Archive / Ramblings / GGST Patch Hopes (6/27/2025)

GGST Patch Hopes
Current Tier List
Overall Direction
Universal Mechanics
Characters
Sol Badguy
Ky Kiske
May
Axl Low
Chipp Zanuff
Potemkin
Faust
Millia Rage
Zato=1
Ramlethal Valentine
Leo Whitefang
Nagoriyuki
Giovanna
Anji Mito
I-No
Goldlewis Dickinson
Jack-O'
Happy Chaos
Baiken
Testament
Bridget
Sin Kiske
Bedman?
Asuka R#
Johnny
Elphelt Valentine
A.B.A
Slayer
Dizzy
Venom
Unika
Lucy
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- GGST Patch Hopes -
<- Back
At some point, Strive will get another patch. Maybe with Lucy. Maybe with Ranked. Probably after EVO. Regardless, here are my ideal changes in that patch.

Strive is getting a new balance patch after Evo when Lucy releases!! Here are my ideal changes in that patch.

I am generally trying to somewhat consider realistic changes ArcSys would make. I will almost never be directly undoing previous patch changes, except in very specific circumstances (Potemkin). Nearly everyone will be getting at least one buff and at least one nerf. They have to be MEANINGFUL. No "increased damage by 1". Once they do get that meaningful change, the tiny changes are allowed again.

This does mean that in some cases characters will get undeserved or somewhat random nerfs, but I had to do something by own rules so I'm trying to make it matter to some degree. A lot of these undeserved changes will simply be somewhat meaningful damage nerfs, as the game could always use those.
Current Tier List
THE GODS
Really Good
Strong
Solid
Very Workable
Needs Improvement
Characters within the "Strong" or "Solid" tiers will typically be getting less impactful changes, while those in the higher or lower tiers will be getting adjusted accordingly.
Overall Direction
-
Universal Mechanics
*Universal changes have an ID (such as "#U1") which will be used to show when a character's change is due to a universal change.
 UNIVERSAL MECHANICS
In general, universal changes were made to improve defense against throws and decrease the amount of Tension gained throughout the match. R.I.S.C. and Wild Assault has also been touched upon.

Throws and command grabs can no longer be Purple Roman Canceled on whiff. This prevents the opponent from being punished by correctly predicting the opponent's throw with something like a backdash.

Guard Crush now has standard throw protection. To maintain its identity as a powerful offensive tool to shut down the opponent's options, it now disables deflect shield and requires extra Tension to Faultless Defense in addition to its previous ability to disable Yellow Roman Cancel.

All Wild Assaults now have forced proration, slightly decreasing the damage of combos using them. They still maintain all of their previous use cases, those uses will simply do less damage.

Canceling a Red Roman Cancel no longer prevents Tension Penalty from lasting until the opponent leaves hitstun. This prevents certain characters from abusing long combos to build very large amounts of meter despite spending meter from the Roman Cancel.

Positive Bonus has been slightly changed to reduce the extra meter gained from various actions.

On the other side, resource gain for the opponent during combos has been toned down. It also now has a cap to prevent incredibly high combos from giving too much resource.

To slightly decrease the risk of being in the air, R.I.S.C gain while in the air has been decreased.

The battle UI has been slightly updated. A new gauge is now present underneath the character's health that will display their current wall damage. This makes the wall much easier to work around in combos and just generally gives both players more information to work with. The notch represents 1500 Wall Damage, the most a character can gain without being near the wall.
Throws & Command GrabsNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Guard CrushREWORK
Added 5f of throw invulnerability.#U2

Added 5f of crossup invulnerability.#U2

Now disables the ability to use Deflect Shield.#U2

Moves with Guard Crush now cost 125% more tension than normal when blocked using Faultless Defense.#U2
Red Wild AssaultNERF
Now applies 80% forced proration when used in the middle of a combo.
Blue Wild AssaultNERF
Now applies 80% forced proration when used in the middle of a combo.
White Wild AssaultREWORK
Now applies 60% forced proration when used in the middle of a combo.

Now applies a 20f Guard Crush.

Recovery increased from 19f to 21f.

Launch height very slightly increased.

  • On-Block unchanged.
  • On-Hit unchanged.
Red Roman CancelNERF
Canceling the startup no longer prevents Tension Penalty from extending until the opponent leaves hitstun.
Positive BonusNERF
Decreased extra meter gain from 50% to 40%.

Decreased Tension Penalty reduction from 90% to 75%.
R.I.S.C. GainREWORK
Decreased the extra R.I.S.C gain when blocking mids in the air from 50% to 25%.

Decreased the extra R.I.S.C gain when blocking lows and overheads in the air from 100% to 50%.
Opponent Tension Gain During CombosREWORK
Formula changed from [Base Damage × 5 × (110 + Combo Decay) ÷ 100]
to [Base Damage × 5 × (100 + (Combo Decay x 0.9)) ÷ 100]
Opponent Burst Gain During CombosREWORK
Formula changed from [(Base Damage + 10) × 5 × (100 + Combo Decay) ÷ 100]
to
[(Base Damage + 10) × 5 × (100 + (Combo Decay x 0.9)) ÷ 100]
UIBUFF
Added Wall Damage Gauge.
[Hover for Image]
- Characters -
Sol Badguy
 SOL BADGUY
*This character is one of the potential recipients of a new move.*

Sol is currently in a pretty good spot, and doesn't need that many changes.

Bandit Revolver has been adjusted to restore some of its use in neutral, but only when properly spaced. When done perfectly, Bandit Revolver can be up to -5 with the opponent pushed away, allowing for a relatively safe push towards the corner.

To emphasize the power of a clean hit Fafnir, the normal hit version now does less damage. This makes it less powerful when used as a combo ender.

6S has been nerfed to maintain the status quo. Sorry.
6SNERF
Increased recovery from 24f to 25f.
  • On-Block changed from -13f to -14f.
  • On-Hit changed from -10f to -11f.
Ground ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Air ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Bandit Revolver [236K]BUFF
Decreased recovery when not canceled into the followup from 15+6f Landing to 14+5f Landing.
  • On-Block changed from -13f to -11f.
  • On-Hit changed from -10f to -8f.

Increased pushback on block.
Wild Throw [623K]NERF
Can no longer be Purple Roman Canceled on whiff.#U1
Fafnir [43216H]NERF
Reduced damage of normal hit from 60 to 50.#U1
Heavy Mob Cemetary [214214H]NERF
Can no longer be Purple Roman Canceled on whiff.#U1
Ky Kiske
 KY KISKE
*This character is one of the potential recipients of a new move.*

Like Sol, Ky is in a mostly stable place right now. The main difficulty in his gameplan is the fact that he was incentivized to use Shock State more... but it wasn't changed enough to compensate.

Shock State now lasts longer in general, similarly to Testament's extension to Stain in a previous patch. In addition, Ride the Lightning now briefly applies Shock State, allowing for extra extensions when using a Roman Cancel but not when breaking the wall.

In exchange for this change, Ride the Lightning now does less chip damage in Dragon Install.

6K has had its startup reduced, making it a slightly more viable pressure reset.
6KBUFF
Startup decreased from 25f to 22f.
Ground ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Air ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Stun Edge [236S]BUFF
Increased Shock State duration on hit or block from 180 frames to 270 frames (3.0s to 4.5s).
Charged Stun Edge [236H]BUFF
Increased Shock State duration on hit or block from 180 frames to 300 frames (3.0s to 5.0s).
Aerial Stun Edge [j.236S / j.236H]BUFF
Increased Shock State duration on hit or block from 180 frames to 270 frames (3.0s to 4.5s).
Dire Eclat [214S]BUFF
Increased Shock State duration on block from 180 frames to 270 frames (3s to 4.5s).

Increased Shock State duration on hit from 300 frames to 420 frames (5.0s to 7.0s).
Sacred Edge [236236P]BUFF
Increased Shock State duration on hit or block from 300 frames to 420 frames (5.0s to 7.0s).
Ride the Lightning [632146H]REWORK
All hits now apply 30 frames (0.5s) of Shock State on hit or block.

Decreased Chip Ratio in Dragon Install from 75% to 65%.
May
 MAY
*If I may show my bias for a second... May is one of the best examples of a "privileged character" this game has to offer.*

May is just overtuned. Her various strengths, including very high damage, quick movement, and above average health, are not balanced out by any weaknesses. She needs to be toned back.

Multiple of May's attacks have recieved slight frame data nerfs, making it easier for the opponent to deal with her pressure. Many attacks have also recieved less damage.

May's 5H, a high damage and disjointed attack with great reward and use in neutral, has become less safe on block. It maintains its relative reward, but is harder to use as a neutral tool if the opponent is able to predict it.

May's backdash, previously the fastest in the game, has been very slightly lengthened.

Mr. Dolphin Horizontal (S) now leaves May closer on block, allowing the opponent to take their turn easier.

Mr. Dolphin Vertical is now usable in the air. This gives May another option to vary her air movement, and can allow for new combo tool (potentially).
5PNERF
Startup increased from 4f to 5f.
c.SNERF
Recovery increased from 8f to 9f
  • On-Block changed from +3f to +2f.
  • On-Hit changed from +6f to +5f.
5HNERF
Damage decreased from 60 to 55.

Active frames decreased from 8f to 6f.

Recovery increased from 15f to 20f.
  • On-Block changed from -4f to -7f.
  • On-Hit changed from -1f to -4f.
2HNERF
Damage decreased from 65 to 60.
j.HNERF
Startup increased from 12f to 14f.
Ground ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Air ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Mr. Dolphin Horizontal (S) [[4]6S]NERF
May is left closer when the attack is blocked.
Mr. Dolphin Vertical [[2]8S / [2]8H]BUFF
Can now be used while airborne.
Overhead Kiss [623K]NERF
Can no longer be Purple Roman Canceled on whiff.#U1
Great Yamada Attack [236236S]NERF
Damage decreased from 180 to 170.
BackdashNERF
Duration increased from 16f to 17f.
Axl Low
 AXL LOW
While Axl is quite powerful in... certain matchups, he struggles against many characters overall. He will be getting multiple general buffs.

5P is now slightly less safe on block or whiff, making it easier for some characters to approach Axl.

6H has been changed to be more rewarding in general, and be better for use as a mixup. On counterhit it offers much higher reward, and on block it maintains relative safety.

Winter Mantis, as a very active and slow command grab, is particularly hurt by the Throw PRC change. It has recieved some slight buffs to compensate.

Snail, one of Axl's main combo and blockstring enders, now gives slightly greater reward when connecting with the grounded version.

Sickle Storm is once again nearly safe on block, unless the opponent instant blocks it. Successfully punishing it requires jumping after the first hit.
5PNERF
Recovery decreased from 19f to 21f.
  • On-Block changed from -11f to -13f.
  • On-Hit changed from KD -8f to -10f.
6HBUFF
Now groundbounces on counterhit.

Startup decreased from 27f to 25f

Recovery decreased from 13f to 11f

  • On-Block changed from -3f to -1f.
  • On-Hit changed from 0f to +2f.
  • On-Counterhit changed from +18f to KD +46f.

Slightly increased pushback on block.
Ground ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Air ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Winter Mantis [41236H]REWORK
Can no longer be Purple Roman Canceled on whiff.#U1

Recovery decreased from 34f to 26f

Slightly increased the range at which a Close Hit occurs.

Increased damage of normal hit from 20, 41 to 25, 51.

Increased damage of close hit from 20, 42 to 25, 65

Snail (Grounded) [214H]BUFF
Recovery decreased from 29f to 24f.
  • On-Block changed from -24f to -19f.
  • On-Hit changed from KD +28f to KD +33f.


Increased damage from 53 to 60.
Sickle Storm [236236H]BUFF
Recovery decreased from 64f to 29f.

Decreased launch height and duration of rolling tumble for 30f less advantage.
  • On-Block changed from -40f to -5f.
  • On-Hit changed from KD +44f to +49f.

Chipp Zanuff
 CHIPP ZANUFF
Chipp's main problem previously besides his low health was the linearity of his approach. That has been greatly helped by the addition of Tightrope. Chipp is recieving even more new options, at the cost of a few damage nerfs.

Resshou can now be dash cancelled. This can then be kara-cancelled into other specials, giving Chipp even more options for pressure.

Chipp is recieving a few slight damage decreases to make up for the new options in pressure.

Shuriken has been slightly improved, though not to the degree that it becomes central move. In the situations where it was useful, it will now give slightly more reward.

A few of Chipp's Tightrope attacks are being made less disjointed, making them slightly less powerful as pokes.
j.SNERF
Damage decreased from 32 to 28.

Slightly decreased hitbox in back of Chipp.
Ground ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Air ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Resshou [236S]BUFF
Can now be dash cancelled. This dash cancel can not be kara cancelled into Resshou.

Recovery increased from 16f to 17f.
  • On-Block changed from -4 to -5.
  • On-Hit changed from -1 to -2.
Shuriken [j.214P]BUFF
Startup decreased from 22f to 20f.

Recovery decreased from 35+4f Landing to 30+4f Landing.

Damage increased from 10 to 20.
Genrou Zan [63214S]NERF
Can no longer be Purple Roman Canceled on whiff.#U1
Tightrope Run HNERF
Damage decreased from 50 to 48.

Hurtbox expanded to cover Chipp's head.
Tightrope Run 6HNERF
Damage decreased from 60 to 55.

Hurtbox expanded to cover from Chipp's head up to his feet.
Release [D during Tightrope Run]NERF
Recovery increased from 9f to 10f.
Wall Run 6HNERF
Damage decreased from 72 to 65.
Potemkin
 POTEMKIM
Potemkin is the undisputable best character in the game. Even worse, he is one of the most obnoxious characters to fight in the game now. Many of these changes are returning Potemkin to how he was prior to Season 4. He also has the honor of getting no buffs.

Potemkin Buster is being toned back significantly. While the move still remains as the centerpiece of Potemkin's Gameplan, it is now harder to land and much more fair. These nerfs combined with the changes to Throw PRC and Guard Crush will return Potemkin Buster to its rightful place as a very powerful but difficult to land grab.

Heavenly Potemkin Buster lost the ability to be PRC'd, which notably means that Potemkin can no longer perform Super PRC.

Giganter Kai is being toned back in damage, as it provides incredibly powerful combo extensions.

F.D.B. has been changed to make Potemkin's approach slightly more difficult against zoners, so they don't lose most of their strategy in this matchup. It also is now incapable of reflecting certain projectiles that visually make no sense to be "flicked".

Damage across multiple of Potemkin's moves has also been slightly decreased.
5KNERF
Active time decreased from 14f to 9f.

Recovery increased from 10f to 12f.
  • On-Block changed from -10 to -7.
  • On-Hit changed from -7 to -4.
6HNERF
Damage decreased from 80 to 70.
j.DNERF
Expanded hurtbox to cover roughly half of the hitbox.
Ground ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Air ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Potemkin Buster [632146P]NERF
Can no longer be Purple Roman Canceled on whiff.#U1

No longer has armor.

On-Hit changed from HKD +44 to HKD +30.

Range reduced from 200→300 to 120→160→200→250. Range now increases in four segments.

R.I.S.C. loss on hit increased from 2500 to 4000.
Heat Knuckle [623H]NERF
Damage decreased from 0, 7x8, 80 to 0, 7x8, 70
F.D.B. [214K]NERF
Only reflects during the active frames + 4.

Active time decreased from 6f to 4f.

Recovery increased from 12f to 18f.
  • On-Block changed from -4f to -8f.
  • On-Hit changed from KD +28f to KD +24.
  • On-Hit (Charged) changed from HKD +83 to HKD +79.

Recovery after a successful reflection increased from 18f to 28f.
  • On-Block changed from +22~39f to +12~29f.
  • On-Hit changed from HKD +83~100f to HKD +73~90f.

Hitbox expands through the active frames, like before Season 4.

The following projectiles can no longer be reflected:
  • Asuka R#:
    • 2D
    • Metron Screamer 808
    • Terra Metron
    • Aquila Metron
    • RMS Boost Metron
  • Axl Low:
    • Soaring Chain Strike
  • Bridget:
    • Break
  • Chipp Zanuff:
    • Alpha Blade
  • Faust:
    • 100T Weight (Projectile)
    • 100T Weight (Earthquake)
    • Banana
    • Afro Explosion
    • Mini Faust
  • Jack-O' Valentine:
    • Attack Command
  • Ky Kiske:
    • j.D
  • Millia Rage:
    • Kapel
  • Nagoriyuki:
    • Blood Rage Activation
  • Queen Dizzy:
    • I use this to catch fish
  • Ramlethal Valentine:
    • Ondo
  • Unika:
    • 5S Followup
  • Venom:
    • QV
  • Zato=1:
    • "That's a lot!"
Heat Tackle [623K]NERF
Damage decreased from 72 to 60.
Heavenly Potemkin Buster [632146S]NERF
Can no longer be Purple Roman Canceled on whiff.#U1

Damage decreased from 210 to 200

Decreased Minimum Damage Scaling from 50% to 40%
Giganter Kai [632146H]NERF
Startup increased from 10+1f to 10+5f

Decreased shockwave damage from 60 to 50.

Now applies 80% forced proration.

R.I.S.C. loss on mirror hit increased from 1000 to 1200
Faust
 FAUST
Faust is a mostly functional character with only a few small issues. He is being given a few new combo opportunities.

Item chances have been rebalanced. Primary changes include a decreased chance to create a Mini-Faust and a high chance of getting donuts.

5HH can now be used on opponents hit in the air, giving Faust new combo opportunities where he previously had none. It also now gains enhanced properties when 5H counterhits.

The standalone version of Hole in One! can now be dash canceled when hitting an item. This dash cancel can not be kara canceled into specials. This reduces his recovery, while also moving him forward for continued pressure. When also hitting the opponent, this may allow for new combo opportunities.
5HBUFF
Can now cancel into 5HH on air hit.
5HHREWORK
Decreased damage from 60 to 50.

When cancelled from a CH 5H, now groundbounces in an arc similarly to its wallbounce trajectory.
Ground ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Air ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
ItemsREWORK
Hammer - Unchanged (16.1%).

Mini Faust - Decreased from 16.1% to 11.8%.

Bomb - Unchanged (15.1%).

Trumpet - Decreased from 14.0% to 12.9%

100T Weight - Increased from 10.8% to 14.0%

Afro - Unchanged (8.6%).

Meteor - Unchanged (5.4%).

Banana - Increased from 4.8% to 5.4%.

Peel - Increased from 4.8% to 5.4%.

Donut - Increased from 4.3% to 6.5%.
Snip Snip Snip [236H]NERF
Can no longer be Purple Roman Canceled on whiff.#U1
Hole in One! [214H version]BUFF
Can now be dash cancelled when hitting an item. This dash cancel can not be kara canceled into specials.
Millia Rage
 MILLIA RAGE
I do not like the character Millia Rage in the Guilty Gear Strive video game.
That being said... I will put my bias aside. Temporarily.

f.S is being adjusted to be a better tool in combos, and to make cancelling into 5H much more consistent.

The horizontal movement of Artemis can now be slightly influenced. Angling it forward allows it to connect from farther ranged, while angling it back makes it somewhat safer. The frame data very slightly changes depending on how it is angled.

Winger can now be used in the air. This allows Millia to end air combos with an overdrive, getting a hard knockdown for continued pressure.

Kapel has been changed to now have variable recovery depending on if it hits or not. It is now much worse on block, while maintaining the same reward on hit.
f.SBUFF
Reduced pushback on hit. (No change to on block).

Reduced recovery from 19 to 18.
  • On-Block changed from -7 to -6.
  • On-Hit changed from -4 to -3.
Ground ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Air ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Kapel [j.236H]NERF
Recovery on-block increased from 9 to 14.
  • On-Block changed from +3 to -2.
Artemis [214H]REWORK
Can now be angled by holding 4 or 6 during the startup.

214H~6: Recovery increased from 15 to 17.
  • On-Block changed from -2 to -4.
  • On-Hit changed from Stagger +10 to Stagger +8.


214H~4: Recovery increased from 15 to 13.
  • On-Block changed from -2 to -0.
  • On-Hit changed from Stagger +10 to Stagger +12.
Winger [632146H]BUFF
Can now be used in the air. This skips the initial rise to go straight into the dive (9f startup). Has no invulnerability.
Zato=1
 ZATO=1
*This character is one of the potential recipients of a new move.*

Zato=1 has been considered as the worst character in the game for a while now. He will be fixed accordingly.

When the Eddie Gauge is red, hitting the opponent in any way will now restore Eddie's health equivalent equal to how much the attack itself does times three. This rewards Zato for being aggressive, rather than just running away until the Gauge restores.

Break the Law is now a more viable defensive tool. It has increased movement speed, and can now evade YRC. It still loses to Burst, however.

"Oppose"'s attack portion was often underutilized, as it doesn't give incredible reward while draining the entire Eddie Gauge. The attack now does more damage, while also not sending the opponent nearly as far to make continued pressure easier for Zato. The defending portion also now heals Eddie whenever he armors through an attack, gaining the amount of health that the attack did times four. This works similarly to the previously mentioned increasing of the Eddie Gauge while red.

With these changes combined, Zato could theoretically use "Oppose" to extend combos, ending with a large portion of the Eddie Gauge restored.
Ground ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Air ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Eddie GaugeBUFF
When red, hitting the opponent restores Gauge equivalent to Damage x 3 (Ex: 5H gives 144, or ~4.8%).
  • On block, restores half this value.
  • This is not effected by defense or guts.
"Oppose" []H[ / 236H]BUFF
Now builds Eddie Gauge when guarding an attack, equivalent to Damage x 4 (Ex: Zato 5H gives 192, or ~6.4%).

Damage increased from 35x3 to 45x3 (In practice this is lower, as the first hit applies proration. Effectively increased from 75 to ~97?).

Decreased blowback on hit. No change to on-hit advantage.

Decreased effect of combo gravity scaling significantly.
Break the Law [214K]BUFF
Increased movement speed by 20%.

Now ignores Yellow Roman Cancel.

Now evade's Happy Chaos's Curse.BUG FIX?
Damned Fang [623S]BUFF??
After hit, doubles the rate of Eddie Gauge recovery. This effectively does not change anything other than the visuals.
Drunkard Shade [214S]BUFF
*Unika has not been The following projectiles can no longer be reflected:
  • Millia Rage:
    • Kapel
The following projectiles can now be disabled:
  • Anji Mito:
    • Shin: Ichishiki
  • Axl Low:
    • Winter Cherry
  • Faust:
    • Bomb (Explosion)
  • Happy Chaos
    • Fire (At the Ready / Steady Aim)
  • Potemkin:
    • Garuda Impact
  • Unika:
    • A.M.T.G. Streak
The following projectiles can now be reflected:
  • Asuka R#:
    • 2D
  • Bridget:
    • Stop and Dash
  • Goldlewis Dickinson:
    • Skyfish
    • Thunderbird
  • Johnny:
    • Deal
    • Deal (Mid-Air)
  • Queen Dizzy:
    • We talked a lot together
  • Testament:
    • Grave Reaper
Ramlethal Valentine
 RAMLETHAL VALENTINE
Ram is getting a few changes to try to find a middleground between her Season 4 and Season 3 versions. Any changes not explicitly described are in service of that goal.

2D can be difficult to make work in its current state due to its range. It now has very slight forward movement.

Agresa Ordono has a slightly expanded forward hurtbox, making it easier to anti-air.
f.SNERF
Hurtbox expanded to match pre-Season 4.
2DBUFF
Added forward movement during startup, giving the move range the middle of current 2D and 2S.
6HNERF
Damage decreased from 64 [46] to 58 [42].
j.HNERF
Fully reverted to match pre-Season 4 except for damage.
Ground ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Air ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Bajoneto [236S / 236H]BUFF
Time until swords return decreased from 480f to 420f (9.0s to 8.0s).
S Bajoneto [236S]NERF
Gaurd Crush duration decreased by 10f
  • On-Block changed from +30 to +20.

Time until explosion decreased by 8.
  • Gap increased from 8f to 10f.

H Bajoneto [236H]NERF
Gaurd Crush duration decreased by 10f
  • On-Block changed from +33 to +23.

Time until explosion decreased by 8.
  • Gap increased from 8f to 10f.

Dauro [623P]REWORK
Startup decreased from 16 to 12.

Reverted to inflict a Floating Crumple rather than launching on ground hit.
  • On-Hit changed from KD +41 to +5.
Sildo Detruo [214K]REWORK
Fully reverted to match pre-Season 4.
Erarlumo [214P]VISUAL
Added an indicator for when the followups are charged.
Agresa Ordono [j.214S]NERF
Increased hurtbox size forwards.
Leo Whitefang
 LEO WHITEFANG
*This character is one of the potential recipients of a new move.*

Leo is a very strong character, and has been for quite a long time. He is being toned back a bit, especially Brynhildr Stance.

The attack portion of Leo's armored stance is now punishable on block. The opponent is now rewarded for successfully calling out Leo's use of this move.

Turbulenz has been reverted to how it was before Season 4, making it possible to punish.

Backturn normals and specials as a whole are being toned back a bit, mainly in their advantage.

Glänzendes Dunkel, a rarely used special move, is now throw invulnerable. This gives it a place in pressure as a high reward option against throws.
Backdash (Brynhildr)NERF
No longer has invulnerability.
[S]H / [H]SNERF
Armored frames moved from 1~9 to 3~9.

Increased recovery from 14 to 25.
  • On-Block changed from -0 to -11.
  • On-Hit changed from KD +40 to KD +29.
Ground ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Air ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
TurbulenzNERF
Reverted pushback to pre-Season 4.
bt.KNERF
Recovery increased from 6 to 8.
  • On-Block changed from +3[+0] to +1[-2].
Slightly increased launch on air hit (has same effect in combos)
bt.HNERF
Attack level decreased from 4 to 3.
  • On-Block changed from -6[+5] to -8[+3].

Decreased damage from 48 to 40.
Glänzendes DunkelREWORK
Can no longer be Purple Roman Canceled on whiff.#U1

Now has throw invulnerabilty during startup.
BlitzschlagNERF
Gaurd Crush duration decreased from 56f to 50f
  • On-Block changed from +21 to +15.
Nagoriyuki
 NAGORIYUKI
*This character is one of the potential recipients of a new move.*

The main change Nagoriyuki is facing is lowered damage on his H normals. That's really the main pain point in his current balance.

Besides that, Kamuriyuki is now a mid. The game is saved.

The advantage of 6H has been very slightly decreased. This definitively means that Nagoriyuki's turn is over when the move is blocked.

Blood Rage Exit now has an additional 10f of endlag in which Nagoriyuki can block. This is identical to how A.B.A's Jealous Rage Exit functions. This once again means that Nagoriyuki is definitively in a disadvantaged position, and therefore the opponent can take their turn back without any worry.

As for buffs, some of Nago's air normals are being improved. While still not having a particularly good air game, he can at least find a few more situations where being in the air is useful.
5HNERF
Damage decreased from 60/90/120/156 to 60/80/100/130.

Chip Ratio changed from 25%/25%/25%/25% to 15%/20%/25%/30%
(15/22.5/30/39 to 9/16/25/39).
2HNERF
Damage decreased from 50/80/110/143 to 50/70/90/120.

Chip Ratio changed from 25%/25%/25%/25% to 15%/20%/25%/30%
(12.5/20/27.5/35.75 to 7.5/14/22.5/36).
6HNERF
Damage decreased from 70/100/130/169 to 70/90/110/140.

Chip Ratio changed from 25%/25%/25%/25% to 15%/20%/25%/30%
(17.5/25/32.5/42.25 to 10.5/18/27.5/42).

Guard Crush duration decreased from 33f to 31f.
  • On-Block changed from -2 to -4.
j.PBUFF
Startup decreased from 7f to 6f.
j.HBUFF
Damage increased from 41/43/45/58 to 40/50/60/75.

Chip Ratio changed from 10%/15%/20%/35% to 15%/20%/25%/30%
(4.1/6.45/9/20.3 to 6/10/15/22.5).

Ground ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Air ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Kamuriyuki [214H]NERF
Guard changed from Low to Mid.

Slightly decreased size of upper hitbox.
Bloodsucking UniverseNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Blood Rage ExitNERF
Recovery increased from 0f to 10f. Nagoriyuki can block during this recovery, and is immune to throws.
Giovanna
 GIOVANNA
Giovanna is not in need of any particular changes. In some more niche situations, she will now get more reward. In exchange, 2D is very slightly worse. She is basically unchanged.

Multiple attacks now give greater reward on CH, allowing for new combo opportunities in some instances.

2D now has less active frames, making it less powerful as a stop sign in neutral.

Ventania can now be used during Chave, and gains enhanced properties when doing so.
2DNERF
Active time decreased from 10f to 8f.

Recovery increased from 12f to 15f.
  • On-Block changed from -8 to -9.
  • On-Hit changed from HKD +51 to HKD +50.
6HHHBUFF
Now gains a higher groundbounce when cancelled out of a 6HH that was cancelled out of a CH 6H.
Ground ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Air ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Enhanced Sepultura [214H~4K]BUFF
Now causes a wallbounce on counterhit.
VentaniaBUFF
Can now be performed during Chave with the input 214H~6H.

When done out of Chave, gains the following properties:
  • Damage increased from 17×4, 71 to 20x4, 90.
  • Causes a high wallbounce when not close enough to break the wall.
  • Inflicts a 38f Guard Crush.
    • On-Block changed from -37 to -17.
Anji Mito
 ANJI MITO
Anji is a character that is simply a bit overtuned in some very specific areas, and has been quite annoying since the introduction of Midare. A lot of the issue is just that it can be difficult for opponents to punish some of his options. He is just a bit too safe.

2H, a rarely used normal, has been reworked to function as a pressure reset similarly to how is worked in +R. It is now slightly plus, though it has slightly more startup.

Suigetsu No Hakobi now has slightly more recovery. This gives the opponent a better chance to punish it.

Midare is now significantly weaker. It takes marginally longer to start, and more importantly is much less advantageous. This makes it less dominant in certain situations, particularly projectiles.

Charged Fuujin is now a Guard Crush, but can not cancel into itself. This removes a fairly boring knowledge check and instead makes use of Guard Crush's new properties, forcing the opponent to deal with the mixup.

Rin has been reverted to its previous iteration. This version took away any potential use in combos, instead making it a more annoying mixup tool. The old version was better.

Now that Kachoufuugetsu Kai beats crossups, Anji can be difficult to pressure when knocked down at 50% meter. This is particularly prevalent since the Far variation of Kachoufuugetsu Kai is very safe on block. It is now more disadvantaged, rewarding the opponent for calling out Anji's parry.
2HBUFF
Startup increased from 22f to 23f.

Active time increased from 4f to 6f.

Recovery increased from 19f to 18f.

Now applies a 25f Guard Crush.
  • On-Block changed from -4 to +2.
  • On-Hit changed from KD +39 to KD +40.

Now expands Anji's collision box during startup (can easily be thrown if the opponent predicts it).
Ground ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Air ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Suigetsu No Hakobi [236K]NERF
Recovery increased from 9f to 12f.
Midare [214P]NERF
Startup increased from 7f to 8f.

Recovery increased from 30f to 35f.

Guard Crush duration reduced from 43f to 37f
  • On-Block changed from -11f to 0f.
  • On-Hit changed from HKD +53 to HKD +48.
Charged Fuujin [236[H]]REWORK
Now inflicts a 20f Guard Crush.
  • On-Block changed from -6f to -4f.

Can no longer cancel into Fuujin.
Rin [236H~H]NERF
Fully reverted to match pre-Season 4.
Kachoufuugetsu Kai [632146S]NERF
Recovery on Far Parry increased by 6f.
  • On-Block changed from -1 to -7.
I-No
 I-NO
Outside of a specific player, I-No has been considered a somewhat weak character for most of Strive's life. She is mainly getting new options to mess with the opponent's expectations.

The effective introduction of Antidepressant Scale "feints" in Season 4 has brought up an idea: what if she could feint more attacks? So now she can. All versions of Sultry Performance as well as Mad Love Agitato can be feinted in order to decieve the opponent and sneak in mixups.

I genuinely could not figure out what to nerf for I-No sorry.
Ground ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Air ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Sultry Performance (All Versions) [236K/S/H]BUFF
While charging, can press Dust to cancel straight into the jump typically done on connect.
Mad Love Agitato [214S]BUFF
Holding S (214[S]) stops the hitbox from appearing.
Megalomania [632146H]NERF
Can no longer be Purple Roman Canceled on whiff.#U1
Goldlewis Dickinson
 GOLDLEWIS DICKINSON
Goldlewis does too much damage. That is the issue. ArcSys was wrong when they said Behemoth Typhoon's damage should not be nerfed.

On that note, Behemoth Typhoon has seen a damage nerf due to its ability to be cancelled into itself.

j.D no longer has a disjoint, making it easier to beat with 6P.

Skyfish now has a higher minimum bullet count, forcing Goldlewis to commit more to using it. The new Season 4 version makes Goldlewis way too good at countering zoning, while also not being particularly committal to just send out. This brings it somewhat closer to the old version.

Goldlewis' 5H now staggers on counterhit. This allows him to combo into throw and run his powerful oki.
5HBUFF
Now staggers on counterhit.
  • On-Counterhit changed from +19 to Stagger +25.
j.DNERF
Expanded hurtbox to remove disjoint.
Ground ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Air ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Behemoth TyphoonNERF
Damage decreased from 80 to 65.
Skyfish [236S]NERF
Increased minimum amount of bullets fired from 3 (6%) to 15 (30%).
Jack-O' Valentine
 JACK-O' VALENTINE
I genuinely don't know what to do with Jack-O'. I know she is on the lower end, and I've felt that from playing against her and watching matches, but I can't put my feeling on why. I just don't encounter her enough. I gave her some buffs to Servant Shoot and called it a day. Sorry Jack-O' players.

Servant Shoot's dash cancel can now be kara cancelled into any special besides itself. It already cancels into other specials so I don't see why not. It also now hits servants behind her, though not through expanded active time. This works similarly to Venom's j.D.
Ground ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Air ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Servant Shoot (236K)BUFF
Dash cancel can now be kara cancelled into any special besides Servant Shoot.

Now hits Servants behind Jack-O' on frame 13.
Happy Chaos
 HAPPY CHAOS
Chaos is far from his undisputably top 1 overpower state. But he is still a strong character. Enough to get a few nerfs, at least.

f.S, which is often overshadowed by 2S, now has increased pushback on block. This allows Chaos to disengage without needing to spend a bullet.

Fire's reticle can no longer randomly lock on to the opponent. There was no reason it should have been able to do that in the first place.

To continue the war against Happy Chaos' zoning that has happening in multiple patches, a new tier for Steady Aim's Concentration drain has been added. It now takes even more when over a certain distance from the opponent.

Scapegoat's recent nerf took away a pretty major defensive tool for Chaos, so it has recieved a small rework. While it now once again protects Chaos from direct hits, it instead transfers some of the damage to him. This makes it even more health intensive while returning its protection.

As Chaos is particularly good at comboing stray hits into an Overdrive wallbreak, the damage of Deus Ex Machina has been lowered. It also now uses the special extended Tension Penalty, typically given to overdrives that refill a resource, provide a buff, or last a long time. Deus Ex Machina does that by refilling bullets. Typically this will be negated by the following Positive Bonus, but it will still effect something.
f.SBUFF
Increased pushback on block.
Ground ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Air ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
ReticleNERF/VISUAL
Either better indicates a charged shot or is reverted to the old version.

Can no longer randomly lock on to the opponent.
Steady Aim [214S]NERF
When >960 distance, consumes 10 Concentration per second.
Scapegoat [236K]REWORK
Once again negates strikes and prevents them from hitting Happy Chaos.

When hit, transfers 50% of damage taken to Happy Chaos.
Deus Ex Machina [632146S]NERF
Damage decreased from 18, 1×17, 92 [127] to 15, 2x17, 75 [124].

Tension Penalty increased from 180f to 460f (3s to 7.66s)

Baiken
 BAIKEN
Baiken is in a pretty good spot right now, maybe even a bit too powerful. Much better than bottom 1 from before Season 4 at least.

The primary change to Baiken is found in Hiiragi. When canceled out of blockstun, it now has a 4f startup. During this startup, Baiken will automatically block (with a special block animation, to make sure the player knows what happened). This is to reduce its incredible strength against multihit moves, which gives Baiken an unfair advantage against those moves specifically. Multihits with a larger gap will still trigger the parry.

2P is being made into a usable move, rather than just being a worse version of 5P. It has better advantage, damage, and pushback on block.

f.S is being toned back, as it is very fast for its range and has very high active frames. It is now a bit less potent in neutral.

Despite getting a major damage increase, j.D was not included in the emergency balance patch. It has been toned back a bit.
2PBUFF
Damage increased from 21 to 26.

Recovery decreased from 9f to 8f.
  • On-Block changed from -2 to -1.
  • On-Hit changed from +1 to +2.


Increased pushback on block.
f.SNERF
Startup increased from 9f to 10f.

Active time decreased from 6f to 3f.

Recovery increased from 15f to 18f.
j.DNERF
Damage increased from 64 to 58.
Ground ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Air ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Hiiragi (Guard Cancel) [236P]NERF
Startup increased from 1f to 4f. The first 3 frames automatically block with a special animation (does not effect the blockstun duration it would normally inflict)
Testament
 TESTAMENT
Testament is a functional character that is simply a bit underwhelming. Nothing is egregiously wrong with them, they just aren't as good as other characters.

f.S now has less pushback, making some combos more consistent.

6H has a larger hitbox above Testament's head, preventing a specific edge case when comboing out of throw. It also now has a bit of disjoint at the farthest range.

j.D's hitbox has been very slightly increased, making it better match the visuals.

Grave Reaper's hurtbox has been extended to cover roughly half of its hitbox, slightly undoing a buff from the last patch.

Arbiter Sign now tracks slightly closer to Testament, which probably won't help much but perhaps opens a very obscure new option.
f.SBUFF
Decreased pushback on hit.
6HBUFF
Increased hitbox above Testament.

Decreased hurtbox at farthest range.
6HBUFF
Slightly increased hitbox.
Ground ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Air ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Grave Reaper [236S/H]NERF
Increased forward hurtbox.
Arbiter Sign [214S/H]BUFF
Minimum distance decreased from 35% to 10%.
Bridget
 BRIDGET
Though Bridget does low damage and has low health, her mixups generally make up for this. She doesn't need many changes.

Rolling Movement's speed is now able to be slightly influeced similarly to Kick Start My Heart.

I wasn't sure what else to change. Oh well.
Ground ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Air ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Rolling MovementBUFF
Speed can now be influenced by holding 4 or 6.
Rock the Baby [63214P]NERF
Can no longer be Purple Roman Canceled on whiff.#U1
Sin Kiske
 SIN KISKE
Sin was wildly overtuned following his many changes in Season 4. He is getting a small rework, as well as a myriad of nerfs.

The rework comes in Still Growing, which is going from nearly useless to one of Sin's most vital moves. The buffs it provides are now permanent, and it now always restores 15 health, 5% tension, and 1/6 of Sin's Stamina. Ice Cream and Lizard have been removed, so Sin will randomly get a buff to damage, defense, or movement. Depending on what the player ends up gaining, they will have to change their strategy around that. In exchange for this rework, nearly all of Sin's stats have been reduced by roughly 2 of the new food levels.
DefenseNERF
Decreased by 10%.
Movement SpeedNERF
Decreased by 10%.
All DamageNERF
Decreased by 10%.
Ground ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Air ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Still Growing [63214P]REWORK
Increased recovery from 49f to 55f

Can now be cancelled into from other specials

Now restores 5% Tension on use.

Now restores 15 health on use.

Now restores 1/6 Stamina on use.

Removed Ice Cream and Lizard.

All buffs are now permanent and can stack.

Meat now increases damage by 5%.

Lobster now increases defense by 5%.

Fish now increases movement speed by 5%.
Bedman?
 BEDMAN?
Bedman? is so close to being a good character. They just need a tiny push.

Bedman?'s health has been slightly decreased, as the previous patch's change made them live slightly longer than they probably should.

5P is now mostly disjointed, as it was in xrd. This makes it a somewhat better anti-air.

5K's hitbox now matches the visuals much better, with the hitbox fully reaching the floor at closer range.

f.S and 2S are being reworked to be more distinct. f.S's increased attack level allows for a gapless cancel into 2H, making it better at close range. 2S now vacuums, making it better at long ranges due to decreasing the travel time for 2H to reach the opponent.

!S is often actively detrimental in certain wallbreak combos. To prevent this, the first hits now remove wallstick like the Call 13c version. The final hit deals increased wall damage to compensate.

Call 0x$1.00 has slightly improved recovery, but more importantly has had its timing adjusted to perfectly follow up a throw. This means that it can be used to cancel a blocked normal into a surprise throw, and then get extra reward off of that throw.
Defense ModifierNERF
Increased from 212 to 220 (0.8281 to 0.8594).
  • Effective health reduced from 612 to 590.
  • Effective health in Call 13c reduced from 673 to 655.
5PBUFF
Greatly decreased forward hurtbox.
5KBUFF
Increased lower hitbox.
f.SBUFF
Increased attack level from 2 to 3.
  • On-Block changed from -9 to -6.
  • On-Hit changed from -6 to -3.
2SREWORK
Startup increased from 12f to 13f.

Recovery increased from 22f to 25f.
  • On-Block changed from -11 to -14.
  • On-Hit changed from -8 to -11.
Now vacuums on contact.
Ground ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Air ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Error 6E SREWORK
First four hits now remove wallstick.

Wall damage increased from 140x5 (700) to 950.
Call 0x$1.00 [214K]BUFF
Recovery decreased from 24f to 22f.

Now has differing reset timing depending on the stocked error:
  • !P changed from 180f to 170f.
  • !S changed from 180f to 140f.
  • !H changed from 180f to 120f.
Asuka R#
 ASUKA R#
Asuka was nerfed somewhat hard, making him simply a less functional then before. He is still able to win, just less. A few of his spells are getting buffed.

Delayed Tardus Metron is now a more powerful tool in neutral. It now takes two hits to destroy, making it more committal for the opponent to deal with.

Bit Shift Metron (Start from Level 5) has been returned to the test case, but now has an increased Mana cost.

RMS Boost Metron has been returned to its former role of having high guard crush, at the cost of some damage.

Bookmark (Full Order) now costs significantly less Mana, allowing Asuka to better continue pressure afterwards.
Ground ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Air ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Delayed Tardus MetronBUFF
Now takes two hits to destroy.
Bit Shift Metron (Start from Level 5)REWORK
Can once again be obtained from the test case.

Increased Mana cost from 16% to 25%
RMS Boost MetronREWORK
Damage decreased from 50/60/80/110/150 to 50/60/75/95/120

Spells per upgrade decreased from 11 to 8.

Guard Crush duration changed from 22F/24F/26F/28F/30F to 20f/30f/40f/50f/60f
  • On-Block changed from +7/+9/+11/+13/+15 to +5/+15/+25/+35/+45.
Bookmark (Full Order) [632146S]BUFF
Greatly reduced Mana drain.

Now costs 8% Mana to swap test cases.
Johnny
 JOHNNY
I have been unable to find it, but I swear the developers said at one point that Johnny is always meant to be a top tier. If that's true... can we do it in a way that isn't as obnoxious?

For some reason, Johnny is one of the most durable characters in the game. His defense modifier has been decreased.

Johnny's stepdash and backdash are being slowed down to make his movement more committal.

f.S has been made very slightly slower to make it less overwhelming as a round start option and midrange poke.

Johnny's looping Guard Crush mixups with Turn Up have been toned down. It is now much harder for him to repeatedly loop them, as his advantage has been lowered.

In addition, Mist Finer now has increased hitstop, making it easier to react to.

Ensenga is now better at catching low profile moves, though it also does less damage. It can also now be used in the air.

As for buffs, j.D now wallbounces for combos. That is all.
Defense ModifierNERF
Increased from 238 to 248 (0.9297 to 0.9688).
  • Effective health reduced from 590 to 566.
StepdashNERF
Recovery increased from 15f to 16f.
BackdashNERF
Recovery increased from 18f to 20f.
f.SNERF
Startup increased from 9f to 10f.
j.DBUFF
Now wallbounces.
Ground ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Air ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Mist Finer (All Versions) [214P/K/S]NERF
Hitstop increased from 3F to 10f.
Turn UpNERF
Guard Crush reduced from 35f to 28f.
  • On-Block changed from +24 to +17.
Ensenga [214H] REWORK
Damage decreased from 60 to 50.

Increased lower hitbox on first active frame.

Can now be used in the air.
Elphelt Valentine
 ELPHELT VALENTINE
I'm not creative enough to fix this mess. Many have called Elphelt the worse designed character in the game — I wouldn't necessarily agree, but she definitely needs a major rework.

Specifically Chain Lollipop. It just isn't a good gimmick.
Ground ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Air ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
A.B.A
 A.B.A
A.B.A is in a weird spot where she is incredibly powerful in certain matchups but very bad in others. I'm not really sure how to change her without breaking that. It's kind of part of her main gameplay design to be like that. Regardless, an attempt will be made.

Throw now pauses the Jealousy Guage when it connects. This makes throw a much more valid option in a Jealous Rage without wasting a large amount of meter.

j.H is now significantly disjointed. This gives it a niche use, even if it still isn't particularly rewarding.

Intertwine and Tilt has been given back its reward on counterhit.

Judgement and Sentiment now has an expanded collision box, making it easier to grab A.B.A out of the startup.
NM j.HBUFF
Greatly reduced forward hurtbox.
Ground ThrowREWORK
Can no longer be Purple Roman Canceled on whiff.#U1

Now pauses the Jealousy Guage when it connects.
Air ThrowREWORK
Can no longer be Purple Roman Canceled on whiff.#U1

Now pauses the Jealousy Guage when it connects.
Intertwine and Tilt [236K]BUFF
Increased launch on counterhit
Judgement and Sentiment [623H]NERF
Now increases A.B.A's collision box forward.
Slayer
 SLAYER
Slayer's main problem isn't his damage, but rather how easily he gets access to that damage. The only nerfs he needs are to make that more difficult.

K Mappa Hunch is now a less powerful tool in neutral. It is now even harder to make plus, though it isn't impossible.

It's Late is now less advantageous on block. This seperates it from Bump Ahead, which is now the definitive "safe" Dandy Step followup.

Super Mappa Hunch is now easier to interrupt when done in neutral. Its invulnerable frames have been moved to make the startup less safe.

In terms of buffs, j.D has a higher launch and is therefore more powerful in combos.

c.S can now be cancelled into backdash. This allows c.S to be comboed into Hand of Doom, which can allow for some new combo opportunities. Probably not optimal ones, but fun ones.
c.SBUFF
Can now be cancelled into backdash.
j.DBUFF
Launch angle is now more vertical.
Ground ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Air ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
K Mappa Hunch [236K]NERF
Recovery increased from 15 to 16.
  • On-Block changed from -2 to -3.
  • On-Hit changed from KD +28 to KD +27.

Launch on counterhit slightly increased (ensures it works the same on hit).
It's Late [214P/K~S]NERF
Guard Crush duration reduced from 35f to 32f.

Guard Crush duration on air hit reduced from 89f to 60f.
  • On-Block changed from -2 to -5.
Bloodsucking Universe [63214H]NERF
Can no longer be Purple Roman Canceled on whiff.#U1
Super Mappa Hunch [632146S]NERF
Invulnerable frames changed from 8-19 to 14-19.
Dizzy
 DIZZY
Dizzy, at first glance, seems like a good character. She has great mixups, high damage, and a high potential for snowballing. The problem is that her frame data is mediocre and her zoning is imperfect. She will be getting a ton of frame data buffs, as well as some new options in her zoning and neutral. Her meter problems are hopefully fixed by the prior combo meter changes, and also a change to combo proration on ice moves.

In general, many of Dizzy's normals have gotten better frame data and are safer.

As in previous games and earlier versions of Strive, Dizzy now has two airdashes. Her airdash distance and duration has been adjusted to compensate.

We talked a lot together is getting a major overhaul. The fish can now be armored to provide extra protection, and can also be "programmed" like in XX to change how they move. This allows Dizzy to make the fish more threatening, and also mix up how they approach.

The only nerf Dizzy is getting is a slight decrease in the size of I used this to catch fish's hitbox.
AirdashBUFF
Can now be used twice per airtime.

Forward airdash duration decreased from 18/24 to 14/22

Forward airdash distance increased from 735.625 to 742.125.

Backward airdash duration increased from 6/11 to 8/20

Backward airdash distance increased from 228.367 to 410.5.

c.SBUFF
Recovery decreased from 12 to 11.
  • On-Block changed from -1 to 0.
  • On-Hit changed from +2 to +3.

Very slightly decreased activation range.
f.SBUFF
Damage increased from 10×5 [50] to 14x5 [70].

Startup decreased from 12 to 11.

Recovery decreased from 19 to 15.
  • On-Block changed from -7 to -3.
  • On-Hit changed from -4 to -0.

Decreased pushback on hit.

Decreased forward hurtbox.
6PBUFF
Startup decreased from 12 to 10.
j.DBUFF
Recovery decreased from 20 to 15.
Ground ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Air ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
I used this to catch fish [236S/H]REWORK
Decreased size of lower hitbox.

Combo Decay on hit reduced from 100 to 75.
Ice Field Activation [236S/H~6S/H]BUFF
Combo Decay on hit reduced from 100 to 75.
We talked a lot togetherBUFF
Performing the move as 214[P] or 214[K] makes the fish unable to be destroyed by attacks, but increases the startup from 29f to 52f. The fish also visually changes to resemble the lava fish from Xrd's We fought a lot together. The attack portion itself does not change.

Pressing the opposite button during the move's duration (214P~K or 214K~P) makes the fish change "lanes" upon reaching the halfway point between Dizzy and the opponent. This causes an 8f gap where the fish can not hit any opponents. Doing this does not change the move's frame data, or provide any visual tell.

These two techniques can be done simultaneously, allowing Dizzy to combine both of their effects.
Venom
 VENOM
Venom's main issue is that achieving high damage is situational and sometimes his setup can be difficult. He is getting a variaty of buffs.

Some normals have recieved improvements to frame data.

Placed Balls now last much longer, and also persist when Venom is hit. This lets him build up his setplay for longer, and maintain it even when disadvantaged.

QV is now more advantageous depending on how long it is charged.

During Tryambaka, damage to the opponent has been changed slightly. Venom will get more reward in most situations, while still maintaining the very high reward in specific setups.

Venom's only nerf is a slight speed decrease to H Stinger Aim, making it slightly less spammable.
2HBUFF
Decreased recovery from 36 to 25.

Increased attack level from 3,3 to 3,4.
  • On-Block changed from -23 to -10.
  • On-Hit changed from KD +24 to KD +35.
6PBUG FIX
Fixed visual bug when used to kill the opponent.
6HBUFF
Startup decreased from 21 to 20.

Recovery decreased from 31 to 26
  • On-Block changed from -18 to -13.
  • On-Hit changed from HKD +54 to HKD +59.
j.HBUFF
Increased attack level from 2 to 3.
Ground ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Air ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Pool BallsBUFF
Increased duration from 300f to 480f (5.0s to 8.0s).

Increased duration when charged from 300f to 600f (5.0s to 10.0s).

Increased damage when charged from 30 to 40.

No longer dissappear when Venom is hit (Active Balls instantly become inactive).

Made charged balls more visually distinct.
QV [623P/K/S/H]BUFF
623{X}: Increased Attack Level from 2 to 3.
  • On-Block changed from -7 to -4.

623[X]: Increased Attack Level from 2 to 4.
  • On-Block changed from -7 to -2.
H Stinger Aim [[4]6H]NERF
Recovery increased from 32 to 35
  • On-Block changed from -13 to -16.
  • On-Hit changed from HKD KD +17 to KD +14.
TryambakaBUFF
Can no longer be Purple Roman Canceled on whiff.#U1

Proration increased from Forced 50% to Forced 60%

Damage to trapped opponent:
  • 5P/2P/j.P: Increased from 1 to 2.
  • f.S/2S/j.S: Increased from 6 to 7.
  • c.S/QV/Carcass Raid/Air Carcass Raid: Increased from 6 to 9.
  • Carcass Raid Held: Increased from 6 to 15.
  • 6H/5D: Increased from 13 to 16.
  • 5[D]: Increased from 13 to 25.
  • Stinger Aim Held: Increased from 27 to 30.
Unika
 UNIKA
Unika is too new to get any actual changes besides the universal ones. She will probably need a damage nerf at some point.
Ground ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Air ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Lucy
 LUCY
I'm preemptively nerfing Lucy because I think it would be funny. Very mild spoilers for move frame data.
Ground ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
Air ThrowNERF
Can no longer be Purple Roman Canceled on whiff.#U1
??? [236S]NERF
Increased recovery from 20f to 22f
  • On-Block changed from -3 to -5.
  • On-Hit changed from 0 to -2.
??? [236H]NERF
Decreased active time from 6f to 3f.

Increased recovery from 36f to 40f
  • On-Block changed from -28 to -29.
  • On-Hit changed from +19 to +18.
??? [214H]BUFF
When charged, added 26f Guard Crush.
  • On-Block changed from -9 to -1.

When charged, increased pushback on block.
Home Stages
 HOME STAGES
Some characters will now have a different home stage when certain DLC is owned. Venom's home stage has also changed.
Anji Mito
If purchased, his home stage is now Lap of the Kami.
Goldlewis Dickinson
If purchased, his home stage is now White House Reborn.
Baiken
If purchased, her home stage is now Lap of the Kami.
Testament
If purchased, their home stage is now Fairy's Forest Factory.
Bedman?
If purchased, their home stage is now Amber Fest with Kind Neighbors.
Asuka R#
If purchased, his home stage is now Tír na nÓg.
A.B.A.
If purchased, her home stage is now Fallen Prayer, Engulfed Lives.
Slayer
If purchased, his home stage is now Amber Fest with Kind Neighbors.
Dizzy
If purchased, her home stage is now New Dawn, A Future Unfolding.
Venom
His home stage is now L'oro Di Illyria.
Unika
If purchased, her home stage is now In the Name of Peace.