Adjustments 201701 Ver.

ALEX

Adjustment Description
Hurt Box 1. The size of the forward hurt box when crouching has been decreased

2. Hit box when character is changing directions has been changed
Face-Crush Chop (Forward Throw) 1. Stun damage has been decreased 170 to 120

2. CA meter gain has been decreased

3. Adjusted so that the collision box doesn''t move forward during attack motion
Leg Tomahawk (Reverse Throw) Adjusted so that the collision box doesn't move forward during attack motion
Standing LP 1. Removed the 3rd active frame from hit box

2. The knockback distance when hit in air has been increased

3. The upwards hit box has been decreased

4. The hurt box around the hit box has been expanded upwards
Standing LK 1. The motion start point has been moved forward when receiving damage or motion is cancelled.
(The position of hit box, hurt box, and collision box has been adjusted.)

2. The motion start timing has been delayed by 1F when a cancelling a special move
Standing MP 1. Motion startup has been changed 12F to 14F
(No change to advantage)

2. Pushback distance on hit has been increased

3. Advantage on V Trigger cancel has been changed +12F to +10F

4. Hurt box size has been increased to the same size as hit box

5. Motion startup timing when cancelling a special has been delayed by 2F
Standing MK Hit box startup has been changed 8F to 9F
(1F added to entire motion)
Standing HK 1. Damage has been increased 90 to 100

2. Advantage on hit has been changed -1F to +1F
Crouching LP Pushback distance on hit has been increased
Crouching MP 1. Hit box startup has been changed 7F to 8F
(1F added to entire motion)

2. Motion recovery has been changed 15F to 17F

3. Active frames for hit box has been shortened 3F to 2F

4. The hurt box after the hit box ends has been extended 3F
Crouching MK Hit box startup has been changed 8F to 10F
(2F added to entire motion)
Crouching HP Changed to: Hit box startup has been changed from 12F to 10F
(Entire motion has been decreased by 2F)
Jumping MP 1. Hit box startup has been changed 6F to 5F

2. Hitbox has been expanded forward
Lariat 1. Hit box startup has been changed 10F to 11F

2. Advantage on hit has been changed +5F to +6F
V Skill - Overhaul V gauge will increase by 30 after motion
V Reversal - Big Boot 1. Hit box startup has been changed 15F to 16F

2. Hit box active frames have been decreased 4F to 2F

3. Advantage and distance on hit has been changed
Air Knee Smash 1. Damage distribution has been changed 10+120 to 50+80
(No change to total damage)

2. Changed to: Guard activation box during the move has been deleted

3. KO timing has been changed to the first hit
EX Air Knee Smash 1. Damage distribution has been changed 10+150 to 50+110

2. Changed to: Guard activation box during the move has been deleted

3. Distance after hit has been increased

4. Hurt box on the 4th frame of the motion has been expanded upwards.
L Flash Chop Hit box startup has been changed 13F to 12F
(Entire motion has been shortened by 1F)
EX Flash Chop Damage has been decreased 150 to 140
L Slash Elbow 1. Hit box startup has been changed 14F to 16F

2. Motion recovery has been changed 18F to 22F

3. Hurt box when charging forward and during recovery has been expanded forwards and upwards

4. Hurt box around the hit box has been expanded downwards

5. Decreased the movement distance

6. Decreased pushback distance on block
M Slash Elbow 1. Motion recovery has been changed 19F to 22F

2. Hurt box when charging forward and during recovery has been expanded forwards and upwards

3. Hurt box around the hit box has been expanded downwards

4. Decreased pushback distance on block
H Slash Elbow 1. Hurt box when charging forward and during recovery has been expanded forwards and upwards

2. Hurt box around the hit box has been expanded downwards

3. Decreased pushback distance on block
Power Bomb/Power Drop 1. CA meter gain on activation has been decreased

2. CA meter gain on hit and block has been increased

3. Adjusted so the collision box doesn''t move forward during attack motion.

4. Startup changed from 5F to 6F
Air Stampede 1. Hit box active frames have been extended 2F to 3F

2. Hit box expands forwards as active time progresses
EX Air Stampede 1. Projectile invincibility time has been changed between 3F - 30F to Between 1F - 30F

2. Hit box active frames have been extended 2F to 3F
Head Crush Motion recover has been changed L: 45F to 30, M: 50F to 30F, H: 56F to 30F
Heavy Hammer Damage has been decreased 350 to 340

Balance Change Overview

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