Adjustments CE202102 Ver.

AKUMA

Balance Change Overview

Adjustment Description
Crouching MK 1) Lengthened recovery time from 14F to 15F.
2) Changed frame advantage on hit from +3F to +2F.
3) Changed frame advantage on block from -1F to -2F.
Crouching MP 1) Added a projectile-invincible hurtbox to the upper body 1F before active attack-time begins; it lasts until the attack ends.
2) Extended the throw's hurtbox backward from the beginning of the move to the 1st frame of the attack.
[Normal] H. Goshoryuken 1) Extended the hitbox forward.
2) Reduced the knockback distance when the 1st and 2nd hits land on an airborne opponent.
3) Increased damage from 120 (60+(30x2)) to 140 (80+(30x2)).
[Normal/V-Trigger II] EX Zanku Hadoken [Normal/V-Trigger II] Hyakki Gozanku 1) If hit with an attack while stagnant, the projectile will now disappear.
2) Changed landing recovery time on whiff or block from 4F to 9F.
(Landing recovery time on hit remains unchanged.)
[Normal/V-Trigger II] Hyakki Gosai / EX Hyakki Gosai Fixed an issue where if the move was performed just before landing from any "Hyakkishu" move, the opponent would not be thrown during the active attack frames of the throw hitbox.
Rakan Gokyaku (V-Skill I) Increased the knockback distance on hit.
[V-Trigger I] Zanku Hadoken Changed recovery time on landing from the jumping value to a special value (5F).
[V-Trigger I] Shun Goku Satsu (CA) Adjusted blackout duration from the attack's 2nd frame to when the opponent can move.

Balance Change Overview

Akuma's maximum health is set lower to balance out his powerful moveset.
However, his effective defensive options ended up giving him more lasting power than other characters.
To alleviate this, we've readjusted his defensive moves to raise the difficulty of protecting against an opponent's offensive.
With the adjustment to Akuma's primary defensive option "Rakan Gokyaku", he can no longer switch positions with the opponent by comboing into "L. Tatsumaki Zankukyaku".
Switching positions when at a disadvantage now requires either sacrificing combo damage or spending Critical Gauge; players must choose which combo to use based on the situation.
On the other hand, Akuma now has better offensive capabilities, with more chances for high-damage combos when rushing down the opponent.

"Shun Goku Satsu" now has a shorter grab range after the blackout, increasing the difficulty of using it.

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