Adjustments CE202102 Ver.

NASH

Balance Change Overview

Adjustment Description
Standing LK 1) Changed start-up from 4F to 3F.
2) Reduced entire move by 1F.
3) Changed frame advantage on hit from +4F to +2F.
4) Changed frame advantage on block from +3F to +1F.
Crouching LP 1) Reduced hitback.
2) Reduced pushback on block.
3) Changed active attack frames from 2F to 3F.
4) Changed frame advantage on block from +2F to +3F.
Crouching MP Changed frame advantage on block from +2F to +3F.
Crouching HK 1) Reduced pushback on block.
2) Expanded the hurtbox during recovery.
Chopping Assault Changed frame advantage on hit from +1F to 0F.
No change was made to frame advantage when "Down Burst" (Crouching MP > forward MP) hits.
Spinning Back Knuckle Expanded the hurtbox during recovery.
Step Kick 1) Expanded the hurtbox during recovery.
2) Changed recovery time on whiff from 15F to 17F.
Rapid Kick 1) Now V-Trigger cancelable.
2) Changed frame advantage on hit from +4F to +2F.
Wind Shear (2nd attack) Changed frame advantage on hit from +3F to +2F.
Sonic Boom (and EX ver.) The move will now start slightly forward from the activation position when canceling into another move during "Sonic Boom".
[Normal] Sonic Scythe (and EX ver.) Increased damage for all levels: L: 80 → 100; M: 100 → 110; H: 110 → 120; EX: 150 → 160.
[V-Skill II] L. & M. Sonic Scythe 1) Increased knockback time on hit.
2) Increased damage for light and medium versions: L: 90 → 100; M: 110 → 120.
[Normal/V-Skill II] EX Sonic Scythe 1) Extended the 1st attack's hitbox forward.
2) Increased knockback distance of the 3rd attack (4th attack of the V-Skill II version).
[V-Skill II] EX Sonic Scythe Increased damage from 160 to 180.
Moonsault Slash Changed frame advantage when the 3rd frame of the attack hits from +5F to +6F.
No change was made to frame advantage for active frames 1 and 2.
L. Moonsault Slash 1) Extended the hitbox forward on the 3rd frame.
2) Changed frame advantage when the 3rd frame of the attack is blocked from +2F to +3F.
3) No change was made to frame advantage for active frames 1 and 2.
M. Moonsault Slash Changed frame advantage when the 3rd frame of the attack is blocked from +3F to +4F.
No change was made to frame advantage for active frames 1 and 2.
H. Moonsault Slash Changed frame advantage when the 3rd frame of the attack is blocked from +4F to +5F.
No change was made to frame advantage for active frames 1 and 2.
EX Moonsault Slash Increased distance traveled forward.
L. Tragedy Assault 1) Changed start-up from 18F to 17F.
2) Lowered the height jumped before start-up.
EX Tragedy Assault 1) Sped up input timing during which the attack can be canceled into "Stealth Dash".
2) Extended downward the collision box during the motion.
3) Increased blockstun on the 1st attack.
4) Reduced knockback distance on hit.
5) Extended the opponent's knockback hurtbox on hit.
6) Reduced recovery time on hit by 1F.
7) Reduced the 2nd attack's recovery time on block by 7F.
(No change made to frame advantage.)
8) Increased the combo count limit of the 1st attack.
Bullet Clear (V-Skill I) The attack now pulls the opponent in on hit/block.
[V-Trigger II] Stealth Dash (Special Move ver.) Decreased V-Timer cost from 2000F to 1000F.
[V-Trigger II] Justice Corridor 1) Increased V-Timer cost from 0F to 500F.
2) Reduced pushback on block.
[V-Trigger II] Justice Shell 1) Increased V-Timer cost from 0F to 500F.
2) Changed damage distribution from (60+40) to (40+60).
Judgement Saber (CA) Extended the hitbox of the 2nd frame forward.

Balance Change Overview

Nash excels at using his "Sonic Boom" and other control techniques to keep the opponent at bay. However, he often couldn't chip away enough of the health of more powerful opponents before they could make a comeback.
This put Nash at a real disadvantage when it came to his offensive options, and his defensive options left him struggling if the opponent managed to get close.
To remedy this, we've increased the damage of his go-to moves and expanded his combo routes, as well as changed the start-up of his Standing LK to 3F, among other changes.
However, at a distance, some of Nash's moves dealt considerable damage with minimal recovery, so we've adjusted these moves to increase their risk, balancing his playstyle.

In addition to changing Standing LK's start-up to 3F, we've also changed the properties and frame advantage of "Rapid Kick" and other moves on hit.
Standing LK was the go-to option when starting an offensive while up close, but we've improved Crouching LP to make it a viable alternative.
Additionally, Crouching MP saw a lot of use at close range, but its frame advantage on block has been improved, making it a more powerful link when approaching, and also allowing for higher damage.

Several adjustments were made to all of Nash's special moves, the main ones being improved ease of use, increased damage, and better combo routes.
The largest changes were made to V-Skill I "Bullet Clear", which now has different knockback on hit;and has had its ability to absorb projectiles and its combo viability adjusted.
The timing in which the V-Timer is consumed has been changed; V-Trigger II "Stealth Dash" is now easier to use in links and combos, improving Nash's overall offense.

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