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[Ver. 2.03] Patch Notes (September 24, 2026) | NEWS | GUILTY GEAR -STRIVE-

Replace Ver. 2.03 will likely be launched on September 24, 2026 for GUILTY GEAR -STRIVE- on PlayStation®4 / PlayStation®5 / Steam / Xbox Sequence X|S / Xbox One / Home windows. This replace consists of new content material, characteristic enhancements, and bug fixes.

 Community Mode

  • In Ranked Match, the win streak bonus now additionally applies to the Platinum and Diamond ranks.

    *The win streak bonus values are the identical as these utilized to the Iron by Gold ranks.

  • Improved Ranked Match matchmaking to make gamers much less more likely to be matched repeatedly with the identical opponent.

    • The restriction stopping gamers from being matched with the identical opponent once more has been prolonged from 25 seconds to 60 seconds.
    • If a match just isn’t established through the pre-match connection test as a result of circumstances akin to connection energy and match completion fee test, you’ll not be matched with that participant once more for 60 seconds.
    • As soon as the match affirmation display is displayed, no matter whether or not you proceed with the match or cancel (together with a cancellation as a result of timeout ), you’ll not be matched with that participant once more for 60 seconds.

*These matchmaking restrictions are cleared while you return to the Most important Menu.

  • Revised server communication processes to scale back the time required to hook up with the server when initiating searches in Ranked Match and different related modes.

Brief Story

  • Added SHORT STORY 2: Nothing Particular Taking place Anyway, which was beforehand made out there early by the earlier Blazing Move, to Archived Episodes.

Digital Determine

  • Added content material associated to Robo-Ky.

    *The newly added Digital Determine content material may be obtained by FISHING in-game.

  • Made minor changes to the digital camera focus level for every pose and the show peak of the arrow indicating the sunshine path in Jam Kuradoberi’s Digital Determine.

Blazing Move

  • Blazing Move Duel 3: Steal the Highlight begins.

    • Availability Interval: September 24, 2026 – December 3, 2026 (JST)
    • Reward Declare Interval: Till December 9, 2026 (JST)

*After the supply interval ends, challenges will now not replace and factors can now not be earned.

*Blazing Move Plus may be bought till the tip of the reward declare interval.

  • Normal Rewards:

    • Digital Determine Stage: Lars Canyon
    • Digital Determine Object Set: Lars Canyon
    • Digital Determine Object Set: L’oro Di Illyria
    • Digital Determine Object Set: Jellyfish Skyarium
    • Digital Determine Impact Set (Assault A)
    • Digital Determine Impact Set (Assault B)
    • Digital Determine Impact Set (Assault C)
    • Badge (Axl)
    • Badge (Anji)
    • Badge (GG XX #RELOAD)
    • Badge (GGST)
    • Battle UI Pores and skin (GG2 -OVERTURE- Type)
    • Wished Poster Pores and skin (GG2 -OVERTURE- Type)
    • Varied W$

*There are not any quick tales added in Duel 3: Steal the Highlight. Previous tales may be considered within the Archived Episodes.

  • Blazing Move Plus Extra Rewards:

    • Axl Outfit: Road
    • Anji Outfit: Bankara
    • Character Coloration: Haunted (Chipp)
    • Character Coloration: Haunted (Potemkin)
    • Character Coloration: Haunted (Faust)
    • Character Coloration: Haunted (Zato-1)
    • Character Coloration: Haunted (Nagoriyuki)
    • Character Coloration: Haunted (Sin)
    • Character Coloration: Haunted (Elphelt)
    • Character Coloration: Haunted (Slayer)
    • Character Coloration: Haunted (Dizzy)
    • Badge (Axl)
    • Badge (Leo)
    • Badge (Anji)
    • Badge (I-No)
    • Badge (Jack-O’)
    • Badge (Baiken)
    • Badge (Sin)
    • Badge (Elphelt)
    • Badge (Dizzy)
    • Badge (GG X PLUS)
    • Badge (GG2 -OVERTURE-)
    • Battle UI Pores and skin (Axl)
    • Battle UI Pores and skin (Anji)
    • Battle UI Pores and skin (Chaos)
    • Battle UI Pores and skin (Bedman?)
    • Battle UI Pores and skin (Slayer)
    • Wished Poster Pores and skin (Axl)
    • Wished Poster Pores and skin (Leo)
    • Wished Poster Pores and skin (Anji)
    • Wished Poster Pores and skin (I-No)
    • Wished Poster Pores and skin (Jack-O’)
    • Wished Poster Pores and skin (Baiken)
    • Wished Poster Pores and skin (Sin)
    • Wished Poster Pores and skin (Elphelt)
    • Wished Poster Pores and skin (Dizzy)

Normal Bug Fixes

  • Fastened a difficulty in Coaching Mode Matchmaking the place, when taking part in a web-based match with the coaching setting set to Earlier Battle Atmosphere, the win rely from the earlier match outcomes wouldn’t reset if the participant sides had been swapped after the match.
  • Fastened different minor textual content and visible presentation points.

Steam Model Bug Fixes

  • Fastened a difficulty within the Standby in Coaching Mode of Matchmaking the place opening the Wished Poster from the Choices Menu throughout sure moments on the matchmaking display when controls are in any other case disabled would quickly reset button settings to their defaults.

 Battle Associated

  • Up to date the battle model from Ver.5.02 to Ver.5.03.
  • Fastened the next battle-related points:




【Common Mechanics】

・Fastened a difficulty stopping sure visible results (such because the afterimages of Roman Cancel, elements of Chipp’s character mannequin, or the Servants through the victory cinematic of Jack-O’) from displaying appropriately when Participant 2’s character recovered from the Afro state.

・Fastened a difficulty rendering characters unable to dam after transitioning to the following space when triggering a Wall Break in mid-air, as a result of inside touchdown restoration not being processed appropriately underneath particular stage configurations.

【Jam Kuradoberi】

・Fastened a difficulty the place the voice playback timing for Asanagi no Kokyuu was not as supposed.

【Robo-Ky】

・Fastened a difficulty in TEAM OF 3 Sparring Mode the place resetting the place whereas the Electrical Gauge was being consumed with Ris-KY Lovers set to Steady may trigger the Electrical Gauge to show incorrectly after the reset.

【Johnny】

・Fastened a difficulty inflicting the Afro to grow to be invisible if a personality outfitted with the Beard accent entered the Afro state quickly after performing actions that generate afterimages, akin to Slide Roman Cancel or Counter Blitz.

On this patch, primarily based on the match setting following Ver. 2.00, we’ve got narrowed down the weather deemed crucial for adjustment, whereas making changes to Counter Blitz, altering the enter technique for Deflect Defend, adjusting the efficiency of sure characters, and fixing bugs.

Concerning future battle steadiness changes, somewhat than making use of uniform adjustments throughout all characters, we plan to repeatedly monitor the precise battle setting and regulate particular characters or mechanics as deemed crucial on the time. For characters that haven’t obtained changes on this replace, we’ll proceed to observe their efficiency in matches.

 Counter Blitz

Beforehand, the time window to activate Counter Blitz after a counter hit was quick, making it tough to make use of until the counter hit was anticipated prematurely.

On this adjustment, Counter Blitz can now be activated till the restoration of the transfer that induced the counter hit ends.

This makes it simpler to visually affirm the counter hit earlier than deciding to activate it, whereas additionally increasing the conditions the place it may be utilized, akin to following strikes that incur restoration upon touchdown, akin to Zato-1’s → + HS or Leo’s Leaping D.

Moreover, as a result of the prolonged activation window will increase the probability of the transfer being blocked by the opponent, we’ve got additionally improved the scenario when it’s blocked.

 Deflect Defend

We’ve eliminated directional inputs from the command, permitting it to be activated utilizing solely P + D or Okay + D concurrently.

Along with making it simpler to enter, this variation makes it extra helpful as a defensive choice towards assaults that power gamers to change between guarding ahead and backward.

Character-Particular

Within the Ver. 2.00 main replace, we re-evaluated the danger and reward of varied actions all through the sport, aiming for a steadiness the place the outcomes of thoughts video games are extra precisely mirrored within the match development.

On this replace, whereas sustaining this elementary coverage, we reviewed how matches have performed out since Ver. 2.00 and adjusted particular characters, specializing in areas the place efficiency exceeded expectations or the place characters struggled to precise their supposed strengths.

Invincible Strikes with Multi-Hits

In Ver. 2.00, the restoration time for sure invincible strikes was elevated to intensify the danger upon being blocked.

As a consequence, for some multi-hit invincible strikes, even when the primary hit linked, subsequent hits would typically fail to attach, leaving the attacker weak to a punish.

On this patch, by adjusting the blowback of the primary hit, follow-up hits will join extra reliably when the preliminary assault hits usually, decreasing unintended punishes.

We’ll proceed to observe precise match environments and work towards optimizing battle steadiness by future updates.







Deflect Defend

Modified command to D+P or D+Okay.

Counter Blitz

Allowed Counter Blitz activation till the tip of restoration for the transfer that induced the counter hit.

Modified startup from 10F → 4F.

Elevated Guard Crush period.

Modified body distinction on block from -10F → 0F.

Elevated knockback on block for the primary hit.

Adjustment Overview

For Sidewinder Ignited, we expanded the efficient vary of the Clear Hit to make it simpler to land Clear Hits.

Beforehand, the activation timing diversified simply relying on the combo construction, making it tough to persistently safe a Clear Hit even in supposed situations. With this adjustment, the circumstances required to set off a Clear Hit have been relaxed, making it simpler to reliably goal for prime returns upon success.






Sidewinder Ignited

→ + HS throughout HS Volcanic Viper

Expanded the Clear Hit space ahead, upward, and downward.

Adjustment Overview

For Mr. Dolphin (Vertical) (S Model), its lengthy motion distance made it simple to achieve the opponent, whereas additionally creating conditions the place Could may simply keep offense even after being blocked.

On this patch, when blocked, Could now strikes considerably farther backward than earlier than, making it tougher to maintain offense instantly after block.

As well as, a part of the descending hitbox has been changed with a follow-up hitbox. Consequently, she is now simpler to intercept with anti-air strikes akin to → + P throughout descent.

This substitute with a follow-up hitbox has equally been utilized to Mr. Dolphin (Vertical) (HS Model).。








Mr. Dolphin (Vertical) (S Model)

↓ (Maintain) ↑ + S

Elevated backward motion velocity when the descending portion is blocked.

Mr. Dolphin (Vertical) (All Variations)

↓ (Maintain) ↑ + S or HS

▼Hitbox adjustment

Changed a part of the hitbox throughout descent with a follow-up hitbox.

Changed the downward hitbox with a follow-up hitbox.

Overhead Kiss

→ ↓ ↘ + Okay

Modified restoration on profitable throw from 21F → 22F.

Modified follow-up buffer from 11F → 10F.

Adjustment Overview

Winter Mantis was a robust transfer in a variety of conditions, not solely limiting opponent actions from mid-to-long vary, but additionally serving as an offensive starter as a result of its Guard Crush impact.

On this replace, we adjusted its hitbox to make it simpler to evade through backdashes or jumps.

Moreover, Crouching P had quick restoration regardless of being a long-range low assault, making it a low-risk poke for preserving opponents from approaching.

Due to this fact, we elevated its restoration time to boost the danger notably when whiffed.







Crouching P

Modified restoration from 14F → 21F.

Modified body benefit on block at tip from -2F → -9F, and at shut vary from -6F → -13F.

Winter Mantis

← ↙ ↓ ↘ → + HS

▼Hitbox adjustment

Changed a part of the hitbox with a follow-up hitbox.

Changed the upward hitbox with a follow-up hitbox.

Adjustment Overview

F.D.B. was a transfer able to masking a number of actions concurrently—together with projectile responses—with low danger throughout numerous conditions.

On this replace, we elevated its restoration time, making it simpler to punish on whiff. Moreover, when used inside strings, gamers might want to select their conditions extra fastidiously.

→ + HS was an assault able to masking a variety of situations, poking broad areas on the bottom whereas simply catching airborne opponents.

We adjusted its hitbox in order that it’s now tougher to hit airborne opponents than earlier than.







6HS

Grounded opponents now tech upon touchdown on counter hit.

Modified restoration from 29F → 35F.

Modified body benefit on block from -17F → -23F.

▼Hitbox adjustment

Changed a part of the hitbox with a follow-up hitbox.

Changed the upward hitbox with a follow-up hitbox.

F.D.B.

↓ ↙ ← + Okay (Maintain OK)

Modified restoration from 12F → 20F.

Modified body benefit on block from -4F → -12F.

Adjustment Overview

Millia is a personality who excels at throwing off opponent anti-air timing utilizing her excessive aerial mobility.

Amongst her choices, Kapel ceaselessly created situations the place she may alter anti-air timing whereas sustaining offense, yielding excessive rewards from comparatively low danger.

On this patch, we added a downward hurtbox, making her extra prone to anti-air interception than earlier than.

Moreover, we elevated restoration time and adjusted the transfer in order that Leaping HS can’t be carried out after executing Kapel at low altitudes. Gamers will now have to be extra aware of execution altitude and timing.






Kapel

↓ ↘ → + HS in mid-air

Grew to become counter hit state till the tip of the restoration.

Modified restoration from 9F → 12F.

▼Hitbox adjustment

Expanded hurtbox downward.

Adjustment Overview

Concerning the Eddie Life Gauge, we decreased the gauge restoration velocity after unsummoning Eddie utilizing ↓ ↙ ← + HS or related inputs whereas energetic.

Zato-1’s main energy lies in setting up diversified strain by simultaneous actions with Eddie.

Nonetheless, unsummoning Eddie to recuperate the gauge whereas sustaining strings allowed gamers to simply keep highly effective offense for prolonged intervals.

With this variation, securing ample gauge after unsummoning Eddie will take longer than earlier than, making Eddie Life Gauge administration extra vital when sustaining strain.






Eddie Life Gauge

Decreased Eddie Life Gauge restoration velocity when unsummoning energetic Eddie utilizing ↓ ↙ ← + HS or related inputs.

Adjustment Overview

Zweites Kaltes Gestöber allowed Leo to simply transition into highly effective offense from Brynhildr Stance by forcing the opponent to dam whereas passing behind them.

On this replace, when blocked, the gap between Leo and the opponent will increase considerably, stopping Okay throughout Brynhildr Stance from reaching instantly.

Consequently, initiating low assaults instantly after a blocked try turns into tougher, requiring Leo to shut distance first if aiming for a low mix-up.







Brynhildr Stance

Okay

Made the opponent float much less when used a number of occasions right into a single combo.

▼Blowback adjustment

Decreased launch peak.

Zweites Kaltes Gestöber

↓ ↘ → + HS

Elevated knockback when passing behind the opponent.

Adjustment Overview

Sultry Efficiency (Okay Model) and Sultry Efficiency (S Model) beforehand resulted in unstable rewards on hit towards grounded opponents, as I-No may simply find yourself at a body drawback relying on the hit peak.

On this patch, we added a stagger impact in order that I-No is in an advantageous place every time these strikes hit a grounded opponent, whatever the peak at which they join.

Alternatively, as a result of knockback on hit has additionally been adjusted, sustaining strain instantly after might show tough relying on the influence place.







Sultry Efficiency (Okay Model)

↓ ↘ → + Okay in mid-air (Maintain OK)

Added stagger impact on floor hit.

Elevated knockback on floor hit.

Sultry Efficiency (S Model)

↓ ↘ → + S in mid-air (Maintain OK)

Added stagger impact on floor hit.

Elevated knockback on floor hit.

Adjustment Overview

To reinforce the rewards obtained from Testomony’s favored mid-range impartial play, we elevated the launch peak when Stain triggers.

Consequently, even when pokes akin to Far Standing S join close to their tip, it’s now simpler to transition right into a combo after Stain triggers.






Stain

▼Blowback adjustment

Elevated launch peak.

Adjustment Overview

We shortened the startup of Kick Begin My Coronary heart, making combos akin to Crouching P > → + Okay > Kick Begin My Coronary heart join extra persistently than earlier than.

Moreover, as a result of the general animation period was shortened with the sooner startup, post-combo conditions—akin to using it as a motion device after touchdown Standing HS > Command Regular 5—have additionally been improved.







Kick Begin My Coronary heart

↓ ↘ → + Okay

Modified startup from 10F → 7F.

Complete period has modified from 50F → 47F.

Starship

→ ↓ ↘ + P

▼Blowback adjustment

Elevated launch peak.

Adjustment Overview

We’ve solely made common changes to multi-hit invincible strikes.






Hawk Baker

→ ↓ ↘ + S

▼Blowback adjustment

When used as a combo starter, elevated launch peak of the primary hit and elevated downward blowback of the second hit.

▼Hitbox adjustment

Added a follow-up hitbox above to the second hit.

Adjustment Overview

We modified Jealous Rage in order that A.B.A can now block opponent assaults through the restoration when the mode ends mechanically as a result of the Jealousy Gauge is depleted.

As a result of Jealous Rage is an especially potent state, blocking was beforehand disabled throughout compelled restoration to impose heavy danger for failing gauge administration.

Nonetheless, in precise matches, the danger incurred upon depletion proved bigger than supposed, main us to ease this penalty within the present replace.






Jealous Rage Finish when Jealousy Gauge is depleted

Allowed blocking and Roman Cancel through the 10F restoration after superflash ends, and added throw invincibility.

Adjustment Overview

We’ve solely made common changes to multi-hit invincible strikes.






A.C.T.G. Blast-Off

(Normal Mode)

→ ↓ ↘ + S

▼Blowback adjustment

Elevated launch peak of the primary hit.

Decreased launch peak of the second hit.

Adjustment Overview

Choukyaku Kouryuumon possessed efficiency that simply allowed it to interrupt assaults from comparatively distant positions as a reversal using its lengthy attain and invincibility.

On this patch, we decreased its horizontal attain, making it tougher to interrupt opponent strings when positioned at a distance.






Choukyaku Kouryumon

→ ↘ ↓ ↙ ← → + HS

Decreased ahead motion velocity.

▼Hitbox adjustment

Decreased ahead hitbox.


Additional data relating to replace contents and schedules will proceed to be introduced on this web site and the GUILTY GEAR OFFICIAL X account.

Thanks to your continued help of Responsible Gear -Try-.

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