Adjustments 201812 Ver.

ZEKU

Adjustment Description
[Old] Tsurigane Otoshi (Forward Throw) Quickened the timing at which Zeku can move after the throw by 2F.
[Old] Standing HP Will no longer trigger a Crush Counter.
[Old] Standing HK Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.
[Old] Crouching LK After the hitbox disappears, reduced the amount of time for which the forward hurtbox remains.
[Old] Crouching MP Reduced the hurtbox that appears before the hitbox in the backwards direction.
[Old] Crouching HP Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.
[Old] Crouching MK Moved the hurtbox in the backwards direction to match with the visuals.
[Old] Crouching HK ①Expanded the forward hitbox.
②V-Gauge meter gain from a Crush Counter increased from 100 to 120.
[Old] L Bushin Gram - Koku Reduced the disadvantage after the projectile portion is blocked from -6F to -3F.
[Old] M Bushin Gram - Koku ①If the physical attack part of the move does not hit, reduced the overall frames from 50F to 48F.
②Reduced the disadvantage after the physical attack portion is blocked from -6F to -4F.
③Reduced the disadvantage after the projectile portion is blocked from -8F to -4F.
[Old] H Bushin Gram - Koku ①Reduced the overall movement frames on whiff from 55F to 50F.
②Reduced the disadvantage after the physical attack portion is blocked from -6F to -2F.
③Reduced the disadvantage after the projectile portion is blocked from -9F to -5F.
[Old] M Bushin Gram - Ban ①Expanded the forward hitbox for the first active frame.
②Damage decreased from 120 to 110.
[Old] EX Bushin Gram - Ban Increased the damage taken for an attack that hits during the move's duration by 1.2x.
[Old] EX Bushin Gram - Teki ①Increased the float on hit for the projectile part only.
②Can be canceled into from Bushin Gram - Teki (Normal) on hit only.
[Old] EX Bushin Kirinkyaku Expanded the downwards hitbox.
[Old] Fukuro (V-Skill) ①Can be canceled into from Bushin Gram - Teki (Normal) on hit only.
②Expanded the hitbox for the cancelled version.
[Old] Toushi (V-Reversal) ①Increased the forward movement distance.
②Damage decreased from 60 to 40.
[Old] Karura Tenzan (Activation Version) (V-Trigger II) ①Extended the throw, projectile, and airborne attack invincibility time until the attack active frames end.
②On hit, will continue to have projectile invincibility upon landing.
[Old] Karura Tenzan (Special Move Version) (V-Trigger II) ①Startup reduced from 15F to 10F.
②Extended the throw, projectile, and airborne attack invincibility time until the attack active frames end.
③On hit, will continue to have projectile invincibility upon landing.
[Young] Normal/Back Recovery Adjusted the recovery motion.
[Young] Back Dash Increased the timing at which the hurtbox begins to move backwards.
[Young] Standing HP ①Increased the disadvantage on block from -2F to -3F.
②After the hitbox disappears, increased the hurtbox in the forward direction, and delayed the timing at which the hurtbox disappears by 2F.
[Young] Crouching HP Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.
[Young] Crouching HK V-Gauge meter gain from a Crush Counter increased from 100 to 120.
[Young] EX Hayagake Sped up the timing at which each special move can be performed by 1F.
[Young] Hozanto (All Strengths) Added 4F to the block stop.
[Young] H Hozanto ①Extended the float on hit by 3F.
②Sped up the timing at which it can be canceled into Shukumyo by 4F.
③Reduced the recovery when canceled into Shukumyo by 4F.
[Young] Shukumyo Reduced the recovery by 4F when canceled into from Hozanto.
[Young] Toushi (V-Reversal) ①Increased the forward movement distance.
②Damage decreased from 60 to 40.
[Young] Karura Tenzan (Activation Version) (V-Trigger II) ①Extended the throw, projectile, and airborne attack invincibility time until the attack active frames end.
②On hit, will continue to have projectile invincibility upon landing.
[Young] Karura Tenzan (Special Move Version) (V-Trigger II) ①Startup reduced from 15F to 10F.
②Extended the throw, projectile, and airborne attack invincibility time until the attack active frames end.
③On hit, will continue to have projectile invincibility upon landing.

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