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Guilty Gear Strive Update 1.24 Brings Crossplay & Balance Changes To The Mix

Guilty Gear Strive’s latest update for 2022 comes with a plethora of additions on 15th December for PC and PlayStation 5/PlayStation 4.

The game’s 1.24 patch brings crossplay into the fold and a slew of balance changes. That means PlayStation folks can finally fight against PC players in crossplay glory.

The rest of the patch notes are below.


General / Game Modes

Added support for cross-platform features between PlayStation 4 and PlayStation 5 versions with the Steam version.

Online matches are now possible across platforms, and you can view the rankings, replays, and creations for Combo Maker and Digital Figure of players on other platforms.

“Cross-platform features” as mentioned in this text refers to online play between PlayStation consoles and Steam.

Added an option to turn cross-platform play On or Off in Settings under System Settings. This option is set to On by default.

While set to On:
• Online Match – You will enter Rank Tower and Open Park with support for cross-platform play
• Player Match – You will be able to enter rooms with players on other platforms when the Platform is set to All during Create Room/Search Room.

While set to Off:
• Online Match – You will enter Rank Tower and Open Park exclusive to each platform
• Player Match – You will be unable to change the Platform setting from Same Platform during Create Room/Search Room

Added a Platform Icon next to Player Names.
• An icon for each platform will be displayed for any players on the same platform (including between PlayStation 5 and PlayStation 4 players), with another icon denoting players on a different platform.

Added a search/display filter for cross-platform to Ranking, Replay, Combo Maker, and Digital Figure.

You are able to choose between players on the same platform as you, or all players including those on other platforms.

A confirmation message will now pop up when selecting Tutorial from the main menu.

The Arcade Mode boss theme “Crawl” can now be selected as BGM.

Fixed a bug where the BGM “High Voltage” would not loop correctly.

Fixed errors with certain missions where the actual conditions required to complete the mission varied from what was displayed.

Network Mode

Added a function to Report other players. This option can be selected from the player’s R-Code.

Reported players will be evaluated from various standpoints. If they are determined to be malicious, measures such as suspending them from online play may be taken.

Do not overuse or misuse the Report function.

Please note that we cannot respond to inquiries about the contents or results of player evaluations.

Added a Mute function, which hides the Player Name and any text sent by a specific player from your screen.

The Mute function can be selected from the R-Code of the player you would like to mute. The player will not know they have been muted.

Muting a player will make the following changes to your screen display regarding the muted player:
Player Name
• If the player is on the same platform as you, it will display their ID.
• If they are on a different platform, it will display them as “GG Player.”
Text sent
• Text from the muted player will not be shown in chat bubbles or the chat log, etc.
Digital Figure and other user-created content
• You will be unable to view content from the muted player.
Match replays
• You will be unable to view replays uploaded by the muted player.

Any muted players will be automatically un-muted after shutting down the game.

Changes have been made to the in-game Block function for blocking specific players.

In addition to making matches with the blocked player impossible, it now also places restrictions on the Player Name and text sent from them, as with the Mute function.

Blocked players will remain blocked even after shutting down the game.

The names of blocked players are now displayed in red in the online lobby, member list, etc.

The names of players you follow are now displayed in blue in the member list in addition to the online lobby.

Fixed an error where an incorrect message would be displayed after surpassing the Follow limit.

Fixed an error where an incorrect message would be displayed after surpassing the Block limit.

Opponents can now be Blocked from the Results screen after a match by holding the “Block the Opponent” button.

R-Code

Reduced loading time for the R-Code top page by reading the data for each page individually when viewing another player’s R-Code.

Changed conditions for the character shown on the R-Code top page from “most wins” to “highest level.”

You can now see how many players are in the same room as you during Training Mode Matchmaking in Rank Tower or Open Park.

When entering a match, an icon now shows the connection strength with the opponent on the confirmation screen before the match.

Player Match

Fixed a bug where the spectator icon would not be displayed within the “Wait Order/Spectating” list in Player Match.

Fixed a bug where room members would not be displayed correctly when players entered a room over the player capacity simultaneously in Player Match.

Fixed a bug in Player Match where, after beginning Training Mode Matchmaking at a specific timing, the player would not enter Training Mode and could not begin matchmaking.

Rank Tower

To make it easier to match with players of the same skill level, the rule preventing players from falling below a certain floor even after repeated losses based on certain input techniques and floors previously reached has been eased.

There have been no changes to the rules for rising floors.

Added the option to skip the Rating Update sequence. This option can be turned On or Off in Settings under “Skip Rating Update sequence.”

Players can now continue to rematch up to three matches, even if their Assigned Floor changes during a set.

As before, the players will return to the room if either player selects “Quit.”

You can now select the room you would like to enter from the Floor Select screen.

You can select from rooms with other players already in them, or select a new room.

Replay Theater

Added an option to view player information from the Saved Replay screen.

Avatar

Fixed a bug where the “Figure” options’ order would sometimes change under Edit Avatar.

Battle Related

Fixed a bug where the processing load would increase when a Counter Hit occurred on high screen resolution settings in the Steam version.

The battle version has been updated from Ver. 2.03 to Ver. 2.04.

You can check the battle version in the Replay Theater, etc. Some missions in Mission Mode have been changed to reflect this.


Universal Mechanics

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

R.I.S.C. Level
• Increased rate of R.I.S.C. Level depletion over time

• Now resets R.I.S.C. Level depletion over time

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

6P
• The height of the hurtbox as the attack comes out is now the same for all characters

Base Damage Scaling
• With the exception of certain moves such as Close Standing Slash, added base damage scaling for attacks that did not have it previously
• When a move with base damage scaling is the initial hit in a combo, the combo deals less damage
• This has no effect on combo damage when the move is used in the middle of a combo

Attack Level
• Attack level is an indicator for an attack’s strength. With some exceptions, P and K attacks have a low attack level, whereas HS attacks and special moves tend to have high attack levels.
• There are several benefits to a high attack level. Partial list:
— Extended knockback duration on hit
— Increased blockstun on block
— Increased Tension gauge gain on hit or block

Proximity Requirement for Attack to Connect (See Picture Below)
• When a proximity requirement is added to an attack, this means it will no longer connect unless within a defined range of the opponent’s character position
• The range of the proximity requirement depends on the attack

Tension Balance
• Tension Balance is an internal parameter that affects the amount of Tension gauge gained. The amount gained increases when your Tension Balance is high and decreases when low
• Tension balance increases when you move forward or an attack connects with the opponent and decreases when you create distance between yourself and the opponent, such as by back dashing

Negative Value
• Negative Value is an internal parameter increased by actions such as back dash or retreating movement.
• When it passes a set value, you enter the Danger state and your Tension depletes. If this state continues, you trigger a Negative Penalty


Characters

Sol Badguy

Balance Intentions

The extended range of Standing HS makes his offense using Far Standing S even more potent.

While it is now more challenging for him to get huge rewards from mid-range, the changes to Gun Flame make him better at poking from mid-range.

Standing HS
• Expanded frontal hitbox

6S
• Decreased attack level
• No longer launches opponent on grounded Counter Hit

Gun Flame
• Decreased attack startup
• Decreased active frames
• Increased movement speed of the projectile

Ky Kiske

Balance Intentions

The addition of the Guard Crush effect to Sacred Edge during Shock State and Dragon Install allows him to maintain his offense regardless of range.

Foudre Arc now creates less distance with the opponent on grounded hit, making it easier for Ky to continue his offense.

Standing HS
• Expanded frontal hitbox

Foudre Arc
• Decreased knockback on hit

Sacred Edge (During Shock State)
• Added Guard Crush effect to the final hit

May

Balance Intentions

Mr. Dolphin (Horizontal) has less recovery now when it connects with the opponent. This makes the S version less risky and the HS version more plus, making both more viable than before.

The extra distance for her forward jump also makers her aerial approaches more potent.

Forward Jump
• Increased movement distance

3K
• Increased active frames
• Reduced recovery

Jumping 2HS
• Now triggers Counter effect

Mr. Dolphin (horizontal, all versions)
• Reduced recovery on hit or block

Arisugawa Sparkle (all versions)
• Hitbox now remains after the projectile hits the ground

Axl Low

Balance Intentions

The ability to cancel standing P, crouching P and other pokes during their recovery on hit or block makes his strengths more prominent at his preferred range.

Rainwater now draws the opponent in, both increasing the reward on hit and making it possible for Axl to maintain his offense on block.

Standing P
• Can now be special canceled on hit or block until the recovery ends

Crouching P
• Can now be special canceled on hit or block until the recovery ends

Standing HS
• The opponent will now be in a crouching state on grounded Counter Hit

Jumping P
• Can now be special canceled on hit or block until the recovery ends

Jumping K
• Decreased horizontal blowback distance

Jumping D
• Now launches opponent higher, with decreased horizontal blowback

Winter Mantis
• Adjusted blowback when used as part of a combo
• Now launches opponent higher, with decreased horizontal blowback
• Added tumble effect

Snail
• Increased knockback

Rainwater
• Now draws opponent in on hit or block
• Now decreases Tension Balance
• Now increases Negative value

Chipp Zanuff

Balance Intentions

Alpha Blade (Horizontal) now sends the opponent flying towards Chipp, making it easier to land more hits.

The reduced startup for Senshuu means that it can combo from Rokusai on crouching hit, making it more rewarding depending on the situation.

6HS
• The opponent will now be in a crouching state on grounded hit

Alpha Blade (Horizontal)
• Now launches opponent higher, with increased horizontal blowback

Aerial Alpha Blade (Horizontal)
• Increased horizontal blowback distance

Senshuu
• Reduced attack startup

Potemkin

Balance Intentions

The additional range for his pokes such as Far STanding S and Standing HS improve his mid-range game. Hammer Fall also allows for more aggressive approaches as the timing Potemkin can withstand attacks is now faster.

At close range, the faster startup for F.D.B. makes it harder for the opponent to escape by jumping, meaning his core throw mix-up is more potent.

Far Standing S
• Expanded frontal hitbox

Standing HS
• Expanded frontal hitbox

Sweep
• Reduced recovery

Heat Knuckle
• Now draws the opponent in on Guard Crush

Mega Fist (Backward)
• Now decreases Tension Balance
• Now increases Negative value

Hammer Fall
• Sped up the timing when Potemkin can withstand attacks
• Expanded lower hitbox

F.D.B.
• Reduced attack startup

Faust

Balance Intentions

The increased knockback on Standing HS, Sweep, etc., allows Faust to create distance from the opponent, meaning he can use What Could This Be? more.

The reduced startup for Mix Mix Mix makes it easier to use in combos, while also making it harder for the opponent to interrupt when used in block strings.

Air Dash
• Sped up timing of the input buffer window

Crouching P
• Reduced upper hurtbox

6P
• Increased knockback

Standing HS
• Increased knockback

Sweep
• Increased knockback

Mix Mix Mix (All Versions)
• Decreased attack startup

Scarecrow (P and K Versions)
• Reduced lower hurtbox

Millia Rage

Balance Intentions

The increased attack level of Tandem Top makes it less risky for Millia to use in strings and during neutral.

She now has access to powerful mix-up in more situations, as she can cross-up the opponent using Turbo Fall even in the corner.

6K
• Reduced recovery

Standing HS
• Now bounces opponent higher, with decreased horizontal blowback

6HS
• Decreased attack startup

Sweep
• Reduced recovery

Ground Throw
• Frame Advantage and distance after a successful throw is now the same against all characters

Turbo Fall
• Millia can now move to the other side of the opponent even when they are in the corner
• Reduced hurtbox behind Millia

Tandem Top (All Versions)
• Increased attack level

Zato-1

Balance Intentions

The ability to move only Zato or only Eddie during Break the Law opens up new possibilities for strings.

The reduced hurtbox on activation of Sun Void makes it more difficult for the opponent to interrupt it when used in block strings.

6K
• Reduced recovery
• Decreased knockback

Jumping D
• Sped up the timing when Zato pauses before the attack is active

Break the Law
• Only Eddie will move now when 1 or 3 is input
• Eddie will no longer move when 7 or 9 is input
• Increased forward movement speed
• Tension Balance now decreases and Negative value increases only when moving away from opponent

Sun Void
• Reduced frontal hurtbox

Ramlethal Valentine

Balance Intentions

The additional range for Crouching HS makes it easier to go into highly damaging combos, making her more threatening at close range.

Jumping D now works better as a jump-in due to the addition of a hitbox behind Ramlethal.

As Erarlumo was a potent offensive tool from any situation, the damage and situation on hit have been reworked.

Crouching HS
• Expanded frontal hitbox

Jumping D
• Expanded hitbox and hurtbox behind Ramlethal

Erarlumo (All Versions)
• Decreased damage

Erarlumo (3rd Hit)
• The opponent can now recover after landing

Leo Whitefang

Balance Intentions

The adjustments to knockback and blowback for 6K and the increased range for Erstes Kaltes Gestober make them more viable in combos and forming strong block strings.

Sweep launching the opponent higher on hit gives Leo more of an advantage, making it easier for him to go into okizeme.

Certain Hurtboxes
• Expanded hurtbox

6K
• Decreased knockback
• Decreased horizontal knockback distance

Sweep
• Now launches the opponent higher

Erstes Kaltes Gestober
• Expanded frontal hitbox and hurtbox

Nagoriyuki

Balance Intentions

Nagoriyuki’s defense now varies with the current amount of Blood Gauge.

The damage and attack properties of his normal moves still increase the higher his Blood Gauge gets, but he now also takes heavier damage from the opponent, meaning he needs to consider any risks he takes in neutral.

His Crouching S has increased recovery as it was an exceptionally powerful poke.

Blood Gauge
• Nagoriyuki’s defense now varies with the amount of Blood Gauge

Crouching S
• Increased recovery

Far Standing S (Final Follow-up Hit)
• Reduced recovery

Standing HS
• Reduced lower hitbox

Fukyo
• Now reduces Tension Balance
• Now increases Negative value

Giovanna

Balance Intentions

Crouching HS now draws the opponent in, creating major changes in her combos. Using it with Sol Poente can lead to higher reward than before.

She has access to more powerful combos in the corner due to the new wall bounce effect for Standing HS.

Standing HS
• Now bounces the opponent higher, with decreased horizontal blowback
• Added wall bounce effect

Crouching HS
• Now draws the opponent on hit or block

Ground Throw
• Frame advantage and distance after a successful throw is now the same against all characters.

Sol Poente (All Versions)
• Reduced lower hurtbox
• Now less likely to end up behind the opponent when the first hit hits an opponent near the corner

Sol Poente (Ground)
• The first hit now launches the opponent higher, with decreased horizontal blowback
• The first hit now launches the opponent less than before when used multiple times in one combo

Anji Mito

Balance Intentions

Standing HS now launches the opponent on grounded hit, making it possible to combo from Fujin to Rin, and then go into okizeme off of Issokutobi, meaning he not only has access to more combo routes, but they also lead to better situations for him.

Nagiha gives Anji more of an advantage now due to the blowback adjustment, making it easier for him to maintain his offense.

6P
• Expanded frontal hitbox

Standing HS
• Now launches opponent on grounded hit
• Decreased horizontal blowback distance

Fuujin
• Decreased horizontal blowback distance

Nagiha after S Fuujin
• Now launches the opponent higher, with decreased horizontal blowback

I-No

Balance Intentions

She can now jump cancel the beginning of her hover-dash.

This allows her to move a greater distance forward than with a standard jump.

Combined with the reduction to Sultry Performance’s landing recover, she now ha a greater arsenal of approach options from mid-air.

Dash
• Startup can now be jump canceled
• Sped up timing when I-No can block. The timing is now the same as when canceling the startup of a faultless defense
• Fixed a bug where it was possible to Psych Burst after a dash cancel
• The motion will now be interrupted if a backwards direction has been input

Air Dash
• The motion will now be interrupted if a backwards direction has been input

Antidepressant Scale (All Versions)
• Added proximity requirement for the attack to connect
• Expanded attack hitbox on hit or block

Stroke the Big Tree
• Reduced hurtbox before movement begins
• The upper hurtbox of this attack steadily decreases as the move comes out, as before
• This change reduces the hurtbox for a set timing when it was extended too high

Sultry Performance (K and S Versions)
• Reduced landing recovery

Goldlewis Dickinson

Balance Intentions

Expanding the hitbox of Jumping HS behind Goldlewis makes it easier to connect after jumping over the opponent. This makes his pressure from close range even more potent.

Thunderbird now disappears when Goldlewis takes damage, making it more challenging to launch an aggressive approach.

Standing K
• Added stagger effect on Counter Hit

Jumping HS
• Expanded hitbox and hurtbox behind Goldlewis

Thunderbird (All Versions)
• The attack hitbox now disappears when Goldlewis takes damage
• This hit effect of the final hit now varies depending on the Security Level

Burn It Down
• Increased Number of Hits

Jack-O

Balance Intentions

Servants now fly higher and farther when hit with Crouching S. This makes it viable not only as a startng point for her offense, but also in powerful strings making use of the time difference before the attack hits.

The changes to Countdown’s launch on hit makes it easier for Jack-O to go into a combo after blocking the explosion.

Crouching S
• Changed the Servants’ trajectory when hitting them with this attack
• They will now move higher and farther

Dust Attack
• Reduced frontal hurtbox after the attack active frames end

Servants
• Fixed a bug causing unintended Servant behavior when a Servant’s hitbox touches another Servant under certain conditions

Throw Servant (All Versions)
• Added wall bounce effect

Release Servant (All Versions)
• Will now register input when the button is held down as well

Countdown (All Versions)
• Adjusted launch, increasing time when follow-up attacks are possible

Happy Chaos

Balance Intentions

Jumping D now draws the opponent in, making it easier to lead into a advantageous situation for Chaos at close range.

As 6K could be easily included in combos from any situation and was extremely powerful in maintaining offense on block, the attack startup has been increased.

It no longer hits consecutively from Crouching K, etc., meaning different moves will be needed for different situations.

6K
• Increased attack startup
• Now launches the opponent higher

6S
• Now launches the opponent higher

Jumping D
• Now draws the opponent in on hit or block

At the Ready
• Reduced recovery when activated with no Concentration

Cancel Aim
• Can now be activated with 1 or 3 inputs

Scapegoat
• Now reduces Tension Balance
• Now increases Negative value

Curse
• Now reduces Tension Balance
• Now increases Negative value

Baiken

Balance Intentions

Baiken is more of a threat at close range now, as she can more easily follow up on cross-up Youzansen mix-ups.

By expanding the hitbox explosion part of Kenjyu, it now functions better as a poke and in combos.

Tatami Gaeshi (All Versions)
• Removed usage restriction

Youzansen
• Decreased horizontal blowback distance of the later half of the active frames

Kenjyu (All Versions)
• Expanded hitbox of the explosion

Testament

Balance Intentions

Grave Reaper can now be used back-to-back, greatly improving Testament’s control over neutral.

Crouching HS now draws the opponent in, opening up new uses in combos and block strings.

Crouching HS
• Now draws the opponent in on hit or block
• Reduced launch

Grave Reaper (All Versions)
• Removed usage restriction

Grave Reaper (HS Version)
• Reduced knockback of the strike part

Nostrovia
• Increased active frames of the first and second hits

Bridget

Balance Intentions

Bridget has more opportunities to launch her opponent from neutral due to the increased projectile speed and reduced recover for Stop and Dash.

She has more potent options available after Rolling Movement connects, as the changes to the knockback and trajectory create less distance with the opponent and leave Bridget at more of an advantage.

Crouching P
• Expanded lower hitbox and hurtbox

6P
• Now causes blowback on hit when the opponent is standing
• The blowback is the same as when hitting a crouching opponent

Command Normal 4
• Expanded lower hitbox and hurtbox

Command Normal 5
• Expanded lower hitbox and hurtbox

Stop and Dash (All Versions)
• Increased damage
• Increased movement speed of projectile
• Expanded proximity requirement for the attack to connect

Stop and Dash (Grounded Versions)
• Reduced recovery

Rolling Movement (All Versions)
• Decreased knockback
• Increased descent speed on hit or block
• When activated as the yo-yo returns to Bridget, she now moves towards where the yo-yo was placed
• Fixed a bug where double jump, air dash, and air back dash could not be used under certain conditions
• Counter Hit state now ends at the same time as active frames

Starship
• Fixed a bug where the opponent would sometimes enter a blocking pose after the active frames end

Kick Start My Heart
• Expanded proximity requirement for the attack to connect

Brake
• Expanded upper hitbox
• Reduced launch, with decreased horizontal blowback
• Added tumble effect

Return of the Killing Machine (All Versions)
• Increased number of hits

Sin Kiske

Balance Intentions

There are no character specific changes for Sin, as he was released quite recently. Only the universal changes to the Tension Gauge, R.I.S.C. Level, base damage scaling, etc. apply.

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