Adjustments CE202002 Ver.

KEN

Adjustment Description
Forward Dash Collision box for 3rd to 16th frames moved backward.
Back Dash Character's central axis now remains stationary during 1st and 2nd frames.
(Character appearance and all boxes remain unchanged.)
Standing Light Kick 1) When the attack misses, collision box now moves forward only after active attack frames end.
2) On hit or guard, collision box moves forward 1 frame after connecting.
3) Pushback on block increased.
Crouching Light Punch 1) When the attack misses, collision box now moves forward only after active attack frames end.
2) On hit or guard, collision box moves forward 1 frame after connecting.
Crouching Medium Punch Collision box during 5th frame moved backward.
Crouching Hard Punch Collision box moved backward during 1st to 5th frames.
Crouching Light Kick 1) When the attack misses, collision box now moves forward only after active attack frames end.
2) On hit or guard, collision box moves forward 1 frame after connecting.
Crouching Medium Kick Collision box during 4th and 5th frames moved backward.
Crouching Hard Kick Collision box moved backward during 1st to 5th frames.
Thunder Kick 1) Collision box moved backward during frames 12 to 18 (all variations).
2) Collision box moved backward during frames 19 to - the final frame (when not following up with another move).
[Normal/V-Trigger I] Hadoken (all strengths) Character's central axis now remains stationary during 1st to 5th frames.
(Character appearance and all boxes remain unchanged.)
[Normal/V-Trigger I] Quick Step 1) Collision box moved backward during frames 1 to 15 (all variations).
2) Collision box moved backward during frames 16 to the final frame (when not following up with another move).

Balance Change Overview

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