Adjustments CHAMPION EDITION

NASH

Adjustment Description
Vitality Increased from 950 to 975.
Stun Increased from 950 to 1000.
Forward Dash Changed to be in close contact with the opponent after the move ends.
Note: No change to movement distance.
Standing LP Reduced the pushback on hit for the rapid cancel version.
Standing MP ①Changed so that the opponent blocking the active frames will give an advantage in recovery.
②Increased the hit and block stop.
③Increased the cancel timing window by 3F.
Standing MK ①Changed so that the opponent blocking the active frames will give an advantage in recovery.
②Increased the blowback time for an opponent on mid-air hit.
③Changed so that a V-Trigger cancel can be performed on the 4th active frame.
Standing HP Changed so that the opponent blocking the active frames will give an advantage in recovery.
Standing HK ①Reduced the recovery on hit from 15F to 14F.
Note: Also changes to the advantage/disadvantage on hit and block.
②Increased the blowback time for an opponent on mid-air hit.
Rapid Punch ①Changed so that the opponent blocking the active frames will give an advantage in recovery.
②Increased the hit and block stop.
Chopping Assault ①Increased the hit and block stop.
②Disadvantage on block increased from -6F to -7F.
Wind Shear Made the behavior of the second hit on counter hit the same as for a regular hit.
Down Burst ①Increased the hit and block stop.
②Disadvantage on block increased from -6F to -7F.
Sonic Boom Damage increased from 50 to 60.
M Tragedy Assault ①Addressed the phenomenon where Nash would trade places with an opponent who is in the corner.
②Eased the ability for follow-up attacks.
M Sonic Scythe Eased the ability for follow-up attacks.
H Sonic Scythe ①Startup reduced from 17F to 13F.
②Given invincibility to airborne attacks from the attack startup to the end of the active frames.
EX Sonic Scythe ①Given invincibility to airborne attacks from 2F of the attack startup to the end of the active frames.
②Expanded the height of the collision box when the first and second hits connect.
Moonsault Slash Expanded the downward collision box when descending.
EX Moonsault Slash Fixed the phenomenon where the recovery would change depending on where the move began.
Note: In accordance with the above, the opponent will have an extra frame of recovery added, but there are no changes to the advantage/disadvantage.
Bullet Clear (V-Skill) ①Increased the active frames from 2F to 4F.
②Recovery increased from 23F to 21F.
③Changed so that hitting the active frames on hit or block will give an advantage in recovery.
Sonic Move (V-Trigger I) Reduced the combo scaling from 20% to 10% when performed as a cancel.
Sonic Move - Hide (V-Trigger I) Added 2F of throw invincibility after the complete invincibility ends.
Justice Shell (V-Trigger II) Eased the ability for follow-up attacks for the second attack.
Judgement Saber (CA) ①Changed the amount of EX Meter gain that the opponent gets on block from 0 to 50.
②For 2F onwards, expanded the forward hitbox to be the same size as the hurtbox.
③Expanded the upwards hitbox for the canceled version.

Balance Change Overview

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