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Guilty Gear Strive 1.10 Update Patch Notes Now Available

Arc System Works just released notes for the upcoming patch to its 2D fighting game Guilty Gear Strive.

Long story short, update 1.10 is a huge balance update with a lot added into the game. Each character in Strive is receiving a ton of buffs with the rare nerf or two thrown in for balance’s sake. The game’s universal mechanics also received some adjustments like throws, throw techs, Faultless Defense, and projectiles.

The update itself will be out on 15th October. In the meantime, here are the notes.

Highlights

  • Number of moves that can be cancelled into air dashes have increased.
  • Some projectile moves have less recovery, making them easier to use in neutral.
  • Time window for throw clashes now extended; it’s now easier to counter opponent’s throws with your own.
  • You can Roman Cancel at any point during the animation of throws (except for Overdrive command throws).
  • Faultless Defense now creates a minimum amount of pushback distance.
  • Psych Burst hitbox expanded.
  • Jump S, Jump HS, and Jump D now triggers the Counter Effect. Ky Kiske and Jack-O’s Jumping D doesn’t trigger this.
  • Jump S, Jump HS, and Jump D can now be jump canceled and air dash canceled.
  • The update will take place tomorrow at 15th October 3pm-5pm GMT+8.

Characters

Anji Mito

Dash
– Decreased the upper hurtbox directly after the animation begins.

Grounded throw
– Increased horizontal blowback.

Standing far Slash
– Decreased the lower hitbox and hurtbox.

Crouching Punch
– Reduced startup.

Forward Punch
– Increased the hitbox in front.

Forward Heavy Slash
– Anji is no longer in counter hit state after the active frames end.

Shitsu
– Reduced startup.
– Reduced recovery.
– Reduced hitstop on the first hit.

Fuujin
– Reduced startup.
– Increased base damage scaling.

Issokutobi
– Anji is no longer in counter hit state during animation.

Kou
-Added Guard Crush effect to second hit.
– Reduced the horizontal distance the opponent is sent flying back on second hit.

Issei Ougi: Sai
– No longer can clash.

Axl Low

Dash
– Reduced the upper hurtbox right after the animation starts.

Air Throw
– Fixed a bug where the forced base damage scaling would not be applied.

Crouching Kick
– Reduced Startup.

Crouching Slash
– Increased base damage scaling.

Forward Punch
– Made the opponent float higher.

Jump Slash
– Increased startup.
– Reduced active frames.
– Expanded hurtbox in front.

Jump Heavy Slash
– Reduced hitbox in front and behind.
– Increased knockback.

Jump Dust
– Reduced active frames.
– Reduced hitbox and hurtbox.

Sickle Flash
– Axl is now in a counter hit state until the animation ends.
– Increased clash level.

Rainwater
– Axl is no longer in a counter hit state after the active frames of the attack.

Sickle Storm
– The projectile no longer reduces the number of attacks to the opponent when it hits anything other than the opponent.

Chipp Zanuff

Crouching Heavy Slash
– Decreased the horizontal distance the opponent is sent flying back.

Jump Heavy Slash
– Chipp is no longer in a counter hit state after the active frames of the attack.

Alpha Blade (Diagonal)
– Increased startup.
– Adjusted the movement speed and blowback.
– Adjusted the movement speed and blowback when bounding off the stage corner.

Aerial Alpha Blade (Diagonal)
– Reduced startup.
– Moved the hitbox further back.
– Chipp is now in a counter hit state until the active frames end.

Shuriken
– Increased the distance from which the attack connects.

Wall Run
– Chipp is no longer in a counter hit state during the animation.

Facedown Knockdown
– Expanded the hurtbox upwards.

Faust

Dash
– Reduced the upper hurtbox directly after the animation starts.

Standing Punch
– Reduced startup.

Forward Punch
– Decreased the horizontal distance the opponent is sent flying back.
– Expanded the hitbox in front.

Crouching Slash
– Increased base damage scaling.
– Decreased the upper hurtbox during the end of the active frames.

Mix Mix Mix (each type)
– Faust is no longer in a counter hit state after the active frames end.
– Increased base damage scaling.

Donut
– Lowered the chance of the Donut appearing when there is already a Donut on screen

Banana
– Lowered the chance of the Banana appearing when there is already a Banana on screen
– When throwing an item, there is now a set chance that the Banana will become a Banana Peel.

Snip Snip Snip
– Decreased the horizontal distance the opponent is sent flying back.
– Reduced recovery.
– The opponent will no longer enter Afro state due to an item effect during this move.

Love
– The properties now change when activated while in Afro state.
– Faust now remains in counter hit state until the end of the animation.

Afro
– Extended the time until it disappears after touching the ground.
– No longer enters Afro state during certain animations.

W-W-What Could This Be?
– Decreased recovery.

Giovanna

Dash
– Sped up the timing when it can be canceled into other actions

Standing Kick
– Adjusted blow back

Standing close Slash
– Increased knockback

Standing far Slash
– Decreased the lower hitbox and hurtbox.

Crouching Slash
– Expanded upper hitbox.
– The second hit now triggers a counter effect.

Forward Punch
– Now floats the enemy up higher

Sepultura
– Increased base damage scaling.

Trovao
– Increased base damage scaling.

Sol Nascente
– Moved the hitbox of the initial part of the attack upwards.

Ventania
– Now floats the enemy when any hit other than the final one hits a grounded opponent.

Goldlewis Dickinson

Dash
– Reduced the upper hurtbox directly after the animation begins.

Crouching Punch
– Reduced startup.

Forward Punch
– Now makes the opponent float higher.

Aerial Behemoth Typhoon
– The trajectory now changes when activated above a set movement speed.
-When activating 47896 + HS, the counter hit state now ends when the active frames do.
– When activating 21478 + HS, the counter hit state now ends when the active frames do.
– When activating 69874 + HS, the movement speed is now the same as other Behemoth Typhoon versions.

Skyfish
– Reduced startup when activating at a Security Level above 2.
– Can now cancel the action by pressing the S button when activating at a Security Level above 2.

Burn It Down
– Increased clash level.

I-No

Standing Far Slash
– Reduced startup.
– Expanded hitbox in front.

Forward Punch
– Now floats enemy up higher.

Antidepressant Scale (all versions)
– Increased startup.
– reduced recovery.
– Increased movement speed of the hitbox.
– Reduced hitstop.
– Sped up the timing when the number of attacks increases.
– Made it easier to alter the trajectory by inputting up or down.

Sultry Performance
– Increased base damage scaling.

Jack-O

Dash
– Reduced the upper hurtbox directly after the animation begins.

Standing Heavy Slash
– Adjusted movement speed.

Crouching Slash
– Increased base damage scaling.

Forward Punch
– Reduced horizontal distance the opponent is sent flying back, while also floating them higher.
– Delayed the timing when the upper hurtbox shrinks.

Servants
– The Servants’ pushbox now disappears when the Servants vanish, preventing the opponent from being pushed away.
– Fixed a bug where the Servants would behave unnaturally when Jack-O attacks a Servant under certain conditions.
– When Jack-O activates Roman Cancel while lifting a Servant, it no longer causes a purple Roman Cancel.

Throw Servant
– Can now be activated by the diagonal input instead of only forward.

Aerial Throw Servant
– Can now be activated by the diagonal input instead of only forward.

Release Servant
– No longer activates when an upwards direction is being inputted.

Recover Servant
– No longer activates when an upwards direction is being inputted while lifting a Servant.

Attack Command
– No longer activates when an upwards direction is being inputted while lifting a Servant.

Defend Command
– No longer activates when an upwards direction is being inputted while lifting a Servant.

Defend Command (Servant)
– Increased clash level.
– Fixed a bug where the invincibility state during the animation would not be processed properly.

Countdown
– No longer activates when an upwards direction is being inputted while lifting a Servant.

Servant Shoot
– Expanded upper hurtbox and hitbox.
– Can now be canceled into Overdrives.

Forever Elysion Driver
– Can now be activated even while lifting a Servant.
– Increased the distance from which the attack can connect.
– Adjusted movement speed.

Cheer Servant On
– Can now be activated while lifting a Servant.
– Fixed a bug where Servants would behave unnaturally under certain conditions.

Ky Kiske

Forward Heavy Slash
– Ky is no longer in a counter hit state after the active frames of the attack.

Shock State
– Increased chip damage of the special moves and Overdrives during Shock State.

Stun Edge (all versions)
– Reduced hitstop.

Grounded Stun Edge (all versions)
– Increased startup.
– Reduced recovery.
– Increased movement speed of the hitbox.

Stun Edge Charged Attack (all versions)
– Reduced hitstop.
– Reduced recovery.
– Increased movement speed of the hitbox.

Foudre Arc
– Increased base damage scaling.

Sacred Edge (all versions)
– Increased movement speed of hitbox.

Sacred Edge (during Dragon Install)
– No longer reduces the number of attacks to the opponent when it hits anything other than the opponent.

Dragon Install
– Increased damage.
– The activation is now a more powerful attack when used during Shock State.

Dragon Install (while activated)
– Increased chip damage of special moves and Overdrives while Dragon Install is activated.

Leo Whitefang

Standing far Slash
– Sped up the timing when it an be followed up with a Command Normal 4 (hold standing far S or hold standing HS).

Standing Heavy Slash
– Sped up the timing when it an be followed up with a Command Normal 4 (hold standing far S or hold standing HS).

Forward Punch
– Made the opponent float higher.

Forward Heavy Slash
– Now floats opponent on grounded hit.
– Decreased the horizontal distance the opponent is sent flying back.

Command Normal 4
– Increased movement speed.

Command Normal 5 (HS while holding far standing S or S while holding standing HS)
– Reduced recovery.

Jump Slash
– Leo is no longer in a counter hit state after the active frames end.

Zweites Kaltes Gestober
– Increased startup.
– Increased base damage scaling.

Turbulenz
– Increased base damage scaling.

Punch during Brynhildr Stance
– No longer can be jump canceled.

Blitzschlag
– Increased base damage scaling.

Cancel Brynhildr Stance
– Leo is no longer in a counter hit state during the animation.

May

Sweep
– Creates less distance from the opponent on hit in the stage corner.

Forward Punch
– Now floats opponent up higher, while also reducing the horizontal distance they are sent flying back.
– Removed wall bounce effect.

Forward Heavy Slash
– Sends opponent flying up upon grounded hit.
– Reduced the amount of RISC level decrease.
– Reduced the amount of combo blowback scaling increase.

Jump Slash
– May is no longer in a counter hit state after the active frames of the attack.

Mr. Dolphin Horizontal (all types)
– Increased base damage scaling.
– Reduced the hitbox below.

Mr. Dolphin Vertical (all types)
– Increased base damage scaling during ascent.
– Reduced hurtbox above during ascent.
– Increased distance from which the attack can connect.

Millia Rage

Standing Far Slash
– Reduced the lower hurtbox and hitbox.

Crouching Punch
– Decreased startup.

Forward Punch
– Decreased the horizontal distance the opponent is sent flying back, while making them float higher.

Forward Kick
– Can now be special and super canceled.
– The opponent is now forced into a crouching state on grounded hit.
– No longer expands Millia’s pushbox, preventing the opponent from being pushed away during the animation.
– Increased recovery.

Forward Heavy Slash
– Reduced startup of the second hit.

Jump Kick
– Can now be canceled with air back dash.

Jump Slash
– Can now be canceled with air back dash.

Jump Heavy Slash
– Can now be canceled with air back dash.

Jump Dust
– Can now be canceled with air back dash.

Turbo Fall
– Can now be canceled mid-animation with some special moves.
– Millia is no longer in counter hit state during the animation.

Tandem Top (S version)
– Reduced startup.

Iron Savior.
– Fixed a bug which caused unnatural behavior under certain circumstances.

Mirazh
– Can now be canceled mid-animation with some special moves.
– Millia is no longer in counter hit state during the animation.
– Adjusted movement speed.
– Reduced the length of time during which she can phase through the opponent.

Lust Shaker
– Added knockback.
– Expanded lower hurtbox and hitbox.
– Fixed a bug which caused unnatural behavior under certain circumstances.

Winger
– Expanded lower hitbox while ascending.

Nagoriyuki

Grounded throw
– Fixed a bug where forced base damage scaling would not be applied

Aerial throw
– Adjusted the descent timing.

Forward Punch
– Reduced the horizontal distance the opponent is sent flying, while making them float up higher.

blood Rage
– The hitbox can no longer clash or be reflected.

Zarameyuki
– Reduced startup.
– Increased the movement speed of the hitbox.
– unified the size of the clash range.

Kamuriyuki
– Increased base damage scaling.

Shizuriyuki
– Can now follow up with the second hit by pressing the HS button.
– Adjusted blow back, etc. in accordance with changes to its function.
– Reduced startup.
– The second hit now triggers a counter effect.

Potemkin

Far Standing Slash
– Increased rolling time.

Standing Heavy Slash
– Reduced the hurtbox in front.

Forward Punch
– Can now be special canceled.

Forward Kick
– Decreased the amount of RISC level reduction.
– Reduced the amount of combo blowback adjustment increase.

Forward Heavy Slash
– Reduced the hurtbox in front.

Jump Dust
– Can now be special canceled when Potemkin lands.

Slide Head
– Potemkin is no longer in counter hit state after the active frames end.
– The ground cracks no longer disappear during the active frames.

F.D.B.
– Now triggers the counter effect.
– Now reflects projectiles while holding down the S button.
– Increased base damage scaling.

Garuda Impact
– Increased base damage scaling.

Heavenly Potemkin Buster
– Increased distance from which the attack connects.

Giganter Kai
– Reduced the hitbox of the projectile in front and behind.
– The interval before an attack can hit again after this connects with the opponent is now consistent.

Ramlethal Valentine

Swords
– Fixed a bug where the swords would attack in an unnatural direction under certain circumstances.

Dash
– Reduced the upper hurtbox directly after the animation begins.

Standing far Slash
– Reduced knockback.

Standing Heavy Slash
– Increased Knockback.

Forward Punch
– Made the opponent float higher.

Jump Heavy Slash
– Increased startup.
– Increased knockback.

Jump Dust
– Increased knockback.

Bajoneto (all versions)
– Fixed the location on the ground where it will be set after touching the stage corner.
– After sending out the sword, if Ramlethal takes damage before it reaches the stage corner, the sword will no longer explode when it reaches the stage corner.

Dauro
– Increased base damage scaling.

Sildo Detruo
– Changed from an overhead to a mid attack.
– Reduced base damage scaling.
– Expanded lower and behind hitbox.

Sildo Detruo
– Adjusted the movement speed and blowback.
– Reduced recovery.
– The opponent is now forced into crouching state on grounded hit.
– Added wall bounce effect.

Aerial Sildo Detruo
– Adjusted the movement speed and blowback.
– Decreased recovery.

Sabrobato
– Increased base damage scaling.

Erarlumo
– Can no longer be dash canceled on whiff
– When Roman Cancel is activated while dash canceling this move, it will now be a blue Roman Cancel.
– Can now be special canceled only immediately after dash canceling.

Erarlumo (First hit)
– Increased attack level.
– Reduced startup.
– Reduced recovery.
– Adjusted blowback.
– Sped up the timing when the follow-up is buffed.

Erarlumo (Second hit)
– Added Dash cancel.
– Increased attack level.
– Reduced startup.
– Reduced recovery.
– Adjusted blowback.
– Sped up timing when follow-up is buffed.
– Sped up timing when the follow-up can be used.
– Removed Guard Crush effect.

Erarlumo (Third hit)
– Reduced startup.
– Increased recovery.
– Adjusted blowback.
– Reduced knockback.

Calvados
– Increased clash level.
– Reduced recovery.
– Added Guard Crush effect to final hit.

Sol Badguy

Forward Punch
– Now floats the opponent up higher, while also reducing the horizontal distance they are sent flying back.
– Removed wall bounce effect.

Forward Heavy Slash
– Sol is no longer in a counter hit state after the active frames of the attack.

Bandit Revolver (all types)
– The second hit can now be performed with the K button
– Adjusted movement speed and opponent blow back due to functional changes.
– Now triggers the counter effect.
– Lowered attack level.
– Reduced recovery time.
– Expanded hitbox in front and below on the second hit.
– Increased distance from which attack connects.
– Increased base damage scaling.

Grounded Bandit Revolver
– Reduced startup time.

Bandit Bringer (all types)
– Now triggers the counter effect.

Night Raid Vortex
– Increased base damage scaling.

Fafnir
– Increased base damage scaling.

Facedown Knockdown
– Expanded hurtbox above.

Zato-1

Dash
– Reduced the upper hurtbox directly after the animation starts.

Standing Punch
– Decreased startup.

Forward Punch
– Decreased the horizontal distance the opponent is sent flying back.

Forward Kick
– Now can be special and super canceled.
– The opponent is now forced into crouching state on grounded hit.
– No longer expands Zato’s pushbox, preventing the opponent from being pushed away during the animation.
– Increased startup.

Eddie
– Reduced the amount of gauge spent when controlling Eddie with 236 + attack button while Eddie is summoned.

Invite Hell
– Expanded the hitbox in front and behind.

Sun Void (all versions)
– No longer reduces the number of attacks to the opponent when it hits anything other than the opponent.

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