Adjustments CE202203 Ver.


Balance Change Overview

Adjustment Description
Standing MP 1. Changed frame advantage on block from -1F to +1F.
2. Changed recovery from 12F to 15F.
(No change made to frame advantage on hit.)
Standing HP Changed frame advantage on hit from -3F to +1F.
Standing LK Extended the hitbox forward.
Standing MK 1. Shortened start-up from 9F to 8F.
2. Entire move shortened from 28F to 27F.
3. Extended the hitbox forward.
4. Reduced the leg kick hurtbox backward during active frames.
Standing HK Changed V-Gauge gain from 120 to 150 on a crush counter.
Crouching MK 1. Shortened start-up from 7F to 6F.
2. Entire move shortened from 23F to 22F.
Kikokuduki 1. Shortened start-up from 9F to 8F.
2. Entire move shortened from 32F to 31F.
3. Can now be CA-canceled.
4. Sped up timing at which the torso hurtbox during recovery vanishes by 1F.
Kikokuretsuzan Increased knockback time on hit.
Hadoken Added a difference in performance based on button strength.
L. Hadoken 1. Shortened start-up from 13F to 10F.
2. Entire move shortened from 40F to 37F.
M. Hadoken 1. Increased distance traveled forward.
2. Expanded the hurtbox backward from the time you move forward to the time you come down.
[Normal/V-Trigger II] H. Hadoken 1. Increased start-up from 13F to 16F.
2. Entire move lengthened from 40F to 43F.
3. Increased distance traveled forward.
4. Expanded the hurtbox backward from the time you move forward to the time you come down.
[V-Trigger II] H. Hadoken The Hadoken know travels a set distance.
EX Hadoken Changed the opponent's grounded hitstun time from 3F to 5F on hit.
Airborne Hadoken An explosion now occurs with the hitbox when the projectile vanishes.
L. Shoryuken 1. Increased damage from 80 to 100.
2. Extended the hitbox forward from the 4th frame onward.
H. Shoryuken 1. Increased damage from 120 (60+20+40) to 140 (80+20+40).
2. Changed active attack frames of the 1st attack from 2F to 3F.
3. Changed active attack frames of the 2nd attack from 2F to 1F.
4. Changed strike- and projectile-invincible timing from frame 4 to frame 3.
5. Can now be CA-canceled when the 2nd attack hits or is blocked.
6. Extended timing at which the move can be canceled with V-Trigger II Ashura Senku by 1F.
Ryusokyaku Reduced the foot hurtbox before start-up.
[V-Trigger II] H. Ryusokyaku 1. Changed frame advantage on hit from +5F to +6F.
2. Changed frame advantage on block from +3F to +4F.
Kurekijin (including EX Version) Will no longer pass through the opponent during mid-air hitstun in the corner.
Kurekijin Fixed an issue in which Shoryuken would be performed if a CA was inputted 10F to 6F before recovery ends.
(No change made to CA start-up timing.)
L. Kurekijin Mid-air knockback now matches that of a grounded hit.
M. Kurekijin 1. Shortened start-up from 17F to 14F.
2. Entire move shortened from 44F to 41F.
EX Kurekijin Extended the hitbox upward.
[V-Trigger II] Misogi 1. Added a guaranteed 30% to minimal damage.
2. Sped up start-up when activated from Ryusokyaku (including EX version).
Metsu Shoryuken (CA) 1. Changed the damage for the non-lock version from 280 to 140.
2. Landing recovery after the non-lock version hits can be canceled with any special move.
3. The combo count is now a constant number after the non-lock version hits.

Balance Change Overview

Kage was designed for explosive close-combat,
but his short reach made it difficult for him to deal damage to opponents even slightly away from him.
To rectify this, we've adjusted the performance of normal moves used in combos.
As long as Kage is somewhat close, he can unleash his characteristic powerful attacks.

We've also improved his mid to long-range game out of consideration for his low vitality.
Kage's improved checks allow him more choices for dealing damage and decrease battle difficulty.

Special moves in particular have been adjusted for this purpose, with each strength version of Hadoken having undergone alterations.
The stronger the version, the slower the start-up. But conversely, the stronger the version, the longer the reach.
These changes allow Kage to adjust his checks and handle opponents at various distances accordingly.

Additionally, Airborne Hadoken now explodes after traveling a set distance.
This explosion easily hits grounded opponents, helps deter jumps, and can keep opponents from moving forward.
Furthermore, Ryusokyaku has a slightly reduced hurtbox before start-up, making it easier to stomp on opponents aiming for Kage's feet.

We've also touched up V-Trigger II.
Having a 3-bar V-Gauge can be a hassle for Kage, but we've made adjustments to make the payoff worth the effort.

Activating V-Trigger II enhances H. Hadoken and H. Ryusokyaku, making a big impact on Kage's movement.

Misogi can now combo from EX Ryusokyaku, regardless of passivity.
Furthermore, the minimum guaranteed damage is 30% of the base damage.
This ensures that Kage will inflict high damage, regardless of combo scaling.

The CA Metsu Shoryuken can hit high opponents, and if it doesn't trigger a cutscene, Kage can follow-up when opponents hit the ground.
Using successive attacks to hit high allows Kage to perform combos that further continue his offensive.

【 音量を調整してお楽しみください 】


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