Guilty Gear Strive Update 1.29 Punches Out This Aug. 24 for Johnny DLC and More

Guilty Gear Strive Update 1.29

Arc System Works has released Guilty Gear Strive update 1.29 (PS5 version 1.029) for PC, PS5, and PS4. This includes Johnny as a new DLC fighter as well as gameplay balancing. Check out the full Guilty Gear Strive August 24 patch notes down below.

Guilty Gear Strive Update 1.29 Patch Notes | Guilty Gear Strive Update 1.029 Patch Notes | Guilty Gear Strive August 24 Patch Notes:

See the patch notes in full thanks to Eventhubs

General / Game Modes

Added Johnny as a playable character. Johnny will be available after purchasing the “GGST Season Pass 3” or the “Johnny” DLC item to be released on August 24.

Added the Johnny theme, “Just Lean.”

Added avatar items for Johnny obtainable via fishing.

Added the following BGM to the Gallery Mode: Liquor & Drunkard, Original Bet.

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 button, Menu button or Enter key.

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 indicator 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 system.

Items can now be selected from the shortcut menu when the button is being held down by aligning the cursor and then releasing the button.

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 the selection criteria to achieve a better overall equilibrium for Battle Type and Easy to Use classifications. Battle Type and Easy to 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 the settings for BGM, stage and battle settings has 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.

Mission Mode

In accordance with the new character and battle changes, new missions have been added, and some existing missions have been updated or deleted. updated missions have had their Cleared status reset.

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.

GG World

Added new items to the Glossary and Correlation.

Updated text for Asuka R. Kreuz.

Added images for some characters.

Other

If a special color that is not intended for use by a player is selected through unauthorized means, the default color will be used instead.

Changed the display format of the Match Result screen.

Fixed some spelling and grammatical errors in Gallery Mode.

Universal Changes

Changes to Game Mechanics

With the addition of new mechanics utilizing the Burst Gauge, changes have been made to the properties of Psych Burst and the Burst Gauge.

The Burst Gauge now fills faster than before, making it easier to use the new mechanics as well as Psych Burst. Players can now express their individual style via their usage of the Burst Gauge, from an aggressive style with the new offensive mechanic, Wild Assault, to a safer style using the new defensive mechanic, Deflect Shield.

Wild Assault

A lunging attack performed at the cost of 50% of the Burst Gauge.

Similar to special moves, it can also be performed by canceling normal moves.

On both hit and block, this attack drains the opponent’s Burst Gauge slightly.

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

The properties vary for each character, with them mainly falling into one of three categories.
1. Attack with fast attack startup, easy to use in combos.
2. Attack with Guard Crush effect on block, creates advantageous situation.
3. Attack with invincibility frames.
For attack types 1 and 2, the Wild Assault can be canceled into other actions on hit or block.

Deflect Shield

A special method of blocking performed at the cost of 50% of the Burst Gauge.

blocking an attack with Deflect Shield active will create significant distance with the opponent.

The same applies when blocking projectiles with it, in addition to standard strike attacks.

It can block both low and overhead attacks while active.

While it is an extremely powerful defensive option, it leaves you in a vulnerable Counter Hit state for the second half of the move. As it costs Burst Gauge to activate Deflect Shield, you will be unable to use Psych Burst after and could take major damage from a punish combo if the opponent sees it coming.

Burst Gauge

There have been many changes made to the mechanics surrounding the Burst Gauge.

Increased rate of gain over time.

Burst Gauge increases steadily during Positive Bonus.

Increases a set amount when stuck to the stage wall in the corner.

The Burst Gauge also increases when a Wall Break occurs without a wall stick.

Overall, there are more opportunities now to gain Burst Gauge.

These changes aim to create more chances to use the new mechanics as well as Psych Burst.

Psych Burst

The effects of Gold and Blue Psych Burst have been revised as follows.

Gold Burst: No longer increases the Tension Gauge on hit, instead activating a Positive Bonus state.

Blue Burst: Expanded the range to cover the entire screen.

The Gold Burst has been adjusted to activate Positive Bonus now, as it was previously too potent of a comeback method on hit. While it no longer has an instantaneous effect, the steady increase to the Burst Gauge during the positive Bonus state means that the player will gain more Burst Gauge overall throughout the match.

The effective range of Blue Psych Burst has been expanded to cover the entire screen to make it a more powerful reset tool. It can now be used to hit the opponent even when they are at a distance.

Weight

In the Guilty Gear series, each character has had a set “weight,” with lighter characters being more susceptible to blowback, and heavier characters less so.

This system meant that combos and strings would need to be adjusted for characters of different weight classes, making for more information players would need to memorize.

As of this update, all characters are now treated as the same weight.

This means that light characters such as May and heavy characters such as Potemkin will now both be subject to the same amount of blowback from attacks as standard characters such as Sol and Ky.

Damage, Scaling, Counter Effect

It is now more challenging to get major damage from moves that are powerful neutral tools, as well as low-risk frame traps, etc.

Increased base damage scaling on moves with forward movement.

Removed Counter effect for special moves that can follow into other special moves.

Reduced damage of Overdrives and command grabs.

There are some exceptions to the general changes listed above.

The damage potential from close range remains, with the damage of the methods of approach reduced.

Mechanics

Wild Assault
• Added

Deflect Shield
• Added

Burst Gauge
• Increased replenish rate of Burst Gauge over time.
• Burst Gauge now replenishes while Positive Bonus is active.
• Burst Gauge now drains when Negative Penalty is triggered.
• Burst Gauge now replenishes when a player incurs Wall Stick as well as Wall Break.

Blue Psych Burst
• Increased attack level.
• Increased Hit Stop time.
• Reduced knockback on hit.
• Expanded hitbox.
• Increased active frames.
• No longer refills Burst Gauge on hit.
• Fixed an issue where Blue Burst did not activate under certain conditions.

Yellow Psych Burst
• Reduced amount of Burst Gauge consumed on activation.
• Increased attack level.
• No longer refills Tension Gauge on hit and instead grants Positive Bonus.

Roman Cancel (all versions)
• No longer drains Tension Gauge if canceled before the time freeze effect.

Yellow Roman Cancel
• Now hits opponents who have strike or throw invincibility.

Faultless Defense
• Fixed an issue where FD would inflict knockback in the opposite direction.

Finishing Blow
• Now grants Positive Bonus on hit.

Hurtbox
• Adjusted the hurtboxes of some moves for consistency.

Weight
• Adjusted weight values of all characters for consistency.

Counter Effect
• Changed some visual effects.

Sol Badguy

Balance Intentions

Fafnir now travels much farther, making it easier to approach from outside the range of far standing S.

Due to being an exceptionally powerful long-range offensive option, Bandit Revolver no longer triggers Counter effect, making it more challenging to go for damage.

Crouching K
• Reduced startup.

Far Standing S
• Adjusted the opponent’s animation on hit.
• Reduced horizontal blowback distance.

Forward HS
• Increased wall break value incurred.

Volcanic Viper (HS versions)
• Delayed strike invincibility activation.

Bandit Revolver (all versions)
• Removed Counter effect.
• Increased base damage scaling.
• Expanded lower hitbox and hurtbox.

Bandit Bringer (aerial)
• Holding K now increases attack potency.

Wild Throw
• Reduced damage.

Night Raid Vortex
• Increased base damage scaling.

Fafnir
• Increased base damage scaling.
• Reduced launch height after ground bounce.
• Increased movement distance.

Tyrant Rave
• Reduced damage.

Ky Kiske

Balance Intentions

The decreased startup of Far Standing S and Standing HS make them more effective poking tools.

Stun Edge and Charged Stun Edge now create less distance with the opponent on mid-air hit. This makes it easier to approach after a mid-air hit, and they can now be used in certain combos.

The increased startup of Stun Dipper makes it more difficult to use as a fast punish option. The increased recovery also results in Ky being more easily punished even during Shock State, but changes to the launch on hit results in follow-up situations that are essentially the same as before.

Far Standing S
• Reduced startup.

Crouching S
• Increased startup.

Standing HS
• Reduced startup.

Jumping D
• Fixed an issue where the hitbox caused slow down effect.

Stun Edge
• Increased launch height while reducing horizontal blowback distance.

Charged Stun Edge
• Increased launch height while reducing horizontal blowback distance.

Aerial Stun Edge
• Increased launch height while reducing horizontal blowback distance.
• Blowback distance for the aerial version of Stun Edge is now more consistent as a result.

Stun Dipper
• Increased base damage scaling.
• Increased startup.
• Added launch effect.
• Increased recovery.

Foudre Arc
• Increased base damage scaling.

Vapor Thrust (HS versions)
• Delayed strike invincibility activation.

Dire Eclat
• Increased base damage scaling.

Ride the Lightning (all versions)
• Reduced damage.

May

Balance Intentions

Mr. Dolphin (Horizontal) functions differently than before. Pressing P during the move interrupts the attack and causes May to land. Pressing K during the move activates a new follow-up, Split, causing May to leap forward slightly. This allows May to better control the pace of combat in strings and during neutral.

As a trade-off, the S version of Mr. Dolphin (Horizontal) now creates less distance with the opponent on block, leaving May more prone to losing her advantage.

Forward K
• Now able to be special canceled.
• Increased startup.
• Triggers crouching state on grounded hit.
• Increased active frames.
• Reduced recovery.
• Collision box no longer expands.

Forward HS (Hold OK)
• Removed launch effect on hit for normal version only.
• Incurs more Wall Break value.

Jump Down HS
• Reduced knockback on hit.

Mr. Dolphin (Horizontal) (all versions)
• Increased recovery on whiff.
• Pressing P during the move now interrupts the attack.
• Pressing K during the move activates a new follow-up.
• Holding S or HS no longer changes active frames as a result.

Split (K during Mr. Dolphin)
• Added

Mr. Dolphin (Horizontal) (S version)
• Reduced knockback on block.
• Increased base damage scaling.
• reduced rebound speed upon contact with the opponent.

Mr. Dolphin (Horizontal) (HS version)
• Increased base damage scaling.
• Increased RISC level depletion.
• Increased mid-combo blowback scaling.

Mr. Dolphin (Vertical)
• Increased base damage scaling while ascending.
• Pressing P during the move now decreases movement distance.
• Holding S or HS no longer changes movement distance as a result.

Great Yamada Attack
• Reduced damage.

the Wonderful and Dynamic Goshogawara
• Reduced damage.

Axl Low

Balance Intentions

Sickle Flash creates more distance with the opponent. The increased pushback makes it easier to connect with Winter Cherry both on hit and block.

The reduced recovery of Crouching P now makes it more viable in neutral.

Crouching P
• Reduced recovery.

Forward HS
• Increased wall break value incurred.

Ground Throw
• Reduced horizontal blowback distance.

Sickle Flash
• Increased knockback.
• Increased horizontal blowback distance.
• Added tumble effect.

Winter Cherry
• Increased active frames.

Rainfall
• Reduced launch height when used multiple times in one combo.

Axl Bomber
• Now affected by momentum.

Sickle Storm
• Reduced damage.
• Expanded hitbox inward for the projectile portion of the attack.

Chipp Zanuff

Balance Intentions

The decreased startup of the aerial version of Alpha Blade (Diagonal) allows for much faster offensive options.

Jump D now has wall bounce effect on hit and can lead into okizeme utilizing Wall Run.

Resshou, Rokusai, and Senshuu no longer trigger Counter effect, making it more challenging to go for damage after a frame trap.

Forward K
• Can now be special canceled on hit or block until the recovery ends.
• Increased attack level.
• Increased startup.
• Triggers crouching state on grounded hit.
• Collision hitbox no longer expands.

Standing HS
• Now moves Chipp forward.

Jumping HS
• Reduced lower hitbox and hurtbox.

Jump D
• Added wall bounce effect.

Aerial Alpha Blade (Diagonal)
• Reduced startup.

Resshou
• Removed Counter effect.
• Increased base damage scaling.
• Chipp can now perform follow-ups immediately after startup.

Rokusai
• Removed Counter effect.
• Increased base damage scaling.
• Increased horizontal blowback distance.

Senshuu
• Removed Counter effect.

Genrou Zan
• Reduced damage.

Banki Messai
• Reduced damage.

Potemkin

Balance Intentions

Mega Fist (Forward) now launches on hit against grounded opponents, creating more advantageous situations for Potemkin afterwards.

While the added distance will make for more difficult okizeme after hitting grounded opponents, it helps Potemkin more easily drive the opponent to the corner.

However, opponents will now ground tech when landing, so forcing a down state through moves such as Garuda Impact is now necessary for going into okizeme.

The decreased startup of F.D.B. now allows it to chain into other attacks such as Forward K

Standing P
• Expanded lower hitbox and hurtbox.

Far Standing S
• Reduced horizontal blowback distance.

Mega Fist (Backward)
• Now triggers grounded tech on landing.
• Added launch effect on grounded hit.

Slide Head
• Increased knockback.
• Reduced launch height.
• Removed Guard Crush effect.
• Reduced recovery.

F.D.B.
• Reduced knockback on hit.
• Increased startup.
• Expanded frontal hitbox on startup.
• Increased active frames and reduced recovery. The overall move duration and recovery remains unchanged.
• Fixed an issue where releasing the button during the move would result in projectiles not being reflected under certain conditions.

Heavenly Potemkin Buster
• Reduced damage.

Giganter Kai
• No longer draings Tension Gauge if canceled before the time freeze effect.

Faust

Balance Intentions

Holding down P during What Could This Be? results in Faust storing one randon item. The stored item cane be thrown with down down P. This change allows Faust to keep one known item in reserve and therefore create more effective strategies.

Holding down K during Thrust now causes a Guard Crush effect, allowing Faust to bait reversal options such as forward P. This also makes it a viable option for starting an approach.

The increased size of the inner hitbox of Crouching S makes it easier to connect with bombs in certain situations.

Crouching S
• Expanded hitbox inward

Forward HS
• Increased wall break value incurred.

Mix Mix Mix (All Versions)
• Reduced horizontal mid-combo blowback scaling until the third hit.
• Reduced immediate horizontal mid-combo blowback until the third hit.

What Could This Be?
• Holding P now activates a new version.

What Could This Be? (Down, Down, P)
• Added

Banana
• Removed wall bounce effect.
• Increased horizontal travel distance while ascending.

Banana Peel
• Removed wall bounce effect.
• Increased horizontal travel distance while ascending.

Thrust
• Holding K now activates a new version.

Bone-Crushing Excitement
• Reduced damage.

Millia Rage

Balance Intentions

The decreased recovery of Mirazh makes it easier to more quickly cancel into special moves. this allows for more deceptive offensive options to help confuse opponents.

The decreased startup for Lust Shaker now makes it possible to combo from Standing HS into Lust Shaker via Mirazh. This string is safe even on block unless the opponent uses an invincibile reversal, making it a low risk option for resetting to neutral.

Standing K
• Reduced horizontal blowback distance.
• Reduced vertical mid-combo blowback scaling.

Iron Savior
• Increased base damage scaling.

Mirazh
• Reduced recovery.
• This allows Millia to more quickly cancel into super moves.

Lust Shaker
• Reduced startup

Winger
• Reduced damage.

Zato-1

Balance Intentions

Zato and Eddie can now switch positions when down down is input while activating Summon Eddie or Break the Law. This is a potent option when Eddie is behind the opponent or when Zato and Eddie are far apart.

In exchange, Zato’s solo moves have generally been downgraded. The cool-down time until Eddie can be summoned again after the Eddie Life Gauge reaches zero has been extended, requiring extra caution when managing the meter.

Standing P
• Reduced frontal hitbox and hurtbox on startup.

Crouching P
• Reduced frontal hitbox and hurtbox on startup.

Close Standing S
• Reduced startup.

Forward HS
• Increased wall break value incurred.

Dust Attack
• Expanded frontal hitbox and hurtbox.

Air Throw
• Fixed an issue where the opponent would be K.O. before the attack animation is finished.

Eddie Life Gauge
• Eddie’s life gauge now refills more slowly when depleted.

Flight
• Reduced total continuous flight time.

Summon Eddie
• Reduced recovery.

Break the Law
• Pressing down down while Eddie is summoned and grounded now allows Zato and Eddie to switch positions.

Damned Fang
• Reduced damage.

Amorphous
• Reduced damage.

Ramlethal Valentine

Balance Intentions

Ramlethal has a new special move, Ondo, which performs an attack at a far-off position. The addition of Ondo gives her more options after the opponent blocks Far Standing S or Standing HS. Combined with the changes to Sildo Detruo, she can now make it harder for the opponent to move freely even outside of the corner.

In exchange for her improved mid-range game, the reduction to her dash speed makes it more challenging for her to get into close range. Erarlumo no longer triggers Counter effect, making it more challenging to go for damage after a frame trap.

Dash
• Reduced dash speed.

Bajoneto (All versions)
• Reduced damage.

Dauro
• Increased base damage scaling.

Sildo Detruo
• Reduced knockback on hit.
• Increased knockback on block
• Increased base damage scaling.
• Reduced startup.
• Removed wall bounce effect.
• Increased recovery.
• Adjusted travel speed.

Aerial Sildo Detruo
• Increased base damage scaling.

Sabrobato
• Increased base damage scaling.

Erarlumo (all versions)
• Removed Counter effect.
• Increased base damage scaling.

Ondo
• Added.

Calvados
• Reduced damage.

Mortobato
• Reduced damage.

Leo Whitefang

Balance Intentions

Standing HS can now combo into Turbulenz, which covers more distance than before, improving the situation for Leo after it connects.

The invincibility frames for the HS version of Eisensturm have been delayed, making it less effective as a reversal on wake-up.

Close Standing S
• Expanded lower hitbox and hurtbox.

Standing HS
• Increased attack level.

Jump D
• Added additional ranged hitbox.

Eisensturm (HS version)
• Delayed strike invincibility activation.

Ertes Kaltres Gestober
• Increased base damage scaling.
• Reduced horizontal blowback distance.

Zweites Kaltes Gestober
• Increased base damage scaling.
• Fixed an issue where knockback did not occur when blocked with Faultless Defense.

Turbulenz
• Increased travel speed.

Kahn-Schild
• Reduced damage.

Glanzendes Dunkel
• Reduced damage.

Stahlwirbel
• Reduced damage.

Leidenschaft des Dirigenten
• Reduced damage.

Nagoriyuki

Balance Intentions

The changes to Kamuriyuki and Shizuriyuki improve his mix-up capabilities. Landing Bloodsucking Universe creates a key chance to go for a mix-up, as Nagoriyuki will have spare Blood Gauge to work with.

Forward HS can no longer be canceled into special moves, meaning he cannot simultaneously land a highly damaging off-the-ground attack and go for okizeme with Fukyo. As it creates significant distance with the opponent when blocked, it now serves as a relatively safe way to open up space.

Standing K
• Increased launch height.
• Expanded hurtbox beneath Nagoriyuki.
• Increased recovery.

Forward K
• Reduced recovery.

Close Standing S
• Expanded lower hitbox and hurtbox.

Forward HS
• Added ground bounce effect on normal hit.
• No longer triggers grounded tech on normal hit.
• Increased launch height after ground bounce on Counter Hit.
• Added Guard Crush effect.
• No longer cancels into special moves.

Kamuriyuki
• Changed from mid attack to low attack.
• Increased base damage scaling.
• Increased mid-combo blowback scaling if it leads into a combo.

Shizuriyuki
• Increased base damage scaling.
• Changed second hit from mid to overhead attack.
• Increased mid-combo blowback scaling of the second hit if it leads to a combo.

Wasureyuki
• Reduced damage.
• Expanded hitbox on the final hit.

Giovanna

Balance Intentions

Giovanna now has a new special move, Chave. It allows her to perform powered up versions of other special moves by using them during the move. This greatly changes her neutral game and combos.

The opponent will now tech upon landing after getting hit by Sepultura, making it more challenging to go for both an off-the-ground hit and okizeme. It takes more work for her to achieve knockdowns than before.

Sepultura
• Increased base damage scaling.
• Now triggers grounded tech on landing.
• Increased both launch height and reduced horizontal blowback distance on grounded hit.

Trovao
• Increased base damage scaling.

Sol Nascente
• Reduced launch height.

Chave
• Added.

Ventania
• Reduced damage.

Tempestade
• Reduced damage.

Anji Mito

Balance Intentions

Anji has a new follow-up move, Midare, available after withstanding an attack with Suigetsu No Hakobi. This makes him better challenge the opponent’s jabs and projectiles.

As he can still get better damage in response to heavier attacks from the opponent by countering with Close Standing S, etc., rather than using the follow-up, it’s crucial to choose the right option for the current situation.

The position Anji leaps to during Shin: Ichishiki can now be changed by inputting back or forward. He will attack while moving back when back in input or forward when forward is input.

Forward HS
• Increased wall break value incurred.

Fuujin
• Removed Counter effect.
• Increased base damage scaling.

Shin: Ichishiki
• Holding back or forward on startup now alters the travel distance.

Issokutobi
• Reduced recovery.

Nagiha
• Removed Counter effect.
• Increased base damage scaling.

Rin
• Removed Counter effect.

Kou
• Increased base damage scaling.

Midare
• Added.

Issei Ougi: Sai
• Reduced damage.

Kachoufuugetsu Kai
• Reduced damage.

I-No

Balance Intentions

I-No has a new special move, Mad Love Agitato, which performs an attack while leaping forward. On both hit and block, she can move mid-air after the attack to maintain her offense.

In exchange for her new tool to approach from mid-range, the K and S versions of Sultry Performance now leave I-No in a worse situation on block. Chemical Love also leaves I-No worse off when blocked, making it easier for the opponent to get in.

Standing HS
• Increased launch height after ground bounce while reducing horizontal blowback distance.

Chemical Love (all versions)
• Reduced attack level.

Stroke the Big Tree
• Increased base damage scaling.

Mad Love Agitato
• Added.

Sultry Performance (all versions)
• Increased base damage scaling.

Sultry Performance (K or S versions)
• Increased landing recovery.

Sultry Performance (HS version)
• Reduced horizontal blowback distance of the final hit.

Megalomania
• Reduced damage.

Ultimate Fortissimo
• Reduced damage.

Goldlewis Dickinson

Balance Intentions

The startup for the aerial versions of Behemoth Typhoon has been reduced, making it easier to combo into after jumping attacks. Some aerial versions of Behemoth Typhoon have fewer active frames for the first part of the attack, meaning it is easier to connect with the end of the attack when used after an air dash.

As Far Standing S was an excellent poke with both fast startup and short recovery, it has been adjusted to serve a different purpose than Crouching S.

Crouching K
• Expanded frontal hitbox and hurtbox.

Far Standing S
• Increased startup.
• Increased launch height while reducing horizontal block distance.

Crouching S
• Increased active frames and reduced recovery.
• The overall move duration and recovery remains unchanged.

Aerial Behemoth Typhoon
• Reduced startup.
• Reduced frontal half of the active frames.

Thunderbird
• Increased launch height of the final hit while reducing horizontal blowback distance.

Down With the System
• Reduced damage.

Jack-O

Balance Intentions

Defend Command now launches the opponent after withstanding an attack. It is now possible for Jack-O to follow up with an attack of her own or to set up an advantageous situation after withstanding an attack.

The active time of HS version of Cheer Servant On has been reduced, limiting the duration of her powerful offense in the corner. It now fully replenishes her Servant Gauge upon activation, opening up new possibilities.

Standing K
• Reduced launch height.

Defend Command
• Added launch effect on hit.
• Increased chip damage on block.

Countdown
• Added Guard Crush effect.

Forever Elysion Driver
• Changed from throw to strike attack.
• Reduced damage.

Cheer Servant On (S Version)
• Increased effect time.

Cheer Servant On (HS Version)
• Reduced effect time.
• Servant Gauge now continues to refill during the time freeze.

Happy Chaos

Balance Intentions

Forward K now creates less distance with the opponent, making it easier to connect with At The Ready.

Steady Aim has been given additional simplified input, making it less challenging to cancel into other special moves directly after Fire.

Using Roll to move behind an opponent reduces the forward momentum, allowing Chaos to stay close and maintain pressure more easily.

Close Standing S is easier to connect after Roll, but the opponent can attempt to punish this with a ground throw.

The scaling for Fire has undergone adjustments, greatly reducing the damage dealt with combos after it. He now needs to perform combos using more normals moves in order to deal major damage.

Forward K
• Collision hitbox no longer expands.

Ground Throw
• Reduced horizontal blowback distance.

At The Ready
• Reduced mid-combo horizontal blowback scaling.

Steady Aim
• The following simplified commands can now be using during Steady Aim.
• Down P: Reload
• Back P: Focus
• Forward P: Curse
• Back K: Roll
• Forward K: Scapegoat
• Back S: Cancel Aim

Fire
• Increased RISC level depletion.
• Increased mid-combo blowback scaling.

Reload
• Chaos can now immediately use Reload after At The Ready.

Roll
• Chaos now moves more slowly during the roll when moving behind the opponent.

Deus Ex Machina
• Reduced damage.

Super Focus
• Reduced effect time.

Baiken

Balance Intentions

Kenjyu now hits twice, once with the projectile and once with the explosion. It’s a potent tool for dealing extra damage, as it sends the opponent flying towards Baiken.

the S version of Kabari now has faster attack startup, creating more opportunities to force the opponent to block it.

Hiiragi deals less damage, as it previously dealt excessive damage for a reversal move.

Youzansen now causes more blowback on hit, making it harder to follow up even when it hits after a jump-in attack such as Jump S.

Forward K
• Added stagger effect on grounded Counter Hit.

Close Standing S
• Fixed an issue where Standing S would comparatively reduce launch height more often when used multiple times in one combo.

Kabari (S version)
• Reduced startup.
• Reduced active frames.

Tether
• Fixed an issue where Tether would remain active after using a Psych Burst.

Kabari (HS version)
• Removed Counter effect.
• Increased base damage scaling.

Youzansen
• Added launch effect to the former half of the active frames on grounded hit.
• Increased horizontal blowback distance of the former half of the active frames.

Hiiragi
• Reduced damage.

Tsurane Sanzu-watashi
• Reduced damage.

Kenjyu (all versions)
• Changed to a two-hit attack, with one hit both before and after the explosion.
• The firework now extinguishes if it doesn’t come into contact with the opponent or the ground.
• Adjusted blowback and damage in accordance with the above changes.

Testament

Balance Intentions

Arbiter Sign now launches the opponent greatly on hit. This vastly improves the situation on hit, making it easier for Testament to set up an advantageous situation afterwards.

The newly added tumble effect to Standing HS makes it possible to follow up with attacks such as the S version of Arbiter Sign.

When appearing mid-air using Possession, it is now possible to move by inputting back or forward. This makes the move a more viable tool for mix-up or baiting the opponent’s anti-air by throwing off the timing.

Sanding HS
• Reduced horizontal blowback distance.
• Added tumble effect.

Grave Reaper (all versions)
• Collision hitbox now expands.

Aerial Grave Reaper (HS version)
• Reduced knockback.

Possession
• Holding back or forward while teleporting into the air will now affect the travel distance.

Arbiter Sign
• Increased launch height while reducing horizontal blowback distance.

Nostrovia
• No longer drains Tension Gauge if canceled before the time freeze effect.

Calamity One
• Reduced damage.

Bridget

Balance Intentions

Forward HS now launches the opponent higher on hit. It can combo into Roger Dive and Rolling Movement on hit, making it possible to go for extra damage.

Shoot, which makes it possible to perform hard to block strings without using the yo-yo, now has upward movement during the attack startup that makes it more challenging to perform her previous strings.

Close Standing S
• Expanded upper hitbox and hurtbox of the first hit.

Standing HS
• Reduced knockback on hit.

Forward HS
• Increased launch height while reducing horizontal blowback distance.

Rolling Movement
• Increased base damage scaling.

Kick Start My Heart
• Removed Counter effect.
• Increased base damage scaling.
• Expanded upper hitbox.
• Expanded ranged hitbox.

Brake
• Increased RISC level depletion.
• Increased mid-combo blowback scaling.
• Increased wall break value incurred.
• Added ranged hitbox.

Shoot
• Removed Counter effect.
• Increased base damage scaling.
• Increased upper travel speed on startup.

Roger Dive
• Increased base damage scaling of the first hit.
• Reduced knockback of the second hit.

Rock the Baby
• Reduced damage.

Loop the Loop
• Reduced damage.

Return of the Killing Machine
• Fixed an issue where the number of hits would increase under certain conditions.

Sin Kiske

Balance Intentions

The changes to Far Standing S and Elk Hunt improve his neutral game. Sin is in a better situation after Standing HS is blocked, and it’s harder for the opponent to interrupt with a jab when using Hoof Stomp afterwards.

The blowback after the Hawk Baker follow-up has been adjusted, making it possible to get more damaging combos off of jabs such as Crouching K at the expense of Stamina.

Backdash
• Increased invincibility duration.
• Reduced recovery.
• Reduced lower hurtbox.

Far Standing S
• Reduced startup.

Standing HS
• Increased attack level.

Crouching HS
• Reduced horizontal blowback distance of second hit.

Forward HS
• Increased wall break value incurred.

Beak Diver
• Increased base damage scaling.

Beak Diver (Follow-up)
• Increased base damage scaling.

Hawk Baker
• Expanded lower hitbox on startup of first hit.

Hawk Baker (Follow-up)
• Increased launch height.
• Reduced mid-combo horizontal blowback scaling.

Hoof Stomp (Follow-up)
• Increased base damage scaling.

Elk Hunt
• Increased base damage scaling.
• Reduced startup.

Elk Hunt (Follow-up)
• Increased base damage scaling.

RTL
• No longer consumes stamina when performed as a cancel during the startup of certain special moves.
• Reduced damage.

Tyrant Barrel
• No longer consumes stamina when performed as a cancel during the startup of certain special moves.
• Clean Hit conditions are now more lenient.
• Fixed an issue where the input priority was higher than all versions of RTL.

Bedman?

Balance Intentions

The error 6E state now persists after an Area Shift, making it easier for Bedman? to stay on the offense.

It’s more difficult for the opponent to interrupt a string using anything other than reversals after Bedman? cancels the last hit of Crouching HS into a special move. Crouching P can now combo into call 4B3, making it easier to enter error 6E state from a jab.

Super Jump
• Fixed an issue where it was impossible to perform the command movement under certain conditions.

Special Movement
• Bedman? can now begin dashing more quickly than before.
• Now able to be canceled into normals and special moves more quickly as a result.

Crouching P
• Increased attack level.
• Increased recovery.

Forward P
• Expanded upper hitbox.

Crouching K
• Reduced startup.

Far Standing S
• Added tumble effect on aerial hit.

Standing HS
• Expanded upper hitbox.

Forward HS
• Increased wall break value incurred.

Crouching HS
• Reduced attack level of the final hit.
• Fixed an issue where Red Roman Cancel was impossible under certain conditions.

error 6E
• The error 6E state now persists even after an Area Shift.
• This resets the time until the follow-up attack triggers.

Aerial call 4BA
• Reduced the amount of Tension Gauge consumed.
• Incurs less Negative value.

call 4B3
• Reduced startup.
• Reduced horizontal blowback distance.

call 13C
• Fixed an issue where the Tension Gauge would be drained even if canceled before the time freeze effect.

call 4CC
• Reduced damage.
• Expanded hitbox.

Asuka R#

Balance Intentions

As little time has passed since Asuka’s release compared to other characters, he has received fewer changes.

The opponent no longer techs upon landing after getting hit by Aquila Metron, making the situation more advantageous for Asuka after it hits. It now works well as a finisher for combos in addition to its function as a reversal.

Backstep
• Reduced lower hurtbox.

Delayed Tardus Metron
• Fixed an issue where the attack would remain on screen under certain conditions.

Aquila Metron
• No longer triggers grounded tech on landing.

Source: Guilty Gear

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