{"id":32331,"date":"2022-06-09T02:07:57","date_gmt":"2022-06-09T02:07:57","guid":{"rendered":"https:\/\/www.ginx.tv\/guilty-gear-strive-1-18-patch-notes"},"modified":"2024-07-19T13:35:09","modified_gmt":"2024-07-19T13:35:09","slug":"guilty-gear-strive-1-18-patch-notes","status":"publish","type":"post","link":"https:\/\/www.ginx.tv\/en\/guilty-gear\/guilty-gear-strive-1-18-patch-notes","title":{"rendered":"Guilty Gear Strive 1.18 patch notes &#8211; All Buffs And Nerfs"},"content":{"rendered":"<p><span data-preserver-spaces=\"true\"><a href=\"https:\/\/www.ginx.tv\/en\/guilty-gear\">Guilty Gear Strive<\/a> is nearing its first anniversary, filled with incredible competitive moments, a stellar initial season of downloadable content and balance changes that aimed to make the game more interesting to play. <\/span><span data-preserver-spaces=\"true\">Arc System Works has revealed the forthcoming changes coming with patch 1.18, filled to the brim with balance changes.<\/span><\/p>\n<p><span data-preserver-spaces=\"true\">It&#8217;s a beefy update, as it not only comes with individual changes to characters but an overhaul of almost every system within the game.<\/span><\/p>\n<p><span data-preserver-spaces=\"true\">Some of the most interesting changes include a slow-down effect on certain counter hits, which opens the opportunity for more combos.&nbsp;<\/span><\/p>\n<blockquote class=\"twitter-tweet\">\n<p dir=\"ltr\" lang=\"en\">Check out the <a href=\"https:\/\/twitter.com\/hashtag\/GuiltyGearStrive?src=hash&amp;ref_src=twsrc%5Etfw\">#GuiltyGearStrive<\/a> Battle Balance Sneak Peek!<br \/>&#9700;System\/Universal&#9698;<br \/>All P and K normals now trigger slow-down effect on counter hit. <a href=\"https:\/\/t.co\/xCN1xCHbjA\">pic.twitter.com\/xCN1xCHbjA<\/a><\/p>\n<p>&mdash; ArcSystemWorks &#10145;&#65039; #GuiltyGearStrive available now! (@ArcSystemWorksU) <a href=\"https:\/\/twitter.com\/ArcSystemWorksU\/status\/1534709911300472832?ref_src=twsrc%5Etfw\">June 9, 2022<\/a><\/p><\/blockquote>\n<p>\n<script src=\"https:\/\/platform.twitter.com\/widgets.js\" async><\/script>\n<\/p>\n<p>There are big balance changes, with top-tier characters such as Ramlethal, Sol Badguy, and Happy Chaos receiving some nerfs. Meanwhile, fighters like Millia, Zato, and Chipp have been buffed.<\/p>\n<p>Without further ado, let&#8217;s look at what patch 1.18 of Guilty Gear Strive has to offer.<\/p>\n<h2>Guilty Gear Strive patch 1.18 changes<\/h2>\n<figure class=\"img-figure\" contenteditable=\"false\"><img decoding=\"async\" style=\"width: 100%;\" contenteditable=\"false\" src=\"https:\/\/cdn-cf.ginx.tv\/imgcdn\/Xy5hsdhpnjSNRquoAzwgUdcsZbsnGHQ-TtYkPpvoOSw\/rs:fill:0:0:1\/g:ce\/aHR0cHM6Ly93d3cuZ2lueC50di91cGxvYWRzMi9EZXN0aW55XzIvZ2dzdF9wdGNoLmpwZw\" alt=\"guilty gear strive patch\" width=\"1024\" height=\"536\" loading=\"lazy\"><figcaption contenteditable=\"false\">The new Guilty Gear Strive patch will launch on 10th June. (Picture: Arc System Works)<\/figcaption><\/figure>\n<p><span data-preserver-spaces=\"true\">We&#8217;ve made it more rewarding to use moves that have been under-utilized and techniques requiring challenging inputs, while also making the controls more comfortable.<\/span><\/p>\n<p><strong><span data-preserver-spaces=\"true\">System Changes<\/span><\/strong><\/p>\n<ul>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">Roman Cancel Canceling into normal or special moves from a Roman Cancel now triggers a slow-down effect, and limits the Tension gauge cost.<\/span><\/li>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">Counter Hit Some moves such as Standing P and Crouching K now trigger a slow-down effect on counter hit, making combos not normally possible available.<\/span><\/li>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">Faultless Defense We looked into finding a way to improve the issue where sometimes a normal attack would come out when inputting Faultless Defense under certain conditions. However, due to the high chance of losing control responsiveness when changing the current input method, we addressed the issue by adding a Faultless Defense button.<\/span><\/li>\n<\/ul>\n<p><strong><span data-preserver-spaces=\"true\">Revised Input Mechanism<\/span><\/strong><\/p>\n<p><span data-preserver-spaces=\"true\">For Moves with the Same Input for the Grounded and Aerial Versions<\/span><\/p>\n<ul>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">Example: Baiken&#8217;s Tatami Gaeshi (QCF + K Air OK)<\/span><\/li>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">As a measure to make the usage of the grounded and aerial versions distinct, for some characters, when a special move was input as a jump started, the aerial version would come out at a low height mid-air if an upwards direction was input ( Up, Up-forward, or Up-back). This resulted in strict input requirements, so we have made the grounded versions activate even when an upwards input is included.<\/span><\/li>\n<\/ul>\n<p><strong><span data-preserver-spaces=\"true\">[Note About Move Inputs]<\/span><\/strong><\/p>\n<p><span data-preserver-spaces=\"true\">Input Priority for and QCF and Dragon Punch Special Moves<\/span><\/p>\n<ul>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">This refers to the general input mechanism of the game, not to a change made in this patch. When an input simultaneously includes QCF and Dragon Punch, Dragon Punch is prioritized, but when HCF is input, QCF is prioritized.<\/span><\/li>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">This was previously implemented as a hidden mechanic, but we decided to reveal it in accordance with the above change to how move inputs are handled.<\/span><\/li>\n<\/ul>\n<p><span data-preserver-spaces=\"true\">Special Moves Canceling into Overdrives Before Coming Out<\/span><\/p>\n<ul>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">This change, although it has several purposes, is mainly intended to make it easier to perform Overdrives where part of the input is the same as a special move. Example: Faust&#8217;s What Could This Be? and W-W-What Could This Be?<\/span><\/li>\n<\/ul>\n<p><span data-preserver-spaces=\"true\">Input Priority for Normal Moves<\/span><\/p>\n<ul>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">Under certain conditions, inputs for crouching normals and command normals will now be prioritized over standing normals. For example, previously when inputting Down+S during the hitstop of Close Standing S, if you released Down quickly, Far Standing S would come out. However, with this change, Crouching S would come out.<\/span><\/li>\n<\/ul>\n<p><strong><span data-preserver-spaces=\"true\">Other Universal Changes for Characters<\/span><\/strong><\/p>\n<ul>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">Jumping Attacks<\/span><\/li>\n<\/ul>\n<p><span data-preserver-spaces=\"true\">As many characters had less utility for their Jumping P compared to their other aerial attacks, we&#8217;ve adjusted the blowback effect on hit, making it easier to convert into a combo.<\/span><\/p>\n<ul>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">Dash Cancels<\/span><\/li>\n<\/ul>\n<p><span data-preserver-spaces=\"true\">While this was previously only available to some characters, all characters with dashes can now dash cancel their Standing K and Close Standing S.<\/span><\/p>\n<ul>\n<li><span data-preserver-spaces=\"true\"><a href=\"https:\/\/www.ginx.tv\/en\/video-games\/evo-2022-lineup-announced\"><strong>Evo 2022 lineup revealed, featuring Street Fighter V, Guilty Gear Strive, and more<\/strong><\/a><br \/><\/span><\/li>\n<li><span data-preserver-spaces=\"true\"><strong><a href=\"https:\/\/www.ginx.tv\/en\/street-fighter-5\/punk-bashes-sfv-s-netcode-claims-he-ll-focus-on-guilty-gear-live-on-official-capcom-stream\">Punk bashes SFV&#8217;s netcode, claims he&#8217;ll focus on Guilty Gear live on official Capcom stream<\/a><br \/><\/strong><\/span><\/li>\n<li><span data-preserver-spaces=\"true\"><strong><a href=\"https:\/\/www.ginx.tv\/en\/guilty-gear\/guilty-gear-strive-roman-cancel-guide-how-to-use-types-and-more\">Guilty Gear Strive Roman Cancel guide: How to use, types, and more<\/a><br \/><\/strong><\/span><\/li>\n<li><span data-preserver-spaces=\"true\"><strong><a href=\"https:\/\/www.ginx.tv\/en\/guilty-gear\/guilty-gear-strive-best-button-layout\">Guilty Gear Strive: Best button layout<\/a><br \/><\/strong><\/span><\/li>\n<\/ul>\n<p><span data-preserver-spaces=\"true\">In addition to increasing the variety of offensive options, this also creates new combos if you quickly cancel the dash into a special move.<\/span><\/p>\n<ul>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">Overall Damage Adjustments<\/span><\/li>\n<\/ul>\n<p><span data-preserver-spaces=\"true\">Some highly used moves with great versatility have had their damage decreased.<\/span><\/p>\n<p><span data-preserver-spaces=\"true\">Overdrives that work well as counterattacks have had their attack startup, recovery, etc. revised with their damage remaining unchanged, to make it easier to punish them when blocked.<\/span><\/p>\n<p><strong><span data-preserver-spaces=\"true\">Changes<\/span><\/strong><\/p>\n<figure class=\"img-figure\" contenteditable=\"false\"><img decoding=\"async\" style=\"width: 100%;\" contenteditable=\"false\" src=\"https:\/\/cdn-cf.ginx.tv\/imgcdn\/o73SNB5r4UuINecFLjz-9uISvQ94PrNT-0mVkdIFkAE\/rs:fill:0:0:1\/g:ce\/aHR0cHM6Ly93d3cuZ2lueC50di91cGxvYWRzMi9EZXN0aW55XzIveWVsbG93X3JjLnBuZw\" alt=\"yellow rc\" width=\"1024\" height=\"576\" loading=\"lazy\"><figcaption contenteditable=\"false\">Roman Cancel changes will receive some interesting changes. (Picture: Arc System Works)<\/figcaption><\/figure>\n<ul>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">&nbsp;Roman Cancel<\/span><\/li>\n<\/ul>\n<p><span data-preserver-spaces=\"true\">Now triggers a slow-down effect when canceling into a normal or special move. The slow-down effect is only triggered when in close proximity to the opponent.<\/span><\/p>\n<p><span data-preserver-spaces=\"true\">Now causes the Tension gauge to gradually deplete.<\/span><\/p>\n<p><span data-preserver-spaces=\"true\">Does not apply to Yellow Roman Cancel.<\/span><\/p>\n<ul>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">Blue Roman Cancel<\/span><\/li>\n<\/ul>\n<p><span data-preserver-spaces=\"true\">Made the timing for canceling into a normal or special move faster.<\/span><\/p>\n<ul>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">Purple Roman Cancel<\/span><\/li>\n<\/ul>\n<p><span data-preserver-spaces=\"true\">Made the timing for canceling into a normal or special move faster.<\/span><\/p>\n<p><span data-preserver-spaces=\"true\">The slow-down effect from Purple Roman Cancels now ends when an attack lands.<\/span><\/p>\n<ul>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">Red Roman Cancel<\/span><\/li>\n<\/ul>\n<p><span data-preserver-spaces=\"true\">No longer applies any type of scaling when the shockwave from Red Roman Cancel hits the opponent.<\/span><\/p>\n<ul>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">Blue Psych Burst<\/span><\/li>\n<\/ul>\n<p><span data-preserver-spaces=\"true\">When the player inputs Psych Burst before the opponent&#8217;s Overdrive activates, the Psych Burst activation will no longer be canceled.<\/span><\/p>\n<ul>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">Psych Burst<\/span><\/li>\n<\/ul>\n<p><span data-preserver-spaces=\"true\">Fixed a bug where the activation of the Psych Burst&#8217;s hitbox would be delayed under certain circumstances.<\/span><\/p>\n<p><span data-preserver-spaces=\"true\">When activated above a certain height in the air, the speed the character rises at is now reduced.<\/span><\/p>\n<ul>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">Dash<\/span><\/li>\n<\/ul>\n<p><span data-preserver-spaces=\"true\">When input using the dash button, inputting &lt;&mdash; directly after the action begins no longer performs a back dash.<\/span><\/p>\n<ul>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">Input Priority<\/span><\/li>\n<\/ul>\n<p><span data-preserver-spaces=\"true\">During hitstop, moves that require a Down input such as crouching normals and moves that require a Forward input such as command normals are now prioritized over standing normals and jumping normals.<\/span><\/p>\n<ul>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">Some Jumping Normals<\/span><\/li>\n<\/ul>\n<p><span data-preserver-spaces=\"true\">Depending on the current movement speed of the attacking character, the launch and blowback of the opponent on hit now changes. This change applies to jumping normals not previously impacted by the above mechanic.<\/span><\/p>\n<ul>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">Special Moves<\/span><\/li>\n<\/ul>\n<p><span data-preserver-spaces=\"true\">Can now be canceled into an Overdrive before the move comes out.<\/span><\/p>\n<ul>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">Some Overdrives<\/span><\/li>\n<\/ul>\n<p><span data-preserver-spaces=\"true\">Some Overdrives are now affected by prior movement, such as dash momentum.<\/span><\/p>\n<ul>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">Faultless Defense<\/span><\/li>\n<\/ul>\n<p><span data-preserver-spaces=\"true\">Added a Faultless Defense button.<\/span><\/p>\n<p><span data-preserver-spaces=\"true\">Decreased amount of Tension Gauge depleted when blocking attacks.<\/span><\/p>\n<ul>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">Wall Stick<\/span><\/li>\n<\/ul>\n<p><span data-preserver-spaces=\"true\">When wall stick initiates simultaneously with the super flash of certain Overdrives, the wall stick effect will now be prioritized.<\/span><\/p>\n<ul>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">Wall Break<\/span><\/li>\n<\/ul>\n<p><span data-preserver-spaces=\"true\">Fixed a bug where there would be variation in the distance between the characters after the Wall Break sequence depending on conditions such as the stage when Wall Break was triggered by an Overdrive.<\/span><\/p>\n<ul>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">Throws<\/span><\/li>\n<\/ul>\n<p><span data-preserver-spaces=\"true\">Fixed a bug where the R.I.S.C. level would deplete more than intended when activating Roman Cancel during a throw under certain conditions.<\/span><\/p>\n<ul>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">Aerial Direction Switch<\/span><\/li>\n<\/ul>\n<p><span data-preserver-spaces=\"true\">Character now switches directions to face the opponent when canceling some jumping normals into another move late into the animation.<\/span><\/p>\n<ul>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">Jump Landing<\/span><\/li>\n<\/ul>\n<p><span data-preserver-spaces=\"true\">Fixed a bug where sometimes only crouching moves could be performed under certain conditions.<\/span><\/p>\n<ul>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">Standing P<\/span><\/li>\n<\/ul>\n<p><span data-preserver-spaces=\"true\">Now triggers slow-down effect on counter hit.<\/span><\/p>\n<ul>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">Standing K<\/span><\/li>\n<\/ul>\n<p><span data-preserver-spaces=\"true\">Now triggers slow-down effect on counter hit.<\/span><\/p>\n<ul>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">Crouching P<\/span><\/li>\n<\/ul>\n<p><span data-preserver-spaces=\"true\">Now triggers slow-down effect on counter hit.<\/span><\/p>\n<ul>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">Crouching K<\/span><\/li>\n<\/ul>\n<p><span data-preserver-spaces=\"true\">Now triggers slow-down effect on counter hit.<\/span><\/p>\n<ul>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">Jumping P<\/span><\/li>\n<\/ul>\n<p><span data-preserver-spaces=\"true\">Now triggers slow-down effect on counter hit.<\/span><\/p>\n<ul>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">Jumping K<\/span><\/li>\n<\/ul>\n<p><span data-preserver-spaces=\"true\">Now triggers slow-down effect on counter hit.<\/span><\/p>\n<ul>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">Standing K<\/span><\/li>\n<\/ul>\n<p><span data-preserver-spaces=\"true\">Can now be dash canceled.<\/span><\/p>\n<p><span data-preserver-spaces=\"true\">Does not apply to Potemkin and Nagoriyuki.Now launches opponent less than previously when used multiple times in the same combo.<\/span><\/p>\n<ul>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">Close Standing S<\/span><\/li>\n<\/ul>\n<p><span data-preserver-spaces=\"true\">Can now be dash canceled.<\/span><\/p>\n<p><span data-preserver-spaces=\"true\">Does not apply to Potemkin and Nagoriyuki.<\/span><\/p>\n<p><span data-preserver-spaces=\"true\">Now launches opponent less than previously when used multiple times in the same combo.<\/span><\/p>\n<ul>\n<li style=\"list-style-type: disc;\"><span data-preserver-spaces=\"true\">Some Hurtboxes<\/span><\/li>\n<\/ul>\n<p><span data-preserver-spaces=\"true\">Adjusted the size of some hurtboxes while taking damage.<\/span><\/p>\n<p><span data-preserver-spaces=\"true\">Mid-damage hurtboxes that were more difficult than others to hit during combos have been expanded.<\/span><\/p>\n<h2>GGST 1.18 patch &#8211; Balance changes<\/h2>\n<figure class=\"img-figure\" contenteditable=\"false\"><img decoding=\"async\" style=\"width: 100%;\" contenteditable=\"false\" src=\"https:\/\/cdn-cf.ginx.tv\/imgcdn\/C1psl2d_ZnQydGpIjf09ct6YsLA_nIRgWm-4DvPda6A\/rs:fill:0:0:1\/g:ce\/aHR0cHM6Ly93d3cuZ2lueC50di91cGxvYWRzMi9EZXN0aW55XzIvc3RyaXZlX2JsdXJyeS5qcGc\" alt=\"strive balance changes\" width=\"1024\" height=\"571\" loading=\"lazy\"><figcaption contenteditable=\"false\">Top-tiers like Sol will get nerfed with patch 1.18. (Picture: Arc Sytem Works)<\/figcaption><\/figure>\n<p>Since the patch covers a ton of in-depth tools for all characters, you can check out all changes for your preferred character by clicking on the link from the list down below:<\/p>\n<ul>\n<li><a href=\"https:\/\/www.guiltygear.com\/ggst\/en\/news\/post-1560\/#sol\" target=\"_blank\" rel=\"noopener nofollow\">Sol Badguy<\/a><\/li>\n<li><a href=\"https:\/\/www.guiltygear.com\/ggst\/en\/news\/post-1560\/#kyk\" target=\"_blank\" rel=\"noopener nofollow\">Ky Kiske<\/a><\/li>\n<li><a href=\"https:\/\/www.guiltygear.com\/ggst\/en\/news\/post-1560\/#may\" target=\"_blank\" rel=\"noopener nofollow\">May<\/a><\/li>\n<li><a href=\"https:\/\/www.guiltygear.com\/ggst\/en\/news\/post-1560\/#axl\" target=\"_blank\" rel=\"noopener nofollow\">Axl Low<\/a><\/li>\n<li><a href=\"https:\/\/www.guiltygear.com\/ggst\/en\/news\/post-1560\/#chp\" target=\"_blank\" rel=\"noopener nofollow\">Chipp Zanuff<\/a><\/li>\n<li><a href=\"https:\/\/www.guiltygear.com\/ggst\/en\/news\/post-1560\/#pot\" target=\"_blank\" rel=\"noopener nofollow\">Potemkin<\/a><\/li>\n<li><a href=\"https:\/\/www.guiltygear.com\/ggst\/en\/news\/post-1560\/#fau\" target=\"_blank\" rel=\"noopener nofollow\">Faust<\/a><\/li>\n<li><a href=\"https:\/\/www.guiltygear.com\/ggst\/en\/news\/post-1560\/#mll\" target=\"_blank\" rel=\"noopener nofollow\">Millia Rage<\/a><\/li>\n<li><a href=\"https:\/\/www.guiltygear.com\/ggst\/en\/news\/post-1560\/#zat\" target=\"_blank\" rel=\"noopener nofollow\">Zato-1<\/a><\/li>\n<li><a href=\"https:\/\/www.guiltygear.com\/ggst\/en\/news\/post-1560\/#ram\" target=\"_blank\" rel=\"noopener nofollow\">Ramlethal Valentine<\/a><\/li>\n<li><a href=\"https:\/\/www.guiltygear.com\/ggst\/en\/news\/post-1560\/#leo\" target=\"_blank\" rel=\"noopener nofollow\">Leo Whitefang&nbsp;<\/a><\/li>\n<li><a href=\"https:\/\/www.guiltygear.com\/ggst\/en\/news\/post-1560\/#nag\" target=\"_blank\" rel=\"noopener nofollow\">Nagoriyuki<\/a><\/li>\n<li><a href=\"https:\/\/www.guiltygear.com\/ggst\/en\/news\/post-1560\/#anj\" target=\"_blank\" rel=\"noopener nofollow\">Anji Mito<\/a><\/li>\n<li style=\"text-align: left;\"><a href=\"https:\/\/www.guiltygear.com\/ggst\/en\/news\/post-1560\/#gio\" target=\"_blank\" rel=\"noopener nofollow\">Giovanna&nbsp;<\/a><\/li>\n<li><a href=\"https:\/\/www.guiltygear.com\/ggst\/en\/news\/post-1560\/#ino\" target=\"_blank\" rel=\"noopener nofollow\">I-No <\/a><\/li>\n<li><a href=\"https:\/\/www.guiltygear.com\/ggst\/en\/news\/post-1560\/#gld\" target=\"_blank\" rel=\"noopener nofollow\">Goldlewis Dickinson<\/a><\/li>\n<li><a href=\"https:\/\/www.guiltygear.com\/ggst\/en\/news\/post-1560\/#jko\" target=\"_blank\" rel=\"noopener nofollow\">Jack-O<\/a><\/li>\n<li><a href=\"https:\/\/www.guiltygear.com\/ggst\/en\/news\/post-1560\/#cos\" target=\"_blank\" rel=\"noopener nofollow\">Happy Chaos<\/a><\/li>\n<li><a href=\"https:\/\/www.guiltygear.com\/ggst\/en\/news\/post-1560\/#bkn\" target=\"_blank\" rel=\"noopener nofollow\">Baiken<\/a><\/li>\n<li><a href=\"https:\/\/www.guiltygear.com\/ggst\/en\/news\/post-1560\/#tst\" target=\"_blank\" rel=\"noopener nofollow\">Testament<\/a><\/li>\n<\/ul>\n<p><strong>Check out our section dedicated to <a href=\"https:\/\/www.ginx.tv\/en\/guilty-gear\">Guilty Gear Strive tier lists, patch notes, guides, esports results<\/a> and more.<\/strong><\/p>\n<p>&nbsp;<\/p>\n<p><em>Featured image courtesy of Arc System Works.<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Guilty Gear Strive is nearing its first anniversary, filled with incredible competitive moments, a stellar initial season of downloadable content and balance changes that aimed&#8230;<\/p>\n","protected":false},"author":1973,"featured_media":32332,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_acf_changed":false,"inline_featured_image":false,"_lmt_disableupdate":"","_lmt_disable":"","footnotes":""},"tags":[],"class_list":["post-32331","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-guilty-gear","genre-fighting-games","content_type-news"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v25.9 - 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