The latest update to Guilty Gear -Strive-, Version 1.26, brings a new playable character, “Bedman?”, as well as Digital Figure items, avatar items, and BGM. The update also includes fixes and enhancements across various modes, as well as character balance and error fixes.
The most notable feature of this update is the addition of a new playable character, “Bedman?”. Fans can access this character after purchasing either the “GGST Season Pass 2” or the “Bedman?” DLC item. The update also includes new avatar items and BGM for “Bedman?” that can be obtained via “fishing.”
Other updates include new Digital Figure items for Sin Kiske, new glossary terms related to Another Story in GG World, and new BGM that can be accessed via “fishing.” The update also includes fixes for errors in the mission mode and arcade mode, as well as enhancements to the network mode to counter unauthorized network signals.
Guilty Gear -Strive- 1.26 Update Patch Notes
General/Game Modes:
- Added “Bedman?” as a playable character.
- Added the “Bedman?” theme, “The Circle.”
- Added avatar items for “Bedman?”.
- Added new BGM to the gallery mode.
- Digital Figure: Added items for Sin Kiske.
- GG World: Added new glossary terms related to Another Story.
- Updated entries for Sin Kiske, Delilah, Baiken, Faust, Bedman, and May.
Network Mode:
- Fixed an error where the Search ID would be displayed darkened out when creating a Player Match room with the room type set to Training.
- Enhanced countermeasures against unauthorized network signals.
Mission Mode:
- Leo Match-up Tutorial 1: Fixed an error where the mission would be cleared even after taking a hit when ground throw was input at a certain timing.
Arcade Mode:
- Fixed an error where the game would become unresponsive after triggering a Wall Break sequence with 2 characters simultaneously.
Battle:
- Roman Cancel: Roman Cancel will now activate on either hit or whiff of the attack, regardless of the input method.
- Clash: The slow-down effect now ends when a clash occurs between two characters’ attacks.
- Input Priority: Air backdash now has higher priority than air dash.
- Wall Stick: Fixed an error where the character’s position would sometimes change when triggering wall stick in the corner under certain conditions.
- Fixed minor visual issues during battle.
Character Balance/Error Fixes:
- Potemkin: Slide Head can now K.O. the opponent when it triggers Wall Break.
- Faust: Scarecrow (S version) position fixed to be consistent regardless of the direction faced.
- Zato-1: Amorphous hitbox will now always activate in front of the stage corner.
- Ramlethal Valentine: Bajoneto (all versions) sword fixed to not move to an unintended position under certain conditions.
- Leo Whitefang and Giovanna: Dash can now be overwritten with Faultless Defense when input during a super flash.
- Anji Mito: Kachoufuugetsu Kai super flash now initiates as soon as the counter is successful and time before the super flash has been reduced.
- I-No: Air dash and air back dash input buffer window timing and activation conditions now consistent with other characters.
- Happy Chaos: Fire now always makes contact with the opponent when they are taking damage or in blockstun, and fixed error where Fire could be used directly after At the Ready (HS) under certain conditions.
- Happy Chaos: Super Focus can now perform At the Ready (HS) directly after this move when activated with zero Concentration.
- Sin Kiske: Hawk Baker’s followup startup can no longer be Roman Canceled.
In terms of battle updates, the Roman Cancel now activates on either hit or whiff of the attack, regardless of the input method. Additionally, the slow-down effect during a clash between two characters’ attacks now ends. The air backdash now has higher priority than air dash, and the character’s position is fixed when triggering wall stick in the corner under certain conditions.
The update also includes character balance and error fixes for Potemkin, Faust, Zato-1, Ramlethal Valentine, Leo Whitefang, Giovanna, Anji Mito, I-No, and Happy Chaos. For example, Potemkin’s Slide Head can now K.O. the opponent when it triggers Wall Break, and Faust’s positioning is consistent regardless of the direction faced.