Adjustments CE202203 Ver.

AKUMA

Balance Change Overview

Adjustment Description
M. Sekia Goshoha 1. Increased the combo-count limit of the 1st attack.
2. Lowered combo-count gain and start value of the 1st attack.
3. Increased combo-count gain for the 2nd attack.
H. Sekia Goshoha 1. Increased the combo-count limit on the 1st and 2nd attacks.
2. Lowered the combo-count gain and start value of the 1st and 2nd attacks.
3. Increased combo-count gain of the 3rd attack.
[V-Skill II] Sekia Goshoha 1. Lowered combo-count start value of the 1st attack.
2. Reduced knockback time of the 2nd attack on hit.
[Normal/V-Trigger II] EX Sekia Goshoha (including V-Skill II Version) 1. Increased the combo-count limit for the 1st, 2nd, and 3rd attacks.
2. Lowered the combo-count gain and start value for the 1st, 2nd, and 3rd attacks.
3. Increased combo-count gain of the 4th attack.
[Normal/V-Trigger II] M. Tatsumaki Zankukyaku Reduced knockback time for the 3rd attack when the 1st attack misses.
[Normal/V-Trigger II] H. Tatsumaki Zankukyaku Fixed an issue in which the active frames of the final attack would be shorter when it lands after the 2nd attack.
[Normal/V-Trigger II] EX Tatsumaki Zankukyaku 1. Increased the combo-count limit.
2. Lowered combo-count gain of the 1st attack.
3. Increased combo-count gain of the 5th attack.
4. The hitbox after the attack lands has been extended upward.
5. Reduced knockback height on hit for attack 2 through 4.
6. Increased the draw-in distance when the tip of the 1st attack's hitbox connects in the air.
7. When any of the hitboxes from the 1st to 4th attacks hit and the 5th misses, a 6th hitbox now appears on the character's back.
[Normal] EX Airborne Tatsumaki Zankukyaku 1. The hitbox after the attack lands has been extended.
2. Increased the duration of the 2nd and 4th attacks on hit from 2F to 3F.
3. The hitboxes of the 2nd and 4th attacks will now hit opponents in front as well.
[Normal/V-Trigger II] EX Goshoryuken 1. Extended the hitbox forward for the 3rd attack.
2. Will no longer pass through the opponent during mid-air hitstun in the corner.
Kiai (V-Skill II) Sekia Goshoha will now have different properties the next time it is activated if it is not linked into from Kiai.
[V-Trigger II] Shiretsu Hasshi Made it possible to perform a V-Trigger special move with a single button press, with the special move used depending on the strength selected.

Balance Change Overview

Akuma's adjustments mainly consist of changes to his V-Trigger II and V-Skill II, Shiretsu Hasshi and Kiai.

Shiretsu Hasshi and Kiai have undergone considerable improvements in previous updates,
but they still weren't worth choosing compared to V-Trigger I and V-Skill I, Dohatsu Shoten and Rakan.
Since a few improvements weren't enough to remedy the imbalance, we instead chose to make significant changes by starting from the ground up.

Shiretsu Hasshi, which allows for exclusive special moves that consumes Akuma's V-Timer, now has light, medium, and heavy variations.
Said attacks were designed to easily combo, vastly increasing the variety of combos available to Akuma.

If Akuma uses Kiai and doesn't link into Sekia Goshoha, his next subsequent use of Sekia Goshoha will be powered up.
This powered up version of Sekia Goshoha can then be activated at any time, setting the stage for a brand new variety of links and combos.
And, just as with other V-Skill power ups, Akuma's V-Skill icon now lights up to indicate the power up's availability.

Furthermore, we've fixed an issue that would cause certain attacks to whiff.
Therefore, if only M. Tatsumaki Zankukyaku's third attack hits an opponent, it is now easier to combo into EX Goshoryuken.

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