[Ver. 2.01] Patch Notes (2026/05/13)
- Patch notes
The update patch to Ver.2.01 will be available May 14, 2026 for Guilty Gear -Strive- on PlayStation®4 / PlayStation®5 / Steam / Xbox Series X|S / Xbox One / Windows.
This update includes the addition of the Blazing Pass, an update to the battle version (Ver.5.01), and bug fixes.
BLAZING PASS
- Added the new feature, BLAZING PASS.
It can be accessed from various screens, such as the Main Menu and the Lobby.
The Blazing Pass is a limited-time reward system.
By purchasing "GGST Blazing Pass Plus", you can earn additional rewards on top of the standard rewards.
GGST Blazing Pass Plus can be purchased from the Blazing Pass screen in-game.
The Blazing Pass Plus can be purchased at any time during the availability period, and you can obtain all rewards up to your current BP Level at the time of upgrading to the Blazing Pass Plus.
*Please note that Blazing Pass Plus rights will not carry over beyond the current Duel period.
*Please confirm the rewards included in the applicable Blazing Pass before purchasing.
*Rewards included in Blazing Pass Plus may become available through other methods at a later date.
Along with the addition of the Blazing Pass, SHORT STORY has been added to the STORY section. - Blazing Pass Duel 1: Reignite has begun.
- Period: May 14 to June 25, 2026
*Challenges will not be updated and points cannot be earned after the availability period ends. - Reward Claim Period: Until July 1, 2026
*Blazing Pass Plus can be purchased until the end of the reward claim period. - Since "Duel 1: Reignite" has a short availability period, the number of points earned by completing Daily and Weekly Challenges will be increased as follows:
- Daily Challenges: Normally 950 -> Duel 1: 1900
- Weekly Challenges: Normally 7500 -> Duel 1: 11250
- Standard Rewards:
- Sol Accessory: Iron Slab
- Badge (I-No)
- Badge (Jam)
- Badge (Guilty Gear Xrd -Revelator- Limited Edition)
- Battle UI Skin (Leather & Metal)
- Wanted Poster Skin (Gothic)
- Digital Figure Effect Set (Notes)
- Digital Figure Effect Set (Hearts)
- Digital Figure Effect Set (Flames)
- Early access to Short Story Chapters 1-4
- Various W$
*Short Stories will be added to the Archived Episodes after the availability period ends.
- Blazing Pass Plus Additional Rewards:
- Sol Accessory: Iron Slab (Haunted)
- I-No Outfit: Omnipotent
- Character Color: Haunted (Sol)
- Character Color: Haunted (Ky)
- Character Color: Haunted (Millia)
- Character Color: Haunted (Goldlewis)
- Character Color: Haunted (Happy Chaos)
- Character Color: Haunted (Baiken)
- Character Color: Haunted (Asuka)
- Character Color: Haunted (Jam)
- Badge (Sol)
- Badge (Potemkin)
- Badge (Millia)
- Badge (Zato)
- Badge (Happy Chaos)
- Badge (Bridget)
- Badge (A.B.A)
- Badge (Jam)
- Badge (Guilty Gear)
- Badge (Guilty Gear XX#Reload)
- Badge (Guilty Gear XXAC)
- Badge (Guilty Gear Xrd -Revelator-)
- Badge (Guilty Gear Xrd REV 2)
- Battle UI Skin (Zato)
- Battle UI Skin (Goldlewis)
- Battle UI Skin (Baiken)
- Battle UI Skin (Testament)
- Battle UI Skin (Jam)
- Wanted Poster Skin (Sol)
- Wanted Poster Skin (Potemkin)
- Wanted Poster Skin (Millia)
- Wanted Poster Skin (Zato)
- Wanted Poster Skin (Happy Chaos)
- Wanted Poster Skin (Bridget)
- Wanted Poster Skin (A.B.A)
- Wanted Poster Skin (Jam)
- Period: May 14 to June 25, 2026
Overall / Game Modes
- Added the following settings to Battle Settings under the SETTINGS, which apply to various online match modes:
- Lock Character Color
Locks the opponent's color display on your battle screen to Color 1.
If you have selected Color 1, the opponent's color display will be locked to Color 2. - Lock Accessories
Locks the opponent's accessory display on your battle screen to the default. - Lock Outfits
Locks the opponent's outfit display on your battle screen to the default.
- Lock Character Color
*These settings do not apply to replay data.
Other
- Changed the recommendation selection priority for COMBO SEARCH.
Previously, lists were extracted in order of the most “likes” regardless of the version, but after the change, lists are extracted in order of the most "likes" under the condition of the latest version.
*The priority is now: Latest Battle Ver. > Previous Battle Ver. > Prior Versions. - Fixed an issue causing Lucy not to be announced in the narration voice at the start of a battle.
- Fixed an issue causing the name of “Sidewinder Ignited” to be displayed incorrectly in certain languages.
- Fixed other minor text and visual effect issues.
Battle Related
- Updated the battle version from Ver.5.00 to Ver.5.01.
- Fixed the following battle-related issues:
|
【Sol】
|

This patch includes adjustments to Counter Blitz, revisions to the conditions for throw clashes, bug fixes, and balance adjustments for Happy Chaos.
Character-specific battle balance adjustments are limited to those previously announced.
Previously, there were situations where Wall Break did not occur even when the opponent was touching the corner of the stage. By revising the conditions for Wall Break on the final hit of Counter Blitz, Wall Breaks now occur more easily.
Additionally, because movement distance varied by character, there was a difference in how easily a Wall Break could be triggered.
We have adjusted the movement speed and blowback so that all characters travel mostly the same distance, but due to individual actions, slight differences may occur between characters.
We also fixed an issue causing the Tension Penalty to be applied unintentionally.
We have revised the activation conditions for certain cases where a throw clash occurred without triggering throw whiff motion.
Related to this, we have also revised the behavior for certain inputs using the Dash button.
Previously, it was possible to perform a low-risk defensive technique with a specific input that would result in a throw clash if the opponent attempted a throw and a backdash in response to any other action.
Following this patch, performing the same inputs will now trigger a throw instead of a backdash.
As a result of this change, the feel of performing a dash or backdash using the Dash button has changed slightly.
We will continue to monitor the situation and consider further adjustments if cases arise where the balance of risk and reward in throw exchanges is significantly disrupted.
| Adjustment Details | |
|---|---|
| Counter Blitz |
Revised the conditions for Wall Break on Counter Blitz. Adjusted movement speed and hitback so that all characters travel the same distance on a Counter Blitz hit. Counter Blitz activation no longer applies the Tension Penalty. Unified the amount of Wall Break value increase. |
| Throw Clash |
Adjusted to prevent throw clashes from occurring when specific inputs are made. ・Inputting ← or → immediately after inputting the D button. |
| Dash | Adjusted so that returning the directional input to neutral or inputting → within 4F immediately after inputting (↙ or ↓ or ↘ or ↖ or ↑ or ↗) + Dash button no longer triggers a dash. |
| Backdash | Adjusted so that inputting ← within 4F immediately after inputting (↙ or ↓ or ↘ or ↖ or ↑ or ↗) + Dash button no longer triggers a backdash. |
| Dust Attack | Adjusted so that inputting (← or →) + D during the first 2F of startup no longer causes a throw clash. |
| Jumping D | Adjusted so that inputting (← or →) + D during the first 2F of startup no longer causes a throw clash. |
Click Icon

We have only adjusted Bad Moon as previously announced.
We will monitor the battle environment following these adjustments and consider further updates as necessary.
| Adjustment Details | |
|---|---|
| Bad Moon ↓ ↘ → + P in mid-air |
▼Blowback adjustment Changed the blowback of the final hit when activated at a high altitude. It is no longer possible to perform follow-up attacks on hit. |

Due to situations where it was difficult for the opponent to take action against Fire during Steady Aim from neutral and in strings, we have made adjustments considering their impact on matches.
In this update, we have weakened options in neutral and strings using Fire during Steady Aim, while also improving usability.
For Steady Aim, we have extended the time until Fire can be used and revised the mechanic where the crosshair tracked the opponent instantly.
Additionally, we have reduced knockback on block for ↓ + Fire, making it easier for the opponent to approach after blocking.
Meanwhile, to improve usability, we have added an input buffer to Fire.
We have changed the specifications so that when the Fire input is successful, it is guaranteed to fire at the crosshair's location at that moment, making it less likely for the crosshair to move unintentionally and cause the shot to miss.
We have also made adjustments to Focus and Super Focus, reducing his ability to maintain long-range combat while recovering Concentration.
These adjustments prioritize curbing the problematic situations mentioned above.
We will continue to closely monitor the battle environment and make ongoing adjustments as necessary.
| Adjustment Details | |
|---|---|
| Steady Aim ↓ ↙ ← + S |
Changed the input buffer timing from 4F -> 24F. Inputting Fire during the input buffer, will now make it unable to change the firing direction or cancel into special moves until Fire is executed. If Fire and a firing direction change are input simultaneously, Fire will now be activated. Extended the time it takes for the crosshair to focus by 5F. For the first shot, the time it takes for the crosshair to focus is now consistent even when the opponent is blocking. |
| Fire HS during Steady Aim |
Reduced knockback. |
| Focus ↓ ↙ ← + P |
Firing during Steady Aim now decreases its duration. |
| Super Focus ↓ ↙ ← ↓ ↙ ← + P |
Firing during Steady Aim now decreases its duration. |

We have only adjusted Unholy Diver as previously announced.
We will monitor the battle environment following these adjustments and consider further updates as necessary.
| Adjustment Details | |
|---|---|
| Unholy Diver ↓ ↙ ← + P(Hold OK) |
Lowered the altitude of the projectile. It is now at the same altitude as in Version 1.50 (Battle Version 4.09). |

We have only adjusted Rolling Movement as previously announced.
We will monitor the battle environment following these adjustments and consider further updates as necessary.
| Adjustment Details | |
|---|---|
| Rolling Movement (Ground) ↓ ↙ ← + K(Hold OK) |
▼Hitbox adjustment Added a hurtbox at Bridget’s feet during startup when the yo-yo is not deployed. |

We have only adjusted Recover Mana (Continuous) as previously announced.
We will monitor the battle environment following these adjustments and consider further updates as necessary.
| Adjustment Details | |
|---|---|
| Recover Mana (Continuous) | When consuming more Mana than the remaining amount during the effect duration, Mana will now enter the depleted state. |
Further information on the update contents and schedule will be announced on this website and the GUILTY GEAR OFFICIAL (X) account.
Thank you for your continued support for Guilty Gear -Strive-.




