Adjustments CE202203 Ver.


Balance Change Overview

Adjustment Description
Standing MK 1. Added a foot hurtbox 1 frame before start-up.
2. Extended the hurtbox during recovery.
Crouching HP (Normal) Extended the hurtbox during the 1st frame of start-up upward.
Jumping MP (Normal/Crystal Ball) Changed mid-air hit effect from mid-air recovery to knockdown.
[New Move] EX Soul Spark Added a new move performed with ↓\→ + KK when the crystal ball is active.

Balance Change Overview

Menat uses a crystal ball during the battle, making her fighting style completely different to other characters.
In order to further enhance this unique characteristic, we added a new EX Soul Spark move, and made other adjustments to expand the possible link options.

The biggest feature of EX Soul Spark is that the crystal ball remains in place even after the attack.
Although the start-up is slower than the normal version, it features a large hitbox and the ability to pulls foes close when guarding,
so it is possible to force opponents outside of the crystal ball to guard, allowing you to continue the offensive.
Use these characteristics to your advantage and try to think of various methods of utilizing them.

Although it is now more fun to link these new moves with the character's actions,
we believe that these additional variations in link possibilities due to the crystal ball's placement will make it more difficult for opponents to approach Menat than before.
Therefore, we have reworked the ground and anti-air normal attacks that she can use, making it slightly harder to deal with approaching opponents.

The hurtbox immediately after performing an empty-handed Crouching HP was considerably smaller than when holding the crystal ball,
so it was easy to perform a counter even if the response to a jump was late. In response, we have changed the size of the hurtbox so that it is the same as when holding the crystal ball.
Luring in an opponent too much would often result in moves being cancelled, but since there is no change to the anti-air capabilities of the follow-up attack, it is still a reliable anti-air strategy if used quickly enough.

Not only negative changes were made to the anti-air measures: the jumping MP used in air vs. air attacks can now be used to down an opponent after a successful hit in mid-air.
Although it is difficult to perform a follow-up attack based on the trajectory of Menat's jump, there is now a much longer advantage after the jump is countered, making it easier for Menat to create advantageous situations through actions such as using her crystal ball.

【 音量を調整してお楽しみください 】


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