Guilty Gear Strive just got a new patch! This means all the scripts have been updated with new balance changes, possibly code refactors, and more.

Note: I will only be listing things here that are either not specified in the patch notes, or are able to be made more specific than the patch notes

General system change

In the new code, it seems that they have decreased every whiff cancels buffer time by 2 frames, we can infer from this that the buffer change they made to the engine was most likely a 2 frame increase in buffer.

Anji

  • Shitsu
    • Startup reduced to 29 frames from 38 frames
    • Last 2 frames of animation have been made cancelable
  • Kou
    • Pushback reduced by 50%
  • Fuujin
    • Startup reduced by 1 frame

Axl

  • 6P
    • Air hit Y velocity increased by 70%
  • 2K
    • Startup frames reduced by 2
    • Active frames increased by 1
    • Recovery frames increased by 1
  • j.S
    • Startup frames increased by 3
    • Active frames reduced by 3
  • j.H
    • Pushback changed to 125 from default level 2 value
  • Sickle Flash
    • Durability changed to 2 from 0

Chipp

  • Throw
    • Damage from hits is now 10, 10, 50, changed from 20, 20, 30
  • 2H
    • Air hit X velocity reduced to 15000 from 35000
  • Land Alpha Blade
    • Startup frames increased by 3
  • Air Alpha Blade
    • Startup frames reduced by 3
  • Genrou Zan
    • Damage from hits is now 10, 10, 87, changed from 20, 20, 67

Faust

  • 5P
    • Startup reduced by 1 frame
  • 6P
    • Air hit X velocity reduced to 10000 from 25000
  • Snip Snip Snip
    • Damage of each fast hit reduced to 1 from 2
    • Damage of last hit increased to 56 from 36
    • Hit pushback X reduced to 10000 from 15000
    • Recovery frames reduced by 4 frames
  • Afro (Item)
    • Time Afro exists extended to 180 frames from 120
  • W-W-What Could This Be?
    • Total animation time reduced by 12 frames

Giovanna

  • Forward Dash
    • Can now be canceled instantly
  • 6P
    • Air hit Y velocity increased to 19000 from 15000
  • 5K
    • Air hit X velocity increased to 15000 from 1000
  • cS
    • Base pushback increased to 65 from 60

Goldlewis

  • 6P
    • Air hit Y velocity increased to 17500 from -15000
  • 2P
    • Startup frames reduced by 1
  • Throw
    • First hits damage changed to 10 from 20, last hit now deals 60 damage from 40

I-No

  • 6P
    • Air hit Y velocity increased to 24000 from 18000
  • fS
    • Startup frames reduced by 1
  • Land Antidepressant Scale
    • Recovery frames lowered by 3
  • Antidepressant Scale (Land and Air)
    • Move startup before projectile is spawned changed to 12 frames
    • Projectile startup frames increased by 8

Jack-O

  • 6P
    • Air hit X pushback reduced to 18000 from 24000
    • Air hit Y pushback increased to 22000 from 20000

Ky

  • S Stun Edge
    • Recovery frames reduced by 8
  • H Stun Edge
    • Recovery frames reduced by 7
  • Dragon Install
    • Damage increased to 80, from 40

Leo

  • 6P
    • Air hit Y velocity increased to 16000 from 10000
  • fS
    • Can be followed up on 4 frames earlier
  • 5H
    • Can be followed up on 3 frames earlier
  • Command Normal 5
    • Recovery frames reduced by 6
  • Zweite Kaltes Gestöber
    • Startup frames increased by 2

May

  • 6P
    • Air hit X velocity decreased by 50%
    • Air hit Y velocity increased by 25%
  • Overhead Kiss
    • Damage changed to 20, 50, from 30, 40

Millia

  • Throw
    • Damage is now a sequence of 20, 50, changed from 40, 30
  • 6P
    • Air hit X velocity decreased to 20000 from 28000
    • Air hit Y velocity increased to 18000 from 10000
  • 2P
    • Startup frames reduced by 1
  • 6K
    • Recovery frames increased by 3
  • 6H
    • Startup frames of 2nd hit reduced by 2
  • Lust Shaker
    • Initial pushback increased to 30 from 10
  • Tandem Top S
    • Startup frames reduced by 3

Nagoriyuki

  • 6P
    • Air hit X velocity decreased to 25000 from 35000
    • Air hit Y velocity increased to 18000 from -15000
  • Zarameyuki
    • Startup frames reduced by 5
  • Shizuriyuki
    • Startup frames reduced by 2

Potemkin

  • fS
    • Tumble duration increased to 15 from 10

Ramlethal

  • Throw
    • Initial fast hits now deal 1 damage, changed from 7, with the last hit dealing 70, changed from 10
  • 6P
    • Air hit Y velocity increased to 23000 from 2000
  • fS
    • Pushback decreased to 70 from default
  • 5H
    • Pushback increased to 130 from default
  • j.H
    • Pushback increased to 150 from 130
    • Startup frames increased by 3
  • j.D
    • Pushback increased to 140 from default
  • Calvados
    • The last 61 frames are now interruptible

A note on Erarumo

This is the weirdest part of the patch because the info I have directly conflicts with the actual patch notes, see below.

“Attack Level Increased”

“Attack Level Increased”

As you can see the first hit actually got lowered by 2 attack levels, they don’t seem to do anything that would offset this change with other properties.

The rest of the move changes however seem consistent.

  • Erarumo 1st Hit
    • Startup frames lowered by 4
    • Recovery frames lowered by 9

Sol

  • 6P
    • Air hit X velocity decreased to 20000 from 25000
    • Air hit Y velocity increased to 25000 from 15000
  • Bandit Revolver
    • Is now level 2, changed from level 3
  • Land Bandit Revolver
    • Startup frames reduced by 4

Zato-1

  • 5P
    • Startup frames reduced by 1
  • 6P
    • Air hit X velocity reduced to 15000 from 25000
  • 6K
    • Startup frames increased by 5
  • Damned Fang
    • now has a sequence of 1-damage hits followed by an 89-damage hit instead of 4-damage hits followed by a 50-damage hit