[Ver. 2.03] Patch Notes (September 24, 2026)

  • Patch notes

Update Ver. 2.03 will be released on September 24, 2026 for GUILTY GEAR -STRIVE- on PlayStation®4 / PlayStation®5 / Steam / Xbox Series X|S / Xbox One / Windows. This update includes new content, feature improvements, and bug fixes.

 Network Mode

  • In Ranked Match, the win streak bonus now also applies to the Platinum and Diamond ranks.
    *The win streak bonus values are the same as those applied to the Iron through Gold ranks.
  • Improved Ranked Match matchmaking to make players less likely to be matched repeatedly with the same opponent.
    • The restriction preventing players from being matched with the same opponent again has been extended from 25 seconds to 60 seconds.
    • If a match is not established during the pre-match connection check due to conditions such as connection strength and match completion rate check, you will not be matched with that player again for 60 seconds.
    • Once the match confirmation screen is displayed, regardless of whether you proceed with the match or cancel (including a cancellation due to timeout ), you will not be matched with that player again for 60 seconds.

*These matchmaking restrictions are cleared when you return to the Main Menu.

  • Revised server communication processes to reduce the time required to connect to the server when initiating searches in Ranked Match and other similar modes.

Short Story

  • Added SHORT STORY 2: Nothing Special Happening Anyway, which was previously made available early through the previous Blazing Pass, to Archived Episodes.

Digital Figure

  • Added content related to Robo-Ky.
    *The newly added Digital Figure content can be obtained through FISHING in-game.
  • Made minor adjustments to the camera focus point for each pose and the display height of the arrow indicating the light direction in Jam Kuradoberi's Digital Figure.

Blazing Pass

  • Blazing Pass Duel 3: Steal the Spotlight begins.
    • Availability Period: September 24, 2026 – December 3, 2026 (JST)
    • Reward Claim Period: Until December 9, 2026 (JST)

*After the availability period ends, challenges will no longer update and points can no longer be earned.
*Blazing Pass Plus can be purchased until the end of the reward claim period.

  • Standard Rewards:
    • Digital Figure Stage: Lars Canyon
    • Digital Figure Object Set: Lars Canyon
    • Digital Figure Object Set: L'oro Di Illyria
    • Digital Figure Object Set: Jellyfish Skyarium
    • Digital Figure Effect Set (Attack A)
    • Digital Figure Effect Set (Attack B)
    • Digital Figure Effect Set (Attack C)
    • Badge (Axl)
    • Badge (Anji)
    • Badge (GG XX #RELOAD)
    • Badge (GGST)
    • Battle UI Skin (GG2 -OVERTURE- Style)
    • Wanted Poster Skin (GG2 -OVERTURE- Style)
    • Various W$

*There are no short stories added in Duel 3: Steal the Spotlight. Past stories can be viewed in the Archived Episodes.

  • Blazing Pass Plus Additional Rewards:
    • Axl Outfit: Street
    • Anji Outfit: Bankara
    • Character Color: Haunted (Chipp)
    • Character Color: Haunted (Potemkin)
    • Character Color: Haunted (Faust)
    • Character Color: Haunted (Zato-1)
    • Character Color: Haunted (Nagoriyuki)
    • Character Color: Haunted (Sin)
    • Character Color: Haunted (Elphelt)
    • Character Color: Haunted (Slayer)
    • Character Color: 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 Skin (Axl)
    • Battle UI Skin (Anji)
    • Battle UI Skin (Chaos)
    • Battle UI Skin (Bedman?)
    • Battle UI Skin (Slayer)
    • Wanted Poster Skin (Axl)
    • Wanted Poster Skin (Leo)
    • Wanted Poster Skin (Anji)
    • Wanted Poster Skin (I-No)
    • Wanted Poster Skin (Jack-O')
    • Wanted Poster Skin (Baiken)
    • Wanted Poster Skin (Sin)
    • Wanted Poster Skin (Elphelt)
    • Wanted Poster Skin (Dizzy)

General Bug Fixes

  • Fixed an issue in Training Mode Matchmaking where, when playing an online match with the training environment set to Previous Battle Environment, the win count from the previous match results would not reset if the player sides were swapped after the match.
  • Fixed other minor text and visual presentation issues.

Steam Version Bug Fixes

  • Fixed an issue in the Standby in Training Mode of Matchmaking where opening the Wanted Poster from the Options Menu during certain moments on the matchmaking screen when controls are otherwise disabled would temporarily reset button settings to their defaults.

 Battle Related

  • Updated the battle version from Ver.5.02 to Ver.5.03.
  • Fixed the following battle-related issues:

【Universal Mechanics】
・Fixed an issue preventing certain visual effects (such as the afterimages of Roman Cancel, parts of Chipp's character model, or the Servants during the victory cinematic of Jack-O') from displaying correctly when Player 2's character recovered from the Afro state.

・Fixed an issue rendering characters unable to block after transitioning to the next area when triggering a Wall Break in mid-air, due to the internal landing recovery not being processed correctly under specific stage configurations.

【Jam Kuradoberi】
・Fixed an issue where the voice playback timing for Asanagi no Kokyuu was not as intended.

【Robo-Ky】
・Fixed an issue in TEAM OF 3 Sparring Mode where resetting the position while the Electric Gauge was being consumed with Ris-KY Lovers set to Continuous could cause the Electric Gauge to display incorrectly after the reset.

【Johnny】
・Fixed an issue causing the Afro to become invisible if a character equipped with the Beard accessory entered the Afro state soon after performing actions that generate afterimages, such as Slide Roman Cancel or Counter Blitz.

In this patch, based on the match environment following Ver. 2.00, we have narrowed down the elements deemed necessary for adjustment, while making adjustments to Counter Blitz, changing the input method for Deflect Shield, adjusting the performance of certain characters, and fixing bugs.

Regarding future battle balance adjustments, rather than applying uniform changes across all characters, we plan to continuously monitor the actual battle environment and adjust specific characters or mechanics as deemed necessary at the time. For characters that have not received adjustments in this update, we will continue to monitor their performance in matches.

 Counter Blitz

Previously, the time window to activate Counter Blitz after a counter hit was short, making it difficult to use unless the counter hit was anticipated in advance.

In this adjustment, Counter Blitz can now be activated until the recovery of the move that caused the counter hit ends.

This makes it easier to visually confirm the counter hit before deciding to activate it, while also expanding the situations where it can be utilized, such as following moves that incur recovery upon landing, such as Zato-1's → + HS or Leo's Jumping D.

Additionally, because the extended activation window increases the likelihood of the move being blocked by the opponent, we have also improved the situation when it is blocked.

 Deflect Shield

We have removed directional inputs from the command, allowing it to be activated using only P + D or K + D simultaneously.

In addition to making it easier to input, this change makes it more useful as a defensive option against attacks that force players to switch between guarding forward and backward.

Character-Specific

In the Ver. 2.00 major update, we re-evaluated the risk and reward of various actions throughout the game, aiming for a balance where the results of mind games are more accurately reflected in the match progression.

In this update, while maintaining this fundamental policy, we reviewed how matches have played out since Ver. 2.00 and adjusted specific characters, focusing on areas where performance exceeded expectations or where characters struggled to express their intended strengths.

Invincible Moves with Multi-Hits

In Ver. 2.00, the recovery time for certain invincible moves was increased to heighten the risk upon being blocked.
As a consequence, for some multi-hit invincible moves, even if the first hit connected, subsequent hits would sometimes fail to connect, leaving the attacker vulnerable to a punish.
In this patch, by adjusting the blowback of the first hit, follow-up hits will connect more reliably when the initial attack hits normally, reducing unintended punishes.

We will continue to monitor actual match environments and work toward optimizing battle balance through future updates.

Adjustment Details
Deflect Shield

Changed command to D+P or D+K.

Counter Blitz

Allowed Counter Blitz activation until the end of recovery for the move that caused the counter hit.

Changed startup from 10F → 4F.

Increased Guard Crush duration.
Changed frame difference on block from -10F → 0F.

Increased knockback on block for the first hit.

Adjustment Overview

For Sidewinder Ignited, we expanded the effective range of the Clean Hit to make it easier to land Clean Hits.

Previously, the activation timing varied easily depending on the combo structure, making it difficult to consistently secure a Clean Hit even in intended scenarios. With this adjustment, the conditions required to trigger a Clean Hit have been relaxed, making it easier to reliably aim for high returns upon success.

Adjustment Details
Sidewinder Ignited
→ + HS during HS Volcanic Viper

Expanded the Clean Hit area forward, upward, and downward.

Adjustment Overview

For Mr. Dolphin (Vertical) (S Version), its long movement distance made it easy to reach the opponent, while also creating situations where May could easily maintain offense even after being blocked.

In this patch, when blocked, May now moves significantly farther backward than before, making it harder to sustain offense directly after block.

In addition, part of the descending hitbox has been replaced with a follow-up hitbox. As a result, she is now easier to intercept with anti-air moves such as → + P during descent.

This replacement with a follow-up hitbox has similarly been applied to Mr. Dolphin (Vertical) (HS Version).

Adjustment Details
Mr. Dolphin (Vertical) (S Version)
↓ (Hold) ↑ + S

Increased backward movement speed when the descending portion is blocked.

Mr. Dolphin (Vertical) (All Versions)
↓ (Hold) ↑ + S or HS

▼Hitbox adjustment
Replaced part of the hitbox during descent with a follow-up hitbox.
Replaced the downward hitbox with a follow-up hitbox.

Overhead Kiss
→ ↓ ↘ + K

Changed recovery on successful throw from 21F → 22F.

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

Adjustment Overview

Winter Mantis was a powerful move in a wide range of situations, not only restricting opponent actions from mid-to-long range, but also serving as an offensive starter due to its Guard Crush effect.

In this update, we adjusted its hitbox to make it easier to evade via backdashes or jumps.

Additionally, Crouching P had short recovery despite being a long-range low attack, making it a low-risk poke for keeping opponents from approaching.

Therefore, we increased its recovery time to raise the risk particularly when whiffed.

Adjustment Details
Crouching P

Changed recovery from 14F → 21F.

Changed frame advantage on block at tip from -2F → -9F, and at close range from -6F → -13F.

Winter Mantis
← ↙ ↓ ↘ → + HS

▼Hitbox adjustment
Replaced part of the hitbox with a follow-up hitbox.
Replaced the upward hitbox with a follow-up hitbox.

Adjustment Overview

F.D.B. was a move capable of covering multiple actions simultaneously—including projectile responses—with low risk across various situations.

In this update, we increased its recovery time, making it easier to punish on whiff. Furthermore, when used within strings, players will need to choose their situations more carefully.

→ + HS was an attack capable of covering a wide range of scenarios, poking broad areas on the ground while easily catching airborne opponents.

We adjusted its hitbox so that it is now harder to hit airborne opponents than before.

Adjustment Details
→+HS

Grounded opponents now tech upon landing on counter hit.

Changed recovery from 29F → 35F.

Changed frame advantage on block from -17F → -23F.

▼Hitbox adjustment
Replaced part of the hitbox with a follow-up hitbox.
Replaced the upward hitbox with a follow-up hitbox.

F.D.B.
↓ ↙ ← + K (Hold OK)

Changed recovery from 12F → 20F.

Changed frame advantage on block from -4F → -12F.

Adjustment Overview

Millia is a character who excels at throwing off opponent anti-air timing using her high aerial mobility.

Among her options, Kapel frequently created scenarios where she could alter anti-air timing while maintaining offense, yielding high rewards from relatively low risk.

In this patch, we added a downward hurtbox, making her more susceptible to anti-air interception than before.

Additionally, we increased recovery time and adjusted the move so that Jumping HS cannot be performed after executing Kapel at low altitudes. Players will now need to be more mindful of execution altitude and timing.

Adjustment Details
Kapel
↓ ↘ → + HS in mid-air

Became counter hit state until the end of the recovery.
Changed recovery from 9F → 12F.

▼Hitbox adjustment
Expanded hurtbox downward.

Adjustment Overview

Regarding the Eddie Life Gauge, we reduced the gauge recovery speed after unsummoning Eddie using ↓ ↙ ← + HS or similar inputs while active.

Zato-1's major strength lies in constructing varied pressure through simultaneous actions with Eddie.

However, unsummoning Eddie to recover the gauge while sustaining strings allowed players to easily maintain powerful offense for extended periods.

With this change, securing sufficient gauge after unsummoning Eddie will take longer than before, making Eddie Life Gauge management more critical when sustaining pressure.

Adjustment Details
Eddie Life Gauge

Reduced Eddie Life Gauge recovery speed when unsummoning active Eddie using ↓ ↙ ← + HS or similar inputs.

Adjustment Overview

Zweites Kaltes Gestöber allowed Leo to easily transition into powerful offense from Brynhildr Stance by forcing the opponent to block while passing behind them.

In this update, when blocked, the distance between Leo and the opponent increases significantly, preventing K during Brynhildr Stance from reaching directly.

Consequently, initiating low attacks immediately after a blocked attempt becomes more difficult, requiring Leo to close distance first if aiming for a low mix-up.

Adjustment Details
Brynhildr Stance
K

Made the opponent float less when used multiple times into a single combo.

▼Blowback adjustment
Reduced launch height.

Zweites Kaltes Gestöber
↓ ↘ → + HS

Increased knockback when passing behind the opponent.

Adjustment Overview

Sultry Performance (K Version) and Sultry Performance (S Version) previously resulted in unstable rewards on hit against grounded opponents, as I-No could easily end up at a frame disadvantage depending on the hit height.

In this patch, we added a stagger effect so that I-No is in an advantageous position whenever these moves hit a grounded opponent, regardless of the height at which they connect.

On the other hand, because knockback on hit has also been adjusted, sustaining pressure directly after may prove difficult depending on the impact position.

Adjustment Details
Sultry Performance (K Version)
↓ ↘ → + K in mid-air (Hold OK)

Added stagger effect on ground hit.

Increased knockback on ground hit.

Sultry Performance (S Version)
↓ ↘ → + S in mid-air (Hold OK)

Added stagger effect on ground hit.

Increased knockback on ground hit.

Adjustment Overview

To enhance the rewards obtained from Testament's favored mid-range neutral play, we increased the launch height when Stain triggers.

As a result, even when pokes such as Far Standing S connect near their tip, it is now easier to transition into a combo after Stain triggers.

Adjustment Details
Stain

▼Blowback adjustment
Increased launch height.

Adjustment Overview

We shortened the startup of Kick Start My Heart, making combos such as Crouching P > → + K > Kick Start My Heart connect more consistently than before.

Furthermore, because the overall animation duration was shortened with the faster startup, post-combo situations—such as utilizing it as a movement tool after landing Standing HS > Command Normal 5—have also been improved.

Adjustment Details
Kick Start My Heart
↓ ↘ → + K

Changed startup from 10F → 7F.

Total duration has changed from 50F → 47F.

Starship
→ ↓ ↘ + P

▼Blowback adjustment
Increased launch height.

Adjustment Overview

We have only made universal adjustments to multi-hit invincible moves.

Adjustment Details
Hawk Baker
→ ↓ ↘ + S

▼Blowback adjustment
When used as a combo starter, increased launch height of the first hit and increased downward blowback of the second hit.

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

Adjustment Overview

We changed Jealous Rage so that A.B.A can now block opponent attacks during the recovery when the mode ends automatically because the Jealousy Gauge is depleted.

Because Jealous Rage is an extremely potent state, blocking was previously disabled during forced recovery to impose heavy risk for failing gauge management.

However, in actual matches, the risk incurred upon depletion proved larger than intended, leading us to ease this penalty in the current update.

Adjustment Details
Jealous Rage End when Jealousy Gauge is depleted

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

Adjustment Overview

We have only made universal adjustments to multi-hit invincible moves.

Adjustment Details
A.C.T.G. Blast-Off
(Standard Mode)
→ ↓ ↘ + S

▼Blowback adjustment
Increased launch height of the first hit.
Reduced launch height of the second hit.

Adjustment Overview

Choukyaku Kouryuumon possessed performance that easily allowed it to interrupt attacks from relatively distant positions as a reversal utilizing its long reach and invincibility.

In this patch, we reduced its horizontal reach, making it harder to interrupt opponent strings when positioned at a distance.

Adjustment Details
Choukyaku Kouryumon
→ ↘ ↓ ↙ ← → + HS

Reduced forward movement speed.

▼Hitbox adjustment
Reduced forward hitbox.


Further information regarding update contents and schedules will continue to be announced on this website and the GUILTY GEAR OFFICIAL X account.
Thank you for your continued support of Guilty Gear -Strive-.

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