Adjustments CE202102 Ver.


Balance Change Overview

Adjustment Description
Psycho Blow (forward throw) Increased stun on hit by 1F.
Standing MP Changed frame advantage on hit from +9F to +10F.
Standing HP 1) Increased knockback time when landing a grounded or airborne crush counter.
2) Lowered combo-count start value on crush counter.
Standing HK 1) Shortened start-up from 15F to 14F.
(No change to frame advantage.)
2) Entire move shortened from 40F to 39F.
Crouching MP Added a projectile-proof hurtbox to the upper body from 1F before active attack-time begins until the attack ends.
Psycho Flicker 1) Increased the combo count limit.
2) Increased combo count gain.
Psycho Shot 1) Reduced sideways knockback distance on mid-air hit.
2) Now CA is cancelable 1F later.
Psycho Rising Extended the hitbox sideways after the 1st attack from the 2nd frame onwards when canceled from a normal attack.
Psycho Knuckle 1) Increased hit stun when landing a counter hit from the 2nd frame onwards.
2) Added camera shake when landing a counter hit from the attack's 2nd frame onwards.
3) Changed the timing that the collision box appears on hit from 28F to 31F.
Psycho Upper 1) Can now be canceled into when Enhanced Snatcher hits or is guarded.
2) Lowered combo-count start value.
[V-Trigger I] Psycho Cannon 1) Increased hit count from 5 to 7.
2) Increased damage from 120 ((20x4)+40) to 140 (20x7).
3) Increased stun damage from 150 (30x5) to 175 (25x7).
[V-Trigger II] Ultra Snatcher - Ground 1) Increased blockstop when the initial attack is guarded.
2) Changed the 2nd attack's effect on block to guard break.
(This effect allows the opponent to guard again during the guard break.)
[V-Trigger II] Ultra Snatcher - Air 1) Added camera animation for when the strike portion hits.
2) Increased combo count gain.
Psycho Barrage (CA) 1) Changed the hitstop for the move before the animation.
(Blockstop remains unchanged.)
2) Shortened start-up from 13F to 10F.
(No change to start-up when canceled from Standing HP or a special move.)

Balance Change Overview

Ed has strong, reliable options for bringing opponents to the corner, such as his MK and "Psycho Flicker", and he excels at chip damage.
However, his options for dealing decisive damage came with big risks, making it difficult to win decisively.
This time, our adjustments focused on increasing Ed's combo options, strengthening his V-Triggers, and boosting his power when making contact with the opponent.

Adjustments to his special moves were mainly done for combo purposes.
Notably, "Psycho Flicker"―with its quick start-up―now allows for more kinds of follow-ups, giving Ed ways to deal damage and put pressure on wakeup in a variety of situations.
The change to CA cancel timing for "Psycho Shot" was made to prevent a super cancel after a K.O. at close range unintentionally consuming gauge.

Both V-Triggers were adjusted to bring out their unique capabilities. V-Trigger II "Ultra Snatcher - Ground"
leaves Ed open to counterattack when evaded with a V-Shift, so the move was adjusted to prevent a V-Reversal from being performed when either the 1st or 2nd attack is blocked.
When the 2nd attack is blocked and the guard crush motion occurs, Ed has an advantage of +3. However, the system still treats this as being blocked.
This means that Standing LK, which has a 3F start-up, is not a guaranteed hit, resulting in the change being largely aesthetic.

Recovery time for "Psycho Blow" after landing was increased to bring it inline with other characters when they perform a forward dash after the move.
Although the frame advantage is worse, Ed's swift forward dash is difficult to deal with, which narrows the opponent's options and allows Ed to launch an offensive more easily.

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