Adjustments CE202203 Ver.

VEGA

Balance Change Overview

Adjustment Description
[New Move] Face Reveal Added a new move activated with ↓+PPPKKK.
Standing HP (bare-handed) Reduced pushback on hit.
Standing MK Can now be special canceled.
H. Crimson Terror Extended the hitbox of the first attack forward.
EX Crimson Terror Can now be canceled with V-Skill I on hit.
[V-Trigger I] Bloody Kiss - Rojo (claw/bare-handed) 1. Moved the hitbox inward from the 3rd frame onward.
2. Decreased damage from 180 to 140.
3. Reduced stun damage from 200 to 150.
4. Extended the collision box upward until the start-up of the 2nd attack when the 1st hits or is blocked.
5. Increased knockback time on hit for the 3rd attack.
6. Lowered combo-count start value and gain.
[V-Trigger I] Bloody Kiss - Azul (claw/bare-handed) 1. Reduced height limit.
2. Can now be performed from a neutral jump.

Balance Change Overview

Vega has some of the best ground game, which was balanced out with him being at increased risk of taking high damage.
However, as the level of power in the game has risen over time, he has been adjusted to be less vulnerable.

Standing MK has undergone the most significant adjustment, and is now cancelable.
Clawed Vega could often only use a single hit to punish attacks with significant hitboxes,
but now landing a hit with the new Standing MK can lead to big rewards.

Barehanded Standing HP now has reduced knockback for improved combos.

In addition, Vega now has the ability to remove his mask, which actively increases his offensive power.
However, being maskless also lowers Vega's defense, so unmask with caution.

The airborne and anti-air variations of V-Trigger I, Bloody Kiss, have been adjusted to increase usability.
The mid-air Bloody Kiss - Azul's height limit has been lowered, and can now be activated from a neutral jump.
These adjustments make Azul easier to use and offer more opportunity to hit an opponent.
The anti-air, Bloody Kiss - Rojo, now allows for follow-ups after hitting an opponent in a high position, keeping in line with the other Bloody Kiss variations.
The requirements for knocking opponents out of a jump remain unchanged, but the increased potential will make opponents think twice about jumping.

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