GGST/Version/1.29: Difference between revisions

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* System Mechanics
* System Mechanics
** Weight increased from Heavy to Mid. {{BalanceBadge|nerf|NERF}}
** Weight reduced from Heavy to Mid. {{BalanceBadge|nerf|NERF}}
** Earliest air dash timing after activating 8-Way Dash reduced from 15F to 13F. {{BalanceBadge|buff|BUFF}}
** Earliest air dash timing after activating 8-Way Dash reduced from 15F to 13F. {{BalanceBadge|buff|BUFF}}
** Fixed an issue where it would not be possible to perform 8-Way Dash. {{BalanceBadge|reworked|BUG FIX}}
** Fixed an issue where it would not be possible to perform 8-Way Dash. {{BalanceBadge|reworked|BUG FIX}}

Revision as of 02:28, 30 August 2023

Ver1.29
Battle Version: 3.00
Date Released: August 24, 2023

Links
Official Site


Previous Version
Ver1.28
Next Version
Ver1.30

New Content

New Character: Johnny
GGST Johnny 214(X).png

Returning from Xrd, Johnny is a stylish swordsman who excels around the midrange with his signature iaido style attacks.

His signature move is Mist Finer, preparing an attack in a stance where he may walk or step dash and release it at any time. He can also use this stance to quickly cancel other attacks to maitain offense.

New to -Strive-, Johnny can throw playing cards onto the field with Deal. Upon cutting them with Mist Finer, a second slash will appear to attack the opponent from a variety of angles.


New Mechanic: Wild Assault

236D (Hold OK)

GGST Testament 236D.png

Performs a lunging attack performed at the cost of 50% of the Burst Gauge. It may be canceled into similar to special moves, and when the attack connects it drains the opponent's Burst Gauge slightly.

There are three types of Wild Assault, depending on the character using it.

Holding the D button will power up the attack in exchange for extending the attack startup.


New Mechanic: Deflect Shield

214D (Air OK)

GGST DeflectShield.png

A special method of blocking performed at the cost of 50% of the Burst Gauge. Similar to Psych Burst, it may be activated during blockstun or even Guard Crush to defend during a blockstring.

When activated, you enter a blocking stance for a short time, and will automatically block any attack including overheads, lows, and cross-ups.

After blocking any attack with Deflect Shield, an explosive shockwave will appear to push the opponent very back. This is similar to when blocking a strike with Faultless Defense, but works even against projectiles.

However, Deflect Shield is vulnerable to throws, and after a brief period will enter Counter Hit recovery, severely punishing you if the opponent can predict it.

1.29 Non-Gameplay Changes


Main Menu

  • The main menu has received significant visual changes. Certain menu items and their respective names, as well as the menu location of certain modes, have also been changed as a result. System settings, battle settings, etc. can be selected and changed through Game Settings, which can be accessed via the Options menu, Menu button, or the Enter key (for keyboard input).
  • Added Quick Access feature. This feature allows specific items from the main menu to be assigned and opened with a single button press, avoiding unnecessary inputs and resulting in easier menu navigation.

Online Matches

  • Changed some visual features of the lobby selection screen.
  • Added a visual indicatior of current online player count for each floor when selecting floors in the Ranked Tower.
  • Added Africa as a selectable network region.
  • Changed the structure of the lobby screen.
  • Items can now be selected from the shortcut menu when the button is being held down by selecting the option through the Contact menu displayed on the Member List.
  • Added the ability to Follow, Block, or Report other players both directly or by selecting the option through the Contact menu displayed on the Member List.

Online Lobbies

  • Avatars in online lobbies will now be moved from the Duel Station they were using to the Bartender's area when suspending matchmaking in Standby in Training Mode.
  • Fixed an issue where vacant Duel Stations could not be accessed due to the information of the most recent player remaining on the server.

Character Select

  • Changed the display format.
  • Revised character selection to achieve a better overall equilibrium for Battle Type and Ease of Use classifications. Battle Type and Ease of Use descriptions for some characters have been changed as a result. These revisions are not intended to represent any changes associated with the most recent balance update.
  • The operation of changing settings for BGM, Stage, and Battle Settings have been revised from a method where changes are made collectively and then confirmed to a method where changes are selected and then confirmed individually.
  • The selected BGM or Stage using the AUTO function is now displayed after the character is determined.

R-Code

  • When checking your R-Code, the Options/Menu button now opens the Edit Profile screen. Please note that you can no longer edit your profile from the standard R-Code menu.

Universal Mechanic Changes & Character Balancing

1.29 Universal Changes


Burst Gauge
  • Burst Gauge BUFF
    • Burst Gauge refill over time increased by 100%~33%.
      • At over 50% life, rate is increased from 0.4% to 0.8% per second60 every 60 frames to 30 every 15 frames.
      • At over 25% life, rate is increased from 0.8% to 1.3% per second120 every 60 frames to 50 every 15 frames.
      • At 25% or less life, rate is increased from 1.2% to 1.6% per second180 every 60 frames to 60 every 15 frames.
    • Positive Bonus now refills Burst Gauge at 4.8% per second12 Burst Gauge per frame, for a total 48% Burst Gauge.
    • Negative Penalty now immediately fully empties the Burst Gauge.
    • Wall Stick and Instant Wall Break now refills 25% of the opponent's Burst Gauge.
      • This amount is not affected by Combo Decay scaling.
      • This can only occur once per combo.
  • Blue Psych Burst REWORKED
    • Attack level increased from 1 to 3.
    • Hitstop increased from 6F to 15F.
      • Hitstop continues to only affect the opponent.
      • On-block changed from -30 to -16.
      • On-hit changed from KD +11 to KD +19.
    • Grounded pushback reduced by 57%Pushback rate changed from 70% to 30%.
    • Active time increased from 6 to 11.
    • Pre-landing recovery reduced from 33 to 28.
      • No change to total move duration.
    • Expanded hitbox.
    • No longer refills 33%5000 Burst Gauge units Burst Gauge on hit.
    • Blue Psych Burst will now always complete startup even when input on the 1 frame landing period from a knockdown.Bug fix
  • Gold Psych Burst REWORKED
    • Increased amount of Burst Gauge consumed on activation from 67% to 100%Burst Gauge consumed changed from 10,000 to 15,000.
    • Attack level increased from 2 to 4.
    • Hitstop increased from 12F to 16F.
      • Hitstop continues to only affect the opponent.
      • On-block changed from -10 to -2.
      • On-hit changed from KD +29 to KD +31.
    • No longer fully fills Tension Gauge on hit and instead grants Positive Bonus.


Roman Cancel
  • Roman Cancel (All Versions) BUG FIX
    • No longer applies Tension penalty if interrupted during startup before super flash.
  • Yellow Roman Cancel BUFF
    • Now hits opponents who have strike or throw invulnerability.
      • It may still be evaded by activating a Roman Cancel on the exact same frame as Yellow Roman Cancel.


Other Systems
  • Faultless Defense BUG FIX
    • Faultless Defense no longer pushes in the opposite direction when blocked on cross-up.


General Character Balance
  • Proration NERF
    • Several special moves have proration increased from 90% to 80%. Specifics listed in the character changes. This broadly affects:
      • Moves with follow-up attacks, including the follow-ups.
      • Moves with far-reaching forward movement.
  • Counter Hit NERF
    • Reduced Counter Hit type to Very Small for special moves with follow-up attacks, including the follow-ups.
      • Very Small has no slowdown or altered hitstop, similar to projectiles.
    • Changed camera visuals on Large Counter Hits for the duration of the combo.
      • Slightly rotates towards the opponent.
      • If the opponent is launched extremely high up, the camera will attempt to keep both characters in frame.
  • Damage NERF
    • Reduced damage across various attacks, this broadly includes:
      • Invulnerable reversal Overdrives.
      • High-damage combo ending Overdrives.
      • Command grabs.
  • Hurtboxes REWORKED
    • Adjusted hurtboxes of some moves for consistency.Currently unknown

1.29 Character Changes


Anji Mito

MidareGGST Anji Mito 214P.pngGuardAllStartup7Recovery30Advantage+11 NEW MOVE

GGST Anji Mito 214P.png

214P after successful Suigetsu No Hakobi

After deflecting an attack with Suigetsu No Hakobi or any other activation from Anji's specials, he may cancel into an extremely fast attack. This is able to punish fast-recovering moves and projectiles.

In addition, it has full invuln on startup and advantageous Guard Crush on block, allowing Anji to secure an advantage even if the opponent is safe from a punish.


  • 6HGGST Anji Mito 6H.pngGuardAllStartup12Recovery21Advantage-8 NERF
    • Wall damage increased from 300 to 500.
  • FuujinGGST Anji Mito 236H.pngGuardAllStartup16 [32]Recovery21Advantage-8 [-6] 236H NERF
    • Counter Hit type reduced from Mid to Very Small.
    • Proration increased from 90% to 80%.
  • Shin: IchishikiGGST Anji Mito 236HP.pngGuardAllStartup30 (43 if early cancelled from Fuujin)RecoveryTotal 43+6 after LandingAdvantage+7 P during Fuujin BUFF
    • Inputting with 4P or 6P now changes Anji's jump trajectory.
      • Inputting 4P will cause Anji to jump backwards.
      • Inputting 6P will cause Anji to jump further forward.
      • Direction does not need to be held after startup begins.
  • IssokutobiGGST Anji Mito 236HK.pngGuardStartupRecovery22+6 after LandingAdvantage- K during Fuujin BUFF
    • Recovery reduced from 28 to 26.
  • RinGGST Anji Mito 236HH.pngGuardHighStartup21 (34 with early cancel)Recovery24Advantage-9 H during Fuujin NERF
    • Counter Hit type reduced from Mid to Very Small.
  • NagihaGGST Anji Mito 236HS.pngGuardLowStartup15 (28 with early cancel)Recovery20Advantage-7 S during Fuujin NERF
    • Counter Hit type reduced from Mid to Very Small.
    • Proration increased from 90% to 80%.
  • KouGGST Anji Mito 236S.pngGuardAllStartup12 [28]Recovery14Advantage- 236S NERF
    • Proration increased from 90% to 80%.
  • Issei Ougi: SaiGGST Anji Mito 632146H.pngGuardAllStartup11+6RecoveryAdvantage-30 632146H NERF
    • Damage reduced from 15×6, 75 to 13×6, 67.
      • Total damage changed from 165 to 145.
  • Kachoufuugetsu KaiGGST Anji Mito 632146S.pngGuardStartup1Recovery10Advantage- 632146S NERF
    • Damage reduced on far parry from 60, 80 to 49, 66.
      • Total damage changed from 140 to 115.
    • Damage reduced on near parry from 80, 15×4, 60 to 66, 13×4, 49.
      • Total damage changed from 200 to 167.

Axl Low

  • 2PGGST Axl Low 2P.pngGuardLowStartup10Recovery14Advantage-6 BUFF
    • Recovery reduced from 21 to 14.
      • On-block changed from -13 to -6.
  • 6HGGST Axl Low 6H.pngGuardHighStartup27Recovery13Advantage-3 NERF
    • Wall damage increased from 300 to 500.
  • Ground ThrowGGST Axl Low Ground Throw.pngGuardGround ThrowStartup2Recovery38Advantage- BUFF
    • Horizontal launch speed decreased by 30%Speed changed from 10 to 7.
  • RainwaterGGST Axl Low 214S.pngGuardAllStartup24Recovery21Advantage+3 214S NERF
    • Same Attack Penalty threshold reduced from 3 to 2.
  • Sickle FlashGGST Axl Low 46S.pngGuardAllStartup24Recovery29Advantage-19~-9 [4]6S BUFF
    • Grounded pushback increased by 54%Pushback rate changed from 130% to 200%.
    • Horizontal launch speed increased by 200%Speed changed from 5 to 15.
    • Now applies rolling tumble on knockdown for 10F.
      • On-hit changed from KD +16~+26 to KD +26~+36.
  • Winter CherryGGST Axl Low 46SS 1.pngGuardAllStartup18 [22]Recovery24Advantage-3 [+10] S during Sickle Flash BUFF
    • Active time increased from 10 [20] to 15 [25].
      • No change to total recovery duration.
  • Axl BomberGGST Axl Low j.623H.pngGuardAllStartup9RecoveryUntil L+7Advantage-22 j.236H BUFF
    • Now affected by momentum.
  • Sickle StormGGST Axl Low 236236H 1.pngGuardAllStartup11+1Recovery26Advantage-2 236236H NERF
    • Damage reduced from 50×2, 20×3 to 45×2, 18×3
      • Total damage changed from 160 to 144.

Asuka R♯

  • Backdash BUFF
    • Lower hurtbox reduced on frames 1~18.
      • Backdash will now be immune to very shallow ground attacks (i.e. Slide HeadGGST Potemkin Slide Head.pngGuardLowStartup29Recovery24Advantage0 and 100T Weight EarthquakeGGST Faust 100T Weight.pngGuardAll (Guard Crush)Startup64RecoveryAdvantage-) for a longer period.
  • GGST Asuka R Aquila Metron Icon.png Aquila Metron BUFF
    • Now applies hard knockdown on hit.
      • On-hit changed from KD +15 to HKD +41.
  • GGST Asuka R Delayed Tardus Metron Icon.png Delayed Tardus Metron BUG FIX
    • Fixed an issue where the projectile would not disappear after hitting 3 times.

Baiken

  • Weight increased from Light to Mid. BUFF
  • 6KGGST Baiken 6K.pngGuardAllStartup12Recovery10Advantage-5 BUFF
    • Now causes stagger on Counter Hit.
      • On gold stagger recovery, opponent is in hitstun for 17F and throwable for 25F.
  • c.SGGST Baiken cS.pngGuardAllStartup7Recovery10Advantage+1 NERF
    • Same Attack Penalty threshold reduced from 4 to 3.
    • Same Attack Penalty gravity change increased from 0.5 to 1.5.
  • KabariGGST Baiken 41236S.pngGuardAllStartup29Recovery15Advantage+3 41236S S Version BUFF
    • Tether will no longer remain if Baiken is hit by a Psych Burst shortly after contact before the Tether was active.Bug fix
    • Startup reduced from 31 to 29.
    • Active time reduced from 11 to 10.
      • Reduced time from start of animation, giving functionally reduced startup when hitting outside of this range.
      • No change to on-block frame data due to forced recovery animation.
  • KabariGGST Baiken 41236H.pngGuardAllStartup18Recovery19Advantage-3 41236H H Version NERF
    • Proration increased from 90% to 80%.
    • Counter Hit type reduced from Mid to Very Small.
  • Kabari (H Version) Follow-upGGST Baiken 41236HH.pngGuardAllStartup11 [23]Recovery14 (23 on block)Advantage-7 H during Kabari (H Version) NERF
    • Proration increased from 90% to 80%.
    • Counter Hit type reduced from Mid to Very Small.
    • Counter Hit no longer alters the launch or improves the ground bounce.
  • YouzansenGGST Baiken j236S.pngGuardHighStartup9Recovery7 after LandingAdvantage-14 (IAS) j.236S REWORKED
    • Adjusted hit during the first 4 active frames (9~12F).
      • Now launches, instead of causing floating crumple.
      • Horizontal launch speed increased by 100%Speed changed from 10 to 20.
      • On-hit changed from +6 to KD +30 (+8 to KD +32 if performed without a High Jump).
  • HiiragiGGST Baiken 236P 2.pngGuard-Startup1Recovery32Advantage- 236P NERF
    • Damage reduced from 130 to 100.
  • Tsurane Sanzu WatashiGGST Baiken 236236S.pngGuardAllStartup8+1Recovery48Advantage-32 236236S NERF
    • Damage reduced from 45×2, 100 [45×2, 60] to 35×2, 89 [35×2, 55].
      • Total damage changed from 190 [150] to 159 [125].
  • KenjyuGGST Baiken 214214P.pngGuardAll (Guard Crush)Startup8+3RecoveryTotal 47Advantage+5 214214P & j.214214P All Versions REWORKED
    • Initial projectile now hits seperately to the explosion.
      • Upon hitting the opponent, the projectile will travel for 4 more frames, and explode on frame 5 (usually behind the opponent).
      • Projectile will automatically explode upon hitting the ground.
      • No change to explosion nor launch height of the attack.
    • If the projectile whiffs, it will no longer automatically explode.
    • Damage reduced from 110 to 30, 70.

Bedman?

  • System Mechanics
    • Weight reduced from Heavy to Mid. NERF
    • Earliest air dash timing after activating 8-Way Dash reduced from 15F to 13F. BUFF
    • Fixed an issue where it would not be possible to perform 8-Way Dash. BUG FIX
  • error 6E BUFF
    • Now persists during Homing Jump, resetting the timer to 200F.
    • Now persists after Wall Break, resetting the timer to 100F.
  • 2PGGST Bedman 2P.pngGuardAllStartup5Recovery10Advantage-2 BUFF
    • Attack level increased from 0 to 1.
    • Recovery increased from 8 to 10.
      • No change to on-block frame data.
  • 2KGGST Bedman 2K.pngGuardLowStartup6Recovery10Advantage-2 BUFF
    • Startup reduced from 7 to 6.
  • f.SGGST Bedman fS.pngGuardAllStartup11Recovery17Advantage-9 BUFF
    • Now applies rolling tumble on knockdown for 10F.
  • 6HGGST Bedman 6H 1.pngGuardHighStartup25Recovery30Advantage-16 NERF
    • Wall damage increased from 300 to 500.
  • 2HGGST Bedman 2H.pngGuardLowStartup16Recovery30Advantage-15 BUFF
    • Extended time you can Red Roman Cancel on all except the final hit.Bug fix
    • Attack level increased for final hit from 2 to 3.
      • On-block changed from -18 to -15.
  • call 4BAGGST Bedman j.236P.pngGuardAllStartup16RecoveryAdvantage-10 (IAS) j.236P Aerial Version BUFF
    • Negative value timing reduced by up to 16FNegative value timing changed from 20~45F to 20~29F.
  • call 4B3GGST Bedman 236S.pngGuardAllStartup14Recovery24Advantage-12 236S & j.236S All Versions BUFF
    • Startup reduced from 15 to 14.
    • Horizontal launch speed decreased by 17%Speed changed from 14.4 to 12.
  • call 13CGGST Bedman 632146S 2.pngGuardStartup4RecoveryTotal 14Advantage- 632146S & j.632146S All Versions BUG FIX
    • No longer applies Tension penalty if interrupted by Wall Break before super flash.
  • call 4CCGGST Bedman 632146H 2.pngGuardAllStartup9+4Recovery70Advantage-39 632146H NERF
    • Damage reduced from 158 to 133.

Bridget

  • Weight increased from Light to Mid. BUFF
  • c.SGGST Bridget cS.pngGuardAllStartup7Recovery13Advantage+1 BUFF
  • 5HGGST Bridget 5H.pngGuardAllStartup11Recovery29Advantage-17 BUFF
    • Pushback on hit decreased by 29%Pushback rate changed from 70% to 50%.
  • 6HGGST Bridget 6H.pngGuardAllStartup13Recovery13Advantage-12 BUFF
    • Horizontal launch speed decreased by 40%Speed changed from 15 to 12.
    • Vertical launch speed increased by 29%Speed changed from 35 to 45.
      • On-hit advantage changed from KD +27 to KD +34.
  • Rolling MovementGGST Bridget 214K.pngGuardAllStartup20~38Recovery0Advantage+16 (Airborne) 214K & j.214K All Versions NERF
    • Proration increased from 90% to 80%.
  • Kick Start My HeartGGST Bridget 236K.pngGuardAllStartup10Recovery9Advantage-20~+4 236K NERF
    • Proration increased from 90% to 80%.
    • Counter Hit type changed from Mid to Very Small.
    • Vertical Activation Range increased by 10%Vertical Activation Range maximum changed from 200 to 220.
      • Attack can now hit hurtboxes from opponents slightly higher above the ground.
  • BrakeGGST Bridget 236KP.pngGuardAllStartup7Recovery19Advantage-6 P during Kick Start My Heart NERF
    • Proration increased from 90% to 80%.
    • Counter Hit type changed from Mid to Very Small.
    • Combo Decay increased from 5 to 10.
    • R.I.S.C. Loss increased from 1000 to 2000.
  • ShootGGST Bridget 236KK.pngGuardAllStartup3Recovery29Advantage-35 K during Kick Start My Heart NERF
    • Proration increased from 90% to 80%.
    • Counter Hit type changed from Mid to Very Small.
    • Now has additional upward movement on first active frame (3F).
      • First active frame height increased by 250%Height on first active frame changed from 24 to 84.
  • Roger DiveGGST Bridget j236K 1.pngGuardAllStartup25Recovery15Advantage-5 j.236K NERF
    • Proration increased from 90% to 80%.
    • Pushback reduced by 33%Pushback rate changed from 120% to 80%.
  • Rock the BabyGGST Bridget 63214P.pngGuardGround ThrowStartup27Recovery28AdvantageN/A 63214P & j.63214P All Versions NERF
    • Damage reduced from 100 to 90.
    • Pushback reduced by 33%Pushback rate changed from 120% to 80%.
  • Loop the LoopGGST Bridget 632146S 1.pngGuardMidStartup9+2Recovery47Advantage-29 632146S NERF
    • Damage reduced from [10, 1]×6, 10, 80 to [9, 1]×6, 9, 71.
      • Total damage changed from 156 to 140.
  • Return of the Killing MachineGGST Bridget 632146H.pngGuardAllStartup9+1RecoveryTotal 37Advantage+16 632146H & j.632146H All Versions BUG FIX
    • Attack will no longer hit more than 7 times unexpectedly.Unknown effect

Chipp Zanuff

  • 6KGGST Chipp Zanuff 6K.pngGuardHighStartup28Recovery7Advantage+2 REWORKED
    • Can now be special canceled.
    • Startup increased from 20 to 28.
    • Attack level increased from 1 to 2.
    • Now forces crouching on hit.
      • This gives a guaranteed +1 hitstun.
      • On-block changed from -2 to +2.
      • On-hit changed from +1 to +6.
    • No longer extends collision when attack connects.
  • 5HGGST Chipp Zanuff 5H.pngGuardAllStartup11Recovery16Advantage-4 BUFF
    • Now moves Chipp forward a short distanceMoves at 37.5 speed and speed reduces by 75% per frame starting on the first active frame (11F).
  • j.HGGST Chipp Zanuff j.H.pngGuardHighStartup8Recovery17Advantage+4~5 (IAD) NERF
    • Lower hitbox and hurtbox reduced.
  • j.DGGST Chipp Zanuff j.D.pngGuardHighStartup8Recovery22Advantage0 (IAD) BUFF
    • Added wall bounce effect.
  • Alpha Blade DiagonalGGST Chipp Zanuff Alpha Blade Diagonal Air.pngGuardAllStartup28~41Recovery21Advantage-6 j.236K Aerial Version BUFF
    • Startup reduced from 32 to 28.
      • Startup at higher positions or when bouncing off the wall also reduced by 4 frames.
  • ResshouGGST Chipp Zanuff Resshou.pngGuardAllStartup13Recovery16Advantage-4 236S REWORKED
    • Counter Hit type reduced from Mid to Very Small.
    • Proration increased from 90% to 80%.
    • Whiff cancel timing sped up from 15F to 8F.
      • Attack can now be canceled before it is active.
  • RokusaiGGST Chipp Zanuff Rokusai.pngGuardLowStartup8Recovery21Advantage-6 236S during Resshou NERF
    • Counter Hit type reduced from Mid to Very Small.
    • Proration increased from 90% to 80%.
    • Horizontal launch speed reduced by 80%Speed changed from 15 to 3.
  • SenshuuGGST Chipp Zanuff Senshuu.pngGuardHighStartup20Recovery20Advantage-9 236K during Resshou or Rokusai NERF
    • Counter Hit type reduced from Mid to Very Small.
  • Genrou ZanGGST Chipp Zanuff 63214S.pngGuardGround ThrowStartup27Recovery15AdvantageN/A 63214S NERF
    • Damage reduced from 87 to 77.
  • Banki MessaiGGST Chipp Zanuff Banki Messai 1.pngGuardAllStartup6+1~11Recovery28Advantage-20 236236P NERF
    • Damage reduced from 15×5, 9×3, 30 to 14×5, 7×3, 28.
      • Total damage reduced from 132 to 119.

Faust

GGST Faust 236(P).png
GGST Faust 22P.png

What Could This Be? (Eat)GGST Faust 236(P).pngGuardStartup27RecoveryTotal 31Advantage- and What Could This Be? (Spit)GGST Faust 22P.pngGuardStartup26RecoveryTotal 40Advantage- NEW MOVE

236[P] (Eat) and 22P after eating an item (Spit)

When performing What Could This Be? (Toss)GGST Faust 236P.pngGuardStartup26RecoveryTotal 40Advantage- and holding the input, Faust will eat the item instead of throwing it. This has a shorter recovery, and allows Faust to store an item inside of him for later, at the cost of not throwing an item immediately.

When performing What Could This Be? (Spit)GGST Faust 22P.pngGuardStartup26RecoveryTotal 40Advantage- Faust will spit out the last item stored, instead of throwing a random item. This has a similar speed and functionaliy to throwing an item, but allows Faust to be selective for which item he uses.


  • 2SGGST Faust 2S.pngGuardAllStartup11Recovery26Advantage-19 BUFF
    • Expanded hitbox inward.
  • 6HGGST Faust 6H.pngGuardHighStartup25Recovery44Advantage-34 NERF
    • Wall damage increased from 300 to 500.
  • Mix Mix MixGGST Faust 236S.pngGuardAllStartup17Recovery14 after LandingAdvantage-7 236S & j.236S All Versions BUFF
    • Horizontal launch of first three hits is now affected by the combo momentum by 33% lessHorizontal speed of opponent maintained on launch changed from 15% to 10%..
    • Horizontal launch of first three hits is now affected by Combo Decay 50% lessCombo Decay influence on horizontal launch changed from 100% to 50%.
  • Banana and Banana PeelGGST Faust Banana Peel.pngGuardNone, AllStartup51 to LandRecoveryAdvantage- BUFF
    • No longer bounces off the wall.
    • Horizontal speed when thrown or spat increased by 80%Speed changed from 5 to 9.
    • If a Banana Peel is blocked by using Deflect Shield, the game will crash.
  • ThrustGGST Faust 41236K.pngGuardAllStartup26~37Recovery19Advantage-12 41236K BUFF
    • Holding the input will now delay the attack. If held for the maximum duration, the attack will be strengthened.
      • Fully charged attack has a startup of 38.
      • Damage increased from 40 to 60.
      • Causes the Guard Crush effect on block, 44F duration.
        • On-block changed from -12 to +14.
      • Chip damage ratio on block increased from 25% to 50%.
  • Bone-crushing ExcitementGGST Faust 632146H 1.pngGuardAllStartup16+5Recovery48Advantage-32 632146H NERF
    • Damage reduced from 50, 105 to 42, 88.
      • Total damage changed from 155 to 130.

Giovanna

ChaveGGST Giovanna 214H.pngGuardStartupRecovery30Advantage- NEW MOVE

GGST Giovanna 214H.png

214H

A short command dash infusing Giovanna with magic. Though unassuming with its short movement and longer recovery, it can be cancelled into Giovanna's other specials, enhancing all of them with 20% greater damage and new properties.

  • Sepultra
    • Hugely increased grounded pushback.
  • Trovão
    • Applies Stagger on hit.
    • Applies Guard Crush on block.
    • Largely increased wall bounce height.
  • Sol Nascente
    • Hugely increased launch time even when hit raw.
  • Sol Poente
    • Hugely increased launch on first hit.
    • Hugely increased ground bounce with less horizontal distance on second hit.

  • System Mechanics
    • Weight increased from Light to Mid. BUFF
  • SepulturaGGST Giovanna Sepultura.pngGuardAllStartup13Recovery20Advantage-4 214K REWORKED
    • Proration increased 90% from 80%.
    • Raw hit launch adjusted.
      • Changed launch animation to match non-raw hits.
      • Horizontal launch speed increased by 29%Speed changed from 25 to 35 and now decreases over timeHorizontal speed reduces by 20% per frame 6~20F.
        • Overall launch distance decreased.
      • Vertical launch speed increased by 200%Speed changed from 15 to 45 and now decreases over timeVertical speed reduction by 50% per frame 6~20F.
      • Gravity on launch decreased by 83%Gravity changed from 3 to 0.5 and now increases over timeGravity increases by 0.25 per frame 11~33F.
        • Overall launch height increased, and total launch time increased by 14F.
    • No longer applies hard knockdown.
      • On-hit changed from HKD +45 to KD +33.
  • TrovãoGGST Giovanna Trovao.pngGuardAll [All (Guard Crush)]Startup27Recovery13Advantage+4 [+15] 236K NERF
    • Proration increased from 90% to 80%.
  • Sol NascenteGGST Giovanna Sol Nascente.pngGuardAllStartup7Recovery21Advantage-15 623S NERF
    • Raw hit no longer increases initial vertical launch speed by 33%Speed changed from 60 to 80.
    • Raw hit no longer reduces initial gravity on launch, and now increases it by 100%Initial gravity effect changed from -0.5 to +0.5
      Total initial gravity changed from 0 to 1
      .
      • On-hit changed from KD +33 to KD +25.
  • VentaniaGGST Giovanna Ventania.pngGuardAllStartup5+4Recovery49Advantage-37 632146H NERF
    • Damage reduced from 21×4, 84 to 17×4, 71.
      • Total damage changed from 168 to 139.
  • TempestadeGGST Giovanna j236236H 1.pngGuardAllStartup3+1RecoveryAdvantage0~+6 j.236236H NERF
    • Damage reduced from 42, 10×5, 21, 31 to 39, 10, 9, 10, 9, 9, 19, 28.
      • Total damage changed from 144 to 133

Goldlewis Dickinson

  • System Mechanics
    • Weight reduced from Heavy to Mid. NERF
  • f.SGGST Goldlewis Dickinson f.S.pngGuardAllStartup11Recovery23Advantage-12 REWORKED
    • Startup increased from 10 to 11.
    • Recovery increased from 18 to 23.
      • On-block changed from -7 to -12.
    • Horizontal launch speed reduced by 14%36 to 31.
    • Vertical launch speed increased by 62%8 to 13.
  • 2SGGST Goldlewis Dickinson 2S.pngGuardAllStartup13Recovery13Advantage-4 BUFF
    • Active time increased from 3 to 5.
    • Recovery reduced from 20 to 18.
      • No change to on-block frame data.
  • Behemoth TyphoonGGST Goldlewis Dickinson Behemoth Typhoon (426).pngGuardAllStartup10RecoveryUntil landing+10Advantage-25~+7 j.41236H Aerial 426 Version REWORKED
    • Startup reduced from 12 to 10.
    • Active time reduced from 20 to 15.
  • Behemoth TyphoonGGST Goldlewis Dickinson Behemoth Typhoon (486).pngGuardAllStartup10RecoveryUntil landing+10Advantage-25~+7 j.47896H Aerial 486 Version REWORKED
    • Startup reduced from 12 to 10.
    • Active time reduced from 20 to 15.
  • Behemoth TyphoonGGST Goldlewis Dickinson Behemoth Typhoon (624).pngGuardAllStartup10RecoveryUntil landing+10Advantage-25~+7 j.63214H Aerial 624 Version REWORKED
    • Startup reduced from 12 to 10.
    • Active time reduced from 20 to 15.
  • Behemoth TyphoonGGST Goldlewis Dickinson Behemoth Typhoon (684).pngGuardAllStartup10RecoveryUntil landing+10Advantage-25~+7 j.69874H Aerial 684 Version REWORKED
    • Startup reduced from 12 to 10.
    • Active time reduced from 20 to 15.
  • Behemoth TyphoonGGST Goldlewis Dickinson Behemoth Typhoon (862).pngGuardAllStartup10RecoveryUntil landing+10Advantage-25~+7 j.89632H Aerial 862 Version REWORKED
    • Startup reduced from 12 to 10.
    • Active time reduced from 20 to 15.
  • Behemoth TyphoonGGST Goldlewis Dickinson Behemoth Typhoon (248).pngGuardAllStartup10RecoveryUntil landing+10Advantage-25~+7 j.21478H Aerial 248 Version BUFF
    • Startup reduced from 12 to 10.
  • Behemoth TyphoonGGST Goldlewis Dickinson Behemoth Typhoon (268).pngGuardAllStartup10RecoveryUntil landing+10Advantage-25~+7 j.23698H Aerial 268 Version BUFF
    • Startup reduced from 12 to 10.
  • Behemoth TyphoonGGST Goldlewis Dickinson Behemoth Typhoon (842).pngGuardAllStartup10RecoveryUntil landing+10Advantage-25~+7 j.87412H Aerial 842 Version BUFF
    • Startup reduced from 12 to 10.
  • ThunderbirdGGST Goldlewis Dickinson Thunderbird.pngGuardAllStartup57Recovery42 TotalAdvantage- 214S All Versions BUFF
    • Horizontal launch of final explosion decreased by 35%Speed changed from 21.5 to 14.
    • Vertical launch of final explosion increased by 28%Speed changed from 25 to 32.
  • Down With The SystemGGST Goldlewis Dickinson Down with the System 2.pngGuardAllStartup6+(135 Flash)+4Recovery46Advantage-33 632146P Level 1 NERF
    • Damage reduced from 160 [185] to 130 [143]Base damage changed from 160 [160, 25] 130 [130, 13].
  • Down With The SystemGGST Goldlewis Dickinson Down with the System 2.pngGuardAllStartup11+(191 Flash)+4Recovery46Advantage-33 720P Level 2 NERF
    • Damage reduced from 175 [210] to 145 [166]Base damage changed from 175 [160, 25×2] to 145 [140, 13×2].
  • Down With The SystemGGST Goldlewis Dickinson Down with the System 2.pngGuardAllStartup16+(230 Flash)+4Recovery46Advantage-33 1080P Level 3 NERF
    • Damage reduced from 190 [235] to 160 [190]Base damage changed from 190 [160, 25×3] to 160 [151, 13×3].

Happy Chaos

  • 6KGGST Happy Chaos 6K.pngGuardLowStartup16Recovery16Advantage-7 BUFF
    • No longer extends collision when attack connects.
  • Ground ThrowGGST Happy Chaos Ground Throw.pngGuardGround ThrowStartup2Recovery38Advantage- BUFF
    • Horizontal launch speed reduced by 44%Speed changed from 25 to 14.
  • At the ReadyGGST Happy Chaos 236S.pngGuardAllStartup9Recovery13Advantage+3 236S BUFF
    • Horizontal launch is now affected by Combo Decay 50% lessCombo Decay influence on horizontal launch changed from 100% to 50%.
  • FireGGST Happy Chaos H.pngGuardAllStartup1RecoveryAdvantage+23 H during At the Ready All Versions NERF
    • R.I.S.C. Loss increased from 1000 to 2000.
    • Combo Decay increased from 5 to 10.
  • Steady AimGGST Happy Chaos 214S.pngGuard-Startup-RecoveryTotal 18Advantage- 214S NERF
    • Inputs for special move cancels are now simplified during Steady Aim.
      • Reload: 2P (2P)
      • Focus: 4P (4P)
      • Curse: 6P (6P)
      • Roll: 4K (4K)
      • Scapegoat: 6K (6K)
      • Cancel Aim: 4S (4S)
  • FireGGST Happy Chaos 214S H.pngGuardAll (Guard Crush)Startup1Recovery43AdvantageMore info H during Steady Aim NERF
    • R.I.S.C. Loss increased from 1000 to 2000.
    • Combo Decay increased from 5 to 10.
  • ReloadGGST Happy Chaos 22P.pngGuard-Startup23RecoveryTotal 23~77Advantage- 22P BUFF
    • No longer halts Concentration refill during first bullet animation when canceled out of Steady Aim.Potential bug
      • This equates to 4.4% additional Concentration.
  • RollGGST Happy Chaos 214K.pngGuard-Startup-Recovery35 totalAdvantage- 214K REWORKED
    • Movement speed now reduces by 20% per frame after going past the opponent.
  • Super FocusGGST Happy Chaos Super Focus.pngGuard-Startup5RecoveryTotal 11Advantage- 214214P NERF
    • Concentration cost effect duration reduced from 10 to 5 seconds.
  • Deus Ex MachinaGGST Happy Chaos Deus Ex Machina.pngGuardAllStartup13+(193 Flash)+7RecoveryAdvantage-25 632146S NERF
    • Damage reduced from 20, 1×17, 100 to 18, 1×17, 92.
      • Total damage changed from 137 to 127.

I-No

Mad Love AgitatoGGST I-No 214S.pngGuardAll (Guard Crush)Startup26Recovery15 (17 OH)Advantage+17 NEW MOVE

GGST I-No 214S.png

214S

Leaps forward from the ground into a slow but very large advancing attack. When blocked, it leaves I-No airborne and extremely advantaged with the opponent in Guard Crush. This can be used to close distance and set up mixups on the opponent.

Its startup uses similar sound and movement to her Hover Dash, giving I-No a more ambiguous approach.


  • System Mechanics
    • Weight increased from Light to Mid. BUFF
  • 5HGGST I-No 5H.pngGuardAllStartup15Recovery23Advantage-8 BUFF
    • Horizontal speed on ground bounce reduced by 50%Ground bounce horizontal speed rate changed from 100% to 50%.
    • Vertical speed on ground bounce increased by 10%Speed changed from 25 to 27.5.
      • On-hit changed from KD +34 to KD +37.
  • Chemical LoveGGST I-No Chemical Love.pngGuardAllStartup11Recovery22Advantage-9 214K & j.214K All Versions NERF
    • Attack level reduced from 4 to 2.
      • On-block changed from -2 to -9. (Note: Attack level changes hitstop of projectile.)
  • Stroke the Big TreeGGST I-No Stroke the Big Tree.pngGuardLowStartup16Recovery16Advantage-7 236S & 236H All Versions NERF
    • Proration increased from 90% to 80%.
  • Sultry PerformanceGGST I-No Sultry Performance 1.pngGuardAllStartup10 [37]RecoveryUntil Landing + 15Advantage-2 ~ -4 [+4 ~ +1] j.236K K Version NERF
    • Proration increased from 90% to 80%.
    • Landing recovery increased from 13 to 15.
      • On-block changed from -1~-2 [+4~+2] to -3~-4 [+2~±0].
  • Sultry PerformanceGGST I-No Sultry Performance 2.pngGuardAllStartup10 [37]RecoveryUntil Landing + 15Advantage-3 ~ -4 [+2 ~ 0] j.236S S Version NERF
    • Proration increased from 90% to 80%.
    • Landing recovery increased from 13 to 15.
      • On-block changed from -2~-4 [+4~+1] to ±0~-2 [+2~-1].
  • Sultry PerformanceGGST I-No Sultry Performance 3.pngGuardAllStartup8 [32]RecoveryUntil Landing + 6Advantage-7 [-2] j.236H H Version REWORKED
    • Proration increased from 90% to 80%.
    • Horizontal launch speed of final hit reduced by 41%Speed changed from 17 to 10.
  • MegalomaniaGGST I-No Megalomania 1.pngGuardGround Throw (All)Startup11+0(41)RecoveryAdvantageN/A (-18) 632146H NERF
    • Damage reduced from 13×18 [17×11] to 12×18 (15×11).
      • Total damage changed from 234 [187] to 216 [165].
  • Ultimate FortissimoGGST I-No Ultimate Fortissimo-2.pngGuardAll (Guard Crush)Startup7+2Recovery13Advantage+26 632146S & j.632146S All Versions NERF
    • Damage of ground version reduced from 40, 20×2, 100 to 24,18×2, 89.
      • Total damage changed from 180 to 149.
    • Damage of air version reduced from 20×2, 100 to 18×2, 89.
      • Total damage changed from 140 to 125.

Jack-O'

  • Weight increased from Light to Mid. BUFF
  • 5KGGST Jack-O 5K.pngGuardAllStartup7Recovery10Advantage-4 NERF
    • Initial vertical launch speed reduced by 20%Speed changed from 50 to 40.
    • Gravity on launch increasedInitial grabity changed from 0 to 1, and sped up the timing of gravity increasing by 1FGravity increases by 0.25 per frame changed from 6~30F to 5~29F.
  • Defend CommandGGST Jack-O 214S.pngGuardStartup4RecoveryTotal 30Advantage+25 214S, hs.S, j.214S & hs.j.S All Versions BUFF
    • No longer applies Guard Crush on hit, instead launching the opponent airborne.
      • Still applies Guard Crush if the servant's attack is blocked.
      • Attack still cannot be a lethal blow on hit.
    • Chip damage ratio on block increased from 12% to 25%.
    • Proration increased from 80% to 60%.
  • CountdownGGST Jack-O 214H.pngGuardAllStartup3+180+25RecoveryTotal 24Advantage- 214H, hs.H, j.214H & hs.j.H All Versions BUFF
    • Added Guard Crush effect on block for 29F.
      • Total blockstun increased by 13F.
    • Chip damage ratio increased from 12% to 25%.
  • Forever Elysion DriverGGST JackO Forever Elysion Driver Hit.pngGuardAllStartup10+1Recovery58Advantage-41 632146P REWORKED
    • No longer hits as a throw, but instead as a strike with hitgrab properties.
      • Attack Level 4; On-block -41; no change to frame data.
      • Can be Red Roman Canceled on block.
      • May connect on extended hurtboxes from significantly far away.
      • May connect on airbone opponents.
      • Opponents in Faultless Defense during super flash are no longer incapable of avoiding the hit.
      • Strike does zero chip damage.
      • Strike has zero hitstop.
    • No longer connects on opponents fully behind Jack-O'.
    • When blocked, briefly places Jack-O' airborne even if Roman Canceled.
    • Damage reduced from 179 to 149.
  • Cheer Servant OnGGST JackO Cheer Servant On S.pngGuardStartup3RecoveryTotal 15AdvantageSee Notes 236236S S Version BUFF
    • Effect duration increased from 5 to 6 seconds.
  • Cheer Servant OnGGST JackO Cheer Servant On H.pngGuardStartup3RecoveryTotal 15AdvantageSee Notes 236236H H Version REWORKED
    • Effect duration decreased from 5 to 3 seconds.
    • Now immeditely refills the Servant Gauge to full during super flash.

Ky Kiske

  • f.SGGST Ky Kiske fS.pngGuardAllStartup10Recovery16Advantage-5 BUFF
    • Startup reduced from 12 to 10.
  • 2SGGST Ky Kiske 2S.pngGuardLowStartup11Recovery20Advantage-8 NERF
    • Startup increased from 10 to 11.
  • 5HGGST Ky Kiske 5H.pngGuardAllStartup12Recovery21Advantage-8 BUFF
    • Startup reduced from 14 to 12.
  • j.DGGST Ky Kiske jD.pngGuardAllStartup13Recovery15Advantage- CHANGED
    • Projectile no longer affected by slowdown.
  • Stun EdgeGGST Ky Kiske 236S.pngGuardAllStartup13RecoveryTotal 46Advantage-14 236S Ground S Version BUFF
    • Horizontal launch speed decreased by 19%Speed changed from 35 to 25.
    • Vertical launch speed increased by 100%Speed changed from 10 to 20.
  • Charged Stun EdgeGGST Ky Kiske 236H.pngGuardAllStartup39RecoveryTotal 62Advantage+22 [+25] 236H BUFF
    • Horizontal launch speed decreased by 71%Speed changed from 35 to 10.
    • Vertical launch speed increased by 75%Speed changed from 10 to 17.5.
  • Stun EdgeGGST Ky Kiske j236X.pngGuardAllStartup21RecoveryUntil Landing+10Advantage- j.236S Aerial S Version BUFF
    • Horizontal launch speed decreased by 33%Speed changed from 30 to 20.
    • Vertical launch speed reversed to launch upwards and decreased by 60%Speed changed from -30 to 20.
  • Stun EdgeGGST Ky Kiske j236X.pngGuardAllStartup21RecoveryUntil Landing+10Advantage- j.236H Aerial H Version BUFF
    • Horizontal launch speed decreased by 60%Speed changed from 50 to 20.
    • Vertical launch speed reversed to launch upwards and decreased by 60%Speed changed from -30 to 20.
  • Stun DipperGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-19 [-14] 236K Standard NERF
    • Startup increased from 5 to 7.
    • Proration increased from 90% to 80%.
    • Recovery increased from 26 to 30.
      • On-block changed from -15 [-10] to -19 [-14].
    • Vertical launch speed of second hit when increased by 25%Speed changed from 40 to 50 and duration of speed decreasing extended by 4FVertical speed reduction by 40% per frame changed from 6~16F to 6~20F.
    • Gravity on launch of second hit lowered by 12%Gravity changed from 2.5 to 2.2, sped up timing of gravity change by 2F, and potency of gravity change reduced by 13%Gravity increases per frame changed from 0.15 to 0.13.
      Gravity increases per frame changes from 11~45 to 9~43
      .
      • No change to on-hit advantage.
  • Stun DipperGGST Ky Kiske 236K 1.pngGuardLow, AllStartup7Recovery30Advantage-14 236K Dragon Install NERF
    • Startup increased from 5 to 7.
    • Proration increased from 90% to 80%.
    • Recovery increased from 26 to 30.
      • On-block changed from -10 to -14.
  • Foudre ArcGGST Ky Kiske 214K.pngGuardAllStartup24Recovery6Advantage-2~+6 [+5~+12] 214K All Versions NERF
    • Proration increased from 90% to 80%.
  • Vapor ThrustGGST Ky Kiske 623H.pngGuardAllStartup13Recovery44Advantage-38 [-33] 623H & j.623H H Versions NERF
    • No longer strike invulnerable immediately.
      • Invulnerable time during standard version changed from 1~16F to 7~16F.
      • Invulnerable time during Dragon Install changed from 1~18F to 7~18F.
  • Dire EclatGGST Ky Kiske 214S.pngGuardAllStartup14Recovery25Advantage-8 [-6] 214S All Versions NERF
    • Proration increased from 90% to 80%.
  • Ride The LightningGGST Ky Kiske 632146H.pngGuardAllStartup8+1Recovery99Advantage-82 632146H & j.632146H Standard Versions NERF
    • Damage reduced from 21×4, 50 [22×4, 60] to 18×4, 42 [22×4, 52].
      • Total damage changed from 134 [148] to 114 [140]
  • Ride The LightningGGST Ky Kiske 632146H.pngGuardAllStartup8+1Recovery99Advantage-79 632146H & j.632146H Dragon Install Versions NERF
    • Damage reduced from 10×8, 30×3 to 9×8, 26, 25×2.
      • Total damage changed from 170 to 148.

Leo Whitefang

  • Weight reduced from Heavy to Mid. NERF
  • 5HGGST Leo Whitefang 5H.pngGuardAllStartup15Recovery22Advantage-8 BUFF
    • Attack level increased from 3 to 4.
      • On-block changed from -10 to -8.
      • On-hit changed from -7 to -5.
  • j.DGGST Leo Whitefang jD.pngGuardHighStartup22Recovery15Advantage-6 at worst NERF
    • Added an Activation Range, preventing the attack from hitting based on the opponent's distance from Leo.
      • Can no longer hit extended hurtboxes from significantly far awayHorizontal Activation Range of 0 to 350.
        Vertical Activation Range of -150 to 300
        .
      • Can no longer hit opponents behind LeoHorizontal Activation Range minimum of 0.
  • EisensturmGGST Leo Whitefang Eisen Sturm.pngGuardAllStartup10Recovery42Advantage-52 [2]8H H Version NERF
    • No longer strike invulnerable immediately.
      • Invulnerable time changed from 1~10F to 7~10F.
  • Erstes Kaltes GestöberGGST Leo Whitefang Kaltes Gestober Erst.pngGuardAllStartup12Recovery20Advantage-6 236S REWORKED
    • Proration increased from 90% to 80%.
    • Horizontal launch speed reduced by 7%Speed changed from 35 to 32.5 and duration of speed change increased by 2FHorizontal speed reduction by 20% per frame changed from 5~14F to 5~16F.
  • Zweites Kaltes GestöberGGST Leo Whitefang Kaltes Gestober Zweit.pngGuardAllStartup25 [25]Recovery22 [15]Advantage-6 [+2] 236H NERF
    • Proration increased from 90% to 80%.
    • Pushback now affects move during its active frames.Bug fix
      • Alongside system mechanic changes, Instant Block, Faultless Defense, and Deflect Shield now push Leo away on block even on cross-up.
      • Move is still unaffected by all pushback force (including from Deflect Shield) on frames 15~24.
      • Sometimes when performed with dash momentum after launching an opponent in the corner, the attack will hit from the front despite being able to cross-up.Bug
  • TurbulenzGGST Leo Whitefang Turbulenz.pngGuardAllStartup21Recovery21Advantage-8 214S BUFF
    • Forward movement on startup increased by 83%Speed changed from 30 to 55.
  • Kahn-SchildGGST Leo Whitefang bt D.pngGuardAllStartup3Recovery18Advantage- D during Brynhildr Stance NERF
    • Damage reduced from 74 to 54.
  • Glänzendes DunkelGGST Leo Whitefang bt 214K 2.pngGuardGround ThrowStartup30Recovery42Advantage- 214K during Brynhildr Stance NERF
    • Damage reduced from 115 to 105.
  • Stahlwirbel 632146S during Brynhildr Stance NERF
    • Damage reduced from 170 to 150.
  • Leidenschaft des DirigentenGGST Leo Whitefang Liedenschaft des Dirigenten.pngGuardAllStartup10+1Recovery43Advantage-33 632146H NERF
    • Damage reduced from 20×4, 50 to 17×4, 42.
      • Total damage changed from 130 to 110.

May

GGST May 46X-K.png

SplitGGST May 46X-K.pngGuardStartupRecoveryTotal 20Advantage- NEW MOVE

K during Mr. Dolphin Horizontal

Duing either version of Mr. Dolphin Horizontal, May can immediately cancel into a very fast jump. The motion itself does not attack the opponent, but can quickly lead into follow-up air actions. This can be used to defeat reactive attacks to Mr. Dolphin, or to set up okizeme.


  • System Mechanics
    • Weight increased from Light to Mid. BUFF
  • 6KGGST May 6K.pngGuardHighStartup28Recovery6Advantage+2 REWORKED
    • Can now be special canceled.
    • Startup increased from 20 to 28.
    • Active time increased from 5 to 6.
    • Recovery reduced from 11 to 6.
    • Now forces crouching on hit.
      • This gives a guaranteed +1 hitstun.
      • On-block changed from -2 to +2.
      • On-hit changed from +1 to +6.
    • No longer extends collision when attack connects.
  • 6HGGST May 6H.pngGuardAll [All (Guard Crush)]Startup16~39 [40]Recovery24Advantage-8 [+8] NERF
    • Wall damage increased from 300 to 500.
    • No longer launches on ground hit when attack is uncharged.
  • j.2HGGST May j.2H.pngGuardHighStartup13Recovery6Advantage+2 (IAD) BUFF
    • Grounded pushback lowered by 25%Pushback rate changed from 100% to 75%.
  • Mr. Dolphin HorizontalGGST May Mr. Dolphin Horizontal.pngGuardAllStartup7Recovery20 (24 OH)Advantage-3 [4]6S & [4]6H All Versions REWORKED
    • Holding S or H no longer extends the active time. Instead, pressing P cancels the attack manually and immediately begins recovery. Pressing K will cancel into Split.
      • Maximum distance and active time unchanged.
      • The attack may cancel on any active frame (7~24). This may be used to prevent any attack occuring, ending the attack 9 frames sooner than previously possible.
    • Recovery on whiff increased from 11 to 20.
      • This includes the recovery time when canceled with P.
  • Mr. Dolphin HorizontalGGST May Mr. Dolphin Horizontal.pngGuardAllStartup7Recovery20 (24 OH)Advantage-3 [4]6S S Version REWORKED
    • Proration increased from 90% to 80%.
    • May no longer bounces backwards when attack connects.
    • Grounded pushback on hit now differs from on block.
      • Grounded pushback on block reduced by 60%Pushback rate changed from 125% to 50%.
      • Grounded pushback on hit increased by 100%Pushback rate changed from 125% to 250%.
      • Final distance on block significantly reduced, while mostly unchanged on hit.
  • Mr. Dolphin HorizontalGGST May Mr. Dolphin Horizontal.pngGuardAllStartup25Recovery20 (18 OH)Advantage+7 [4]6H H Version NERF
    • Proration increased from 90% to 80%.
    • R.I.S.C. Loss increased from 1000 to 2000.
    • Combo Decay increased from 5 to 10.
  • Mr. Dolphin VerticalGGST May Mr. Dolphin Vertical.pngGuardAll→HighStartup6Recovery7 (21 OH)Advantage0 (Airborne) [2]8S & [2]8H All Versions NERF
    • Holding S or H no longer extends the horizontal movement. Instead, pressing P will slow down the horizontal movement.
      • No change to maximum or minimum distances.
    • Proration increased from 90% to 80%.
  • Overhead KissGGST May Overhead Kiss 1.pngGuardGround ThrowStartup6Recovery40AdvantageN/A 623K NERF
    • Damage reduced from 20, 50 to 20, 30.
      • Total damage changed from 70 to 50.
  • Great Yamamda AttackGGST May Great Yamada Attack.pngGuardAllStartup10+1Recovery88Advantage-54 236236S NERF
    • Damage reduced from 190 to 170.
  • The Wonderful and Dynamic GoshogawaraGGST May The Wonderful and Dynamic Goshogawara.pngGuardAllStartup6+4Recovery55Advantage-31 632146H & j.632146H All Versions NERF
    • Damage reduced from 80, 100 [50, 100] to 66, 82 [43, 82].
      • Total damage changed from 180 [150] to 148 [125].

Millia Rage

  • System Mechanics
    • Weight increased from Light to Mid. BUFF
  • 5KGGST Millia Rage 5K.pngGuardAllStartup7Recovery12Advantage-3 NERF
    • Horizontal launch speed reduced by 30%Speed changed from 10 to 7.
    • Vertical launch is now affected by Combo Decay 60% lessCombo Decay influence on vertical launch changed from 250% to 100%.
  • Iron SaviourGGST Millia Rage Iron Savior.pngGuardLowStartup20Recovery17 + 10LAdvantage-12 214P NERF
    • Proration increased from 90% to 80%.
  • MirazhGGST Millia Rage Mirazh.pngGuard-Startup-RecoveryTotal 26Advantage- 214K BUFF
    • Recovery reduced from 28 to 26.
    • Cancel timing sped up from 9~15F to 7~13F.
    • Low profile timing changed:
      • Upper body invincibility changed from 1~3F to 1~2F.
      • Above knee invincibility changed from 4~24F to 3~22F.
    • Mirazh may now cancel into Wild Assault.
  • Lust ShakerGGST Millia Rage Lust Shaker.pngGuardAllStartup13Recovery-16, -18, -20Advantage-5, -7, -9 214S BUFF
    • Startup reduced from 17F to 13F.
  • WingerGGST Millia Rage 632146H Full.pngGuardAllStartup8+1Recovery40Advantage-32 632146H BUFF
    • Damage reduced from 20×5, 60 to 16×5, 50
      • Total damage changed from 160 to 130.

Nagoriyuki

  • Weight reduced from Heavy to Mid.
  • 5KGGST Nagoriyuki 5K.pngGuardAllStartup7Recovery14Advantage-2 NERF
    • Recovery increased from 12 to 14.
      • On-block changed from ±0 to -2.
    • Hurtbox extended to his normal standing hurtbox, losing low crush properties.
    • Vertical launch speed reduction over time reduced by 1FVertical speed reducion by 40% per frame changed from 6~16F to 7~16F.
  • 6KGGST Nagoriyuki 6K1.pngGuardLowStartup15Recovery13Advantage-2 BUFF
    • Recovery reduced from 15 to 13.
    • On-block changed from -4 to -2.
  • 6HGGST Nagoriyuki 6HComparison.pngGuardAll (Guard Crush)Startup17Recovery30Advantage-2 REWORKED
    • Applies Guard Crush on block, 33F duration.
      • On-block changed from -17 to -2.
    • Can no longer be special canceled.
    • Applies hard knockdown on hit.
    • Has lower gravity and launches higher.
  • KamuriyukiGGST Nagoriyuki Kamuriyuki1.pngGuardLowStartup14Recovery17Advantage-3 214H REWORKED
    • Guard type changed from All to Low.
    • Proration increased from 90% to 80%.
    • Initial Combo Decay increased from 5 to 10.
  • ShizuriyukiGGST Nagoriyuki Shizuriyuki1.pngGuardAllStartup11Recovery21Advantage-7 623H NERF
    • Proration increased from 90% to 80%.
  • Shizuriyuki Follow-upGGST Nagoriyuki Shizuriyuki2.pngGuardHighStartup10Recovery29Advantage-16 H during Shizuriyuki REWORKED
    • Guard type changed from All to High.
    • Proration changed from 90% to 80%.
    • Initial Combo Decay increased from 5 to 10.

Potemkin

  • Weight reduced from Heavy to Mid. NERF
  • 5PGGST Potemkin 5P.pngGuardAllStartup5Recovery6Advantage+1 BUFF
    • Expanded lower hitbox and hurtbox.
  • f.SGGST Potemkin f.S.pngGuardAllStartup12Recovery18Advantage-8 BUFF
    • Horizontal launch speed reduced by 50%Speed changed from 30 to 15.
  • Mega Fist (Forward)GGST Potemkin Mega Fist.pngGuardHighStartup25Recovery16Advantage-6 236P REWORKED
    • Now launches on grounded hit.
      • On-hit changed from -2 to KD +30.
    • No longer applies hard knockdown on air hit.
    • Ground bounce when hit raw adjusted (Note: previously only applied on air hit).
      • Vertical speed reduced by 85%Speed changed from 20 to 3.
      • Now reduces horizontal speed by 60%.
  • Slide HeadGGST Potemkin Slide Head.pngGuardLowStartup29Recovery24Advantage0 236S BUFF
    • No longer causes Guard Crush on block.
      • Total blockstun reduced from 22F to 18F.
      • No change to on-block frame data.
    • Recovery reduced from 28 to 24.
    • Vertical launch speed reduced by 13%Speed changed from 30 to 26.
      • On-hit changed from HKD +55 to HKD +56.
    • Grounded pushback increased by 500%Pushback rate changed from 10% to 60%.
  • F.D.B.GGST Potemkin FDB.pngGuardAllStartup18~36Recovery19Advantage-6 63214S REWORKED
    • Frontal hitbox reduced on the first two active frames.
    • Startup reduced from 20~38 to 18~36.
    • Active time increased from 3 to 4.
    • Recovery reduced from 20 to 19.
      • No change to on-block frame data.
    • Grounded pushback reduced by 42%Pushback rate changed from 120 to 70.
  • Heavenly Potemkin BusterGGST Potemkin Heavenly Potemkin Buster.pngGuardAir ThrowStartup12+0Recovery16AdvantageN/A 236236S NERF
    • Damage reduced from 220 to 190.
  • Giganter KaiGGST Potemkin Giganter Kai.pngGuardAllStartup10+1Recovery17Advantage+100 632146H BUG FIX
    • No longer applies Tension penalty if interrupted during startup before super flash.

Ramlethal Valentine

OndoGGST Ramlethal Valentine 236K.pngGuardAllStartup31Recovery16Advantage+7 NEW MOVE
GGST Ramlethal Valentine 236K.png

236K

Creates an earth-shattering crack in the ground, to hit from a very far distance. It is very slow to start up, but is advantageous on block with an extremely large vacuum effect. When it hits, it launches the opponent back towards Ramlethal for a combo.


  • System Mechanics
    • Weight increased from Light to Mid BUFF
    • Dash acceleration reduced by 43%Dash acceleration changed from 0.7 to 0.4. NERF
  • DauroGGST Ramlethal Valentine Dauro.pngGuardAllStartup11Recovery26Advantage-10 623P NERF
    • Proration increased from 90% to 80%.
  • ErarlumoGGST Ramlethal Valentine Erarlumo 1.pngGuardAllStartup16Recovery12Advantage-5 214P, 214P~214P, 214P~214P~214P All Versions NERF
    • Proration increased from 90% to 80%.
    • Erarlumo 1 and 2: Counter Hit type reduced from Mid to Very Small.
    • Erarlumo 3: Counter Hit type reduced from Large to Very Small.
  • Sildo DetruoGGST Ramlethal Valentine Sildo Detruo.pngGuardAllStartup22Recovery17Advantage-2 214K Ground Version REWORKED
    • No longer wall bounces.
    • Proration increased from 90% to 80%.
    • Startup reduced from 30 to 22.
    • Recovery increased from 13 to 16.
      • On-block changed from +2 to -2.
    • Grounded pushback on hit now differs from on block.
      • Grounded pushback on block increased by 44%Pushback rate changed from 90% to 130%.
      • Grounded pushback on bhit reduced by 33%Pushback rate changed from 90% to 60%.
    • Distance travelled increased by 28%Horizontal speed changed from 25 to 32.
  • Sildo DetruoGGST Ramlethal Valentine Sildo Detruo.pngGuardAllStartup30RecoveryAdvantage-3~+4 j.214K Aerial Version NERF
    • Proration increased from 90% to 80%.
  • SabrobatoGGST Ramlethal Valentine Sabrubato S-less H-less.pngGuardAllStartup19Recovery42Advantage-27 [-27] {-32} 214H NERF
    • Proration increased from 90% to 80%.
  • CalvadosGGST Ramlethal Valentine Calvados.pngGuardAll (Guard Crush)Startup11+13Recovery17Advantage+16 631246H NERF
    • Damage reduced from 1×29, 127 to 1×29, 112.
      • Total damage changed from 156 to 141.
  • MortobatoGGST Ramlethal Valentine 236236S 2.pngGuardAllStartup7+2Recovery51Advantage-38 [-38] {-43} 236236S NERF
    • Damage reduced from 160 [130] {100} to 130 [110] {90}.

Sin Kiske

  • Backdash BUFF
    • Invulnerable time increased from 5F to 6F.
    • Recovery reduced from 28 to 24.
      • No change to distance travelled.
    • Lower hurtbox reduced on frames 1~18.
      • Backdash will now be immune to very shallow ground attacks (i.e. Slide HeadGGST Potemkin Slide Head.pngGuardLowStartup29Recovery24Advantage0 and 100T Weight EarthquakeGGST Faust 100T Weight.pngGuardAll (Guard Crush)Startup64RecoveryAdvantage-) for a longer period.
  • f.SGGST Sin Kiske fS.pngGuardAllStartup11Recovery19Advantage-8 BUFF
    • Startup reduced from 13 to 11.
  • 5HGGST Sin Kiske 5H 2.pngGuardAllStartup16Recovery18Advantage-2 BUFF
    • Attack level increased from 3 to 4.
    • On-block changed from -4 to -2.
  • 6HGGST Sin Kiske 6H.pngGuardAllStartup15Recovery17Advantage-4 NERF
    • Wall damage increased from 300 to 500.
  • 2HGGST Sin Kiske 2H 2.pngGuardLow, AllStartup14Recovery27Advantage-16 BUFF
    • Horizontal launch speed reduced by 57%Speed changed from 35 to 15.
  • Beak DriverGGST Sin Kiske 236H.pngGuardAllStartup16Recovery22Advantage-14 236H NERF
    • Proration increased from 90% to 80%.
  • Beak Driver Follow-upGGST Sin Kiske 236HH.pngGuardAllStartup13Recovery9Advantage-3 H during Beak Driver NERF
    • Proration increased from 90% to 80%.
  • Elk HuntGGST Sin Kiske 236K 2.pngGuardLowStartup21Recovery15Advantage-8 236K REWORKED
    • Proration increased from 90% to 80%.
    • Startup reduced from 24 to 21.
    • Distance travelled reduced by 14%Movement on first active frame changed from 573.083 to 491.237.
  • Elk Hunt Follow-upGGST Sin Kiske 236KK.pngGuardAll (Guard Crush)Startup13Recovery20Advantage+8 K during Elk Hunt NERF
    • Proration increased from 90% to 80%.
  • Hoof Stomp Follow-upGGST Sin Kiske 214SS.pngGuardAllStartup13Recovery22Advantage-8 S during Hoof Stomp NERF
    • Proration increased from 90% to 80%.
  • Hawk BakerGGST Sin Kiske 623S 2.pngGuardAllStartup9Recovery36Advantage-26 623S BUFF
    • Expanded lower hitbox on first hit.
  • Hawk Baker Follow-upGGST Sin Kiske 623SS.pngGuardAllStartup12Recovery33Advantage-19 S during Hawk Baker BUFF
    • Gravity change during launch reduced by 20%Gravity increase per frame changed from 0.125 to 0.1.
      Change occurs frames 6~35.
      • On-hit changed from KD +28 to KD +30.
    • Vertical launch is now affected by Combo Decay 50% lessCombo Decay influence on vertical launch changed from 100% to 50%.
  • R.T.L.GGST Sin Kiske 632146H.pngGuardAllStartup11+5Recovery25+32 After LandingAdvantage-55 632146H & j.632146H All Versions REWORKED
    • Damage reduced from 30×2, 60 to 20×2, 50.
      • Total damage changed from 120 to 90.
    • No longer costs Stamina when kara canceled from follow-up specials.
    • Input is now prioritised over Tyrant Barrel if both moves are input at the same time.Bug fix
  • Tyrant BarrelGGST Sin Kiske 236236P.pngGuardAllStartup9+1Recovery38Advantage-22 236236P BUFF
    • No longer costs Stamina when kara canceled from follow-up specials.
    • Follow-up attack strength levels have more lenient timing and height restrictions.
      • Level 1: Level removed, all ranges this would occur now hits as Level 2.
      • Level 2: No changes.
      • Level 3: Maximum height allowed increased by 20%Allowed height changed from 100 to 120. Input remains 2F.
      • Level 4: Maximum height allowed increased by 400%Allowed height changed from 10 to 50. Input window increased from 1F to 2F.
      • OTG: No changes.

Sol Badguy

  • 2KGGST Sol Badguy 2K.pngGuardLowStartup5Recovery11Advantage-2 BUFF
    • Startup reduced from 6F to 5F.
  • f.SGGST Sol Badguy fS.pngGuardAllStartup10Recovery13Advantage+2 BUFF
    • Adjusted the opponent's animation on hit.
    • Horizontal blowback distance reduced.
  • 6HGGST Sol Badguy 6H.pngGuardAllStartup9Recovery43Advantage-27 NERF
    • Wall damage increased from 300 to 500.
  • Volcanic ViperGGST Sol Badguy 623X.pngGuardAllStartup13Recovery19+10 LandingAdvantage-26 623H & j.623H H Versions NERF
    • No longer strike invulnerable immediately.
      • Invulnerable time changed from 1~14F to 7~14F.
  • Bandit RevolverGGST Sol Badguy 236K.pngGuardAllStartup12Recovery9+6 LandingAdvantage-7 236K, 236KK, j.236K & j.236KK All Versions NERF
    • Counter Hit type changed from Mid to Very Small.
    • Proration increased from 90% to 80%.
  • Bandit Revolver Follow-upGGST Sol Badguy 236KK.pngGuardAllStartup6Recovery6+17 LandingAdvantage-11 K during Bandit Revolver All Versions REWORKED
  • Bandit BringerGGST Sol Badguy 214K.pngGuardHighStartup22~29 [30]RecoveryUntil Landing+18Advantage- j.214K Aerial Version BUFF
    • Holding K now increases attack potency.
      • Damage increased from 40 to 60.
      • Ground bounce effect increased.
  • Wild ThrowGGST Sol Badguy 623K 2.pngGuardGround ThrowStartup6Recovery41Advantage- 623K NERF
    • Damage reduced from 120 to 100.
  • Night Raid VortexGGST Sol Badguy 214S 1.pngGuardAllStartup15~31 [32]Recovery32Advantage-17 214S NERF
    • Proration increased from 90% to 80%.
  • FafnirGGST Sol Badguy 41236H.pngGuardAll (Guard Crush)Startup24Recovery16Advantage+11 41236H REWORKED
    • Proration increased from 90% to 80%.
    • Launch height after a ground bounce reduced.
      • On-hit changed from HKD +76 to HKD +70.
    • Movement distance increased.
  • Tyrant RaveGGST Sol Badguy 632146H 1.pngGuardAllStartup7+2Recovery41Advantage-44 632146H NERF
    • Damage reduced from 70, 100 [70, 130] to 58, 82 [58, 112].
      • Total damage changed from 170 [200] to 140 [170].

Testament

  • 5HGGST Testament 5H.pngGuardAllStartup13Recovery25Advantage-8 BUFF
    • Horizontal launch speed decreased by 35%Speed changed from 23 to 15.
    • Now applies rolling tumble on knockdown for 10F.
      • On-hit changed from KD +22 to KD +32.
  • Grave ReaperGGST Testament j236S.pngGuardAllStartup16~22Recovery27Advantage-4 236S & 236H Ground Versions NERF
    • Extends collision when strike connects.Bug fix
  • Grave ReaperGGST Testament j236S.pngGuardAllStartup13~19Recovery21Advantage+2 j.236H Aerial H Version BUFF
    • Grounded pushback on strike reduced by 67%Pushback rate changed from 150% to 50%.
  • PossessionGGST Testament 214K.pngGuardStartup16RecoveryTotal 35Advantage- 214K & j.214K All Versions BUFF
    • Falling momentum after teleporting to the air can be controlled by holding 4 or 6.
      • Input must be held on frame 29.
      • Holding 4 will cause Testament to move slightly backwards.
      • Holding 6 will cause Testament to move further forward.
      • This can be performed without teleporting to the Succubus.
  • Arbiter SignGGST Testament 214S.pngGuardLowStartup24Recovery26Advantage-12 214S S Version BUFF
    • Horizontal launch speed decreased by 31%Speed changed from 13 to 9.
    • Vertical launch speed increased by 44%Speed changed from 34 to 49.
      • On-hit changed from KD +26 to KD +36.
  • Arbiter SignGGST Testament 214H.pngGuardHighStartup28Recovery26Advantage-12 214H H Version BUFF
    • Horizontal launch speed decreased by 31%Speed changed from 13 to 9.
    • Vertical speed on ground bounce increased by 60%Ground bounce vertical speed rate changed from 25% to 40%.
      • On-hit changed from KD +27 to KD +38.
  • NostroviaGGST Testament 236236P Cinematic.pngGuardAllStartup11+19RecoveryTotal 53Advantage+63 236236P BUG FIX
    • No longer applies Tension penalty if interrupted during startup before super flash.
  • Calamity OneGGST Testament 236236K.pngGuardAllStartup11+4Recovery67Advantage-38 236236K NERF
    • Damage reduced from 143 to 123.

Zato-1

Break The LawGGST Zato-1 Break The Law.pngGuardStartup13RecoveryTotal 28~95Advantage- Swap NEW MOVE

22 during Break The Law

GGST Zato-1 Break The Law.png

When submerged, Zato may swap locations with Eddie before quickly resurfacing. This not only allows Zato to change locations very quickly, but may also cancel Eddie's current action to change the pace of offense.

In addition, Zato will resurface faster than usual when moving this way, allowing for faster mix-ups or whiff punishing attacks made against Eddie.


  • Eddie Gauge NERF
    • Refill rate when Eddie is deactivated (i.e. when the gauge is red) reduced from 15 to 8 HP per frame.
      • Total refill duration changed from 200F to 375F.
  • FlightGGST Zato-1 Flight.pngGuardStartupRecoveryAdvantage- NERF
    • Maximum duration decreased from 91F to 61F.
  • 5PGGST Zato-1 5P.pngGuardAllStartup5Recovery8Advantage-2 [0] NERF
    • Frontal hitbox and hurtbox reduced during first 2 active frames (5~6F).
  • 2PGGST Zato-1 2P.pngGuardAllStartup6Recovery9Advantage-3 [-1] NERF
    • Frontal hitbox and hurtbox reduced during first 2 active frames (6~7F).
  • c.SGGST Zato-1 c.S.pngGuardAllStartup8Recovery10Advantage+1 BUFF
    • Startup reduced from 9 to 8.
  • 6HGGST Zato-1 6H.pngGuardAllStartup30Recovery17Advantage-6 NERF
    • Wall damage increased from 300 to 500.
  • Air ThrowGGST Zato-1 Air Throw.pngGuard200000 (Air)Startup2Recovery38 or Until Landing + 10Advantage- ADJUSTED
    • Can no longer kill until the final hit.
  • Summon EddieGGST Zato-1 Summon Eddie.pngGuardStartup20Recovery8Advantage- 214H BUFF
    • Zato's total recovery reduced from 36 to 28.
  • Break The LawGGST Zato-1 Break The Law.pngGuardStartup13RecoveryTotal 28~95Advantage- 214K REWORKED
    • If K is released on the same frame as 2 is input, Zato will emerge from where he stands while bringing Eddie to his location.Potential bug
    • Due to system mechanic changes, being submerged will no longer make Zato immune to Yellow Roman Cancel, nor cause Burst to whiff.
  • Damned FangGGST Zato-1 Damned Fang.pngGuardGround ThrowStartup6Recovery38Advantage- 623S NERF
    • Damage reduced from 1×13, 89 to 1×13, 69.
      • Total damage changed from 102 to 82.
  • Sun VoidGGST Zato-1 Sun Void.pngGuardAllStartup11+14RecoveryAdvantage+3 632146S BUG FIX
    • No longer applies Tension penalty if interrupted during startup before super dlash.
  • AmorphousGGST Zato-1 Amorphous.pngGuardAllStartup8+8RecoveryTotal 43Advantage+12 632146H NERF
    • Damage reduced from 150 to 135.

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