Guilty Gear Strive version 1.38 patch notes










Guilty Gear Strive version 1.38 patch notes


Version 1.38 patch notes for Guilty Gear Strive have been released. With this latest update, the game has seen some dramatic changes to the game’s core mechanics.






It would appear that Arc System Works was waiting until after Evo 2024 to release this new patch. The meta is expected to shift quite dramatically with the implemented changes.






Not every characters received direct changes. Ultimately, 19 out of the game’s 28 fighters received adjustments.


Of course, it should be noted that Axl Low, Potemkin, Testament, Zato-1, Bedman, Johnny, and Elphelt received the most notable changelogs. According to Arc System Works, these particular combatants were struggling to reach their full potential in the previous version of the game.


However, it should also be noted that there are universal changes that affect every character. Red Wild Assault and White Wild Assault now work a little differently, though it should be noted that the Blue Wild Assault remains unchanged.


Additionally, it will no longer be possible Roman Cancel invincible or counter moves that don’t spend Tension Gauge, increasing the amount of risk while reducing the reward that these moves provide. To compensate for this change, invincible moves are now said to be throw invincible.


An even bigger update that will provide adjustments for every character has been scheduled for late October to November. Check out all the version 1.38 patch notes below:




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Guilty Gear Strive version 1.38 patch notes


• Changes to Game Mechanics — We’ve made adjustments to the properties of the new Wild Assault mechanic added in Season 3, as well as to the Burst Gauge in relation to it. We’ve also made changes relating to Roman Cancel for invincible moves which were highly effective for comebacks.


• Wild Assault — When a Wild Assault triggers a Wall Break, the opponent can now tech after the Area Shift. This means you need to trigger Wall Break with an Overdrive in order to create an advantageous situation to continue your offense after, making it more challenging to keep up an extended offense using large amounts of Tension Gauge. We’ve also made individual adjustments to both Red and White Wild Assaults. They both maintain their strengths upon landing a hit, while weakening the situation after they are blocked.


• Red Wild Assault — Reduced momentum when blocked, making it more challenging to continue your offense.


• White Wild Assault — It is now minus on block, meaning it ends the offensive player’s turn.


• Blue Wild Assault — There are no specific changes to Blue Wild Assault. It now stands out compared to the other Wild Assault types for the advantageous situation after it is blocked.


• Burst Gauge — We’ve reduced the rate of natural gain over time as well as upon wall stick. 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 Tension Gauge can no longer be Roman Canceled in any situation. This means you will always have the chance to punish them as long as you block then, and the player can no longer go for damaging combos when they hit. However, they’ve also gained throw invincibility, making them more powerful as a reversal than before. There are some exceptions to this with the counter moves not gaining throw invincibility. 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 slow-down effect have been adjusted in line with the rules for non-invincible moves.


• Overdrives — Overdrives can still be Roman Canceled.


• Future Balance Patch — A major balance update with changes for all characters is planned for late October to November.


• Burst Gauge:

– When wall stick triggers, reduced amount of Burst Gauge gained by the player stuck to the wall.

– Decreased gain rate over time.


• Wild Assault (All Versions):

– The opponent now recovers after Wall Break is triggered by a Wall Assault.

– Sped up the timing when the activation effect is displayed.


• White Wild Assault:

– Increased hitstop duration.

– Decreased knockback when performed uncharged.

– The knockback of the charged version remains unchanged.

– Removed Guard Crush effect.

– Decreased recovery.

– Due to the removal of the Guard Crush effect, the player will now be at a disadvantage after White Wild Assault is blocked.








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