Guilty Gear Strive Update 1.26 Adds Bedman? Playable Character, Network Mode Fixes

Arc System Works has lifted the wraps off the Guilty Gear Strive update 1.26 patch notes for you to gawk at, which adds a new character in the shape of Bedman? and a host of Network Mode fixes among other things.

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General / Game Modes

Added “Bedman?” as a playable character.*“Bedman?” will be available after purchasing “GGST Season Pass 2” or the “Bedman?” DLC item to be released on April 6.

Added the “Bedman?” theme, “The Circle.”*“Bedman?” must be selectable in order to use the BGM.

Added avatar items for “Bedman?”.*The new avatar items can be obtained via “fishing.”

Added new BGM to the gallery mode.“Does the sheep count the sheep?” (Xrd Bedman’s theme) can be accessed after obtaining it via “fishing.”

Digital Figure:Added items for Sin Kiske.The new Digital Figure items can be accessed after obtaining them via “fishing.”

GG World:Added new glossary terms related to Another Story.

Updated the 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.

Please refer to this notice regarding the issues with network mode.

Mission Mode

Leo Match-up Tutorial 1Fixed 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.


Roman CancelRoman Cancel will now activate on either hit or whiff of the attack, regardless of the input method.It is no longer possible to input Roman Cancel in such a way that it will only activate when the attack whiffs.

ClashThe slow-down effect now ends when a clash occurs between two characters’ attacks.

Input PriorityAir backdash now has higher priority than air dash.An air backdash will now be executed rather than an air dash when quickly releasing after inputting + dash button.

Wall StickFixed 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 HeadCan now K.O. the opponent when it triggers Wall Break.

Faust:Scarecrow (S version)Fixed an error where Faust’s position relative to the opponent after the move would sometimes vary between the left and right side of the screen under certain conditions. Faust’s positioning now remains the same regardless of the direction faced.

Zato-1:AmorphousThe hitbox will now always activate in front of the stage corner.

Ramlethal Valentine:Bajoneto (all versions)Fixed an error where the sword would sometimes move to an unintended position under certain conditions.

Leo Whitefang:DashCan now be overwritten with Faultless Defense when input during a super flash.

Giovanna:DashCan now be overwritten with Faultless Defense when input during a super flash.

Anji Mito:Kachoufuugetsu KaiThe super flash now initiates as soon as the counter is successful.The time before the super flash has been reduced as it was possible with some moves to act in between the counter succeeding and the super flash.

I-No:Air dash, air back dashThe input buffer window timing and activation conditions are now consistent with other characters.

Happy Chaos:FireNow always makes contact with the opponent when they are taking damage or in blockstun.

Fixed an error where Fire could be used directly after At the Ready (HS) under certain conditions.It is no longer possible to use Fire directly after the freeze on activation of Roman Cancel, etc.

Super FocusCan now perform At the Ready (HS) directly after this move when activated with zero Concentration.

Sin Kiske:Hawk BakerThe startup of Hawk Baker’s followup can no longer be Roman Canceled.It remains possible to follow-up with Gazelle Step as well as Roman Cancel when the opponent is taking damage or blocking.

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