Adjustments CE202203 Ver.

GUILE

Balance Change Overview

Adjustment Description
All Jumps Changed air time from 38F to 40F.
Standing MP Decreased pushback on block.
Crouching MK Reduced pushback on hit.
Reverse Spin Kick 1. Changed recovery from 18F to 23F on whiff.
2. Extended the recovery hurtbox forward on whiff.
Guile High Kick Can now be canceled with Sonic Break on hit or block.
Bullet Revolver Can now be canceled with Sonic Break on hit or block.
Swing Out Can now be canceled with Sonic Break on hit or block.
Thrust Combination Can now be canceled with Sonic Break or Somersault Kick (V-Trigger II) on hit or block.
[Normal/V-Trigger I] Sonic Boom 1. Changed opponent's meter gain on hit from 18 to 24.
2. Changed opponent's meter gain on block from 9 to 12.
[Normal/V-Trigger II] H. Somersault Kick Extended the hitbox for active frames 4 and 5 forward.
[V-Trigger II] Somersault Kick (excluding EX Version) Reduced knockback distance when the projectile lands in mid-air.
Reverse Back Knuckle (V-Reversal) Fixed an issue where counter hits caused conditions to change.
Dive Sonic (V-Skill II) Can now be canceled with any Somersault Kick 1F before recovery ends, when activated from a target combo.
[V-Trigger I] Sonic Break 1. V-Timer cost for the 1st attack increased from 350F to 500F.
(Sonic Boom cancels from the 2nd strike, thus remaining unchanged.)
2. Changed frame advantage on block from +1F to -2F.
3. Increased combo-count limit and lowered combo-count gain and start value.
[V-Trigger II] Knife Edge 1. Can now be activated without charging only when canceled into from Somersault Kick.
2. While active, Somersault Kick can now be canceled into from kick-based normal attacks, excluding Crouching HK.
Sonic Hurricane (CA) 1. Changed damage distribution from 320 ((40x5)+120) to 320 ((20x5)+220).
2. Changed frame advantage on block from -41F to -31F.
3. Shortened the entire move from 105F to 95F on block or whiff.
4. Now pulls the opponent in when the final attack is blocked.

Balance Change Overview

In addition to Guile's traditional technique of using his normal attacks and Sonic Boom to dominate the ground game and knock opponents back, the addition of his V-Shift grants him solid defense.
For a character with few projectile countermeasures, Guile handled them a bit too well.
However, one of the most enjoyable aspects of Guile is his ability to take on opponent attacks, and simply weakening his strong moves would spoil the fun.
Therefore, we've made a few special adjustments to Guile's jumps and Sonic Boom to give the opponent more ways to counter, and left Guile's movement game untouched.

Sonic Boom, a key component of ground battles with impressive projectiles, now grants the opponent more Critical Gauge gain.
Even if opponents simply move slowly and block, their Critical Gauge will increase,
enabling them to sooner utilize EX or CA moves, switching up the movement game.

Guile's jumps now have longer air time and reduced trajectory.
This adjustment permits Guilt to use forward jumps as surprise attacks after powerful ground moves.
Furthermore, this adjustment improves forward jumps used for changing positions when cornered at the edge of the screen.
Though these adjustments are quite compatible with Guile's gameplay, players will still need to be more careful with their positioning.

V-Trigger II, Knife Edge, now runs the risk of taking damage if Guile missteps while moving.

While Knife Edge is active, Somersault Kick can be canceled into from kick-based normal attacks, excluding Crouching HK.
Furthermore, since players don't need to hold down while canceling, Guile can then use Standing HK―a useful poke―or combo from Crouching MK after moving forward.
V-Trigger I, Solid Puncher, now allows for stronger offensive maneuvering when selected.

V-Skill II, Dive Sonic, has been adjusted to fix an issue where Somersault Kick would whiff if activated from a target combo when at a distance.
Turning the follow-up into EX Somersault Kick allows the hit to connect, even if used from a distance.

In order to even out the playing field for opponents, Sonic Hurricane has been adjusted on block due to characters varying in their abilities to counterattack when blocking from a distance.

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