Adjustments CE202108 Ver.

ROSE

Balance Change Overview

Adjustment Description
Standing MP 1) Increased hitback.
2) Changed frame advantage on hit from +6F to +7F.
3) Changed frame advantage on block from +2F to +3F.
Soul Bind (All strengths, including EX version) 1). Anti-air invincibility from the start of the movement to 1F before start-up has been changed from head only to down to the waist.
2) Extended the hitbox upward.
3) Changed the attack and full-body invincibility duration from 6F to 9F.
L. Soul Bind Added the ability to hit opponents behind Rose.
EX Soul Bind Can now be canceled with Soul Fortune on hit.
[Normal/V-Trigger II] Soul Punish 1) Increased damage by 20 when nullifying an active projectile.
2) Hit effect when nullifying an active projectile has been changed from grounded hit stun to a knockdown.
Soul Fortune (V-Skill I) Can now be canceled into from a special cancel.
Soul Fortune (Purple and Green) (V-Skill I) 1) Can now hit mid-air opponents.
2) Extended the hitbox forward.
3) Changed hitstop and blockstop from 4F to 6F.
4) Changed frame advantage on hit from -4F to -2F.
5) Changed frame advantage on block from -8F to -6F.
6) Increased combo count limit.
Soul Satellite (V-Skill II) 1) Can now be canceled into from a special cancel.
2) Changed V-Gauge gain from 30 to 60.
3) Changed hitstop and blockstop from 6F to 10F.

Balance Change Overview

We noted that Rose's techniques had become difficult to handle, and have taken steps to rectify this.
Standing MP is a standard offensive starting point, but due to the short reach of any subsequent moves, it was quite tricky to find a moment to use it effectively.
We've increased its frame advantage, and Crouching MK's long reach can now be worked into combos, making it easier to continue attacking when blocked.
Although we've slightly increased hitback to prevent excessive combos,
pushback has not been changed, which allows for the same feel as before.

A delayed Soul Punish has the characteristic of maintaining its hitbox after canceling out opponent projectiles. However. the advantage it grants in this situation is fleeting, offering little reward in comparison to its difficulty.
The hitbox effect generated when canceling out a projectile is now clearly able to form the start of an offensive. Additionally, in certain situations, you can gain enough of a time advantage time to go for an aerial combo.

V-Skill I had random effects and tough activation timing, making it difficult to make the most of. To remedy this, we've increased where it can be activated and how it can be utilized.

The concept of V-Skill II is to grant power if you're able to unleash it,
but its frame advantages could deviate, making it difficult to decide when to take advantage of something.
As such, we've increased its hitstop to grant more time and reduce the difficulty of connecting combos.

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