Summary of a short discussion among overseas users regarding Akira's weak point attack (666P) nerf and delay after evasion

1. Changes to Light Stance Adjust (666P): "Nerf or Bug Fix?"
The light stance adjust, which previously had almost no recovery frames even when evaded, has been adjusted this time.
Overall Frame Increase: Increased from the existing 40f → 42f (approximately 2 frames of additional loss).
Situation Upon Evading: Now, evading the light stance adjust results in a -8 frame situation.
Guaranteed Counterattack: Now, evading the light stance adjust allows for a guaranteed Jab (P) counterattack. (Previously, even when evaded, it was essentially a 50/50 situation)
2. 3K (High Kick) vs 666P (Light Stance Adjust)
3K's Buff: Thanks to the 'backdash catch performance' which is a common patch for all characters, 3K now catches backdashes better.
Risk Comparison: * 3K: If evaded, the risk is high as you can get hit by a guaranteed Elbow (P+K series) in a -8 situation.
: Even if evaded, you only get hit by a Jab (P), so from Akira's perspective, using the light stance adjust is still lower risk and higher return than 3K.
3. Character Matchups and Perceived Impact
Due to this patch, characters like Wolf, Jeffrey, Eileen, Shun, and Blaze can now gain a definite reward when evading Akira's light stance adjust.
Overseas User General Opinion: "Having a safe counter hit launcher (CH Launch) even when evaded was nonsensical. This patch is more of a normal 'bug fix' level than a nerf."
