Adjustments CE202203 Ver.


Balance Change Overview

Adjustment Description
Standing HP (uncharged ver.) Increased stun time by 1F when a crush counter occurs on active frame 2 or later.
Standing HP (charged version) Increased the combo-count limit.
Crouching HP 1. Now knocks the opponent down on a grounded or mid-air hit.
2. Changed frame advantage on block from -4F to -6F.
3. Decreased pushback on block.
4. Will no longer hit opponents behind you.
5. Increased combo-count start value and gain.
Crouching HK Increased the combo-count limit.
Head Butt 1. Changed grounded hit effect from stun to a forced crouch.
2. Can now be V-Trigger-canceled.
Flying Headbutt Increased the combo-count limit.
[Normal] Borscht Dynamite Changed the hitbox type from throw to strike.
[V-Trigger II] Borscht Dynamite Reduced Zangief's recovery after hit by 6F.
[V-Trigger II] EX Borscht Dynamite Increased the combo-count limit when canceled into from Flying Headbutt.
[V-Trigger I] Cyclone Lariat Sped up the 2nd attack's start-up by 2F, and made all attacks easier to land when included in a mid-air combo.

Balance Change Overview

Zangief possesses many powerful throws, but it was difficult to choose between a throw or strike when at close range due to the opponent's V-Shift, so it was hard for him to take proper advantage of such opportunities.
In response, we have strengthened his mid-range control and air vs. air techniques, and reworked the returns of landing a strike versus using a throw when at a short distance.
Along with more opportunities to deal damage on approach, it also gives him multiple choices for utilizing attacks with explosive power.

It is now easier to follow up with "Standing LK > Double Lariat" after the forced crouch following a Head Butt, leading to even greater returns when overcoming an opponent's move.
Furthermore, V-Triggers are now cancelable, creating opportunities to create V-Trigger combos near a battle's end.

Crouching HP, which was often overshadowed by the easy-to-use anti-air Double Lariat, now knocks back opponents on hit, and can then combo into Crouching HK.
Though its start-up may be slow, its anti-air allows Zangief to deal impressive damage.
Furthermore, we have fixed an issue where canceling Double Lariat into V-Trigger I, Cyclone Lariat, would cause its strike to whiff.
From here, Zangief can follow-up with Standing HP (holdable) or Crouching HK, making an opportunity for him to deal heavy damage to jumping opponents averse to close-range throws.

Normal Borscht Dynamite now has the same strike hitbox as the EX version, keeping Zangief from having to rely on the EX version when his Standing HK is crush countered at close range.
It serves to deal damage when opponents back dash and V-Shift, and the saved Critical Gauge can instead be used to dish out EX and CA moves to further pressure opponents.

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