Adjustments 201701 Ver.

GUILE

Adjustment Description
Dragon Suplex 1. Damage has been decreased 130 to 120

2. Stun damage has been decreased 200 to 120

3. CA meter gain has been decreased

4. Decreased the distance after hit

5. Advantage on hit increased 6F
Judo Throw CA meter gain has been decreased.
Flying Mare/Flying Buster Chop 1. Increased throw range

2. Hurt box has been expanded downwards during motion
Standing LK 1. Hit box startup has been changed 5F to 4F
(Entire motion has been decreased 1F)

2. Made it possible to cancel special move

3. Activation timing for special move cancel has been delayed 2F
Standing MP 1. Hit box startup has been changed 5F to 6F
(Entire motion has been increased 1F)

2. Advantage on hit has been changed +4F to +6F

3. Advantage on block has been changed +3F to +2F

4. Increased pushback distance on hit
Standing HP 1.Hit box startup has been changed 7F to 8F
(Entire motion has been increased 1F)
2. Removed the crush counter effect, and applied a standard counter hit effect
3. Advantage on hit has been changed +6F to+7F
4. Increased pushback distance on hit
5. 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.)
Advantage on hit has been changed +1F to +2F
Standing HK Advantage on hit has been changed +1F to +2F
Crouching LP Active frames for hit box have been extended 2F to 3F
Crouching LK 1. Button mash cancel timing has been extended.

2. Hit box active frames have been extended 2F to 3F
Crouching MP Knockback distance on hit has been extended.
Crouching HP 1. Changed to be a crush counter move
(Will only apply during the first frame hit box is active)

2. Advantage on block has been changed -3F to -4F
Crouching HK Hit box startup has been changed 8F to 7F
(Entire motion has been shortened by 1F)
Knee Bazooka 1. Advantage on hit has been changed -2F to -1F

2. Advantage on block has been changed -6F to -3F
Rolling Sobat Decreased the size of the hurt box by the feet between 7F and 10F of the motion
Full Bullet Magnum 1. Advantage on hit has been changed 0F to +1F

2. Advantage on block has been changed -4F to -6F
Drake Fang 1. Advantage on hit has been changed 0F to +1F

2. Advantage on block has been changed -4F to -6F
Reverse Spin Kick 1. Advantage on hit has been changed +3F to +6F

2. Advantage on block has been changed -1F to -2F
V Trigger - Solid Puncher V gauge blocks have been changed from 3 to 2
V Reversal - Reverse Back Knuckle 1. Hit box start up has been changed 15F to 16F

2. Advantage and distance on hit has been changed
Sonic Boom (Normal version/V Trigger version) 1. Normal version damage has been increased 50 to 60

2. Stun damage for the V Trigger version has been decreased 80 to 50

3. CA meter gain on activation has been decreased

4. CA meter gain on hit or block has been increased

5. Advantage on hit has been changed +8F to +7F

6. Advantage on block has been changed +1F to +2F

7. Added a collision box when the hit box is active
Sonic Break 1. The rate the timer decreases when a single shot is active has increased

2. The rate the timer decreased for follow up shots has decreased

3. The rate the timer decreased for the EX version has increased

4. CA meter gain on activation has decreased

5. CA meter gain on hit or block has increased

6. Active frames for both single shot and follow up shot have been unified at 36F

7. Damage for follow up shots have been increased by 10
L Somersault Kick 1. Hit box between 1F - 2F of the active frames have been expanded forward

2. 1F - 3F Upper body invincibility + Projectile Invincibility/ 4F - 6F complete invincibility
to 1F - 2F Lower stance/3F - 8F hit/projective invincible
M Somersault Kick 1.Hit box between 1F - 2F of active frames have been expanded forward
2.1F - 4F Upper body invincibility + Projectile Invincibility/ 5F - 6F complete invincibility
to 1F - 2F Lower stance/3F - 8F hit and projective invincible
H Somersault Kick 1.Hit box between 1F - 2F of active frames have been expanded forward
2.1F - 4F Upper body invincibility + Projectile Invincibility/ 5F - 6F complete invincibility
to Throw and projectile invincibility between 1F - 9F
Sonic Tempest Damage has been decreased 360 to 350

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