>https://www.guiltygear.com/ggst/jp/pdf/en_110.pdf > >apparently there are some mistranslations in the EN notes so >some stuff might be inaccurate. seems good overall; universal >changes look to be more buff than nerf > >nerfs >• damage from OP specials or combo starters >• pressure — looks like abare was buffed and faultless >defense was definitely buffed >• guard crush > >buffs >• server connection on startup 😎 >• throw teching >• universal anti-air (6P) >• special inputs >• reversals >• projectiles — ky's grounded stun edge might be usable! >• fautless defense >• burst >• roman cancel >• air combos — gatlings, dash cancels, and counter hits >added to some jump buttons >• counter hit combos >• combos started from RC
It feels faster. That is for sure. And I haven't seen much that has made me feel like throws are less amazing/techable, but maybe I haven't put enough time on it.