Adjustments CE202203 Ver.

ALEX

Balance Change Overview

Adjustment Description
Standing LP 1. Changed frame advantage on hit from +4F to +5F.
2. Changed frame advantage on block from +2F to +3F.
3. Extended the hitbox forward.
Standing MP Reduced pushback on hit and block.
Standing LK Extended the hitbox forward.
Standing MK Reduced the pivoting leg's hurtbox size backward between 2F before start-up and the end of active attack frames.
Crouching HP 1. The 2nd attack now deals 60 damage instead of 30 when the 1st attack misses.
2. The 2nd attack now deals 100 stun damage instead of 75 when the 1st attack misses.
3. Increased the combo-count limit of the 1st attack.
4. Lowered combo-count start value for the 2nd attack.
[Normal/V-Skill II] Flash Chop Extended the hitbox forward.
[Normal/V-Skill II] EX Flash Chop 1. Can now be V-Trigger-canceled.
2. Increased the knockback time on a grounded hit.
[Normal/V-Skill II] H. Slash Elbow Increased combo-count start value.
Power Drop Extended the grab range forward.
EX Power Drop 1. Extended the grab range forward.
2. Reduced recovery time on hit by 8F.
[Normal/V-Skill II] L./M. Air Knee Smash Increased the combo-count limit.
[Normal/V-Skill II] H. Air Knee Smash 1. Added mid-air invincibility from frame 7 to the end of active frames.
2. Extended the hitbox downward.
[Normal/V-Skill II] EX Air Knee Smash 1. Changed airborne attack-invincible timing from 1F before attack start-up to the start of the move.
2. Fixed an issue in which the KO animation did not play properly when achieving a KO under certain conditions.
[Normal/V-Skill II] Air Stampede 1. Changed frame advantage on block from -5F to -2F.
2. Decreased pushback on block.
3. Increased stun on whiff by 10F.
4. Now projectile-invincible during the motion while in the air.
Head Crush (including EX Version) Now affected by V-Skill II.
(Unlike other special moves, VSII's effect ends on whiff.)
Big Boot (V-Reversal) Fixed an issue where the effects of V-Skill I and counter hits caused conditions to change.
(V-Skill I no longer loses its effect on hit.)
Overchain (V-Skill II) The effect no longer ends when downed.
[V-Trigger I] Sledgehammer 1. Increased the combo-count limit.
2. Can now be canceled with all special moves and CA when successful.
[V-Trigger II] Flying DDT 1. Changed cancel activation start-up from 15F to 12F.
2. Can now be canceled into from all versions of Flash Chop.
[V-Trigger II] Choke Sleeper 1. Changed input command from HP+HK to ↓+HP+HK.
2. Extended the grab range forward.
3. Can now be canceled into from normal attacks, Lariat, and L. and EX versions of Slash Elbow.
Heavy Hammer (CA) Extended the hitbox of the 1st attack upward.

Balance Change Overview

Alex excels at racking up damage with mid- to long-range checks,
but he was somewhat lacking in his ability to deal damage in other ways.
We've made improvements to his offense, strike continuity, and anti-airs to allow him to deal damage in a greater variety of ways.

Close-range normal attacks can now connect to create dense combos.
We've increased the returns on hit for EX Special Moves to make it easier for Alex to maintain the offensive.

Furthermore, we've improved the anti-airs of both heavy and EX versions of Air Knee Smash,
and made it easier to use Air Stampede for surprise attacks or getting close to opponents.
Alex now has a larger arsenal to check mid- to long-range opponents with,
and these increased options have improved controls.

Alex's V-System was particularly restrictive and difficult to fully utilize.
As such, we've increased the variety of situations in which it can be used effectively.

V-Skill II, Overchain, no longer loses its effect when Alex is downed,
and now affects Head Crush, allowing Alex to start to deal big returns by surprising an opponent with a throw.

When V-Trigger II, Rage Boost, is active, you can now choose which of the two V-Trigger attacks to cancel into.
Choke Sleeper can hit both standing and crouching opponents,
while Flying DDT can only hit Standing opponents, but boasts great reach and damage. Use the move most appropriate for the situation to deal damage efficiently.

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