Adjustments CE202203 Ver.



Balance Change Overview

Adjustment Description
Standing LP Changed frame advantage on hit from +4F to +5F.
Standing HP (Uncharged Version) Extended the hitbox forward.
Standing HP (Charged Version) 1. Changed frame advantage on block from +2F to +4F.
2. Reduced pushback on hit.
3. Extended the hitbox for active frames 2 to 4 forward.
Standing HK 1. Extended the hitbox forward.
2. Reduced the foot hurtbox size 1F to 2F before the hitbox appears.
3. Removed the hurtbox applied to the kicking foot 1F to 2F before the hitbox appears.
Crouching MK Changed frame advantage on hit from ±0F to +2F.
Crouching HK Extended the hitbox forward.
Jumping LK Extended the mix-up hitbox backward.
Tobi Hiza Changed frame advantage on block from -6F to -4F.
EX Nichirin Sho Can now be V-Trigger-canceled.
Nioh Riki (including EX Version) 1. Changed frame advantage on block from -42F to -17F.
2. Changed recovery from 60F to 35F.
Nioh Riki 1. Shortened start-up from 7F to 5F.
2. Increased distance traveled forward before attack start-up.
EX Nioh Riki 1. Extended the hitbox forward.
2. Reduced recovery time on hit by 4F.
Tsuranekeashi 1. Increased damage from 60/80/100 to 70/100/120.
2. Extended the hitbox forward.
3. Can now be canceled with V-Trigger II on hit or block.
M. Tsuranekeashi The attack now pulls the opponent in on hit/block during the 2nd hit when on the ground.
EX Tsuranekeashi Extended the hitbox forward for the 3rd attack.
Jinchu Watari (including EX Version) Extended the hitbox forward for the 2nd attack onward.
EX Jinchu Nobori 1. Changed recovery on block from 16F to 20F.
2. Changed recovery time on landing from 9F to 4F.
3. Changed minimum frame advantage on block in mid-air from -11F to -2F.
Oni Yanma Can now be CA canceled.
L./M. Oni Yanma Extended mid-air invincibility by 2F.
H. Oni Yanma Reduced knockback height on hit for the first hit.
Onibi (V-Skill I) Can now be canceled into from special-cancelable normal attacks and unique attacks.
[V-Trigger II] Manrikitan Increased V-Timer from 2,000F to 3,000F.
[V-Trigger II] Kishinriki V-Timer cost increased from 1,000F to 1,500F.
[V-Trigger II] Kishin Kuchu Jigoku Guruma V-Timer cost increased from 1,000F to 1,500F.
Daishin Senriki (CA) Start-up reduced from 7F to 4F when canceled into from Oni Yanma.

Balance Change Overview

Oro boasts many unique attacks, such as Double Jump,
but the focus on conveying his unconventional personality resulted in his abundance of quirky moves, which some characters struggled to handle.
Furthermore, Oro's small frame made it difficult to land an attack on opponents.
The limited number of moves and situations that could result in combos further increased Oro's difficulty.

To rectify this, we have improved the strengths and purposes of each move,
and have made it easier to use normal attacks and special moves.

We've also expanded his jumping LK's mix-up hitbox. In addition to increasing the of use of maneuvers,
we have also made it easier for Oro to stomp down opponents with Double Jump and carry out surprise attacks.

Tobi Hiza, which grants an advantage after the last half of the attack,
was a difficult move to utilize, partially due to Oro's slow back and forth movements.
We've adjusted its recovery time on block for easier usage, making it easier for Oro to attack from mid-range.

On the combo front, EX Tsuranekeashi, vital for high-damage combos, now has more points to aim for, resulting in more firepower on hit than before.
Standing LP, boasting Oro's fastest start-up, can create a combo through Standing LK,
while the long reach of the low attack, Crouching MK, can connect to normal moves on hit to deal heavy damage, even if canceled late.

Oni Yanma is now CA cancelable.
Use it as an anti-air, or wipe out an opponent's vitality in one shot by combining it with mid-air combos!

Furthermore, the rarely utilized EX Jinchu Nobori
now has reduced openings on low guards, and serves as a potential option to use against opponent throws.

【 音量を調整してお楽しみください 】


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