Adjustments CE202203 Ver.

BALROG

Balance Change Overview

Adjustment Description
Standing MP 1. Changed frame advantage on hit from +2F to +4F.
2. Reduced pushback on hit.
[V-Skill II] Dash Straight Changed frame advantage on block from +2F to -2F.
Dash Grand Blow (including EX Version) Will no longer pass through the opponent during mid-air hitstun in the corner.
H. Screw Smash 1. Sped up Dash Grand Blow cancel timing on hit (excluding the EX version) by 6F.
2. Shortened the input window for normal cancels after hit by 7F.
Turn Punch (Level 1/Level 2) Changed projectile-invincible timing from the 3rd frame to the 10th frame.
FFB (V-Skill II) 1. Lengthened the entire move from 50F to 55F.
2. Extended the hurtbox forward.
3. Unless canceling into it, Dash Straight now requires a charge.
[V-Trigger I] EX Bursting Buffalo Extended the collision box upward.

Balance Change Overview

Our adjustments to Balrog chiefly consisted of weakening moves that check opponents too easily, and increasing his standard number of combo moves.

Balrog's Dash Straight could be activated without charging when enhanced by FFB,
which made it difficult for opponents to block upon seeing its start, and simply was too powerful when keeping opponents in check.
Linking from the powered-up Dash Straight to L. Dash Straight, and then activating FFB was difficult for a number of characters to handle.
As Balrog was able to loop this sequence of attacks, we made adjustments to prevent this from being repeated.

FFB has adjusted frame length and hurtboxes, and now a higher number of characters can counterattack after it has been activated following "Powered-Up Dash Straight > L. Dash Straight."
You can use FFB relatively safely when following up an attack with EX Dash Straight, or if you refrain from attacking after performing a powered-up Dash Straight, so it is important to consider your opponent and also the status of the gauge when looking to use it.
Additionally, the powered-up Dash Straight can only be activated without charging when used as a cancel, which has eliminated its capability as a surprise attack.
In order to offset the reductions in FFB's looping ability and keeping opponents in check, we have made adjustments that make it easier to safely use FFB in a variety of situations.
Since his Standing MP, which forces opponents to stand up, is now easier to use as part of a combo, it is easier to create links that include Screw Smash.

As part of the increase in combo moves, H. Screw Smash can now be followed up with L. Dash Grand Blow, making it easier to remain on the offensive without using the Critical Gauge.

Furthermore, Turn Punch was too easy to use as a projectile countermeasure,
and since it took away the advantages of the V-Skill I KKB, projectile invincibility was reduced to level 2, which has a quick charge time and is easy to activate.

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