Adjustments CE202203 Ver.

ZEKU

Balance Change Overview

Adjustment Description
[Old] Standing LP Changed frame advantage on hit from +4F to +5F.
[Old] Standing MK Changed frame advantage on block from +2F to +3F.
[Old] Crouching HK 1. Shortened start-up from 10F to 9F.
2. Entire move shortened from 36F to 35F.
[Old] Shukumyo 1. Will now transform on the 10th frame of the entire move.
2. Can now be special-move-canceled between frames 16 and 21 of the entire move.
(One move's worth of combo scaling will be applied to the special move canceled into during the above range.)
(When activating Shukumyo from Bushin Gram - Ban, special cancelable timing is now only possible on frame 21.)
[Old] Fukuro (V-Skill I) 1. Shortened start-up from 14F to 10F.
2. Extended the hitbox forward.
3. Reduced the arm hurtbox downward during active frames.
4. Will now hit opponents behind Zeku.
[Old] Batsuzan Gaisei (CA) Added a hitbox between active frames 3 and 5 only when the opponent is in hitstun, making the attack easier to combo into from Bushin Gram - Ban.
[Young] Crouching MK The input window for canceling V-Triggers and V-Trigger attacks now lasts 2F longer.
[Young] Jumping MP Can now be canceled with Bushin Sandoku Otoshi.
[Young] [New Move] Kaeshi Hayabusa Added a new target combo performed with "Jumping MP > Jumping HP".
[Young] Shukumyo 1. Will now transform on the 10th frame of the entire move.
2. Can now be special-move-canceled between frames 16 and 21 of the entire move.
(One move's worth of combo scaling will be applied to the special move canceled into during the above range.)
[Young] Bushin Gokusanken - Shu Can now be V-Trigger- or CA-canceled.

Balance Change Overview

In order to further refine Zeku's ability to switch between forms, the second half of the motion for Shukumyo can now be special-move-canceled.
As a result of this adjustment, it is possible to create new combos and links that combine both his young and old forms.
One additional move's worth of scaling will be applied to special moves canceled into from Shukumyo so that the combo doesn't inflict too much damage.
However, the possibilities offered by these expanded movements should make Zeku even more fun to use.

We have also made some improvements to both styles.
It is now easier to link to a special move from the superior start-up and reach of a Standing LP when in old form, and the ability to perform combos and parries has been enhanced.
There are now more opportunities for combos and dealing increased damage with anti-air, low, and light attacks when in young form, making it even easier to utilize his high attack power.

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