The Guilty Gear Strive version 1.38 patch notes have been released. With this latest update, the game has seen some drastic changes to its core mechanics.
It seems that Arc System Works waited until after Evo 2024 to release this new patch. The meta is expected to change drastically with the changes implemented.
Not all characters received direct changes. In the end, 19 of the game’s 28 fighters received changes.
Of course, it’s worth noting that the most notable changes concern Axl Low, Potemkin, Testament, Zato-1, Bedman, Johnny, and Elphelt. According to Arc System Works, these fighters struggled to reach their full potential in the previous version of the game.
It should be noted, however, that there are universal changes affecting all characters. Red Wild Assault and White Wild Assault modes now work a little differently, but it should be noted that Blue Wild Assault remains unchanged.
Additionally, it will no longer be possible for Romans to cancel invincible attacks or counter attacks that do not expend Tension Gauge, increasing the risk while reducing the reward these attacks provide. To compensate for this change, invincible attacks are now called invincible by roll.
An even bigger update, which will bring adjustments to every character, is planned for late October or November. Check out the full patch notes for version 1.38 below:
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• Gameplay Changes — We’ve adjusted the properties of the new Savage Assault mechanic added in Season 3, as well as its associated burst gauge. We’ve also made changes to the Roman Cancel for invincible moves that were very effective for comebacks.
• Wild Assault — When a Wild Assault triggers a Wall Break, the opponent can now use the move after the Area Shift. This means you must trigger a Wall Break with an Overdrive to create an advantageous situation to continue your attack, making it harder to sustain a prolonged attack using large amounts of Tension Gauge. We’ve also made individual adjustments to the Red and White Wild Assaults. They both retain their strengths when hit, while weakening the situation after being blocked.
• Red Wild Assault — Momentum is reduced while blocked, making it harder to continue your attack.
• White Wild Assault — It is now negative to block, meaning it ends the offensive player’s turn.
• Blue Savage Assault — There are no specific changes to Blue Savage Assault. It is now distinguished from other Savage Assault types by the advantageous situation it provides after being blocked.
• Burst Gauge — We’ve reduced the natural rate of gain over time as well as when hitting walls. This reduces the overall amount of Burst Gauge available throughout the match, meaning Wild Assault and Psych Burst need to be used more strategically.
• Roman Cancel for Invincible Moves — Invincible moves and counters that can be used as reversals without a tension gauge can no longer be cancelled by Roman in any situation. This means that you will still have the ability to punish them as long as you block them, and the player can no longer attempt damaging combos when they hit. However, they have also gained invincibility on the throw, making them more powerful as a reversal than before. There are a few exceptions to this, with counter moves not gaining invincibility on the throw. For characters who have an S and HS version of their invincible moves, the HS versions no longer have invincibility. The properties of these moves, such as their scaling and slowing effect, have been adjusted in line with the rules for non-invincible moves.
• Overdrives — Overdrives can always be canceled by Roman.
• Future Balance Patch — A major balance update with changes to all characters is planned for late October to November.
• Burst gauge:
– When the Wall Stick is triggered, the amount of Burst Gauge gained by the player stuck to the wall is reduced.
– Decrease in gain rate over time.
• Savage Assault (all versions):
– Opponent now recovers after Wall Break is triggered by a Wall Assault.
– Speeded up the timing when displaying the activation effect.
• White Wild Assault:
– Increased hitstop duration.
– Knockback is reduced when the action is performed without charging.
– The recoil of the charged version remains unchanged.
– Guard Crush effect removed.
– Decreased recovery.
– Due to the removal of the Guard Crush effect, the player will now be at a disadvantage after the white wild assault is blocked.
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