Leader Balance Changes June 2019

This patch is meant to address the balance of particular Leaders in Power Rangers: Legacy Wars. We’ve been closely monitoring how you all play Legacy Wars and feel that these changes will improve the balance of the game on top of helping to keep things fresh.

Unlike the last balance update which saw sweeping changes to all health and damage, this time we’re operating under the same framework to provide targeted nerfs or buffs to characters that we’ve identified to be too strong or too weak. Specifically, we’re also reducing the impact that Super Modes have on the outcome of a match in numerous instances. This is a combination of requiring more meter to build a super, and granting less meter when a Leader takes damage.

Note: While most of the changes to how super meter is built are a systemic change, we’ll be putting it in each character’s section for easy reference.

Akuma – Street Fighter

Akuma’s changes are more or less systemic to keep him in line with the rest of the Street Fighter cast.

When getting hit, his meter gain has been reduced by 66%

Akuma will now have to build 25% more meter than before to earn a super move.

Blake Bradley – Ninja Storm Navy

Blake’s changes target his Super Mode, specifically his ability to build meter and how powerful he is during it. His regular abilities are entirely unchanged.

When getting hit, his meter gain has been reduced by 80%

Blake will now have to build 25% more meter than before to earn Thunder Mode.

When in Thunder Mode, the EP cost of his abilities will now match the regular versions of those abilities, rather than being 1 EP cheaper. They retain any damage, speed, or hitreaction improvements.

Fixed a bug where if he uses a Thunder Mode ability right before it runs out, he would gain some meter.

Cammy – Street Fighter

Cammy’s changes are more or less systemic, applied to keep her in line with the rest of the Street Fighter cast.

When getting hit, her meter gain has been reduced by 66%

Cammy will now have to build 25% more meter than before to earn a Super move.

Chun-Li – Street Fighter

Chun-Li’s changes are more or less systemic, applied to keep her in line with the rest of the Street Fighter cast.

When getting hit, her meter gain has been reduced by 66%

Chun-Li will now have to build 25% more meter than before to earn a super move.

Gia Moran – SMF Yellow

Gia is an older character that hasn’t quite kept up with how most characters operate, so we’re making a few changes to her kit to make it flow better. We’ve allowed her to dash cancel the 2nd hit of her regular Strike combo and reduced the startup of Skeet Shot quite a bit; this allows a player to bait out a disrupter or block and punish it. The other changes should also help her keep up with strong characters.

Gia can now dash cancel after the 2nd hit of Stun Gun Trio in addition to after the first hit

Sword Stinger EP cost 3 -> 2.

Startup of Skeet Shot reduced significantly

The first hit of Saber Whip now causes a Sweep hit reaction, allowing it to reliably combo.

Goldar – MMPR

Similar to Gia’s adjustments, these changes target Goldar’s ability to bait out blocks and make his primary 3-hit strike usable rather than being a liability in combat. Goldar Dropkick also has less startup to make it a bit less likely an opponent can react to it.

Second hit of Goldar! Slash! now causes Sweep hit reaction to prevent it from being easily blocked.

Goldar Dropkick has less startup.

Guile – Street Fighter

Guile’s changes are targeted adjustments to make him more likely to run out of EP when making a bad decision in combat. His normal abilities see a damage increase to compensate for this, but the EX versions retain the same amount of damage output. In addition, he sees the same systemic changes to Super meter building as the rest of our cast.

When getting hit, his meter gain has been reduced by 66%

Guile will now have to build 25% more meter than before to earn a Super move.

Sonic Boom EP 3 -> 4. Damage increased by 44%.

EX Sonic Boom EP 3 -> 4

Somersault Kick EP 4 -> 5. Damage increased by 54%. Dashing branch frames pushed back to make him slightly more vulnerable on whiff.

EX Somersault Kick EP 4 -> 5. Damage unchanged. Dashing branch frames pushed back to make him slightly more vulnerable on whiff.

Jason Lee Scott with Dragon Shield – MMPR

Jason sees the systemic changes to meter building that other members of the cast do.

When getting hit, his meter gain has been reduced by 66%

Jason will now have to build 25% more meter than before to earn a Super move.

Lauren Shiba – Samurai Red

Lauren Shiba’s changes are pretty small, but should make a big impact. Her Fire Sword Charge now costs more EP, reducing the ability of a player to repeatedly juggle an opponent. In addition, Kanji Blast sees a damage reduction to account for its Damage Over Time effect.

Kanji Blast damage reduced by 10%

Fire Sword Charge EP cost 3 -> 4

M. Bison – Street Fighter

Bison’s EX moves have been adjusted in damage to make deciding which one to use less obvious. EX Knee Press was overwhelmingly powerful and fast, so its damage has been reduced. EX Psycho Inferno has a lot of startup so its damage has been slightly increased. In addition, M. Bison sees the same systemic changes to Super meter gain as the rest of the cast.

When getting hit, his meter gain has been reduced by 66%

M. Bison will now have to build 25% more meter than before to earn a Super move

EX Knee Press damage reduced by 33%

EX Psycho Inferno damage increased by 10%

Mesogog – Dino Thunder

This is a simple change to make his counter function rather than being a liability.

Mezo Flash now causes Stun then Sweep hit reactions instead of Interrupt, preventing opponents from being able to block after being hit.

Putty – Movie (2017)

Putty gets some changes to their EP costs in order to make their kit flow better. In addition, there are a few hit reaction changes to make Boulder Barrage more usable rather than being a detriment.

Seismic Quake EP cost 4 -> 3

Debris Toss EP cost 3 -> 2

Boulder Barrage EP 4 -> 5

Boulder Barrage hits will now stun until the final stagger hit, to prevent blocking during it.

Ryu – Street Fighter

Ryu’s changes are more or less systemic, applied to keep him in line with the rest of the Street Fighter cast.

When getting hit, his meter gain has been reduced by 66%

Ryu will now have to build 25% more meter than before to earn a super move

Ryu Ranger – Legacy Wars

Ryu Ranger’s Tatsumaki ability sees a damage reduction to account for the fact that a player cannot block after its first hit. EX Tatsumaki’s damage is based on the non-EX version and sees a reduction as well. In addition, he sees the same systemic changes to super meter building as the rest of our cast.

When getting hit, his meter gain has been reduced by 66%

Ryu Ranger will now have to build 25% more meter than before to earn a super move

Tatsumaki Senpukyaku damage decreased by 20%

EX Tatsumaki Senpukyaku damage decreased 31

Tommy Oliver – Dino Thunder Black

Tommy sees the systemic changes to meter building that other members of the cast do.

When getting hit, his meter gain has been reduced by 66%

Tommy will now have to build 25% more meter than before to earn a super move

Trini Kwan – MMPR Yellow

This is a small change that should help Trini be more effective mid-screen against Strikes.

Claw Counter will now Stun opponents instead of knocking them away

Zack Taylor with Dragon Shield – MMPR

Zack sees the systemic changes to meter building that other members of the cast do.

When getting hit, his meter gain has been reduced by 66%

Zack will now have to build 25% more meter than before to earn a super move

Zen Aku – Wild Force

Changes targeting his meter gain. Zen Aku’s ability to gain meter remains focused on taking damage, since his meter gain when hitting opponents is very low as-is.