveCard|GGST|chara=May|input=[2]8S|label={{clr|S|[2]8S}}}} & {{MiniMoveCard|GGST|chara=May|input=[2]8H|label={{clr|H|[2]8H}}}}) {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90% while ascending. Descending proration remains unchanged at 80%.
*Arisugawa Sparkle (All Versions) ({{MiniMoveCard|GGST|chara=May|input=214P|label={{clr|P|214P}}}} & {{MiniMoveCard|GGST|chara=May|input=214K|label={{clr|K|214K}}}}) {{BalanceBadge|buff|BUFF}}
**Creates a stationary hitbox after the projectile hits the ground for an additional 10F.
***The lingering hitbox gradually increases in size at 20% every 2 frames.
 
===={{Character Label|GGST|Millia Rage|64px}}====
*{{MiniMoveCard|GGST|chara=Millia Rage|input=6K|label={{clr|K|6K}}}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery from 14F to 10F.
***On-block changed from -2 to +2.
***On-hit changed from +2 to +6.
*{{MiniMoveCard|GGST|chara=Millia Rage|input=5H|label={{clr|H|5H}}}} {{BalanceBadge|reworked|ADJUSTED}}
**Decreased horizontal launch speed by {{Tt|33%|Speed changed from 30 to 20}}.
**Increased vertical speed of Ground Bounce by {{Tt|100%|Speed changed from 10 to 20}} and now overrides horizontal speed at {{Tt|50%|Ground Bounce horizontal speed set to 10}} of the initial launch.
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Millia Rage|input=2H|label={{clr|H|2H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Millia Rage|input=6H|label={{clr|H|6H}}}} {{BalanceBadge|reworked|ADJUSTED}}
**Reduced startup from 17 to 15.
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Millia Rage|input=2D|label={{clr|D|2D}}}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery from 22F to 19F.
***On-block changed from -11 to -8.
*{{MiniMoveCard|GGST|chara=Millia Rage|input=6D or 4D|label=Ground Throw}} {{BalanceBadge|buff|BUFF}}
**Frame advantage and distance after a successful throw is now the same against all characters regardless of weight.
*** No change to the frame advantage on Mid weight characters.
*{{MiniMoveCard|GGST|chara=Millia Rage|input=j.236K|label=Turbo Fall ({{clr|K|j.236K}})}} {{BalanceBadge|buff|BUFF}}
**Millia can now move to the other side of the opponent even when they are in the corner.
**Reduced hurtbox behind Millia. ([[:File:GGST Millia Rage Turbo Fall 2 Hitbox.png|Current]] | [https://www.dustloop.com/wiki/images/archive/9/98/20221215154816%21GGST_Millia_Rage_Turbo_Fall_2_Hitbox.png Previous])
*Tandem Top (All Versions) ({{MiniMoveCard|GGST|chara=Millia Rage|input=236S|label={{clr|S|236S}}}} & {{MiniMoveCard|GGST|chara=Millia Rage|input=236H|label={{clr|H|236H}}}}) {{BalanceBadge|buff|BUFF}}
**Increased attack level from 2 to 3.
***{{clr|S|S}} Version on-block changed from -14 to -10.
***{{clr|H|H}} Version on-block changed from +54 to +58.
*** Slightly increased the cost of blocking with Faultless Defense.
*** No change to Tension Gain or R.I.S.C. Gain as it is a projectile with a fixed level of each.
*{{MiniMoveCard|GGST|chara=Millia Rage|input=214S|label=Lust Shaker ({{clr|S|214S}})}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
 
===={{Character Label|GGST|Nagoriyuki|64px}}====
*Blood Gauge {{BalanceBadge|nerf|NERF}}
**Nagoriyuki now receives additional damage based on his Blood Gauge:
***Blood Level 1: +0% damage, default health.
***Blood Level 2: {{Tt|+11.11%|Internally calculated as a division of 0.9, resulting in an unusual amount}} damage
***Blood Level 3: +25% damage
***Blood Rage: +25% damage
*{{MiniMoveCard|GGST|chara=Nagoriyuki|input=2S Level 1|label={{clr|S|2S}}}} {{BalanceBadge|nerf|NERF}}
**Increased recovery from 15f to 21f.
***On-block changed from -5 to -11.
***On-hit changed from -2 to -8.
*{{MiniMoveCard|GGST|chara=Nagoriyuki|input=f.SS Level 1|label={{clr|S|f.SS}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Nagoriyuki|input=f.SSS Level 1|label={{clr|S|f.SSS}}}} {{BalanceBadge|reworked|ADJUSTED}}
**Reduced recovery from 38f to 35f.
***On-block changed from -25 to -22.
***On-hit changed from +31 to +34
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Nagoriyuki|input=5H Level 1|label={{clr|H|5H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced lower hitbox.
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Nagoriyuki|input=2H Level 1|label={{clr|H|2H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Nagoriyuki|input=6H Level 1|label={{clr|H|6H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Nagoriyuki|input=623H|label=Shizuriyuki ({{clr|H|623H}})}} {{BalanceBadge|nerf|NERF}}
**{{clr|H|623H}} reduced proration from 100% to 90%.
**{{clr|H|623HH}} reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Nagoriyuki|input=214K|label=Fukyo (Backward) ({{clr|K|214K}})}} {{BalanceBadge|nerf|NERF}}
**Decreases Tension Balance {{Tt|during the initial movement|Frames 1~16}}, for a total of -1584 Tension Balance.
**Increases Negative value {{Tt|during the initial movement|Frames 1~16}}, for a total {{Tt|640~1328|Amount depends on distance:<br>* Close-range: 640<br>* Mid-range: 832<br>* Far-range: 1328}} Negative value.
*** Cancelling Fukyo into Fukyo (Forward) or another special on frames 14~16 will slightly reduce the penalty to both Tension Balance and Negative value.
 
===={{Character Label|GGST|Potemkin|64px}}====
*{{MiniMoveCard|GGST|chara=Potemkin|input=6K|label={{clr|K|6K}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Potemkin|input=f.S|label={{clr|S|f.S}}}} {{BalanceBadge|buff|BUFF}}
**Expanded frontal and upward hitbox during late active frames 15~18. ([[:File:GGST Potemkin f.S 2 Hitbox.png|Current]] | [https://www.dustloop.com/wiki/images/archive/1/1a/20221216153003%21GGST_Potemkin_f.S_2_Hitbox.png Previous])
*{{MiniMoveCard|GGST|chara=Potemkin|input=5H|label={{clr|H|5H}}}} {{BalanceBadge|reworked|ADJUSTED}}
**Expanded frontal hitbox during early active frames 16~17. ([[:File:GGST Potemkin 5H Hitbox.png|Current]] | [https://www.dustloop.com/wiki/images/archive/4/44/20221216152925%21GGST_Potemkin_5H_Hitbox.png Previous])
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Potemkin|input=2H|label={{clr|H|2H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Potemkin|input=6H|label={{clr|H|6H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Potemkin|input=2D|label={{clr|D|2D}}}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery from 21f to 18f.
***On-block changed from -11 to -8.
*{{MiniMoveCard|GGST|chara=Potemkin|input=623H|label=Heat Knuckle ({{clr|H|623H}})}} {{BalanceBadge|buff|BUFF}}
**Now {{Tt|draws the opponent in horizontally|Horizontal air block pushback changed from 0 to -5}} on block. Previously the opponent would fall straight down.
*{{MiniMoveCard|GGST|chara=Potemkin|input=214P|label=Mega Fist (Backward) ({{clr|P|214P}})}} {{BalanceBadge|nerf|NERF}}
**Decreases Tension Balance {{Tt|during the movement|Frames 1~31}}, for a total of -3069 Tension Balance.
**Increases Negative value {{Tt|during the movement|Frames 1~31}}, for a total {{Tt|1240~2573|Amount depends on distance:<br>* Close-range: 1240<br>* Mid-range: 1612<br>* Far-range: 2573}} Negative value.
***Neither penalty applies to the kara version of Mega Fist (Backward).
*{{MiniMoveCard|GGST|chara=Potemkin|input=[4]6H|label=Hammer Fall ({{clr|H|[4]6H}})}} {{BalanceBadge|buff|BUFF}}
**Reduced startup of armor from 9f to 5f.
**Expanded lower hitbox. ([[:File:GGST Potemkin 46H Hitbox.png|Current]] | [https://www.dustloop.com/wiki/images/archive/8/88/20221215152801%21GGST_Potemkin_46H_Hitbox.png Previous])
*{{MiniMoveCard|GGST|chara=Potemkin|input=63214S|label=F.D.B ({{clr|S|63214S}})}} {{BalanceBadge|reworked|ADJUSTED}}
**Reduced attack startup of flick upon releasing the input, minimum startup reduced from 21 to 20.
**Increased total duration the flick can be delayed by 1f, in total the maximum startup is unchanged from 38.
**Reduced proration from 100% to 90%.
 
===={{Character Label|GGST|Ramlethal Valentine|64px}}====
*{{MiniMoveCard|GGST|chara=Ramlethal Valentine|input=5H|label={{clr|H|5H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Ramlethal Valentine|input=2H|label={{clr|H|2H}}}} {{BalanceBadge|reworked|ADJUSTED}}
**Expanded frontal hitbox when Ramlethal has the {{clr|H|H}} Sword equipped. ([[:File:GGST Ramlethal Valentine 2H Hitbox.png|Current]] | [https://www.dustloop.com/wiki/images/archive/4/44/20221215160958%21GGST_Ramlethal_Valentine_2H_Hitbox.png Previous])
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Ramlethal Valentine|input=6P|label={{clr|P|6P}}}} {{BalanceBadge|nerf|NERF}}
**Raised hurtbox during frames 2~3 by {{Tt|7%|Hurtbox height changed from 187 to 200}}, to match the initial frame 1 height.
*{{MiniMoveCard|GGST|chara=Ramlethal Valentine|input=6H|label={{clr|H|6H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Ramlethal Valentine|input=j.D|label={{clr|D|j.D}}}} {{BalanceBadge|buff|BUFF}}
**Expanded hitbox and hurtbox behind Ramlethal during the second and third hits, frames 12~13 and 14~15. ([[:File:GGST Ramlethal Valentine jD Hitbox2.png|Current]] | [https://www.dustloop.com/wiki/images/archive/9/96/20210715022213%21GGST_Ramlethal_Valentine_jD_Hitbox.png Previous])
*Erarlumo (All Versions) ({{MiniMoveCard|GGST|chara=Ramlethal Valentine|input=214P|label={{clr|P|214P}}}}, {{MiniMoveCard|GGST|chara=Ramlethal Valentine|input=214P 214P|label={{clr|P|214P}}~{{clr|P|214P}}}}, {{MiniMoveCard|GGST|chara=Ramlethal Valentine|input=214P 214P 214P|label={{clr|P|214P}}~{{clr|P|214P}}~{{clr|P|214P}}}}) {{BalanceBadge|nerf|NERF}}
** ''Data in [ ] refer to when attack is delayed.''
**First Hit: decreased damage from 30 to 20.
**Second Hit: decreased damage from 35 [50] to 25 [40].
**Third Hit:
***Decreased damage from 40 [70] to 30 [60].
***No longer results in a Hard Knockdown, instead launching into a soft knockdown.
***Advantage on hit decreased from +49 [+66] to +24 [+41]
**Reduced proration of all hits from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Ramlethal Valentine|input=j.214S|label=Agresa Ordono ({{clr|S|j.214S}})}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
 
===={{Character Label|GGST|Sin Kiske|64px}}====
*{{MiniMoveCard|GGST|chara=Sin Kiske|input=5H|label={{clr|H|5H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Sin Kiske|input=2H|label={{clr|H|2H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Sin Kiske|input=6H|label={{clr|H|6H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Sin Kiske|input=214S~S|label=Hoof Stomp Follow-up ({{clr|S|214S}}~{{clr|S|S}})}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Sin Kiske|input=236K~K|label=Elk Hunt Follow-up ({{clr|K|236K}}~{{clr|K|K}})}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
 
===={{Character Label|GGST|Sol Badguy|64px}}====
*{{MiniMoveCard|GGST|chara=Sol Badguy|input=5H|label={{clr|H|5H}}}} {{BalanceBadge|reworked|ADJUSTED}}
**Expanded frontal hitbox. ([[:File:GGST_Sol_5H_Hitbox.png|Current]] | [https://www.dustloop.com/wiki/images/archive/0/01/20221215143820!GGST_Sol_5H_Hitbox.png Previous])
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Sol Badguy|input=2H|label={{clr|H|2H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Sol Badguy|input=6H|label={{clr|H|6H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Sol Badguy|input=6S|label={{clr|S|6S}}}} {{BalanceBadge|nerf|NERF}}
**Decreased attack level from 4 to 3.
***On-block changed from -7 to -9.
***On-hit changed from -4 to -6.
**No longer launches the opponent on grounded Counter Hit, instead leaving them grounded.
*{{MiniMoveCard|GGST|chara=Sol Badguy|input=236P|label=Gun Flame ({{clr|P|236P}})}} {{BalanceBadge|reworked|REWORKED}}
**Decreased attack startup of projectile from 20f to 18f.
***On-block decreased from -10 to -8.
***Total duration of the attack unchanged.
**Duration of flame stages reduced from 10f to 8f.
***Decreased active frames from 10→10→10→10 to 8→8→8→8.
***Functionally, the flame moves faster as a result.
**Each flame after the first now moves {{Tt|19%|Distance changed from 130 to 155}} further.
***Maximum range extended by approximately {{Tt|14%|The initial flame is not moved, resulting in slightly less total distance}}.
***In combination with the flame stages going faster, the projectile moves approximately {{Tt|48%|Stages occur at 125% rate, and travel 119% distance}} faster.
 
===={{Character Label|GGST|Testament|64px}}====
*{{MiniMoveCard|GGST|chara=Testament|input=5H|label={{clr|H|5H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Testament|input=2H|label={{clr|H|2H}}}} {{BalanceBadge|reworked|REWORKED}}
**Pushback {{Tt|reversed|Pushback rate changed from 80% to -80%}}, creating a vacuum-like effect. Pushback on Faultless Defense {{Tt|reversed and increased|Faultless Defense Minimum Pushback Rate changed from 75% to -80%}} to match.
**Decreased vertical launch speed by {{Tt|10%|Speed changed from 50 to 45}}. Reversed and decreased horizontal launch speed by {{Tt|33%|Speed changed from 15 to -10}}.
**Increased gravity on hit by {{Tt|100%|Gravity changed from 0.5 to 1.0}}, and now {{Tt|increases during the launch|Gravity increases by 0.05 each frame 9~58}}.
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Testament|input=6P|label={{clr|P|6P}}}} {{BalanceBadge|nerf|NERF}}
**Raised hurtbox during frames 1~3 by {{Tt|7%|Hurtbox height changed from 187 to 200}}, to match the height of other characters.
*{{MiniMoveCard|GGST|chara=Testament|input=6H|label={{clr|H|6H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*Grave Reaper (All Versions) ({{MiniMoveCard|GGST|chara=Testament|input=236S|label={{clr|S|236S}}}}, {{MiniMoveCard|GGST|chara=Testament|input=236H|label={{clr|H|236H}}}}, {{MiniMoveCard|GGST|chara=Testament|input=236S|label={{clr|S|j.236S}}}} & {{MiniMoveCard|GGST|chara=Testament|input=236H|label={{clr|H|j.236H}}}}) {{BalanceBadge|buff|BUFF}}
**Can now be input even if other Grave Reaper projectiles are still active. Releasing a new Grave Reaper projectile immediately destroys any other currently active Grave Reaper projectiles.
*{{MiniMoveCard|GGST|chara=Testament|input=236H|label=Grave Reaper ({{clr|H|H}} Version) ({{clr|H|236H}})}}
**Decreased pushback by {{Tt|53%|Pushback rate changed from 150% to 70%}}.
*{{MiniMoveCard|GGST|chara=Testament|input=236236P|label=Nostrovia ({{clr|P|236236P}})}}
**Increased active frames of the first and second hits from 2f to 6f.
*** Total active frames changed from <code>2, (24), 2, (28), 4</code> to <code>6, (20), 6, (24), 4</code>.
{{Character Patch
|version=1.24
|game=GGST
|chara=Zato-1
|changes=
*{{MiniMoveCard|GGST|chara=Zato-1|input=6K|label={{clr|K|6K}}}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery from 11f to 7f.
***On-block changed from -2 to +2.
***On-hit changed from +2 to +6.
**Decreased pushback by {{Tt|40%|Pushback rate changed from 100% to 60%}}.
*{{MiniMoveCard|GGST|chara=Zato-1|input=5H|label={{clr|H|5H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Zato-1|input=2H|label={{clr|H|2H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Zato-1|input=6H|label={{clr|H|6H}}}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Zato-1|input=j.D|label={{clr|D|j.D}}}} {{BalanceBadge|buff|BUFF}}
**Sped up the timing when Zato halts his momentum from frame 8 to 6.
*{{MiniMoveCard|GGST|chara=Zato-1|input=214K|label=Break the Law ({{clr|K|214K}})}} {{BalanceBadge|buff|BUFF}}
**Only Eddie will move now when 1 {{Ni|1}} or 3 {{Ni|3}} is input.
**Eddie will no longer move when 7 {{Ni|7}} or 9 {{Ni|9}} is input.
**Increased Zato-1's forward movement speed by {{Tt|30%|Speed changedfrom 12.25 to 15.925}}.
**Zato-1 now turns to face the opponent on frame 13 of startup if he was not, instead of after resurfacing.
**Decreases Tension Balance while moving backwards, for a maximum of -295 Tension Balance.
**Increases Negative value while moving backwards, for a maximum {{Tt|590~1180|Amount depends on distance:<br>* Close-range: 590<br>* Mid-range: 885<br>* Far-range: 1180}} Negative value.
*{{MiniMoveCard|GGST|chara=Zato-1|input=214S|label=Drunkard Shade ({{clr|S|214S}})}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{MiniMoveCard|GGST|chara=Zato-1|input=632146S|label=Sun Void ({{clr|S|632146S}})}} {{BalanceBadge|buff|BUFF}}
**Reduced frontal hurtbox. ([[:File:GGST Zato-1 Sun Void Hitbox.png|Current]] {{!}} [https://www.dustloop.com/wiki/images/archive/7/74/20221215160513%21GGST_Zato-1_Sun_Void_Hitbox.png Previous])
}}
</div>
 
=== Version 1.23 ===
==== New Content ====
Added {{Character Label|GGST|Sin Kiske|64px}}
 
=== Version 1.21 ===
==== New Content ====
Added {{Character Label|GGST|Bridget|64px}}
 
=== Version 1.19 ===
'''Bug Fixes Resulting in Balance Change'''
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Hide">
'''1.19 Major Bug Fixes'''
----
<div class="mw-collapsible-content">
===={{Character Label|GGST|Faust|64px}}====
*{{MiniMoveCard|GGST|chara=Faust|input=236P Afro|label=Afro}} {{BalanceBadge|buff|BUFF}}
**Fixed a bug where the afro would fail to explode under certain conditions.
*{{MiniMoveCard|GGST|chara=Faust|input=236P Banana|label=Banana}} Peel {{BalanceBadge|reworked|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.
 
===={{Character Label|GGST|I-No|64px}}====
*Dash {{BalanceBadge|nerf|NERF}}
**Fixed a bug that made it possible for her to block or backdash directly after her dash begins.
 
===={{Character Label|GGST|May|64px}}====
*Mr. Dolphin (Vertical) (All Versions) ({{MiniMoveCard|GGST|chara=May|input=[2]8S|label={{clr|S|2[8]S}}}} & {{MiniMoveCard|GGST|chara=May|input=[2]8H|label={{clr|H|2[8]H}}}}) {{BalanceBadge|reworked|REWORKED}}
**Fixed a bug that would sometimes occur when the opponent's Overdrive super flash activated while the player was holding down the button.
 
===={{Character Label|GGST|Ramlethal Valentine|64px}}====
*{{MiniMoveCard|GGST|chara=Ramlethal Valentine|input=632146H|label=Calvados ({{clr|H|632146H}})}} {{BalanceBadge|nerf|NERF}}
**Fixed a bug where the damage setting for the final hit would sometimes be applied multiple times.
 
===={{Character Label|GGST|Zato-1|64px}}====
*Eddie {{BalanceBadge|buff|BUFF}}
**Fixed a bug where Eddie would sometimes disappear regardless of the remaining Eddie Gauge.
</div>
 
=== Version 1.18 ===
'''Major Universal Mechanic Changes & Character Balancing'''
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Hide">
'''1.18 Universal Changes'''
----
<div class="mw-collapsible-content">
==== 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'''
*{{clr|P|5P}}, {{clr|K|5K}}, {{clr|P|2P}}, {{clr|K|2K}}, {{clr|P|j.P}}, {{clr|K|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'''
*{{clr|K|5K}} and {{clr|S|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'''
*{{clr|K|5K}}
**Now launches opponent less than previously when used multiple times in the same combo.
 
*{{clr|S|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.
 
*{{clr|K|2K}}
**Decreased knockback for all characters besides Faust.
 
*{{clr|P|j.P}}
**Now launches opponent higher.
 
*{{clr|K|j.K}}
**Now launches opponent higher, with decreased horizontal blowback distance.
</div>
 
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Hide">
'''1.18 Character Changes'''
----
<div class="mw-collapsible-content">
===={{Character Label|GGST|Anji Mito|64px}}====
*{{clr|K|2K}} {{BalanceBadge|buff|BUFF}}
**Decreased knockback.
*{{clr|S|c.S}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery from 14f to 11f.
*{{clr|S|f.S}} {{BalanceBadge|buff|BUFF}}
**Reduced attack startup from 12f to 11f.
**[[:File:GGST_Anji_Mito_fS_Hitbox.png#filehistory|Reduced frontal hurtbox]]. ([https://www.dustloop.com/wiki/images/archive/2/2b/20220610232234!GGST_Anji_Mito_fS_Hitbox.png Previously])
*{{clr|S|2S}} {{BalanceBadge|buff|BUFF}}
**Reduced attack startup from 12f to 10f.
**[[:File:GGST_Anji_Mito_2S_1_Hitbox.png#filehistory|Reduced frontal hurtbox]]. ([https://www.dustloop.com/wiki/images/archive/e/e8/20220610232302!GGST_Anji_Mito_2S_1_Hitbox.png Previously])
**No longer in Counter Hit recovery after active frames end.
*{{clr|H|5H}} {{BalanceBadge|buff|BUFF}}
**Opponent is now forced crouching state on grounded Counter Hit.
*{{clr|P|j.P}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher, with decreased horizontal blowback distance.
*{{clr|K|j.K}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher.
*{{clr|H|j.H}} {{BalanceBadge|buff|BUFF}}
**Launches opponent higher, with decreased horizontal blowback distance.
*{{clr|D|j.D}} {{BalanceBadge|buff|BUFF}}
**[[:File:GGST_Anji_Mito_jD_Hitbox.png#filehistory|Expanded frontal hitbox. Reduced frontal hurtbox]]. ([https://www.dustloop.com/wiki/images/archive/5/5d/20220610232655!GGST_Anji_Mito_jD_Hitbox.png Previously])
*{{MiniMoveCard|GGST|chara=Anji Mito|input=236P|label=Shitsu ({{clr|P|236P}})}} {{BalanceBadge|buff|BUFF}}
**The projectile now decelerates when close to the corner.
*{{MiniMoveCard|GGST|chara=Anji Mito|input=236H|label=Fuujin ({{clr|H|236H}})}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery from 29f to 21f.
*{{MiniMoveCard|GGST|chara=Anji Mito|input=236H|label=Fuujin (Charged) ({{clr|H|236[H]}})}} {{BalanceBadge|reworked|REWORKED}}
**Increased attack level from 3 to 4.
**No longer launches on grounded hit.
*{{MiniMoveCard|GGST|chara=Anji Mito|input=236H P|label=Shin: Ichishiki ({{clr|P|P}} during Fuujin)}} {{BalanceBadge|buff|BUFF}}
**Increased attack level from 1 to 2.
*{{MiniMoveCard|GGST|chara=Anji Mito|input=236H S|label=Nagiha ({{clr|S|S}} during Fuujin)}} {{BalanceBadge|nerf|NERF}}
**Increased attack startup from 13f to 15f (26f to 28f on early cancel).
*{{MiniMoveCard|GGST|chara=Anji Mito|input=236H H|label=Rin ({{clr|H|H}} during Fuujin)}} {{BalanceBadge|buff|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.
*{{MiniMoveCard|GGST|chara=Anji Mito|input=236S|label=Kou ({{clr|S|236S}})}} {{BalanceBadge|nerf|NERF}}
**Decreased damage of the second hit from 50 to 30.
**The opponent can now recover after landing.
*{{MiniMoveCard|GGST|chara=Anji Mito|input=632146H|label=Issei Ougi: Sai ({{clr|H|632146H}})}} {{BalanceBadge|buff|BUFF}}
**Increased damage from 13×6, 60 to 15×6, 75.
 
===={{Character Label|GGST|Axl Low|64px}}====
*{{clr|P|2P}} {{BalanceBadge|buff|BUFF}}
**Expanded frontal hitbox.
*{{clr|K|2K}} {{BalanceBadge|buff|BUFF}}
**Decreased knockback.
*{{clr|P|6P}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent on grounded hit.
**Now launches opponent higher, with decreased horizontal blowback distance.
*{{clr|K|6K}} {{BalanceBadge|buff|BUFF}}
**Added wall bounce effect.
**Now launches opponent lower, with decreased horizontal blowback distance.
*{{clr|S|c.S}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery from 15f to 13f.
***On-block changed from -4 to -1.
*{{clr|S|f.S}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery from 25f to 19f.
***On-block changed from -14 to -8.
**Expanded frontal hitbox and reduced hurtbox.
*{{clr|H|6H}} {{BalanceBadge|reworked|REWORKED}}
**Increased knockback.
*{{clr|P|j.P}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher, with decreased horizontal blowback distance.
*{{clr|K|j.K}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher.
*{{clr|D|j.D}} {{BalanceBadge|buff|BUFF}}
**Reduced frontal hurtbox.
*{{MiniMoveCard|GGST|chara=Axl Low|input=41236H|label=Winter Mantis ({{clr|H|41236H}})}} {{BalanceBadge|reworked|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.
*{{MiniMoveCard|GGST|chara=Axl Low|input=j.214H|label=Aerial Snail ({{clr|H|j.214H}})}} {{BalanceBadge|buff|BUFF}}
**Reduced attack startup from 16f to 14f.
**Now bounces opponent higher, with decreased horizontal blowback distance.
*{{MiniMoveCard|GGST|chara=Axl Low|input=214S|label=Rainwater ({{clr|S|214S}})}} {{BalanceBadge|reworked|REWORKED}}
**Increased proration from 80% to 90%.
**Now depletes more R.I.S.C. Level, from 1000 to 2000.
**Increased combo blowback scaling.
**Reduced combo blowback scaling on combos with Rainwater as a starter.
**Now causes more Wall Break value gain, from 500 to 700.
**Now less affected by combo blowback scaling.
**Now launches opponent higher, with decreased horizontal blowback distance.
**Expanded upper hitbox.
*{{MiniMoveCard|GGST|chara=Axl Low|input=j.236H|label=Axl Bomber ({{clr|H|j.236H}}, formerly {{clr|H|j.623H}})}} {{BalanceBadge|reworked|REWORKED}}
**Changed input from {{clr|H|j.623H}} to {{clr|H|j.236H}}.
**Now launches opponent less than previously when used multiple times in the same combo.
*{{MiniMoveCard|GGST|chara=Axl Low|input=236236H|label=Sickle Storm ({{clr|H|236236H}})}} {{BalanceBadge|nerf|NERF}}
**When blocked mid-air, the opponent now lands more quickly than before.
**Moved hitbox of the projectile (second hit) lower.
 
===={{Character Label|GGST|Baiken|64px}}====
*{{clr|P|5P}} {{BalanceBadge|buff|BUFF}}
**Reduced startup from 5f to 4f.
*{{clr|K|2K}} {{BalanceBadge|buff|BUFF}}
**Decreased knockback.
*{{clr|K|6K}} {{BalanceBadge|reworked|REWORKED}}
**Momentum now remains when canceled.
*{{clr|S|c.S}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery from 13f to 10f.
***On-block changed from -2 to +1.
*{{clr|S|f.S}} {{BalanceBadge|buff|BUFF}}
**Reduced startup from 10f to 9f.
**Reduced frontal hurtbox.
*{{clr|S|2S}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery from 22f to 19f.
***On-block changed from -11 to -8.
**Reduced frontal hurtbox.
*{{clr|H|2H}} {{BalanceBadge|reworked|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.
*{{clr|P|j.P}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher, with decreased horizontal blowback distance.
*{{clr|K|j.K}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher.
*{{MiniMoveCard|GGST|chara=Baiken|input=236K|label=Tatami Gaeshi ({{clr|K|236K}})}} {{BalanceBadge|buff|BUFF}}
**Now activates even after an upwards input.
**Expanded frontal hitbox of the strike.
*{{MiniMoveCard|GGST|chara=Baiken|input=j.236K|label=Aerial Tatami Gaeshi ({{clr|K|j.236K}})}}  {{BalanceBadge|buff|BUFF}}
**Expanded back hitbox of the projectile during descent.
*{{MiniMoveCard|GGST|chara=Baiken|input=41236S|label=Kabari ({{clr|S|S}} Version) ({{clr|S|41236S}})}} {{BalanceBadge|reworked|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.
*{{MiniMoveCard|GGST|chara=Baiken|input=41236H|label=Kabari ({{clr|H|H}} Version) ({{clr|H|41236H}})}} {{BalanceBadge|buff|BUFF}}
**Now activates even after an upwards input.
**Now less affected by combo blowback scaling.
*{{MiniMoveCard|GGST|chara=Baiken|input=41236H~H|label=Kabari ({{clr|H|H}} Version) Follow-up ({{clr|H|H}} during {{clr|H|H}} Kabari)}} {{BalanceBadge|reworked|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.
*{{MiniMoveCard|GGST|chara=Baiken|input=j.236S|label=Youzansen ({{clr|S|j.236S}})}} {{BalanceBadge|buff|BUFF}}
**Reduced landing recovery from 10f to 7f.
**Increased damage from 39 to 50.
*{{MiniMoveCard|GGST|chara=Baiken|input=236P|label=Hiiragi ({{clr|P|236P}})}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery on successful parry.
**Reduced recovery on unsuccessful parry from 45f to 32f.
*{{MiniMoveCard|GGST|chara=Baiken|input=236236S|label=Tsurane Sanzu-watashi ({{clr|S|236236S}})}} {{BalanceBadge|nerf|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 {{BalanceBadge|buff|BUFF}}
**Now breaks when the opponent's Psych Burst connects with Baiken.
 
===={{Character Label|GGST|Chipp Zanuff|64px}}====
*{{clr|K|2K}} {{BalanceBadge|buff|BUFF}}
**Decreased knockback.
*{{clr|S|c.S}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery from 13f to 10f.
***On-block changed from -2 to +1.
*{{clr|S|f.S}} {{BalanceBadge|buff|BUFF}}
**Reduced hurtbox during attack startup.
*{{clr|P|j.P}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher, with decreased horizontal blowback distance.
*{{clr|K|j.K}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher.
*{{MiniMoveCard|GGST|chara=Chipp Zanuff|input=236K|label=Alpha Blade (Diagonal) ({{clr|K|236K}})}} {{BalanceBadge|nerf|NERF}}
**No longer hits opponent when more than 350 horizontal distance apart.
*{{MiniMoveCard|GGST|chara=Chipp Zanuff|input=j.236P|label=Aerial Alpha Blade (Horizontal) ({{clr|P|j.236P}})}} {{BalanceBadge|nerf|NERF}}
**No longer hits opponent when more than 800 horizontal distance apart.
**Collision detection now activates sooner.
*{{MiniMoveCard|GGST|chara=Chipp Zanuff|input=j.236K|label=Aerial Alpha Blade (Diagonal) ({{clr|K|j.236K}})}} {{BalanceBadge|reworked|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) ({{MiniMoveCard|GGST|chara=Chipp Zanuff|input=623S|label={{clr|S|623S}}}} or {{MiniMoveCard|GGST|chara=Chipp Zanuff|input=j.623S|label={{clr|S|j.623S}}}}) {{BalanceBadge|nerf|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.
*{{MiniMoveCard|GGST|chara=Chipp Zanuff|input=236H|label=Gamma Blade ({{clr|H|236H}})}} {{BalanceBadge|reworked|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.
*{{MiniMoveCard|GGST|chara=Chipp Zanuff|input=236S 236K|label=Senshuu ({{clr|K|236K}} during Resshou or Rokusai)}} {{BalanceBadge|reworked|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.
*{{MiniMoveCard|GGST|chara=Chipp Zanuff|input=236236P|label=Banki Messai ({{clr|P|236236P}}, formerly {{clr|K|236236K}}}}) {{BalanceBadge|reworked|REWORKED}}
**Input changed from {{clr|K|236236K}} to {{clr|P|236236P}}.
 
===={{Character Label|GGST|Faust|64px}}====
*{{clr|P|6P}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher.
*{{clr|K|5K}} {{BalanceBadge|buff|BUFF}}
**{{Tt|Expanded lower hitbox|[[File:GGST_Faust_5K_hitbox.png|210px]]}}. ([https://www.dustloop.com/wiki/images/archive/3/30/20220610195021%21GGST_Faust_5K_hitbox.png Previously])
*{{clr|K|2K}} {{BalanceBadge|buff|BUFF}}
**Reduced attack startup from 7f to 5f.
*{{clr|S|c.S}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery from 15f to 12f.
***On-block changed from -4 to -1.
*{{clr|S|f.S}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery from 25f to 20f.
***On-block changed from -13 to -8.
**{{Tt|Reduced frontal hurtbox|[[File:GGST_Faust_fS_Hitbox.png|210px]]}}. ([https://www.dustloop.com/wiki/images/archive/4/4a/20220610195135%21GGST_Faust_fS_Hitbox.png Previously])
*{{clr|S|2S}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent on grounded hit.
**Now launches opponent higher.
*{{clr|H|5HH}} {{BalanceBadge|buff|BUFF}}
**The opponent can no longer recover after landing on Counter Hit.
*{{clr|H|6H}} {{BalanceBadge|buff|BUFF}}
**Added stagger effect.
*{{clr|P|j.P}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher, with decreased horizontal blowback distance.
*{{clr|K|j.K}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher.
*{{clr|K|j.2K}} {{BalanceBadge|buff|BUFF}}
**Increased damage from 30 to 39.
*{{clr|H|j.H}} {{BalanceBadge|buff|BUFF}}
**Reduced frontal hurtbox.
***{{Tt|Active frames 1-2|[[File:GGST_Faust_j.H_1_Hitbox.png|210px]]}} ([https://www.dustloop.com/wiki/images/archive/7/7b/20220610195312%21GGST_Faust_j.H_1_Hitbox.png Previously])
***{{Tt|Active frames 3-5|[[File:GGST_Faust_j.H_2_Hitbox.png|210px]]}} ([https://www.dustloop.com/wiki/images/archive/0/09/20220610195339%21GGST_Faust_j.H_2_Hitbox.png Previously])
*{{MiniMoveCard|GGST|chara=Faust|input=236S|label=Mix Mix Mix ({{clr|S|236S}})}} {{BalanceBadge|buff|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.
*{{MiniMoveCard|GGST|chara=Faust|input=236P Banana|label=Banana}} Peel {{BalanceBadge|buff|BUFF}}
**Banana peels can no longer hit multiple characters at the same time.
*{{MiniMoveCard|GGST|chara=Faust|input=236P Afro|label=Afro}} (Explosion) {{BalanceBadge|buff|BUFF}}
**Added Guard Crush effect.
*{{MiniMoveCard|GGST|chara=Faust|input=236P Meteors|label=Meteors}} {{BalanceBadge|buff|BUFF}}
**Added ground bounce effect.
**Blowback direction now matches the direction the meteors are falling from.
*{{MiniMoveCard|GGST|chara=Faust|input=236P Mini Faust|label=Mini Faust}} {{BalanceBadge|buff|BUFF}}
**Hitbox now activates directly after coming into contact with the opponent or being attacked.
*Scarecrow (All Versions) ({{MiniMoveCard|GGST|chara=Faust|input=214P|label={{clr|P|214P}}}}, {{MiniMoveCard|GGST|chara=Faust|input=214K|label={{clr|K|214K}}}} & {{MiniMoveCard|GGST|chara=Faust|input=214S|label={{clr|S|214S}}}}) {{BalanceBadge|reworked|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 ({{clr|P|P}} and {{clr|K|K}} Versions) ({{MiniMoveCard|GGST|chara=Faust|input=214P|label={{clr|P|214P}}}} & {{MiniMoveCard|GGST|chara=Faust|input=214K|label={{clr|K|214K}}}}) {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher.
**Reduced attack startup from 63f to 54f and from 97f to 84f when charged.
*{{MiniMoveCard|GGST|chara=Faust|input=41236K|label=Thrust ({{clr|K|41236K}})}} {{BalanceBadge|buff|BUFF}}
**{{Tt|Reduced frontal hurtbox|[[File:GGST_Faust_41236K_2_Hitbox.png|210px]]}}. ([https://www.dustloop.com/wiki/images/archive/3/30/20220610195021%21GGST_Faust_5K_hitbox.png Previously])
*{{MiniMoveCard|GGST|chara=Faust|input=j.236P|label=Love ({{clr|P|j.236P}})}} {{BalanceBadge|buff|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.
*{{MiniMoveCard|GGST|chara=Faust|input=632146H|label=Bone-crushing Excitement ({{clr|H|632146H}})}} {{BalanceBadge|reworked|REWORKED}}
**{{Tt|Expanded upper hitbox|[[File:GGST Faust 632146H Hitbox.png|210px]]}}. ([https://www.dustloop.com/wiki/images/archive/c/c9/20220610195552%21GGST_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.
 
===={{Character Label|GGST|Giovanna|64px}}====
*Dash {{BalanceBadge|buff|BUFF}}
**Movement distance can now be altered with 4 or 6 inputs during the animation.
*Normal Moves and Command Normals {{BalanceBadge|buff|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.
*{{clr|K|2K}} {{BalanceBadge|buff|BUFF}}
**Decreased knockback.
**Expanded upper hitbox and hurtbox.
*{{clr|S|f.S}} {{BalanceBadge|buff|BUFF}}
**Decreased horizontal blowback distance.
*{{clr|D|2D}} {{BalanceBadge|nerf|NERF}}
**Increased recovery from 7f to 12f.
***On-block changed from -3 to -8.
*{{clr|P|j.P}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher, with decreased horizontal blowback distance.
*{{clr|K|j.K}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher.
*{{clr|S|j.S}} {{BalanceBadge|buff|BUFF}}
**Reduced upper hurtbox.
*{{clr|H|j.H}} {{BalanceBadge|nerf|NERF}}
**Now launches opponent lower.
*{{clr|D|j.D}} {{BalanceBadge|reworked|REWORKED}}
**Decreased damage from 25, 25 to 21, 21.
**The second hit now launches the opponent higher.
*{{MiniMoveCard|GGST|chara=Giovanna|input=6D or 4D|label=Ground Throw}} {{BalanceBadge|nerf|NERF}}
**Reduced throw range.
*{{MiniMoveCard|GGST|chara=Giovanna|input=214K|label=Sepultura ({{clr|K|214K}})}} {{BalanceBadge|nerf|NERF}}
**Decreased damage from 45 to 39.
**Reduced lower hitbox and hurtbox.
*{{MiniMoveCard|GGST|chara=Giovanna|input=236K|label=Trovão ({{clr|K|236K}})}} {{BalanceBadge|buff|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.
*{{MiniMoveCard|GGST|chara=Giovanna|input=623S|label=Sol Nascente ({{clr|S|623S}})}} {{BalanceBadge|reworked|REWORKED}}
**Reduced lower hitbox and extended upper hitbox.
*Sol Poente (All Versions) ({{MiniMoveCard|GGST|chara=Giovanna|input=214S|label={{clr|S|214S}}}} & {{MiniMoveCard|GGST|chara=Giovanna|input=j.214S|label={{clr|S|j.214S}}}}) {{BalanceBadge|nerf|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.
*{{MiniMoveCard|GGST|chara=Giovanna|input=632146H|label=Ventania ({{clr|H|632146H}})}} {{BalanceBadge|nerf|NERF}}
**Increased attack startup from 4+3f to 5+4f.
 
===={{Character Label|GGST|Goldlewis Dickinson|64px}}====
*{{clr|P|6P}} {{BalanceBadge|buff|BUFF}}
**Extended lower hitbox.
*{{clr|K|2K}} {{BalanceBadge|buff|BUFF}}
**Decreased knockback.
**Reduced recovery from 13f to 11f.
*{{clr|S|c.S}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery from 15f to 12f.
*{{clr|S|f.S}} {{BalanceBadge|buff|BUFF}}
**Now moves forward.
**Reduced frontal hurtbox.
*{{clr|H|5H}} {{BalanceBadge|buff|BUFF}}
**Expanded frontal hitbox
*{{clr|H|6H}} {{BalanceBadge|buff|BUFF}}
**Increased movement speed.
**Now maintains momentum.
*{{clr|P|j.P}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher, with decreased horizontal blowback distance.
*{{clr|K|j.K}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher.
*{{clr|S|j.S}} {{BalanceBadge|buff|BUFF}}
**Reduced frontal hurtbox.
*{{clr|D|j.D}} {{BalanceBadge|buff|BUFF}}
**Reduced frontal hurtbox.
**Reduced attack startup from 15f to 14f.
*{{MiniMoveCard|GGST|chara=Goldlewis Dickinson|input=214S Level 1|label=Thunderbird ({{clr|S|214S}})}} {{BalanceBadge|buff|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.
*{{MiniMoveCard|GGST|chara=Goldlewis Dickinson|input=236S Level 1|label=Skyfish ({{clr|S|236S}})}} {{BalanceBadge|nerf|NERF}}
**Delayed the timing of the Security Level reset.
*{{MiniMoveCard|GGST|chara=Goldlewis Dickinson|input=632146P|label=Down With The System ({{clr|P|632146P}})}} {{BalanceBadge|nerf|NERF}}
**When blocked mid-air, the opponent now lands more quickly than before.
*{{MiniMoveCard|GGST|chara=Goldlewis Dickinson|input=236236K Level 1|label=Burn It Down ({{clr|K|236236K}})}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery from 40f to 27f.
**Increased attack level from 0 to 2.
 
===={{Character Label|GGST|Happy Chaos|64px}}====
*Concentration {{BalanceBadge|nerf|NERF}}
**Amount of Concentration depleted while readying the gun now varies depending on distance with opponent.
*{{clr|P|2P}} {{BalanceBadge|buff|BUFF}}
**Reduced attack startup from 6f to 5f.
*{{clr|K|2K}} {{BalanceBadge|buff|BUFF}}
**Decreased knockback.
*{{clr|S|c.S}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery from 13f to 10f.
***On-block changed from -2 to +1.
*{{clr|S|f.S}} {{BalanceBadge|buff|BUFF}}
**Increased knockback.
**Reduced recovery from 29f to 21f.
***On-block changed from -22 to -14.
**Increased movement speed.
*{{clr|S|2S}} {{BalanceBadge|reworked|REWORKED}}
**Expanded upper hitbox and hurtbox.
*{{clr|P|j.P}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher, with decreased horizontal blowback distance.
*{{clr|K|j.K}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher.
*{{clr|K|j.2K}} {{BalanceBadge|buff|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.
*{{MiniMoveCard|GGST|chara=Happy Chaos|input=236S|label=At the Ready ({{clr|S|236S}})}} {{BalanceBadge|reworked|REWORKED}}
**Reduced recovery from 16f to 13f.
***On-block changed from 0 to +3.
**Reduced proration from 100% to 90%.
**Now depletes more R.I.S.C. Level, from 1000 to 2000.
**Increased combo blowback scaling.
**Increased combo blowback scaling of combos with At the Ready as a starter.
**Now causes more Wall Break value gain, from 300 to 700.
*{{MiniMoveCard|GGST|chara=Happy Chaos|input=236S H|label=Fire ({{clr|H|H}})}}  {{BalanceBadge|nerf|NERF}}
**Hitbox now disappears when Chaos takes damage.
**Decreased knockback.
*{{MiniMoveCard|GGST|chara=Happy Chaos|input=214S H|label=Fire (During Steady Aim) ({{clr|H|H}} during Steady Aim)}} {{BalanceBadge|nerf|NERF}}
**Decreased damage from 60 [40] to 55 [35].
*{{MiniMoveCard|GGST|chara=Happy Chaos|input=22P|label=Reload ({{clr|P|22P}})}} {{BalanceBadge|reworked|REWORKED}}
**Made input Tension gained faster, changed to frame 1.
**Chaos now remains in Counter Hit state until the end of the animation.
*{{MiniMoveCard|GGST|chara=Happy Chaos|input=214P|label=Focus ({{clr|P|214P}})}} {{BalanceBadge|buff|BUFF}}
**Made input Tension gained faster, changed to frame 1.
*{{MiniMoveCard|GGST|chara=Happy Chaos|input=214K|label=Roll ({{clr|K|214K}})}} {{BalanceBadge|buff|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.
*{{MiniMoveCard|GGST|chara=Happy Chaos|input=236K|label=Scapegoat ({{clr|K|236K}})}} {{BalanceBadge|nerf|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.
*{{MiniMoveCard|GGST|chara=Happy Chaos|input=236P|label=Curse ({{clr|P|236P}})}} {{BalanceBadge|nerf|NERF}}
**Effect now ends when Chaos takes damage.
**Made input Tension gained faster, changed to frame 1.
 
===={{Character Label|GGST|I-No|64px}}====
*Air Dash and Air Back Dash {{BalanceBadge|buff|BUFF}}
**Trajectory can now be altered with 8 or 2 inputs.
*{{clr|P|2P}} {{BalanceBadge|buff|BUFF}}
**Reduced attack startup from 6f to 5f.
*{{clr|K|2K}} {{BalanceBadge|buff|BUFF}}
**Decreased knockback.
**Reduced upper hurtbox.
*{{clr|S|c.S}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery from 15f to 12f.
***On-block changed from -2 to +1.
*{{clr|S|2S}} {{BalanceBadge|buff|BUFF}}
**Reduced attack startup from 11f to 10f.
**Expanded frontal hitbox and hurtbox.
*{{clr|P|j.P}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher, with decreased horizontal blowback distance.
*{{clr|K|j.K}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher.
**Expanded back hitbox and hurtbox.
*Antidepressant Scale (All Versions) ({{MiniMoveCard|GGST|chara=I-No|input=214P|label={{clr|P|214P}}}} & {{MiniMoveCard|GGST|chara=I-No|input=j.214P|label={{clr|P|j.214P}}}}) {{BalanceBadge|buff|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.
*{{MiniMoveCard|GGST|chara=I-No|input=j.214P|label=Aerial Antidepressant Scale ({{clr|P|j.214P}})}} {{BalanceBadge|reworked|REWORKED}}
**Increased the movement speed of the projectile.
**Increased landing recovery to 6f.
*{{MiniMoveCard|GGST|chara=I-No|input=214K|label=Chemical Love ({{clr|K|214K}})}} {{BalanceBadge|buff|BUFF}}
**Increased active frames from 10 to 14.
*{{MiniMoveCard|GGST|chara=I-No|input=236H|label=Stroke the Big Tree ({{clr|H|H}} Version) ({{clr|H|236H}})}} {{BalanceBadge|nerf|NERF}}
**Increased recovery from 12f to 16f.
***On-block changed from +2 to -2.
**Increased stagger duration.
**Decreased knockback on hit.
*{{MiniMoveCard|GGST|chara=I-No|input=j.236H|label=Sultry Performance ({{clr|H|H}} Version) ({{clr|H|j.236H}})}} {{BalanceBadge|buff|BUFF}}
**The final hit during the active frames now has the same properties, regardless of the number of hits.
*{{MiniMoveCard|GGST|chara=I-No|input=632146S|label=Ultimate Fortissimo ({{clr|S|632146S}})}} {{BalanceBadge|nerf|NERF}}
**Increased attack startup from 6+2f to 7+2f.
*{{MiniMoveCard|GGST|chara=I-No|input=j.632146S|label=Aerial Ultimate Fortissimo ({{clr|S|j.632146S}})}} {{BalanceBadge|nerf|NERF}}
**I-No can no longer land as the move comes out.
 
===={{Character Label|GGST|Jack-O|64px|label=Jack-O'}}====
*Servant Gauge {{BalanceBadge|buff|BUFF}}
**Increased Servant Gauge value at round start from 1000 to 3000 (1 bar to 3 bars).
*{{clr|P|2P}} {{BalanceBadge|buff|BUFF}}
**Reduced attack startup from 6f to 5f.
*{{clr|K|5K}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery from 13f to 10f.
*{{clr|K|2K}} {{BalanceBadge|buff|BUFF}}
**Reduced attack startup from 7f to 6f.
**Reduced recovery from 14f to 12f.
**Decreased knockback.
*{{clr|S|c.S}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery from 13f to 10f.
*{{clr|H|2H}} {{BalanceBadge|buff|BUFF}}
**Decreased horizontal blowback distance.
*{{clr|D|2D}} {{BalanceBadge|buff|BUFF}}
**Reduced attack startup from 11f to 10f.
*{{clr|P|j.P}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher, with reduced horizontal blowback distance.
*{{clr|K|j.K}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher.
*{{clr|H|j.H}} {{BalanceBadge|buff|BUFF}}
**Expanded the lower hitbox and hurtbox of the initial hit.
*{{clr|D|j.D}} {{BalanceBadge|buff|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.
*{{MiniMoveCard|GGST|chara=Jack-O|input=6P/6K/6S/6H/6D while holding Servant|label=Throw Servant (All Versions) (hs.6X & hs.j.6X)}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery from 32 total to 27 total.
**Increased clash level of the servant from 1 to 2.
*{{MiniMoveCard|GGST|chara=Jack-O|input=D while holding Servant|label=Release Servant (All Versions) ({{clr|D|hs.D}} & {{clr|D|hs.j.D}})}} {{BalanceBadge|buff|BUFF}}
**Made input Tension gained faster, from frame 3 to frame 1.
*{{MiniMoveCard|GGST|chara=Jack-O|input=214P|label=Recover Servant (All Versions) (Except for While Lifting a Servant) ({{clr|P|214P}} & {{clr|P|j.214P}})}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery from 24f total to 19f total.
*{{MiniMoveCard|GGST|chara=Jack-O|input=214P|label=Recover Servant (All Versions) (While Lifting a Servant) ({{clr|P|hs.P}} & {{clr|P|hs.j.P}})}} {{BalanceBadge|buff|BUFF}}
**Made input Tension gained faster, from frame 3 to frame 1.
*{{MiniMoveCard|GGST|chara=Jack-O|input=214K|label=Attack Command (All Versions) ({{clr|K|214K}}, {{clr|K|hs.K}}, {{clr|K|j.214K}} & {{clr|K|hs.j.K}})}} {{BalanceBadge|buff|BUFF}}
**Reduced attack startup from 3+10f to 3+9f.
**Reduced recovery from 24f total to 23f total.
*{{MiniMoveCard|GGST|chara=Jack-O|input=214S|label=Defend Command (All Versions) ({{clr|S|214S}}, {{clr|S|hs.S}}, {{clr|S|j.214S}} & {{clr|S|hs.j.S}})}} {{BalanceBadge|buff|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.
*{{MiniMoveCard|GGST|chara=Jack-O|input=214S|label=Defend Command (All Versions) (While Lifting a Servant) ({{clr|S|hs.S}} & {{clr|S|hs.j.S}})}} {{BalanceBadge|buff|BUFF}}
**Made input Tension gained faster, from frame 3 to frame 1.
*{{MiniMoveCard|GGST|chara=Jack-O|input=214H|label=Countdown (All Versions) (While Lifting a Servant) ({{clr|H|hs.H}} & {{clr|H|hs.j.H}})}} {{BalanceBadge|buff|BUFF}}
**Made input Tension gained faster, from frame 3 to frame 1.
*{{MiniMoveCard|GGST|chara=Jack-O|input=236K|label=Servant Shoot (All Versions) ({{clr|K|236K}}, {{clr|K|hs.K}}, {{clr|K|j.236K}} & {{clr|K|hs.j.K}})}} {{BalanceBadge|buff|BUFF}}
**Increased active frames from 3 to 4.
**Reduced recovery from 26f to 25f.
**Increased clash level of the servant from 1 to 2.
*{{MiniMoveCard|GGST|chara=Jack-O|input=236K|label=Aerial Servant Shoot (All Versions) ({{clr|K|j.236K}} & {{clr|K|hs.j.K}})}} {{BalanceBadge|reworked|REWORKED}}
**Reduced deceleration.
**Expanded hitbox and hurtbox.
*{{MiniMoveCard|GGST|chara=Jack-O|input=632146P|label=Forever Elysion Driver ({{clr|P|632146P}})}} {{BalanceBadge|buff|BUFF}}
**Servants are now recovered immediately upon activation.
 
===={{Character Label|GGST|Ky Kiske|64px}}====
''Values in [ ] indicate Shock State or Dragon Install''
<section begin="1.18 Ky"/>*{{clr|K|2K}} {{BalanceBadge|buff|BUFF}}
**Decreased knockback.
*{{clr|K|6K}} {{BalanceBadge|buff|BUFF}}
**Can now be canceled into special moves.
*{{clr|S|c.S}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery from 13f to 10f.
***On-block changed from -2 to +1.
*{{clr|S|f.S}} {{BalanceBadge|buff|BUFF}}
**[[:File:GGST_Ky_f.S_hitbox.png|Reduced frontal hurtbox]]. ([https://www.dustloop.com/wiki/images/archive/6/6a/20220610175023%21GGST_Ky_f.S_hitbox.png Previously])
*{{clr|S|2S}} {{BalanceBadge|buff|BUFF}}
**[[:File:GGST_Ky_2S_hitbox.png|Reduced frontal hurtbox]]. ([https://www.dustloop.com/wiki/images/archive/e/e5/20220610175042%21GGST_Ky_2S_hitbox.png Previously])
*{{clr|P|j.P}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher, with decreased horizontal blowback distance.
*{{clr|K|j.K}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher.
*{{clr|S|j.S}} {{BalanceBadge|buff|BUFF}}
**[[:File:GGST_Ky_j.S_hitbox.png|Reduced frontal hurtbox]]. ([https://www.dustloop.com/wiki/images/archive/3/3c/20220611062648%21GGST_Ky_j.S_hitbox.png Previously])
*{{clr|H|j.H}} {{BalanceBadge|buff|BUFF}}
**Now launches the opponent higher, with decreased horizontal blowback distance.
*{{clr|D|j.D}} {{BalanceBadge|buff|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.
*{{MiniMoveCard|GGST|chara=Ky Kiske|input=6D or 4D|label=Ground Throw}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery upon successful throw.
***On-hit changed to HKD (+55).
**Now launches the opponent lower, with decreased horizontal blowback distance.
*Shock State {{BalanceBadge|nerf|NERF}}
**Effect now ends when Ky takes damage.
*Stun Edge (All Versions) ({{MiniMoveCard|GGST|chara=Ky Kiske|input=236S|label={{clr|S|236S}}}}, {{MiniMoveCard|GGST|chara=Ky Kiske|input=j.236S|label={{clr|S|j.236S}}}} & {{MiniMoveCard|GGST|chara=Ky Kiske|input=j.236H|label={{clr|H|j.236H}}}}) {{BalanceBadge|buff|BUFF}}
**Usage restriction is now removed after a set amount of time passes.
*Aerial Stun Edge (All Versions) ({{MiniMoveCard|GGST|chara=Ky Kiske|input=j.236S|label={{clr|S|j.236S}}}} & {{MiniMoveCard|GGST|chara=Ky Kiske|input=j.236H|label={{clr|H|j.236H}}}}) {{BalanceBadge|buff|BUFF}}
**Reduced landing recovery from 14f to 10f.
*{{MiniMoveCard|GGST|chara=Ky Kiske|input=236H|label=Charged Stun Edge ({{clr|H|236H}})}} {{BalanceBadge|buff|BUFF}}
**Usage restriction is now removed after a set amount of time passes.
*{{MiniMoveCard|GGST|chara=Ky Kiske|input=214K|label=Foudre Arc ({{clr|K|214K}})}} {{BalanceBadge|reworked|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) ({{MiniMoveCard|GGST|chara=Ky Kiske|input=623S|label={{clr|S|623S}}}}, {{MiniMoveCard|GGST|chara=Ky Kiske|input=623H|label={{clr|H|623H}}}}, {{MiniMoveCard|GGST|chara=Ky Kiske|input=j.623S|label={{clr|S|j.623S}}}} & {{MiniMoveCard|GGST|chara=Ky Kiske|input=j.623H|label={{clr|H|j.623H}}}}) {{BalanceBadge|reworked|REWORKED}}
**Expanded lower hitbox.
***[[:File:GGST_Ky_623S_hitbox.png|{{clr|S|S}} Vapor Thrust]] ([https://www.dustloop.com/wiki/images/archive/9/9e/20220610175116%21GGST_Ky_623S_hitbox.png Previously])
***[[:File:GGST_Ky_623H_hitbox.png|{{clr|H|H}} Vapor Thrust]] ([https://www.dustloop.com/wiki/images/archive/4/42/20220610175241%21GGST_Ky_623H_hitbox.png Previously])
**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.
*{{MiniMoveCard|GGST|chara=Ky Kiske|input=214S|label=Dire Eclat ({{clr|S|214S}})}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery from 25f to 22f.
***On-block changed from -11 [-9] to -8 [-6].
*Ride the Lightning (All Versions) ({{MiniMoveCard|GGST|chara=Ky Kiske|input=632146H|label={{clr|H|632146H}}}} & {{MiniMoveCard|GGST|chara=Ky Kiske|input=j.632146H|label={{clr|H|j.632146H}}}}) {{BalanceBadge|nerf|NERF}}
**Increased attack startup from 7+1f to 8+1f.
*{{MiniMoveCard|GGST|chara=Ky Kiske|input=214214H|label=Dragon Install ({{clr|H|214214H}})}} {{BalanceBadge|buff|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.<section end="1.18 Ky"/>
 
===={{Character Label|GGST|Leo Whitefang|64px}}====
*{{clr|K|5K}} {{BalanceBadge|nerf|NERF}}
**Increased recovery from 11f to 13f.
***On-block changed from -1 to -3.
*{{clr|K|2K}} {{BalanceBadge|buff|BUFF}}
**Decreased knockback.
*{{clr|S|c.S}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery from 13f to 10f.
***On-block changed from -2 to +1.
*{{clr|S|2S}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery from 19f to 13f.
***On-block changed from -8 to -2.
*Command Normal 5 ({{clr|H|[H]}}{{clr|S|S}} or {{clr|S|[S]}}{{clr|H|H}}) {{BalanceBadge|buff|BUFF}}
**Can now withstand the opponent's attacks until directly before the attack is active.
*{{clr|D|2D}} {{BalanceBadge|nerf|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.
*{{clr|P|j.P}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher, with decreased horizontal blowback distance.
*{{clr|K|j.K}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher.
*{{clr|S|j.S}} {{BalanceBadge|nerf|NERF}}
**Second hit now launches opponent lower.
*{{clr|H|j.H}} {{BalanceBadge|reworked|REWORKED}}
**Decreased frontal hurtbox.
**Now launches opponent lower.
*{{clr|D|j.D}} {{BalanceBadge|buff|BUFF}}
**Now bounces opponent higher, with decreases horizonal blowback distance.
*Eisensturm (All Versions) ({{MiniMoveCard|GGST|chara=Leo Whitefang|input=[2]8S|label={{clr|S|[2]8S}}}} & {{MiniMoveCard|GGST|chara=Leo Whitefang|input=[2]8H|label={{clr|H|[2]8H}}}}) {{BalanceBadge|nerf|NERF}}
**{{clr|S|S}} Version increased attack startup from 7f to 9f.
**{{clr|H|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.
*{{MiniMoveCard|GGST|chara=Leo Whitefang|input=236H|label=Zweites Kaltes Gestöber ({{clr|H|236H}})}} {{BalanceBadge|buff|BUFF}}
**Now crosses over behind opponent even when they are in the corner.
*{{MiniMoveCard|GGST|chara=Leo Whitefang|input=214S|label=Turbulenz ({{clr|S|214S}})}} {{BalanceBadge|nerf|NERF}}
**The opponent can now recover after landing.
*{{clr|K|bt.K}} {{BalanceBadge|buff|BUFF}}
**Increase damage from 20 to 24.
**Now triggers slowdown effect on Counter Hit.
*{{MiniMoveCard|GGST|chara=Leo Whitefang|input=bt.214H|label=Blitzschlag ({{clr|H|bt.214H}})}} {{BalanceBadge|buff|BUFF}}
**Increased proration from 90% to 100%.
**Now depletes less R.I.S.C. Level, from 2000 to 1000.
**Reduced combo blowback scaling.
**Now causes less Wall Break gain, now 300.
*Dash {{BalanceBadge|nerf|NERF}}
**Leo is no longer able to stop his dash momentum with Faultless Defense.
 
===={{Character Label|GGST|May|64px}}====
*{{clr|P|5P}} {{BalanceBadge|buff|BUFF}}
**Reduced attack startup from 5f to 4f.
*{{clr|P|6P}} {{BalanceBadge|reworked|REWORKED}}
**Adjusted animation of opponent character on hit.
*{{clr|K|5K}} {{BalanceBadge|buff|BUFF}}
**Reduced attack startup from 9f to 8f.
*{{clr|K|2K}} {{BalanceBadge|buff|BUFF}}
**Decreased knockback.
*{{clr|K|3K}} {{BalanceBadge|nerf|NERF}}
**Opponent can now recover after landing.
*{{clr|H|5H}} {{BalanceBadge|nerf|NERF}}
**Decreased damage from 65 to 55.
**Expanded frontal hurtbox during recovery.
*{{clr|H|2H}} {{BalanceBadge|nerf|NERF}}
**Now launches opponent lower.
*{{clr|D|2D}} {{BalanceBadge|reworked|REWORKED}}
**Expanded frontal hitbox and hurtbox.
*{{clr|P|j.P}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher, with decreased horizontal blowback distance.
*{{clr|K|j.K}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher.
*{{clr|H|j.2H}} {{BalanceBadge|nerf|NERF}}
**Increased landing recovery to 6f.
*Mr. Dolphin (Horizontal) (All Versions) ({{MiniMoveCard|GGST|chara=May|input=[4]6S|label={{clr|S|[4]6S}}}} & {{MiniMoveCard|GGST|chara=May|input=[4]6H|label={{clr|H|[4]6H}}}}) {{BalanceBadge|reworked|REWORKED}}
**{{clr|S|S}} version decreased damage from 35 to 30.
**{{clr|H|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) ({{MiniMoveCard|GGST|chara=May|input=[2]8S|label={{clr|S|[2]8S}}}} & {{MiniMoveCard|GGST|chara=May|input=[2]8H|label={{clr|H|[2]8H}}}}) {{BalanceBadge|buff|BUFF}}
**Movement speed now increases when button is held down.
**No longer hits opponent when more than 360.5 distance apart.
**{{clr|S|S}} version reduced recovery on hit to 21f.
**{{clr|H|H}} version reduced recovery on hit to 19f.
*{{MiniMoveCard|GGST|chara=May|input=[2]8H|label=Mr. Dolphin (Vertical) ({{clr|H|H}} Version) ({{clr|H|[2]8H}})}} {{BalanceBadge|buff|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) ({{MiniMoveCard|GGST|chara=May|input=632146H|label={{clr|H|632146H}}}} & {{MiniMoveCard|GGST|chara=May|input=j.632146H|label={{clr|H|j.632146H}}}}) {{BalanceBadge|nerf|NERF}}
**When blocked mid-air, the opponent now lands more quickly than before.
**Increased recovery to 55f.
 
===={{Character Label|GGST|Millia Rage|64px}}====
*{{clr|P|2P}} {{BalanceBadge|buff|BUFF}}
**Reduced attack startup from 5f to 4f.
*{{clr|K|2K}} {{BalanceBadge|buff|BUFF}}
**Reduced knockback.
**Reduced upper hurtbox.
*{{clr|S|c.S}} {{BalanceBadge|buff|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.
*{{clr|S|f.S}} {{BalanceBadge|buff|BUFF}}
**Reduced attack startup from 10f to 9f.
**Expanded frontal hitbox and hurtbox.
*{{clr|H|5H}} {{BalanceBadge|buff|BUFF}}
**Reduced frontal hurtbox.
*{{clr|P|j.P}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher, with decreased horizontal blowback distance.
*{{clr|K|j.K}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher.
*{{clr|S|j.S}} {{BalanceBadge|buff|BUFF}}
**Reduced frontal hurtbox.
*{{clr|D|j.D}} {{BalanceBadge|buff|BUFF}}
**Expanded frontal hitbox and reduced hurtbox.
**Now launches opponent on grounded hit.
*{{MiniMoveCard|GGST|chara=Millia Rage|input=6D or 4D|label=Ground Throw}} {{BalanceBadge|nerf|NERF}}
**Increased recovery upon successful throw.
*{{MiniMoveCard|GGST|chara=Millia Rage|input=j.236P|label=Bad Moon ({{clr|P|j.236P}})}} {{BalanceBadge|buff|BUFF}}
**The final hit now launches opponent higher, with decreased horizonal blowback distance.
*{{MiniMoveCard|GGST|chara=Millia Rage|input=j.236K|label=Turbo Fall ({{clr|K|j.236K}})}} {{BalanceBadge|buff|BUFF}}
**Reduced landing recovery from 12f to 9f.
*Tandem Top (All Versions) ({{MiniMoveCard|GGST|chara=Millia Rage|input=236S|label={{clr|S|236S}}}} & {{MiniMoveCard|GGST|chara=Millia Rage|input=236H|label={{clr|H|236H}}}}) {{BalanceBadge|buff|BUFF}}
**{{clr|S|S}} version reduced recovery to 45f. Now -14 on block
**{{clr|H|H}} version reduced recovery from 55f to 51f.
**Hitbox no longer disappears when Millia blocks the opponent's attack.
*{{MiniMoveCard|GGST|chara=Millia Rage|input=236S|label=Tandem Top ({{clr|S|S}} Version) ({{clr|S|236S}})}} {{BalanceBadge|nerf|NERF}}
**Increased knockback.
*{{MiniMoveCard|GGST|chara=Millia Rage|input=214P|label=Iron Savior ({{clr|P|214P}})}} {{BalanceBadge|reworked|REWORKED}}
**Decreased horizontal blowback distance.
**Expanded frontal hitbox.
*{{MiniMoveCard|GGST|chara=Millia Rage|input=214S|label=Lust Shaker ({{clr|S|214S}})}} {{BalanceBadge|buff|BUFF}}
**Fixed a bug where the final hit would sometimes not cause blowback.
*{{MiniMoveCard|GGST|chara=Millia Rage|input=j.236H|label=Kapel ({{clr|H|j.236H}})}} {{BalanceBadge|buff|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.
*{{MiniMoveCard|GGST|chara=Millia Rage|input=632146H|label=Winger ({{clr|H|632146H}})}} {{BalanceBadge|nerf|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.
 
===={{Character Label|GGST|Nagoriyuki|64px}}====
*{{clr|K|2K}} {{BalanceBadge|buff|BUFF}}
**Decreased knockback.
*{{clr|S|f.S}} {{BalanceBadge|buff|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
*{{clr|S|f.SS}} {{BalanceBadge|buff|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
*{{clr|S|f.SSS}} {{BalanceBadge|buff|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
*{{clr|S|2S}} {{BalanceBadge|buff|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
*{{clr|H|2H}} {{BalanceBadge|nerf|NERF}}
**Reduced lower hitbox.
***[[:File:GGST Nagoriyuki 2H1-Hitbox.png|Level 1]] ([https://www.dustloop.com/wiki/images/archive/3/34/20220610223339%21GGST_Nagoriyuki_2H1-Hitbox.png Previously])
***[[:File:GGST Nagoriyuki 2H2-Hitbox.png|Level 2]] ([https://www.dustloop.com/wiki/images/archive/3/3d/20220610223403%21GGST_Nagoriyuki_2H2-Hitbox.png Previously])
***[[:File:GGST Nagoriyuki 2H3-Hitbox.png|Level 3]] ([https://www.dustloop.com/wiki/images/archive/9/9c/20220610223411%21GGST_Nagoriyuki_2H3-Hitbox.png Previously])
***[[:File:GGST Nagoriyuki 2HBR-Hitbox.png|Blood Rage]] ([https://www.dustloop.com/wiki/images/archive/6/69/20220610223422%21GGST_Nagoriyuki_2HBR-Hitbox.png Previously])
*{{clr|P|j.P}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher, with decreased horizontal blowback distance.
*{{clr|K|j.K}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher.
*{{clr|S|j.S}} {{BalanceBadge|buff|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
*{{clr|H|j.H}} {{BalanceBadge|buff|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
*{{clr|D|j.D}} {{BalanceBadge|buff|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
*{{MiniMoveCard|GGST|chara=Nagoriyuki|input=BR Activation|label=Blood Rage}} {{BalanceBadge|nerf|NERF}}
**Decreased opponent's reeling time during Guard Crush from 73f to 68f.
***On-block changed from -7 to -12.
*{{MiniMoveCard|GGST|chara=Nagoriyuki|input=236S|label=Zarameyuki ({{clr|S|236S}})}} {{BalanceBadge|buff|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.
*{{MiniMoveCard|GGST|chara=Nagoriyuki|input=214H|label=Kamuriyuki ({{clr|H|214H}})}} {{BalanceBadge|reworked|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.
*{{MiniMoveCard|GGST|chara=Nagoriyuki|input=623H|label=Shizuriyuki ({{clr|H|623H}})}} {{BalanceBadge|buff|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 ({{MiniMoveCard|GGST|chara=Nagoriyuki|input=214K|label={{clr|K|214K}}}} & {{MiniMoveCard|GGST|chara=Nagoriyuki|input=236K|label={{clr|K|236K}}}}) {{BalanceBadge|buff|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.
*{{MiniMoveCard|GGST|chara=Nagoriyuki|input=632146S|label=Wasureyuki ({{clr|S|632146S}})}} {{BalanceBadge|nerf|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.
 
===={{Character Label|GGST|Potemkin|64px}}====
*{{clr|K|5K}} {{BalanceBadge|buff|BUFF}}
**Reduced frontal hurtbox.
*{{clr|K|2K}} {{BalanceBadge|buff|BUFF}}
**Decreased knockback.
*{{clr|S|2S}} {{BalanceBadge|buff|BUFF}}
**Reduced frontal hurtbox.
*{{clr|H|5H}} {{BalanceBadge|buff|BUFF}}
**Reduced frontal hurtbox.
*{{clr|H|6H}} {{BalanceBadge|buff|BUFF}}
**Reduced frontal hurtbox.
**Reduced horizontal blowback distance.
**Opponent can no longer recover after landing on Counter Hit.
**Reduced tumble duration on Counter Hit.
*{{clr|P|j.P}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher, with decreased horizontal blowback distance.
*{{clr|K|j.K}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher.
*{{MiniMoveCard|GGST|chara=Potemkin|input=632146P|label=Potemkin Buster ({{clr|P|632146P}})}} {{BalanceBadge|buff|BUFF}}
**Reduced frontal hurtbox.
*{{MiniMoveCard|GGST|chara=Potemkin|input=236P|label=Mega Fist (Forward) ({{clr|P|236P}})}} {{BalanceBadge|nerf|NERF}}
**Reduced damage from 60 to 50.
*{{MiniMoveCard|GGST|chara=Potemkin|input=214P|label=Mega Fist (Backward) ({{clr|P|214P}})}} {{BalanceBadge|nerf|NERF}}
**Reduced damage from 60 to 50.
*{{MiniMoveCard|GGST|chara=Potemkin|input=[4]6H|label=Hammer Fall ({{clr|H|[4]6H}})}} {{BalanceBadge|buff|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.
*{{MiniMoveCard|GGST|chara=Potemkin|input=63214S|label=F.D.B. ({{clr|S|63214S}})}} {{BalanceBadge|buff|BUFF}}
**Increased proration from 90% to 100%.
**Now depletes less R.I.S.C. Level, from 2000 to 1000.
**Reduced combo blowback scaling.
**Now causes less Wall Break value gain, now 300.
*{{MiniMoveCard|GGST|chara=Potemkin|input=214H|label=Garuda Impact ({{clr|H|214H}})}} {{BalanceBadge|reworked|REWORKED}}
**Reduced damage from 73 to 63.
**Removed wall bounce effect.
**Added tumble effect.
*{{MiniMoveCard|GGST|chara=Potemkin|input=632146H|label=Giganter Kai ({{clr|H|632146H}})}} {{BalanceBadge|reworked|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.
 
===={{Character Label|GGST|Ramlethal Valentine|64px}}====
*Dash Cancel {{BalanceBadge|buff|BUFF}}
**Reduced recovery from 29f to 26f. ''(Note: Mislabeled in patch notes as increased recovery.)''
*{{clr|K|2K}} {{BalanceBadge|buff|BUFF}}
**Decreased knockback.
*{{clr|S|c.S}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery from 13f to 10f.
***On-block changed from -2 to +1.
*{{clr|S|f.S}} {{BalanceBadge|nerf|NERF}}
**Reduced upper hitbox.
*{{clr|S|2S}} {{BalanceBadge|buff|BUFF}}
**Reduced attack startup from 12f to 10f.
**Reduced recovery from 20f to 18f.
***On-block changed from -7 [-10] to -5 [-8].
*{{clr|H|5H}} {{BalanceBadge|nerf|NERF}}
**Reduced upper hitbox.
*{{clr|P|j.P}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher, with decreased horizontal blowback distance.
*{{clr|K|j.K}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher.
*Bajoneto (All Versions) ({{MiniMoveCard|GGST|chara=Ramlethal Valentine|input=236S|label={{clr|S|236S}}}} & {{MiniMoveCard|GGST|chara=Ramlethal Valentine|input=236H|label={{clr|H|236H}}}}) {{BalanceBadge|nerf|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.
*{{MiniMoveCard|GGST|chara=Ramlethal Valentine|input=623P|label=Dauro ({{clr|P|623P}})}} {{BalanceBadge|buff|BUFF}}
**Increased movement distance.
**No longer causes collision detection pushbox to expand ''(Note: Opponent will now consistently remain in range of {{clr|P|5P|game=GGST}} and {{clr|P|2P|game=GGST}}.)''
*{{MiniMoveCard|GGST|chara=Ramlethal Valentine|input=j.214S|label=Agresa Ordono ({{clr|S|j.214S}})}} {{BalanceBadge|reworked|REWORKED}}
**Reduced deceleration and lowered height of ascent.
*{{MiniMoveCard|GGST|chara=Ramlethal Valentine|input=632146H|label=Calvados ({{clr|H|632146H}})}} {{BalanceBadge|buff|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.)''
*{{MiniMoveCard|GGST|chara=Ramlethal Valentine|input=236236S|label=Mortobato ({{clr|S|236236S}})}} {{BalanceBadge|nerf|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.
 
===={{Character Label|GGST|Sol Badguy|64px}}====
*{{clr|K|5K}} {{BalanceBadge|nerf|NERF}}
**Decreased attack level from 0, 2 to 0, 1.
***On-block changed from -14 to -16.
**Reduced proration from 90% to 80%.
**Now depletes more R.I.S.C. Level, from 1000 to 1500.
**Increased combo blowback scaling on combos with {{clr|K|5K}} as a starter.
*{{clr|K|2K}} {{BalanceBadge|buff|BUFF}}
**Decreased knockback.
*{{clr|S|f.S}} {{BalanceBadge|nerf|NERF}}
**Decreased damage from 36 to 29.
*{{clr|S|6S}} {{BalanceBadge|nerf|NERF}}
**Decreased damage from 55 to 45.
*{{clr|H|6H}} {{BalanceBadge|nerf|NERF}}
**Increased recovery from 38f to 43f.
***On-block changed from -22 to -27.
**Expanded upwards hitbox.
**Decreased knockback.
*{{clr|D|2D}} {{BalanceBadge|reworked|REWORKED}}
**Expanded frontal hitbox and hurtbox.
**Increased horizontal blowback distance.
*{{clr|P|j.P}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher, with decreased horizontal blowback distance.
*{{clr|K|j.K}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher.
*{{clr|D|j.D}} {{BalanceBadge|reworked|REWORKED}}
**Reduced frontal hurtbox.
**Now causes less Wall Break value gain, from 700 to 500.
*{{MiniMoveCard|GGST|chara=Sol Badguy|input=6D or 4D|label=Ground Throw}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery upon successful throw by 8 frames.
***On-hit changed from HKD (+32) to HKD (+40).
*{{MiniMoveCard|GGST|chara=Sol Badguy|input=214P|label=Gun Flame (Feint) ({{clr|P|214P}})}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery from 30f to 25f.
*Volcanic Viper (All Versions) ({{MiniMoveCard|GGST|chara=Sol Badguy|input=623S|label={{clr|S|623S}}}}, {{MiniMoveCard|GGST|chara=Sol Badguy|input=623H|label={{clr|H|623H}}}}, {{MiniMoveCard|GGST|chara=Sol Badguy|input=j.623S|label={{clr|S|j.623S}}}} & {{MiniMoveCard|GGST|chara=Sol Badguy|input=j.623H|label={{clr|H|j.623H}}}}) {{BalanceBadge|reworked|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.
***{{clr|S|623S|game=GGST}}: Active frames changed from 3(3)8 to 14.
***{{clr|S|j.623S|game=GGST}}: Active frames changed from 2(3)4 to 9.
***{{clr|H|623H|game=GGST}}: Active frames changed from 2(3)11 to 5, 11.
***{{clr|H|j.623H|game=GGST}}: 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)'' Reduced proration from 80% to 60%.
*Volcanic Viper ({{clr|S|S}} Versions) ({{MiniMoveCard|GGST|chara=Sol Badguy|input=623S|label={{clr|S|623S}}}} & {{MiniMoveCard|GGST|chara=Sol Badguy|input=j.623S|label={{clr|S|j.623S}}}}) {{BalanceBadge|nerf|NERF}}
**Increased attack startup from 7f to 9f.
*{{MiniMoveCard|GGST|chara=Sol Badguy|input=j.214K|label=Aerial Bandit Bringer ({{clr|K|j.214K}}}}) {{BalanceBadge|buff|BUFF}}
**Decreased attack startup from 25~33f to 22~30f.
*{{MiniMoveCard|GGST|chara=Sol Badguy|input=214S|label=Night Raid Vortex (Charged) ({{clr|S|214[S]}})}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher, with decreased horizontal blowback distance.
*{{MiniMoveCard|GGST|chara=Sol Badguy|input=41236H|label=Fafnir ({{clr|H|41236H}})}} {{BalanceBadge|nerf|NERF}}
**Reduced lower hitbox.
*{{MiniMoveCard|GGST|chara=Sol Badguy|input=632146H|label=Tyrant Rave ({{clr|H|632146H}})}} {{BalanceBadge|nerf|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)].
 
===={{Character Label|GGST|Testament|64px}}====
*{{MiniMoveCard|GGST|chara=Testament|input=214P|label=Crow}} {{BalanceBadge|buff|BUFF}}
**Fixed a bug where the crow would sometimes not behave as intended after a Wall Break sequence.
*Air Dash {{BalanceBadge|buff|BUFF}}
**Shortened dash time from 31/19 to 25/19, adjusting the value to match other characters.
*Jump Landing {{BalanceBadge|nerf|NERF}}
**Fixed a bug where Testament's lower hurtbox would sometimes disappear at the instant of landing.
*{{clr|K|5K}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery from 12f to 11f.
***On-block changed from -4 to -3.
*{{clr|K|2K}} {{BalanceBadge|buff|BUFF}}
**Decreased knockback.
**Reduced attack startup from 7f to 6f.
*{{clr|S|c.S}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery from 13f to 10f.
***On-block changed from -2 to +1.
*{{clr|S|f.S}} {{BalanceBadge|buff|BUFF}}
**Reduced attack startup from 13f to 12f
**Reduced recovery from 20f to 18f.
***On-block changed from -9 to -7.
**Reduced frontal hurtbox.
*{{clr|S|2S}} {{BalanceBadge|buff|BUFF}}
**Reduced attack startup from 11f to 10f.
**Reduced frontal hurtbox.
*{{clr|H|5H}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery from 30f to 25f.
***On-block changed from -13 to -8.
*{{clr|H|6H}} {{BalanceBadge|buff|BUFF}}
**Decreased horizontal blowback distance.
**Reduced attack startup from 25f to 23f.
*{{clr|P|j.P}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher, with decreased horizontal blowback distance.
*{{clr|K|j.K}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher.
*{{clr|S|j.S}} {{BalanceBadge|buff|BUFF}}
**Reduced frontal hurtbox.
*Grave Reaper (All Versions) ({{MiniMoveCard|GGST|chara=Testament|input=236S|label={{clr|S|236S}}}}, {{MiniMoveCard|GGST|chara=Testament|input=236H|label={{clr|H|236H}}}}, {{MiniMoveCard|GGST|chara=Testament|input=236S|label={{clr|S|j.236S}}}} & {{MiniMoveCard|GGST|chara=Testament|input=236H|label={{clr|H|j.236H}}}}) {{BalanceBadge|buff|BUFF}}
**Now activates even after an upwards input ({{Ni|7}}, {{Ni|8}}, or {{Ni|9}}).
**Succubus remains on-screen longer.
**Fixed a bug where it would sometimes hit multiple times.
*Grounded Grave Reaper (All Versions) ({{MiniMoveCard|GGST|chara=Testament|input=236S|label={{clr|S|236S}}}} & {{MiniMoveCard|GGST|chara=Testament|input=236H|label={{clr|H|236H}}}}) {{BalanceBadge|reworked|REWORKED}}
**Expanded frontal hitbox and hurtbox of the strike.
*{{MiniMoveCard|GGST|chara=Testament|input=236S|label=Grave Reaper ({{clr|S|S}} Version) ({{clr|S|236S}})}} {{BalanceBadge|buff|BUFF}}
**The strike hit now launches the opponent higher.
*{{MiniMoveCard|GGST|chara=Testament|input=236H|label=Grave Reaper ({{clr|H|H}} Version) ({{clr|H|236H}})}} {{BalanceBadge|buff|BUFF}}
**Expanded lower hitbox of the projectile as it comes out.
*{{MiniMoveCard|GGST|chara=Testament|input=236S|label=Grave Reaper (All {{clr|S|S}} Versions) ({{clr|S|236S}} & {{clr|S|j.236S}})}} {{BalanceBadge|buff|BUFF}}
**Expanded back hitbox of the projectile.
*{{MiniMoveCard|GGST|chara=Testament|input=236H|label=Grave Reaper (All {{clr|H|H}} Versions) ({{clr|H|236H}} & {{clr|H|j.236H}})}} {{BalanceBadge|buff|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
*{{MiniMoveCard|GGST|chara=Testament|input=214P|label=Unholy Diver ({{clr|P|214P}})}} {{BalanceBadge|buff|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.
*{{MiniMoveCard|GGST|chara=Testament|input=214K|label=Possession ({{clr|K|214K}})}} {{BalanceBadge|buff|BUFF}}
**Now activates even after an upwards input ({{Ni|7}}, {{Ni|8}}, or {{Ni|9}}).
*Arbiter Sign ({{MiniMoveCard|GGST|chara=Testament|input=214S|label={{clr|S|214S}}}} & {{MiniMoveCard|GGST|chara=Testament|input=214H|label={{clr|H|214H}}}}) {{BalanceBadge|buff|BUFF}}
**Reduced recovery from 35f to 26f.
***On-block changed from -21 to -12.
*{{MiniMoveCard|GGST|chara=Testament|input=236236P|label=Nostrovia ({{clr|P|236236P}}}}) {{BalanceBadge|buff|BUFF}}
**Initial hit now bounces opponent higher, with decreased horizontal blowback distance.
*{{MiniMoveCard|GGST|chara=Testament|input=236236K|label=Calamity One ({{clr|K|236236K}}}}) {{BalanceBadge|nerf|NERF}}
**When blocked mid-air, the opponent now lands more quickly than before.
 
{{Character Patch
|version=1.19
|game=GGST
|chara=Zato-1
|changes=
*Eddie {{BalanceBadge|buff|BUFF}}
**Reduced gauge depletion when not attacking from 5HP a frame to 3HP.
*{{clr|K|6P}} {{BalanceBadge|buff|BUFF}}
**Adjusted animation of opponent character on hit.
*{{clr|K|2K}} {{BalanceBadge|buff|BUFF}}
**Decreased knockback.
**Reduced attack startup from 7f to 6f.
*{{clr|S|c.S}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery from 13f to 11f.
***On-block changed from -2 to +1.
*{{clr|S|2S}} {{BalanceBadge|buff|BUFF}}
**Reduced frontal hurtbox.
*{{clr|H|5H}} {{BalanceBadge|buff|BUFF}}
**Increase damage from 40 to 48.
*{{clr|H|2H}} {{BalanceBadge|nerf|NERF}}
**Decreased damage from 48 to 40.
*{{clr|H|6H}} {{BalanceBadge|reworked|REWORKED}}
**Reduced descent speed.
*{{clr|P|j.P}} {{BalanceBadge|buff|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.
*{{clr|K|j.K}} {{BalanceBadge|buff|BUFF}}
**Now launches opponent higher.
*{{clr|H|j.H}} {{BalanceBadge|buff|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.)''
*{{clr|D|j.D}} {{BalanceBadge|reworked|REWORKED}}
**Increased deceleration during startup.
*{{MiniMoveCard|GGST|chara=Zato-1|input=236P|label="Pierce" ({{clr|P|236P}})}} {{BalanceBadge|buff|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.
*{{MiniMoveCard|GGST|chara=Zato-1|input=236K|label="That's a lot!" ({{clr|K|236K}})}} {{BalanceBadge|buff|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.
*{{MiniMoveCard|GGST|chara=Zato-1|input=236S|label="Leap" ({{clr|S|236S}})}} {{BalanceBadge|nerf|NERF}}
**Decreased damage from 20, 60 to 20, 40.
**Expanded hurtbox.
*{{MiniMoveCard|GGST|chara=Zato-1|input=632146H|label=Amorphous ({{clr|H|632146H}})}} {{BalanceBadge|buff|BUFF}}
**Reduced attack startup from 11+8f to 8+8f.
**Increased movement speed of hitbox.
}}
}}
</div>
{{#cargo_query:tables=Patches_GGST
 
|fields=version=Game Version,battleversion=Battle Version,DATE_FORMAT(date,'%M %D, %Y')=Date,summary=Summary,links=Source,
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Hide">
|order by=DATE_FORMAT(date,'%Y-%m-%d') DESC
'''1.18 Bugs and Issues'''
|format=table
----
<div class="mw-collapsible-content">
===={{Character Label|GGST|Faust|64px}}====
*{{MiniMoveCard|GGST|chara=Faust|input=236P Banana|label=Banana}} Peel
**Faust will not get hit by a banana peel if the opponent rolls over it during knockdown recovery.
<!--source: https://twitter.com/EmperorDukeKing/status/1535509651864920065?cxt=HHwWgoC9yZL5nM8qAAAA&s=19-->
 
===={{Character Label|GGST|May|64px}}====
*Mr. Dolphin (Vertical) (All Versions) ({{MiniMoveCard|GGST|chara=May|input=[2]8S|label={{clr|S|2[8]S}}}} & {{MiniMoveCard|GGST|chara=May|input=[2]8H|label={{clr|H|2[8]H}}}})
**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.
<!--source: https://twitter.com/Malrodin/status/1535537541230866432?t=2nC7qVLg7HzxbuXsbJBtgA&s=19
            https://www.reddit.com/r/Guiltygear/comments/va4dcu/mayrios_air_blj_a_technical_demonstration/-->
 
{{Character Patch
|version=1.18
|game=GGST
|chara=Zato-1
|changes=
*{{MiniMoveCard|GGST|chara=Zato-1|input=236K|label="That's a lot!" ({{clr|K|236K}})}}
**In some circumstances when this move is canceled into itself, Eddie will die despite not being hit by the opponent.
<!--source: https://twitter.com/555takumi/status/1535427796713222144?s=21&t=OMt0EvNt8yY29beQ1uEamQ-->
}}
}}
</div>
== Season 1 ==
=== Version 1.17 ===
==== New Content ====
Added Another Story
=== Version 1.16 ===
==== New Content ====
Added {{Character Label|GGST|Testament|64px}}, Digital Figure Mode
=== Version 1.14 ===
'''Bug Fixes Resulting in Balance Change'''
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Hide">
'''1.14 Major Bug Fixes'''
----
<div class="mw-collapsible-content">
===={{Character Label|GGST|Baiken|64px}}====
*[[GGST/Baiken#Hiiragi|Hiiragi]] {{BalanceBadge|reworked|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.
===={{Character Label|GGST|Happy Chaos|64px}}====
*[[GGST/Happy Chaos#Fire|Fire]], [[GGST/Happy Chaos#Steady Aim|Steady Aim]] {{BalanceBadge|buff|BUFF}}
**Fixed a bug where the conditions for buffs to the attack properties were changed.
**''(Undocumented)'' Fire during Steady Aim now launches higher.
===={{Character Label|GGST|Jack-O|label=Jack-O'|64px}}====
*[[GGST/Jack-O#Throw Servant|Aerial Throw Servant]] {{BalanceBadge|buff|BUFF}}
**Fixed a bug where the move would not activate with a 9 input.
===={{Character Label|GGST|Ky Kiske|64px}}====
<section begin="1.14 Ky"/>*[[GGST/Ky Kiske#Sacred Edge|Sacred Edge]] {{BalanceBadge|buff|BUFF}}
**Fixed a bug where if a grounded hit triggered Wall Break, the opponent was not knocked down and could perform a recovery.<section end="1.14 Ky"/>
{{Character Patch
|version=1.14
|game=GGST
|chara=Zato-1
|changes=
*[[GGST/Zato-1#Break The Law|Break The Law]] {{BalanceBadge|buff|BUFF}}
**Fixed a bug where a Psych Burst could hit Zato even while he was hidden in the ground.
}}
</div>
=== Version 1.13 ===
==== New Content ====
Added {{Character Label|GGST|Baiken|64px}}
'''Bug Fixes Resulting in Balance Change'''
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Hide">
'''1.13 Major Bug Fixes'''
----
<div class="mw-collapsible-content">
===={{Character Label|GGST|Faust|64px}}====
*[[GGST/Faust#What Could This Be?|What Could This Be?]], [[GGST/Faust#W-W-What Could This Be?|W-W-What Could This Be?]] {{BalanceBadge|reworked|REWORKED}}
** Fixed a bug where the hitbox of the [[GGST/Faust#Banana|Banana]] item would sometimes remain after the item disappeared.
===={{Character Label|GGST|Happy Chaos|64px}}====
*[[GGST/Happy Chaos#At the Ready|At the Ready]] {{BalanceBadge|buff|BUFF}}
**Fixed a bug where under certain circumstances, it was impossible to ready the gun or fire even after inputting {{clr|H|H}}.
*[[GGST/Happy Chaos#Steady Aim|Steady Aim]] {{BalanceBadge|reworked|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.
===={{Character Label|GGST|Potemkin|64px}}====
*[[GGST/Potemkin#Giganter Kai|Giganter Kai]] {{BalanceBadge|buff|BUFF}}
**No longer subject to combo blowback when the projectile part hits the opponent.
</div>
=== Version 1.11 ===
==== New Content ====
Added {{Character Label|GGST|Happy Chaos|64px}}
'''Bug Fixes Resulting in Balance Change'''
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Hide">
'''1.11 Major Bug Fixes'''
----
<div class="mw-collapsible-content">
===={{Character Label|GGST|Jack-O'|label=Jack-O'|64px}}====
*[[GGST/Jack-O'#Summon Servant|Servant]] {{BalanceBadge|buff|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 {{clr|S|c.S}} or {{clr|S|f.S}} was incorrect per the 1.10 update. Fixed angle is more favorable.
===={{Character Label|GGST|May|64px}}====
*{{clr|H|H}} [[GGST/May#Mr. Dolphin Horizontal|Mr. Dolphin (Horizontal)]] {{BalanceBadge|nerf|NERF}}
**Wall damage scaling was bugged per the Ver1.10 update. Increase to this value decreases May's wall damage somewhat.
===={{Character Label|GGST|Ramlethal Valentine|64px}}====
*[[GGST/Ramlethal Valentine#Bajoneto|Bajoneto (All)]] {{BalanceBadge|buff|BUFF}}
**Both Bajoneto Swords would sometimes not be able to be picked up after Ramlethal was thrown or clashed throws.
</div>
=== Version 1.10 ===
'''Major Universal Mechanic Changes & Character Balancing'''
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Hide">
'''1.10 Universal Changes'''
----
<div class="mw-collapsible-content">
==== 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'''
*{{clr|S|j.S}}, {{clr|H|j.H}}, {{clr|D|j.D}} can now be jump and air dash canceled and trigger the counter effect (does not apply to Ky and Jack-O's {{clr|D|j.D}}).
*{{clr|S|j.S}} and {{clr|H|j.H}} now universally gatling into {{clr|D|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.
</div>
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Hide">
'''1.10 Character Changes'''
----
<div class="mw-collapsible-content">
===={{Character Label|GGST|Anji Mito|64px}}====
*Decreased upper hurtbox on dash startup. {{BalanceBadge|buff|BUFF}}
*Increased the horizontal blowback on Ground Throw. {{BalanceBadge|reworked|REWORKED}}
*{{clr|S|f.S}} {{BalanceBadge|reworked|REWORKED}}
**Decreased the lower hitbox and hurtbox.
*{{clr|P|2P}} {{BalanceBadge|buff|BUFF}}
**Reduced startup from 6f to 5f.
*{{clr|P|6P}} {{BalanceBadge|buff|BUFF}}
**Increased the horizontal hitbox.
*{{clr|H|6H}} {{BalanceBadge|buff|BUFF}}
**Anji is no longer in Counter Hit recovery after the move's active frames end.
*[[GGST/Anji Mito#Shitsu|Shitsu]] {{BalanceBadge|buff|BUFF}}
**Reduced startup from 38f to 29f.
**Reduced recovery from 66f to 52f.
**Reduced hitstop on the first hit.
*[[GGST/Anji Mito#Fuujin|Fuujin]] {{BalanceBadge|reworked|REWORKED}}
**Reduced startup from 17f [33f] to 16f [32f].
**Reduced proration from 100% to 90%.
*[[GGST/Anji Mito#Issokutobi|Issokutobi]] {{BalanceBadge|buff|BUFF}}
**Anji is no longer in Counter Hit state during the animation.
*[[GGST/Anji Mito#Kou|Kou]] {{BalanceBadge|reworked|REWORKED}}
**Added Guard Crush effect to the second hit.
**Reduced the horizontal distance the opponent is sent flying back on second hit.
*[[GGST/Anji Mito#Issei Ougi: Sai|Issei Ougi: Sai]] {{BalanceBadge|nerf|NERF}}
**Can no longer clash.
===={{Character Label|GGST|Axl Low|64px}}====
*Decreased upper hurtbox on dash startup. {{BalanceBadge|buff|BUFF}}
*{{clr|K|2K}} {{BalanceBadge|buff|BUFF}}
**Reduced startup from 7f to 5f.
*{{clr|S|2S}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{clr|S|j.S}} {{BalanceBadge|nerf|NERF}}
**Increased startup from 11f to 15f.
**Reduced active frames.
**Expanded hurtbox in front.
*{{clr|H|j.H}} {{BalanceBadge|nerf|NERF}}
**Reduced hitbox in front and behind.
**Increased knockback.
*{{clr|D|j.D}} {{BalanceBadge|nerf|NERF}}
**Reduced active frames from 5 to 3.
**Reduced hitbox and hurtbox.
*[[GGST/Axl Low#Sickle Flash|Sickle Flash]] {{BalanceBadge|reworked|REWORKED}}
**Axl is now in Counter Hit state until the animation ends.
**Increased clash level.
*[[GGST/Axl Low#Rainwater|Rainwater]] {{BalanceBadge|buff|BUFF}}
**Axl is no longer in Counter Hit state after the active frames of the attack.
**Increased clash level.
*[[GGST/Axl Low#Sickle Storm|Sickle Storm]] {{BalanceBadge|buff|BUFF}}
**The projectile no longer reduces the number of attacks to the opponent when it hits anything other than the opponent.
===={{Character Label|GGST|Chipp Zanuff|64px}}====
*Expanded Chipp's hurtbox during facedown knockdown.
*{{clr|H|2H}} {{BalanceBadge|reworked|REWORKED}}
**Decreased the horizontal distance the opponent is sent flying back.
*{{clr|H|j.H}} {{BalanceBadge|buff|BUFF}}
**Chipp is no longer in Counter Hit state after the active frames of the attack.
*[[GGST/Chipp Zanuff#Alpha Blade Diagonal|Alpha Blade (Diagonal)]] {{BalanceBadge|reworked|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.
*[[GGST/Chipp Zanuff#Alpha Blade Diagonal|Alpha Blade (Diagonal) (Air)]] {{BalanceBadge|reworked|REWORKED}}
**Decreased startup from 37f to 36f.
**Moved the hitbox further back.
**Chipp is now in Counter Hit state until the active frames end.
*[[GGST/Chipp Zanuff#Shuriken|Shuriken]] {{BalanceBadge|buff|BUFF}}
**Increased the distance from which the attack connects.
*[[GGST/Chipp Zanuff#Wall Run|Wall Run]] {{BalanceBadge|buff|BUFF}}
**Chipp is no longer in Counter Hit state during the animation.
===={{Character Label|GGST|Faust|64px}}====
*Decreased upper hurtbox on dash startup. {{BalanceBadge|buff|BUFF}}
*{{clr|P|5P}} {{BalanceBadge|buff|BUFF}}
**Reduced startup from 6f to 5f.
*{{clr|P|6P}} {{BalanceBadge|reworked|REWORKED}}
**Decreased the horizontal distance the opponent is sent flying back.
**Expanded the hitbox in front.
*{{clr|S|2S}} {{BalanceBadge|reworked|REWORKED}}
**Reduced proration from 100% to 90%.
**Decreased the upper hurtbox during the end of the active frames.
*[[GGST/Faust#Mix Mix Mix|Mix Mix Mix]] {{BalanceBadge|reworked|REWORKED}}
**Faust is no longer in Counter Hit recovery after the active frames end.
**Reduced proration from 100% to 90%.
*[[GGST/Faust#What Could This Be?|What Could This Be?]] {{BalanceBadge|buff|BUFF}}
**Lowered the chance of [[GGST/Faust#Donut|Donut]] appearing when there is already a Donut on the screen.
**Lowered the chance of [[GGST/Faust#Banana|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.
*[[GGST/Faust#Snip Snip Snip|Snip Snip Snip]] {{BalanceBadge|reworked|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.
*[[GGST/Faust#Love|Love]] {{BalanceBadge|reworked|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.
*[[GGST/Faust#Afro|Afro]]
**Extended the time until it disappears after touching the ground.
**No longer enters Afro state during certain animations.
*[[GGST/Faust#W-W-What Could This Be?|W-W-What Could This Be?]] {{BalanceBadge|buff|BUFF}}
**Reduced recovery from 49f total to 43f total.
===={{Character Label|GGST|Giovanna|64px}}====
*Sped up the timing of when dash can be canceled into other actions. {{BalanceBadge|buff|BUFF}}
*{{clr|K|5K}} {{BalanceBadge|reworked|REWORKED}}
**Adjusted blowback.
*{{clr|P|6P}} {{BalanceBadge|buff|BUFF}}
**Now floats the enemy up higher.
*{{clr|S|c.S}} {{BalanceBadge|reworked|REWORKED}}
**Increased knockback.
*{{clr|S|f.S}} {{BalanceBadge|nerf|NERF}}
**Decreased the lower hitbox and hurtbox.
*{{clr|S|2S}} {{BalanceBadge|buff|BUFF}}
**Increased the upper hitbox.
**The second hit now triggers a counter effect.
*[[GGST/Giovanna#Sepultura|Sepultura]] {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*[[GGST/Giovanna#Trovao|Trovao]] {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*[[GGST/Giovanna#Sol Nascente|Sol Nascente]] {{BalanceBadge|reworked|REWORKED}}
**Move the hitbox of the initial part of the attack upwards.
*[[GGST/Giovanna#Ventania|Ventania]] {{BalanceBadge|reworked|REWORKED}}
**Now floats the enemy when any hit other than the final one hits a grounded opponent.
===={{Character Label|GGST|Goldlewis Dickinson|64px}}====
*Decreased upper hurtbox on dash startup. {{BalanceBadge|buff|BUFF}}
*{{clr|P|2P}} {{BalanceBadge|buff|BUFF}}
**Reduced startup from 6f to 5f.
*{{clr|P|6P}} {{BalanceBadge|buff|BUFF}}
**Now floats the opponent higher.
*[[GGST/Goldlewis Dickinson#Behemoth Typhoon|Behemoth Typhoon (Air)]] {{BalanceBadge|buff|BUFF}}
**The trajectory now changes when activated above a set movement speed (ex. from air dash).
**When activating [[GGST/Goldlewis Dickinson#Behemoth Typhoon (486)|486 Behemoth]], the Counter Hit state now ends when the active frames do.
**When activating [[GGST/Goldlewis Dickinson#Behemoth Typhoon (248)|248 Behemoth]], the Counter Hit state now ends when the active frames do.
**When activating [[GGST/Goldlewis Dickinson#Behemoth Typhoon (684)|684 Behemoth]], the movement speed is now the same as other Behemoth Typhoon versions.
*[[GGST/Goldlewis Dickinson#Skyfish|Skyfish]] {{BalanceBadge|buff|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 {{clr|S|S}} button when activating at Security Level 3.
*[[GGST/Goldlewis Dickinson#Burn It Down|Burn It Down]] {{BalanceBadge|buff|BUFF}}
**Increased clash level.
===={{Character Label|GGST|I-No|64px}}====
*{{clr|S|f.S}} {{BalanceBadge|buff|BUFF}}
**Reduced startup. (''Note: Still 13f but the hitbox expands faster.'')
**Expanded horizontal hitbox.
*{{clr|P|6P}} {{BalanceBadge|buff|BUFF}}
**Now floats the opponent higher.
*[[GGST/I-No#Antidepressant Scale|Antidepressant Scale (All)]] {{BalanceBadge|buff|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.
*[[GGST/I-No#Sultry Performance|Sultry Performance (All)]] {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
===={{Character Label|GGST|Jack-O|64px|label=Jack-O'}}====
*Decreased upper hurtbox on dash startup. {{BalanceBadge|buff|BUFF}}
*{{clr|H|5H}} {{BalanceBadge|buff|BUFF}}
**Increased movement speed (Now connects from tip range. {{clr|S|f.S}})
*{{clr|S|2S}} {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*{{clr|S|c.S}} servant hit {{BalanceBadge|nerf|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.
*{{clr|S|f.S}} servant hit {{BalanceBadge|nerf|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.
*{{clr|P|6P}} {{BalanceBadge|reworked|REWORKED}}
**Reduced the horizontal distance the opponent is sent flying back.
**Floats the opponent higher.
**Delayed the timing when the upper hurtbox shrinks.
*'''Servants''' {{BalanceBadge|reworked|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.
*[[GGST/Jack-O#Throw Servant|Throw Servant (Ground)]] {{BalanceBadge|buff|BUFF}}
**Can now be activated using diagonal input (3) instead of only forward (6).
*[[GGST/Jack-O#Throw Servant|Throw Servant (Air)]] {{BalanceBadge|buff|BUFF}}
**Can now be activated using diagonal input (3, 9) instead of only forward (6).
*[[GGST/Jack-O#Release Servant|Release Servant]] {{BalanceBadge|buff|BUFF}}
**Can no longer be activated when an upwards direction (7, 8, 9) is being inputted (only affects during special cancel inputs).
*[[GGST/Jack-O#Recover Servant|Recover Servant]] {{BalanceBadge|buff|BUFF}}
**Can no longer be activated when an upwards direction (7, 8, 9) is being inputted while lifting a servant.
*[[GGST/Jack-O#Attack Command|Attack Command]] {{BalanceBadge|buff|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.
*[[GGST/Jack-O#Defend Command|Defend Command]] {{BalanceBadge|buff|BUFF}}
**Can no longer be activated when an upwards direction (7, 8, 9) is being inputted while lifting a servant.
**Increased clash level.
*[[GGST/Jack-O#Countdown|Countdown]] {{BalanceBadge|buff|BUFF}}
**Can no longer be activated when an upwards direction (7, 8, 9) is being inputted while lifting a servant.
*[[GGST/Jack-O#Servant Shoot|Servant Shoot]] {{BalanceBadge|buff|BUFF}}
**Expanded the upper hurtbox and hitbox.
**Can now be canceled into Overdrives.
*[[GGST/Jack-O#Forever Elysion Driver|Forever Elysion Driver]] {{BalanceBadge|buff|BUFF}}
**Can now be activated even when lifting a servant.
**Increased the distance from which the attack can connect.
**Adjusted movement speed.
*[[GGST/Jack-O#Cheer Servant On|Cheer Servant On]] {{BalanceBadge|buff|BUFF}}
**Can now be activated even when lifting a servant.
===={{Character Label|GGST|Ky Kiske|64px}}====
<section begin="1.10 Ky"/>*{{clr|H|6H}} {{BalanceBadge|buff|BUFF}}
**Ky is no longer in Counter Hit recovery after the active frames.
*'''Shock State''' {{BalanceBadge|buff|BUFF}}
**Increased chip damage of special moves and Overdrives during Shock State.
*[[GGST/Ky Kiske#Stun Edge|Stun Edge (All)]] {{BalanceBadge|reworked|REWORKED}}
**Reduced hitstop from 13f to 6f.
*[[GGST/Ky Kiske#Stun Edge|Stun Edge (Ground)]] {{BalanceBadge|reworked|REWORKED}}
**Increased startup from 11f to 13f.
**Reduced recovery from 54f to 46f.
**Increased movement speed of the hitbox.
*[[GGST/Ky Kiske#Charged Stun Edge|Charged Stun Edge]] {{BalanceBadge|reworked|REWORKED}}
**Reduced recovery from 69f to 62f.
**Increased movement speed of the hitbox.
*[[GGST/Ky Kiske#Foudre Arc|Foudre Arc]] {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*[[GGST/Ky Kiske#Sacred Edge|Sacred Edge]] {{BalanceBadge|buff|BUFF}}
**Increased movement speed of the hitbox.
*[[GGST/Ky Kiske#Sacred Edge|Sacred Edge (Dragon Install)]] {{BalanceBadge|buff|BUFF}}
**No longer reduces the amount of hits to the opponent when it hits anything but the opponent.
*[[GGST/Ky Kiske#Dragon Install|Dragon Install]] {{BalanceBadge|buff|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.<section end="1.10 Ky"/>
===={{Character Label|GGST|Leo Whitefang|64px}}====
*{{clr|S|f.S}} {{BalanceBadge|buff|BUFF}}
**Sped up the timing when it can be followed up with [[GGST/Leo Whitefang##.5BH.5DS_or_.5BS.5DH|Command Normal 4]] (held input for guard stance).
*{{clr|H|5H}} {{BalanceBadge|buff|BUFF}}
**Sped up the timing when it can be followed up with [[GGST/Leo Whitefang##.5BH.5DS_or_.5BS.5DH|Command Normal 4]] (held input for guard stance).
*{{clr|P|6P}} {{BalanceBadge|buff|BUFF}}
**Makes the opponent float higher.
*{{clr|H|6H}} {{BalanceBadge|buff|BUFF}}
**Now floats opponent on grounded hit.
**Decreased the horizontal distance the opponent is sent flying back.
*{{clr|S|j.S}} {{BalanceBadge|buff|BUFF}}
**No longer has Counter Hit recovery.
*{{clr|P|bt.P}} {{BalanceBadge|nerf|NERF}}
**Can no longer be jump canceled.
*[[GGST/Leo Whitefang##.5BH.5DS_or_.5BS.5DH|Guard Stance (Command Normal 4)]] {{BalanceBadge|buff|BUFF}}
**Increased movement speed.
*[[GGST/Leo Whitefang##.5BH.5DS_or_.5BS.5DH|Guard Stance Attack (Command Normal 5)]] {{BalanceBadge|buff|BUFF}}
**Reduced recovery from 20f to 14f.
*[[GGST/Leo Whitefang#Zweites Kaltes Gestober|Zweites Kaltes Gestober]] {{BalanceBadge|nerf|NERF}}
**Increased startup from 23f to 25f.
**Reduced proration from 100% to 90%.
*[[GGST/Leo Whitefang#Turbulenz|Turbulenz]] {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*[[GGST/Leo Whitefang#Blitzschlag|Blitzschlag]] {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*[[GGST/Leo Whitefang#Cancel|Brynhildr Stance Cancel]] {{BalanceBadge|buff|BUFF}}
**No longer has Counter Hit recovery during the animation.
===={{Character Label|GGST|May|64px}}====
*{{clr|D|2D}} {{BalanceBadge|buff|BUFF}}
**Creates less distance with the opponent on hit in the corner.
*{{clr|P|6P}} {{BalanceBadge|nerf|NERF}}
**No longer wall bounces.
**Now floats the opponent higher.
**Reduced horizontal blowback distance.
*{{clr|H|6H}} {{BalanceBadge|reworked|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.
*{{clr|S|j.S}} {{BalanceBadge|buff|BUFF}}
**May is no longer in Counter Hit recovery after the active frames.
*[[GGST/May#Mr. Dolphin Horizontal|Mr. Dolphin (Horizontal) (All)]] {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
**Reduced lower hitbox.
*[[GGST/May#Mr. Dolphin Vertical|Mr. Dolphin (Vertical) (All)]] {{BalanceBadge|reworked|REWORKED}}
**Reduced proration from 100% to 90%.
**Reduced upper hurtbox during ascent.
**Increased distance from which the attack can connect.
===={{Character Label|GGST|Millia Rage|64px}}====
*{{clr|S|f.S}} {{BalanceBadge|nerf|NERF}}
**Reduced the lower hurtbox and hitbox.
*{{clr|P|2P}} {{BalanceBadge|buff|BUFF}}
**Reduced startup from 6f to 5f.
*{{clr|P|6P}} {{BalanceBadge|reworked|REWORKED}}
**Decreased horizontal blowback.
**Now floats opponent higher.
*{{clr|K|6K}} {{BalanceBadge|buff|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.
*{{clr|H|6H}} {{BalanceBadge|buff|BUFF}}
**Reduced the startup of the second hit from 16f to 13f.
*{{clr|K|j.K}}, {{clr|S|j.S}}, {{clr|H|j.H}}, {{clr|D|j.D}} {{BalanceBadge|buff|BUFF}}
**Can now be canceled with air ''back'' dash.
*[[GGST/Millia Rage#Turbo Fall|Turbo Fall]] {{BalanceBadge|buff|BUFF}}
**Can now be canceled mid-animation with some special moves.
**No longer Counter Hit state during the animation.
*{{clr|S|S}} [[GGST/Millia Rage#Tandem Top|Tandem Top]] {{BalanceBadge|buff|BUFF}}
**Reduced startup from 15f to 12f.
*[[GGST/Millia Rage#Lust Shaker|Lust Shaker]] {{BalanceBadge|buff|BUFF}}
**Added knockback.
**Expanded lower hurtbox and hitbox.
**Fixed a bug which caused unnatural behavior under certain circumstances.
*[[GGST/Millia Rage#Mirazh|Mirazh]] {{BalanceBadge|reworked|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.
===={{Character Label|GGST|Nagoriyuki|64px}}====
*{{MiniMoveCard|GGST|chara=Nagoriyuki|input=6D or 4D|label=Ground Throw}} {{BalanceBadge|nerf|NERF}}
**Fixed a bug where forced damage scaling would not be applied.
*Air Throw {{BalanceBadge|reworked|REWORKED}}
**Adjusted the descent timing.
*{{clr|P|6P}} {{BalanceBadge|buff|BUFF}}
**Reduced the horizontal distance the opponent is sent flying, while making them float up higher.
*[[GGST/Nagoriyuki#Blood_Rage|Blood Rage]] {{BalanceBadge|buff|BUFF}}
**The hitbox can no longer clash or be reflected.
*[[GGST/Nagoriyuki#Zarameyuki / 粒雪|Zarameyuki]] {{BalanceBadge|buff|BUFF}}
**Reduced startup from 23f to 18f.
**Increased movement speed of the hitbox.
**Unified the size of the clash range.
*[[GGST/Nagoriyuki#Kamuriyuki / 冠雪|Kamuriyuki]] {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*[[GGST/Nagoriyuki#Shizuriyuki / 垂雪|Shizuriyuki]] {{BalanceBadge|reworked|REWORKED}}
**Can now follow up with the second hit by pressing the {{clr|H|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.
===={{Character Label|GGST|Potemkin|64px}}====
*{{clr|S|f.S}} {{BalanceBadge|buff|BUFF}}
**Increased rolling time.
*{{clr|H|5H}} {{BalanceBadge|buff|BUFF}}
**Reduced the hurtbox in front.
*{{clr|P|6P}} {{BalanceBadge|buff|BUFF}}
**Can now be special canceled.
*{{clr|K|6K}} {{BalanceBadge|buff|BUFF}}
**Decreased the amount of R.I.S.C. Level reduction.
**Reduced the amount of combo blowback adjustment increase.
*{{clr|H|6H}} {{BalanceBadge|buff|BUFF}}
**Reduced the hurtbox in front.
*{{clr|D|j.D}} {{BalanceBadge|buff|BUFF}}
**Can now be special canceled when Potemkin lands.
*[[GGST/Potemkin#Slide Head|Slide Head]] {{BalanceBadge|buff|BUFF}}
**Potemkin is no longer in Counter Hit state after the active frames end.
**The ground cracks no longer disappear during the active frames.
*[[GGST/Potemkin#F.D.B.|F.D.B.]] {{BalanceBadge|reworked|REWORKED}}
**Now triggers the counter effect.
**Now reflects projectiles while holding down the {{clr|S|S}} button.
**Reduced proration from 100% to 90%.
*[[GGST/Potemkin#Garuda Impact|Garuda Impact]] {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*[[GGST/Potemkin#Heavenly Potemkin Buster|Heavenly Potemkin Buster]] {{BalanceBadge|buff|BUFF}}
**Increased distance from which the attack connects.
*[[GGST/Potemkin#Giganter Kai|Giganter Kai]] {{BalanceBadge|reworked|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.
===={{Character Label|GGST|Ramlethal Valentine|64px}}====
*Decreased upper hurtbox on dash startup. {{BalanceBadge|buff|BUFF}}
*{{clr|S|f.S}} {{BalanceBadge|buff|BUFF}}
**Reduced knockback.
*{{clr|H|5H}} {{BalanceBadge|reworked|REWORKED}}
**Increased knockback.
*{{clr|P|6P}} {{BalanceBadge|buff|BUFF}}
**Floats the opponent higher.
*{{clr|H|j.H}} {{BalanceBadge|nerf|NERF}}
**Increased startup from 16f to 19f.
**Increased knockback.
*{{clr|D|j.D}} {{BalanceBadge|nerf|NERF}}
**Increased knockback.
*[[GGST/Ramlethal Valentine#Bajoneto|Bajoneto (All)]] {{BalanceBadge|nerf|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.
*[[GGST/Ramlethal Valentine#Dauro|Dauro]] {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*[[GGST/Ramlethal Valentine#Sildo Detruo|Sildo Detruo (All)]] {{BalanceBadge|reworked|REWORKED}}
**Changed from an overhead to a mid.
**Increased proration from 80% to 90%.
**Expanded the lower and rear hitboxes.
*[[GGST/Ramlethal Valentine#Sildo Detruo|Sildo Detruo (Ground)]] {{BalanceBadge|reworked|REWORKED}}
**Adjusted the movement speed and blowback.
**Reduced recovery from 18f to 13f.
**Now forces crouching state on grounded hit.
**Added wall bounce effect.
*[[GGST/Ramlethal Valentine#Sildo Detruo|Sildo Detruo (Air)]] {{BalanceBadge|reworked|REWORKED}}
**Adjusted the movement speed and blowback.
**Reduced recovery.
*[[GGST/Ramlethal Valentine#Sabrobato|Sabrobato]] {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*[[GGST/Ramlethal Valentine#Erarlumo|Erarlumo]] {{BalanceBadge|buff|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.
*[[GGST/Ramlethal Valentine#Erarlumo|Erarlumo (First Hit)]] {{BalanceBadge|buff|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.
*[[GGST/Ramlethal_Valentine#Erarlumo|Erarlumo (Second Hit)]] {{BalanceBadge|buff|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.
*[[GGST/Ramlethal_Valentine#Erarlumo|Erarlumo (Third Hit)]] {{BalanceBadge|reworked|REWORKED}}
**Reduced startup from 22f to 11f.
**Increased recovery from 32f to 38f.
**Adjusted blowback.
**Reduced knockback.
*[[GGST/Ramlethal_Valentine#Calvados|Calvados]] {{BalanceBadge|buff|BUFF}}
**Increased clash level.
**Reduced recovery.
**Added Guard Crush effect to the final hit.
===={{Character Label|GGST|Sol Badguy|64px}}====
*Expanded upper hurtbox during facedown knockdown.
*{{clr|P|6P}} {{BalanceBadge|nerf|NERF}}
**No longer wall bounces.
**Now floats opponent higher.
**Reduced horizontal blowback distance.
*{{clr|H|6H}} {{BalanceBadge|buff|BUFF}}
**No longer has Counter Hit recovery after active frames.
*[[GGST/Sol Badguy#Bandit Revolver|Bandit Revolver (All)]] {{BalanceBadge|reworked|REWORKED}}
**The second hit can now be performed manually with the {{clr|K|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.
**Reduced proration from 100% to 90%.
*[[GGST/Sol Badguy#Bandit Revolver|Bandit Revolver (Ground)]] {{BalanceBadge|buff|BUFF}}
**Reduced startup time from 16f to 12f.
*[[GGST/Sol Badguy#Bandit Bringer|Bandit Bringer]] {{BalanceBadge|buff|BUFF}}
**Now triggers the counter effect.
*[[GGST/Sol Badguy#Night Raid Vortex|Night Raid Vortex]] {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
*[[GGST/Sol Badguy#Fafnir|Fafnir]] {{BalanceBadge|nerf|NERF}}
**Reduced proration from 100% to 90%.
{{Character Patch
|version=1.10
|game=GGST
|chara=Zato-1
|changes=
*Decreased upper hurtbox on dash startup. {{BalanceBadge|buff|BUFF}}
*{{clr|P|5P}} {{BalanceBadge|buff|BUFF}}
**Reduced startup from 6f to 5f.
*{{clr|K|6K}} {{BalanceBadge|buff|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 {{BalanceBadge|buff|BUFF}}
**Reduced the amount of gauge spent when controlling Eddie with 236 input moves while Eddie is summoned.
*[[GGST/Zato-1#Invite Hell|Invite Hell]] {{BalanceBadge|buff|BUFF}}
**Expanded the hitbox in front and behind.
*[[GGST/Zato-1#Sun Void|Sun Void (All)]] {{BalanceBadge|buff|BUFF}}
**No longer reduces the number of hits when connecting with anything other than the opponent.
}}
</div>
=== Version 1.09 ===
==== New Content ====
Added {{Character Label|GGST|Jack-O|64px|label=Jack-O'}}
<div class="mw-collapsible mw-collapsed" data-expandtext="Show" data-collapsetext="Hide">
'''1.09 Character Changes'''
----
<div class="mw-collapsible-content">
===={{Character Label|GGST|Anji Mito|64px}}====
*{{clr|S|f.S}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery by 6 frames.
*[[GGST/Anji Mito#Fuujin|Fuujin]] {{BalanceBadge|buff|BUFF}}
**Can now be canceled into follow-ups on whiff. (The motion begins before the attack becomes active.)
**Increased forward movement.
*[[GGST/Anji Mito#Shin: Ichishiki|Shin: Ichishiki]] {{BalanceBadge|buff|BUFF}}
**Increased active frames by 3.
**Extended hitbox.
*[[GGST/Anji Mito#Issei Ougi: Sai|Issei Ougi: Sai]] {{BalanceBadge|buff|BUFF}}
**Extended hitbox.
===={{Character Label|GGST|Axl Low|64px}}====
*[[GGST/Axl Low#Snail|Snail]] {{BalanceBadge|buff|BUFF}}
**Reduced start-up by 3 frames.
**Can now combo into Snail from grounded hits such as {{clr|P|5P}}
*[[GGST/Axl Low#One Vision|One Vision]] {{BalanceBadge|buff|BUFF}}
**Can now be canceled into from special moves, as with the activation.
**Decreased the time of the Tension Penalty in the readied state.
===={{Character Label|GGST|Chipp Zanuff|64px}}====
*{{Clr|3|f.S}} {{BalanceBadge|nerf|NERF}}
**Shrunk the lower hitbox.
*{{Clr|3|2S}} {{BalanceBadge|reworked|REWORKED}}
**Made more easily affected by dash momentum.
*{{Clr|2|j.2K}} {{BalanceBadge|reworked|REWORKED}}
**Adjusted the attack's range.
**Increased the hurtboxes below, in front of, and behind Chipp.
**Reduced knockback.
===={{Character Label|GGST|Faust|64px}}====
*{{Clr|4|5H}} {{BalanceBadge|buff|BUFF}}
**Increased active frames by 6.
**Increased damage of the follow-up hit by 25.
*{{Clr|4|2H}} {{BalanceBadge|buff|BUFF}}
**Shrunk the hurtbox on start-up.
**Extended the hitbox in front of Faust.
*{{Clr|2|j.2K}} {{BalanceBadge|buff|BUFF}}
**Reduced start-up by 4 frames.
**Reduced hurtbox during start-up.
**Adjusted blow back on hit.
*[[GGST/Faust#Bone-crushing Excitement|Bone-crushing Excitement]] {{BalanceBadge|buff|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.
===={{Character Label|GGST|Giovanna|64px}}====
*{{Clr|1|6P}} {{BalanceBadge|buff|BUFF}}
**Reduced start-up by 1 frame. Can now be combo'd into by some moves such as {{clr|P|5P}}.
*{{Clr|4|6H}} {{BalanceBadge|buff|BUFF}}
**The final follow-up hit now knocks down on hit.
===={{Character Label|GGST|Goldlewis Dickinson|64px}}====
*{{Clr|5|5D}} {{BalanceBadge|reworked|REWORKED}}
**Adjusted the landing recovery after the Finishing Blow hits to match other characters (+23 advantage on hit.)
*{{Clr|2|2K}} {{BalanceBadge|buff|BUFF}}
**Reduced knockback.
*{{Clr|1|6P}} {{BalanceBadge|buff|BUFF}}
**Reduced start-up by 1 frame.
*[[GGST/Goldlewis Dickinson#Skyfish|Skyfish]] {{BalanceBadge|buff|BUFF}}
**Hit properties and frame advantage improve with Security Level.
===={{Character Label|GGST|I-No|64px}}====
*Hover Dash {{BalanceBadge|buff|BUFF}}
**Increased movement speed and distance traveled.
*{{Clr|4|5H}} {{BalanceBadge|buff|BUFF}}
**Reduced start-up by 1 frame.
**Floats on grounded hit.
*{{Clr|2|2K}} {{BalanceBadge|buff|BUFF}}
**Reduced knockback.
*{{Clr|5|2D}} {{BalanceBadge|reworked|REWORKED}}
**Reduced horizontal blow back on hit.
*{{Clr|5|j.D}} {{BalanceBadge|buff|BUFF}}
**Adjusted hit effect on grounded opponents, increasing the time allowed for follow-up attacks.
*{{Clr|4|H}} [[GGST/I-No#Stroke The Big Tree|Stroke The Big Tree]] {{BalanceBadge|reworked|REWORKED}}
**Reduced knockback.
*[[GGST/I-No#Ultimate Fortissimo|Ultimate Fortissimo]] {{BalanceBadge|reworked|REWORKED}}
**Increased forward movement.
===={{Character Label|GGST|Ky Kiske|64px}}====
<section begin="1.09 Ky"/>*{{clr|S|f.S}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery by 6 frames.
**Made it more easily affected by dash momentum.
*{{clr|K|2K}} {{BalanceBadge|reworked|REWORKED}}
**Decreased knockback.
*[[GGST/Ky Kiske#Stun Dipper|Stun Dipper]] {{BalanceBadge|buff|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.
*[[GGST/Ky Kiske#Dragon Install|Dragon Install]] {{BalanceBadge|buff|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.<section end="1.09 Ky"/>
===={{Character Label|GGST|Leo Whitefang|64px}}====
*Forward/Backward Movement During [[GGST/Leo Whitefang#Brynhildr Stance|Brynhildr Stance]] {{BalanceBadge|reworked|REWORKED}}
**Leo now moves forward towards the opponent when using the dash button.
*bt.{{Clr|2|K}} {{BalanceBadge|buff|BUFF}}
**Can now be jump canceled and dash canceled.
===={{Character Label|GGST|May|64px}}====
*{{clr|S|f.S}} {{BalanceBadge|reworked|REWORKED}}
**Shrunk the lower hurtbox and hitbox.
*{{Clr|4|5H}} {{BalanceBadge|buff|BUFF}}
**Increased active frames by 4.
**Reduced recovery by 15 frames.
*{{clr|S|2S}} {{BalanceBadge|nerf|NERF}}
**Decreased active frames by 3.
**Expanded hurtbox in front of May.
*[[GGST/May#Overhead Kiss|Overhead Kiss]] {{BalanceBadge|reworked|REWORKED}}
**Reduced horizontal blow back, allowing follow-up combos mid-screen.
**Reduced damage from 90 to 70.
*[[GGST/May#The Wonderful and Dynamic Goshogawara|The Wonderful and Dynamic Goshogawara]]
**Fixed a bug where the move could hit after Wall Break.
===={{Character Label|GGST|Millia Rage|64px}}====
*{{Clr|4|5H}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery by 4 frames.
*{{Clr|3|S}} [[GGST/Millia Rage#Tandem Top|Tandem Top]] {{BalanceBadge|buff|BUFF}}
**Increased movement speed of the hitbox.
*[[GGST/Millia Rage#Lust Shaker|Lust Shaker]]
**Reduced start-up by 10 frames.
===={{Character Label|GGST|Nagoriyuki|64px}}====
*{{Clr|1|6P}} {{BalanceBadge|buff|BUFF}}
**Reduced start-up by 1 frame.
*{{Clr|3|f.S}} {{BalanceBadge|buff|BUFF}}
**Increased the amount of Blood Gauge recovered.
*[[GGST/Nagoriyuki#Wasureyuki|Wasureyuki]] {{BalanceBadge|reworked|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.
===={{Character Label|GGST|Potemkin|64px}}====
*{{Clr|2|6K}} {{BalanceBadge|buff|BUFF}}
**Reduced recovery by 6 frames.
*[[GGST/Potemkin#Heat Knuckle|Heat Knuckle]]
**Made it easier to gain Tension when blocked.
**Greatly increased the R.I.S.C Level gain on block.
===={{Character Label|GGST|Ramlethal Valentine|64px}}====
*[[GGST/Ramlethal Valentine#Dauro|Dauro]] {{BalanceBadge|buff|BUFF}}
**Increased forward movement making it easier to use in mid-screen combos.
*{{clr|H|j.H}} {{BalanceBadge|nerf|NERF}}
**Shrunk the lower hitbox behind and in front of Ramlethal.
*[[GGST/Ramlethal Valentine#Agresa Ordono|Agresa Ordono]] {{BalanceBadge|reworked|REWORKED}}
**Floats the opponent on grounded hit when both swords are equipped.
===={{Character Label|GGST|Sol Badguy|64px}}====
*{{clr|K|2K}} {{BalanceBadge|buff|BUFF}}
**Decreased knockback.
*{{Clr|3|f.S}} {{BalanceBadge|nerf|NERF}}
**Increased knockback.
**Reduced proration from 100% to 90%.
*{{Clr|3|2S}} {{BalanceBadge|buff|BUFF}}
**Increased active frames by 3.
**Expanded hitbox during the additional active frames around Sol's feet.
*{{Clr|3|6S}} {{BalanceBadge|nerf|NERF}}
**Shrunk the hitbox on the top and bottom of the attack.
**Expanded the hurtbox around Sol's feet.
*{{Clr|3|S}} [[GGST/Sol Badguy#Volcanic Viper|Volcanic Viper (Ground)]] {{BalanceBadge|reworked|REWORKED}}
**Increased active frames by 5.
**Sol now spends 6 more frames in the air.
*[[GGST/Sol Badguy#Bandit Bringer|Bandit Bringer]] {{BalanceBadge|reworked|REWORKED}}
**Greatly increased knockback.
*[[GGST/Sol Badguy#Bandit Bringer|Bandit Bringer (Air)]] {{BalanceBadge|reworked|REWORKED}}
**Greatly increased knockback.
**Increased landing recovery from 12 frames to 18 frames.
*[[GGST/Sol Badguy#Wild Throw|Wild Throw]] {{BalanceBadge|buff|BUFF}}
**Now possible to follow up by using Roman Cancel.
**Increased frame advantage on hit from +8 to +15.
*[[GGST/Sol Badguy#Heavy Mob Cemetery|Heavy Mob Cemetery]] {{BalanceBadge|reworked|REWORKED}}
**No longer activates when inputting forward directions after the command is complete.
{{Character Patch
|version=1.07
|game=GGST
|chara=Zato-1
|changes=
*{{Clr|4|5H}} {{BalanceBadge|buff|BUFF}}
**Increased active frames by 3.
**Expanded the hitbox in front of Zato during the additional active time.
*{{Clr|1|6P}} {{BalanceBadge|buff|BUFF}}
**Reduced start-up by 1 frame.
**Lifts opponents off of the ground on hit.
*[[GGST/Zato-1#Summon Eddie|Summon Eddie]] {{BalanceBadge|buff|BUFF}}
**When recalling Eddie with {{clr|H|214H}} while Eddie is summoned, the summon will be canceled faster.
}}
</div>
=== Version 1.07 ===
==== New Content ====
Added {{Character Label|GGST|Goldlewis Dickinson|64px}}
== Patch History ==
{{GGSTPatch
|version=[https://www.guiltygear.com/ggst/en/news/post-1800/ Ver1.25]
|date=March 1st, 2023
|summary=Added new quality-of-life features for network modes, reduced processing load for certain stages, bug fixes.
}}
{{GGSTPatch
|version=[https://www.guiltygear.com/ggst/en/news/post-1739/ Ver1.24]
|date=December 15th, 2022
|summary=Added support for cross-platform features, adjusted other online features. Major balance patch, with universal changes to Tension Gauge, R.I.S.C. Level, {{clr|P|6P}} hurtboxes, special moves with retreating movement and proration.
}}
{{GGSTPatch
|version=[https://www.guiltygear.com/ggst/en/news/post-1698/ Ver1.23]
|date=November 24th, 2022
|summary=Added {{Character Label|GGST|Sin Kiske}} to the roster, bug fixes.
}}
{{GGSTPatch
|version=[https://www.guiltygear.com/ggst/en/news/post-1654/ Ver1.22]
|date=September 16th, 2022
|summary=Added support for PS5 Tournaments event feature to PS5 version, bug fixes.
}}
{{GGSTPatch
|version=[https://www.guiltygear.com/ggst/en/news/post-1614/ Ver1.21]
|date=August 8th, 2022
|summary=Added {{Character Label|GGST|Bridget}} to the roster, bug fixes.
}}
{{GGSTPatch
|version=[https://www.guiltygear.com/ggst/en/news/post-1582/ Ver1.19]
|date=July 1st, 2022
|summary=Bug fixes.
}}
{{GGSTPatch
|version=[https://www.guiltygear.com/ggst/en/news/post-1560/ Ver1.18]
|date=June 10th, 2022
|summary=Major balance patch, with universal changes to Roman Cancels, Psych Burst, Faultless Defense, Counter Hit slowdown for {{clr|P|P}} and {{clr|K|K}} normals, dash cancels for {{clr|K|5K}} and {{clr|S|c.S}}, knockback on {{clr|K|2K}} and launch behavior on {{clr|P|j.P}} and {{clr|K|j.K}}.
}}
{{GGSTPatch
|version=[https://arcsystemworks.com/guilty-gear-strive-another-story-update-announcement/ Ver1.17]
|date=April 29th, 2022
|summary=Added Another Story for season pass owners.
}}
{{GGSTPatch
|version=[https://www.guiltygear.com/ggst/en/news/post-1532/ Ver1.16]
|date=March 28th, 2022
|summary=Added {{Character Label|GGST|Testament}} to the roster (same-day for season pass owners, March 31st for everyone else), added Digital Figure Mode, bug fixes.
}}
{{GGSTPatch
|version=[https://www.guiltygear.com/ggst/en/news/post-1494/ Ver1.14]
|date=February 4th, 2022
|summary=Bug fixes.
}}
{{GGSTPatch
|version=[https://www.guiltygear.com/ggst/en/news/post-1437/ Ver1.13]
|date=January 28th, 2022
|summary=Added {{Character Label|GGST|Baiken}} to the roster (same-day for season pass owners, January 31st for everyone else), bug fixes.
}}
{{GGSTPatch
|version=[https://www.guiltygear.com/ggst/en/news/post-1424/ Ver1.11]
|date=November 30th, 2021
|summary=Added {{Character Label|GGST|Happy Chaos}} to the roster (same-day for season pass owners, December 3rd for everyone else), bug fixes.
}}
{{GGSTPatch
|version=[https://www.guiltygear.com/ggst/en/news/post-1387/ Ver1.10]
|date=October 15th, 2021
|summary=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.
}}
{{GGSTPatch
|version=[https://www.guiltygear.com/ggst/en/news/post-1342/ Ver1.09]
|date=August 27th, 2021
|summary=Added {{Character Label|GGST|Jack-O|label=Jack-O'}} to the roster (same-day for season pass owners, August 30th for everyone else), first major balance patch, bug fixes.
}}
{{GGSTPatch
|version=[https://www.guiltygear.com/ggst/en/news/post-1280/ Ver1.07]
|date=July 27th, 2021
|summary=Added {{Character Label|GGST|Goldlewis Dickinson}} to the roster (same-day for season pass owners, July 30th for everyone else), bug fixes.
}}
{{GGSTPatch
|version=[https://www.guiltygear.com/ggst/en/news/post-1226/ Ver1.05]
|date=June 29th, 2021
|summary=Opening movie now plays on idle title screen, added Korean dub, added additional movies to Gallery Mode, bug fixes.
}}
{{GGSTPatch
|version=[https://www.guiltygear.com/ggst/en/news/post-1206/ Ver1.03]
|date=June 11th, 2021
|summary=Bug fixes.
}}
{{GGSTPatch
|version=[https://themakoreactor.com/news/guilty-gear-strive-day-one-patch-1-02-download-size-balance-save-transfer-story-mode-music-dlc-ps4-ps5-steam/26043/ Ver1.02]
|date=June 7th, 2021
|summary=Day 1 update.
}}
{{GGSTPatch
|version=[https://themakoreactor.com/news/guilty-gear-strive-day-one-patch-1-02-download-size-balance-save-transfer-story-mode-music-dlc-ps4-ps5-steam/26043/ Ver1.01]
|date=June 2nd, 2021
|summary=Included with Version 1.02.
}}
=== References ===


==Navigation==
==Navigation==
{{#lst:GGST/Navigation}}
{{:GGST/Version/Navigation}}
{{GGST/Navigation}}

Latest revision as of 06:18, 18 May 2023

  • Officially documented gameplay changes will be prioritized for these pages. Language and terminology might be changed from the source for clarity or to match the wiki's own terminology.
  • Version IDs and release dates were taken from the PC/Steam release. Consoles might include additional updates focused on improving game performance and stability, or minor bug fixes.
Game Version Battle Version Date Summary Source
Ver1.36 3.04 April 4th, 2024 Bug fixes. Official Site
Ver1.35 3.04 March 26th, 2024 Added  A.B.A to the roster. Official Site
Ver1.34 3.03 January 11th, 2024 Bug fixes. Official Site
Ver1.33 3.02 December 8th, 2023 Minor balance patch, with universal changes to Danger State, Positive Bonus, Blue Psych Burst, Wild Assault, Deflect Shield and clash properties for 2K normals. Added  Elphelt Valentine to the roster. Official Site
Ver1.32 3.01 November 7th, 2023 Network security update. Official Site
Ver1.31 3.01 September 25th, 2023 Network security update. Official Site
Ver1.30 3.01 September 4th, 2023 Bug fixes. Official Site
Ver1.29 3.00 August 24th, 2023 Major balance patch, adding new mechanics Wild Assault and Deflect Shield, as well as universal changes to the Burst Gauge, Psych Burst, weight, proration for moves with forward movement, Counter Hit effects for moves with follow-ups and damage for Overdrives and command throws. Added  Johnny to the roster. Official Site
Ver1.28 2.06 June 15th, 2023 Added remaining Season 2 content, bug fixes. Official Site
Ver1.27 2.06 May 25th, 2023 Added  Asuka R♯ to the roster, bug fixes. Official Site
Ver1.26 2.05 April 6th, 2023 Added  Bedman? to the roster, bug fixes. Official Site
Ver1.25 2.04 March 1st, 2023 Added new quality-of-life features for network modes, reduced processing load for certain stages, bug fixes. Official Site
Ver1.24 2.04 December 15th, 2022 Added support for cross-platform features, adjusted other online features. Major balance patch, with universal changes to Tension Gauge, R.I.S.C. Level, 6P hurtboxes, special moves with retreating movement and proration. Official Site
Ver1.23 2.03 November 24th, 2022 Added  Sin Kiske to the roster, bug fixes. Official Site
Ver1.22 2.02 September 16th, 2022 Added support for PS5 Tournaments event feature to PS5 version, bug fixes. Official Site
Ver1.21 2.02 August 8th, 2022 Added  Bridget to the roster, bug fixes. Official Site
Ver1.19 2.01 July 1st, 2022 Bug fixes. Official Site
Ver1.18 2.00 June 10th, 2022 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. Official Site
Ver1.17 1.09 April 29th, 2022 Added Another Story for season pass owners. Official Site
Ver1.16 1.09 March 28th, 2022 Added  Testament to the roster (same-day for season pass owners, March 31st for everyone else), added Digital Figure Mode, bug fixes. Official Site
Ver1.14 1.08 February 4th, 2022 Bug fixes. Official Site
Ver1.13 1.07 January 28th, 2022 Added  Baiken to the roster (same-day for season pass owners, January 31st for everyone else), bug fixes. Official Site
Ver1.11 1.06 November 30th, 2021 Added  Happy Chaos to the roster (same-day for season pass owners, December 3rd for everyone else), bug fixes. Official Site
Ver1.10 1.05 October 15th, 2021 Major balance patch, with universal changes to input buffers, air normals, throws, projectiles, Faultless Defense and Roman Cancels, as well as adjusting the startup of characters' fastest normals. Official Site
Ver1.09 1.04 August 27th, 2021 Added  Jack-O' to the roster (same-day for season pass owners, August 30th for everyone else), first major balance patch, bug fixes. Official Site
Ver1.07 1.03 July 27th, 2021 Added  Goldlewis Dickinson to the roster (same-day for season pass owners, July 30th for everyone else), bug fixes. Official Site
Ver1.05 1.02 June 29th, 2021 Opening movie now plays on idle title screen, added Korean dub, added additional movies to Gallery Mode, bug fixes. Official Site
Ver1.03 1.02 June 11th, 2021 Bug fixes. Official Site
Ver1.02 1.02 June 7th, 2021 Day 1 update. Mako Reactor
Ver1.01 N/A June 2nd, 2021 Included with Version 1.02. Mako Reactor

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