Adjustments CE202102 Ver.

RYU

Balance Change Overview

Adjustment Description
Shoulder Throw (front) Reduced spacing after hit.
[Normal/V-Trigger I] Standing MP 1) Sped up the special move/CA cancel timing during V-Trigger I by 1F.
2) Changed frame advantage on block from +1F to +2F.
3) Changed frame advantage on hit from +7F to +6F.
[Normal/V-Trigger I] Crouching MP Added a projectile-proof hurtbox to the upper body from 1F before active attack-time begins until the attack ends.
[V-Trigger I] Crouching MP Changed frame advantage on block from +3F to +2F.
[Normal] Standing HP Can now be special canceled.
Crouching MK 1) Shortened start-up from 7F to 6F.
2) Entire move shortened from 22F to 21F.
Crouching HK 1) Shortened start-up from 8F to 7F.
2) Entire move shortened from 31F to 30F.
[Normal/V-Trigger I] Solar Plexus Strike The 2nd attack's hitbox now extends forward when the 1st attack hits or is blocked.
[Normal] Solar Plexus Strike The 1st attack can now be V-Trigger canceled.
[Normal/V-Trigger I] Jodan Sanrengeki Can now be performed with Standing MP > Crouching HP > Standing HK.
[Normal/V-Trigger I] Hadoken 1) Reduced the hurtbox size backward before attack start-up.
2) Reduced the feet hurtbox downward.
3) Hurtbox no longer moves backward during the first two frames of the move.
4) Reduced required charge time by 1F until Level 2 is reached for the V-Trigger I version.
[Normal/V-Trigger I] EX Hadoken 1) Changed start-up from 11F to 10F when canceled from a Crouching LP.
2) For the V-Trigger I version, the timing at which the character moves backward in the 2nd half of the move now matches that of the normal "EX Hadoken".
3) For the V-Trigger I version, the knockback on counter hit now matches that on normal hit.
4) Lowered combo-count start value.
5) Increased combo count gain for the V-Trigger I version.
6) Increased the combo count limit for the V-Trigger I version.
[Normal/V-Trigger I] Shoryuken The knockback on counter hit now matches that on normal hit.
[Normal] L. Shoryuken Increased damage from 100 to 110.
[V-Trigger I] L. Shoryuken Increased damage from 110 to 120.
[Normal] H. Shoryuken 1) Extended the hitbox upward.
2) Increased the combo count limit after the attack's 3rd frame.
[V-Trigger I] H. Shoryuken Extended the hitbox upward.
[Normal] EX Shoryuken 1) The hit animation will no longer split when active frames 1 and 2 land at a distance.
2) Extended the 2nd attack's hitbox forward.
[V-Trigger I] EX Shoryuken 1) The hit animation will no longer split when active frames 1 and 2 land at a distance.
2) Added a camera effect when active frames 1 and 2 hit the opponent at close range.
3) Extended the 2nd attack's hitbox both forward and upward.
Tatsumaki Senpukyaku 1) Can now hit a Crouching opponent.
2) Decreased damage for all levels L: 90 → 80; M: 100 → 90; H: 110 → 100.
3) Changed the medium version's chip damage from 34 (17x2) to 24 (12x2).
4) Changed the heavy version's chip damage from 57 (19x3) to 27 (9x3).
5) Increased the combo count limit.
EX Tatsumaki Senpukyaku 1) Extended the 1st attack's hitbox forward.
2) Increased the distance the opponent pulled backward when the 1st attack hits.
3) The hitbox of the attack is now extended upward after the 1st attack hits in midair.
4) Increased the combo count limit.
Jodan Sokutou Geri 1) Changed the motion on activation.
2) Increased distance traveled forward.
3) Extended the collision box upward from the start of the move until the 1st frame of start-up.
4) Changed frame advantage on block from -16F to -15F.
L. Jodan Sokutou Geri 1) Increased damage from 70 to 90.
2) Increased the combo count limit.
M. Jodan Sokutou Geri Increased damage from 80 to 100.
H. Jodan Sokutou Geri 1) Increased damage from 100 to 110.
2) Changed start-up from 18F to 17F when performed from a Standing MP.
EX Jodan Sokutou Geri 1) Changed the motion on activation.
2) Increased distance traveled forward.
3) Extended the collision box upward from the start of the move until start-up.
4) Changed knockback speed and height on hit.
5) Changed the timing at which it can be canceled with "Tatsumaki Senpukyaku".
6) Changed start-up from 18F to 17F.
Changed stun from 36F to 33F.
Changed frame advantage on block from -16F to -13F.
Mind's Eye (V-Skill I) 1) V-Timer now recovers 50F when the attack is successful during V-Trigger.
2) Can now be canceled with EX Special Moves/CA when successful.
[Normal/V-Trigger I] Thrust Strike (V-Skill II) 1) Can now be canceled when "Jodan Nirengeki/Sanrengeki" hits.
(The canceled version has different start-up, etc. from that of the normal version to ensure it combos.)
2) Increased the duration of the active frames by 2F.
3) Increased pushback on block when the attack is not successful.
4) Increased damage from 60 to 70 when the attack is not successful.
5) Changed V-Gauge gain when successful from (50+50) to (60+40).
[V-Trigger I] Denjin Renki 1) Increased V-Timer from 800F to 1000F.
2) Increased hit stun by 2F (normal punches only).
[V-Trigger II] Kakko Fubatsu "Hadoken"/the base of "Shoryuken"/"Jodan Sokutou Geri" can now be canceled with a unique special move on hit/block.
(Only the normal versions of "Shoryuken" and "Jodan Sokutou Geri" can be canceled.)
[V-Trigger II] Isshin (successful) 1) Added camera animation on hit.
2) Increased V-Timer cost from 800F to 1500F.
3) V-Timer now ends on successful hit.
Shinku Hadoken (CA) Changed frame advantage on block from -17F to -25F.
[V-Trigger I] Denjin Hadoken (CA) Increased the combo count limit when canceled into from "Shoryuken".

Balance Change Overview

Ryu's crush counters and V-Triggers
have made it difficult for him to keep up pressure, and limited his offensive options.
However, other standard characters like Ken and Akuma have this aspect to their playstyles as well,
so we haven't made significant alterations.
Instead, we've focused on improving his overall performance, giving him more offensive options and stabilizing his playstyle.
As a result, he can now deal damage more reliably.

Compared to other characters, Ryu had harder combos to confirm, and relatively strict wake-up pressure options.
To combat this, we've adjusted his combos.
"Tatsumaki Senpukyaku" required the player to determine whether the opponent was Standing or Crouching, but it now hits Crouching opponents as well.
The 2nd attack of "Jodan Sanrengeki" can now force the opponent to stand with ↓ + HP.
"Jodan Sokutou Geri", which is used in similar types of combos, has, like "Tatsumaki Senpukyaku", had its parameters adjusted to better differentiate it from "Jodan Sanrengeki".
Though some of Ryu's playstyle will benefit from properly reading the opponent, it will be required less overall, making the him easier to play.

Additionally, improvements were made to mid-range moves, giving him much more of an advantage at his ideal range.
By shrinking the hand hurtbox before a Hadoken's start-up, we've made the attack easier to use to keep the opponent at bay.
Crouching MK and Crouching HK now have faster start-up, making them easier to use as counters.

With V-Trigger I "Denjin Renki" active, punch moves will have increased hit stun.
Though blockstun will remain the same and not change Ryu's ability to open the opponent up, it will reward him for landing a hit,
making it easier to combo into other attacks with the long-reaching Hadoken as well.

Though V-Trigger II "Kakko Fubatsu" was useful for making a comeback, it was difficult to use effectively, so its properties have been improved greatly.
By using Isshin, which can be canceled into from any special move,
Ryu can now deal damage in situations he previously couldn't, allowing him to carry the match more effectively.

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