Adjustments CE202203 Ver.


Balance Change Overview

Adjustment Description
Air Jack (Air Throw) 1. Reduced the distance Nash travels backward on hit.
2. Increased the knockback distance on hit.
Standing HP Increased knockback time on a mid-air crush counter.
Diagonal Jumping HK Can now be performed from a neutral jump.
Rainfall (Former Neutral Jumping HK) Changed input command from (HK during neutral jump) to (↑+HK during neutral jump).
Jumping Sobat Extended the recovery hurtbox forward.
[New Move] Gust Front Added a new target combo performed with "Knee Bazooka > HP".
Sonic Boom Can now be used from EX Sonic Boom (2nd attack) with an additional PP.
[Normal] H. Sonic Scythe 1. Anti-air invincibility from the start of the movement to 1F before start-up has been added to the head.
2. Now allows for CA canceling 4F before end of recovery (on hit only).
3. Input is no longer reversed based on the opponent's positioning during the motion.
[V-Skill II] H. Sonic Scythe Changed airborne attack-invincible timing from attack start-up to the start of the move.
[Normal/V-Skill II] EX Sonic Scythe Will no longer pass through the opponent during mid-air hitstun in the corner.
[V-Skill II] EX Sonic Scythe 1. Can now be canceled into from kick-based normal attacks.
2. Increased knockback time on hit.
3. Pressing the forward directional button now moves the character forward until the end of active attack frames.
M. Tragedy Assault Will no longer pass through the opponent during mid-air hitstun in the corner.
EX Moonsault Slash The hitbox after the attack lands has been extended.
[V-Trigger II] Justice Shell Will no longer pass through the opponent during mid-air hitstun in the corner.

Balance Change Overview

Although we don't believe that Nash was made too powerful with the last update's changes to Jumping Sobat,
it was extremely difficult for some characters to deal with it, so we have made some adjustments to increase the risk of performing the move.
Although it is still a powerful technique, it is now necessary to utilize proper timing since the hitbox extends to the end of the movement.
Meanwhile, we have given new advantages to other techniques meant to be used at mid-range, thereby preventing players from relying too much on a single move.

Although it possesses excellent reach and start-up, Knee Bazooka led to close-quarters attacks after landing a hit.
A new target combo with Gust Front was added in order to generate increased returns.
He can now attempt to take opponents down, making it easier to perform combos after punishing a whiff or when landing a Crouching HP.

Sonic Boom can now be performed during the EX version's 2nd attack, even from the normal version.
As a result, Sonic Boom can now be activated after offsetting the opponent's projectiles, giving you a chance to inflict damage.
If you are able to activate each of the V-Triggers, you can deal even more damage, making it an effective tool for keeping opponents in check.
Additionally, it is now possible to perform the move in a variety of ways, such as after Sonic Boom has been blocked, or by incorporating it into combos against a cornered opponent.

Also, as a means of adding depth to mid-range battles, a Rainfall initially triggered from a neutral jump is now a unique attack that can be performed during the neutral jump.
Not only does this change maintain the air vs. air returns of Rainfall, but it also makes it possible to perform a powerful diagonal jumping HK in a downward direction, thereby expanding the range of options provided during a neutral jump.

The EX Sonic Scythe special move that can be powered up by the V-Skill II Silent Sharpness wasn't powered up as much as other strength levels of Sonic Scythe,
so all kick-based normal attacks can now be canceled into from a powered-up EX Sonic Scythe.
Since a combo can now be formed from the long reach of a Crouching MK, it gives Nash an even more powerful mid-range game.
In addition to this, inputting a forward motion during the move now causes Nash to move forward,
so he can choose to take advantage of the opponent getting up from a knockdown, or back up and fight from a distance—whichever is better for the current situation following the move.

【 音量を調整してお楽しみください 】


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