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* Crouch LK: Startup reduced to 3 frames from 4 frames | * Crouch LK: Startup reduced to 3 frames from 4 frames | ||
* Crack Kick (F + HK): Juggle Start reduced from 2 | * Crack Kick (F + HK): Juggle Start reduced to 1 from 2 | ||
* | * Diagonal Jump HK: Hitbox reduced in width to lower chance of cross up and increase ease of anti airing at specific angles. | ||
* Pick Up Knife: Distance from knife at which Cody can perform this increased | * Pick Up Knife: Distance from knife at which Cody can perform this increased | ||
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* Forward Walk Speed: Increased from 0.035 | * Forward Walk Speed: Increased to 0.038 from 0.035 | ||
* Backward Walk Speed: Increased from 0.02 | * Backward Walk Speed: Increased to 0.024 from 0.02 | ||
* Forward Dash: Pushbox on head removed to prevent Cody from being pushed back as far when dashing into an opponent | * Forward Dash: Pushbox on head removed to prevent Cody from being pushed back as far when dashing into an opponent | ||
* Diagonal Jump MP: | * Diagonal Jump MP: Hitbox expanded upward and downward. Hurtbox on active frames 2~3F increased upward | ||
* Hammer Hook (Overhead): Hit Stun and Block Stun increased by 2 frames | * Hammer Hook (Overhead): Hit Stun vs standing and Block Stun increased by 2 frames on second hit, now -1 on hit and -4F on block | ||
* Hammer Hook (Overhead): Can now be performed even when holding the knife | * Hammer Hook (Overhead): Can now be performed even when holding the knife | ||
* Pick Up Knife: At any point during Pick Up Knife's animation, Cody can block any attacks | * Pick Up Knife: At any point during Pick Up Knife's animation, Cody can block any attacks | ||
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* Crouch MP with knife: Hurtbox width reduced; Active Frames increased to 4F from 2F total frame count unchanged. | * Crouch MP with knife: Hurtbox width reduced; Active Frames increased to 4F from 2F total frame count unchanged. | ||
* Stand HP with knife: Hit Stun increased by 1F, now +3F on hit | * Stand HP with knife: Hit Stun increased by 1F, now +3F on hit | ||
* Crouch HP with knife: | * Crouch HP with knife: Startup reduced to 7F from 9F | ||
* Diagonal Jump LP with knife: Active Frames increased from 4F | * Diagonal Jump LP with knife: Active Frames increased to 10F from 4F | ||
* Diagonal Jump MP with knife: Hitboxes expanded upward and downward | * Diagonal Jump MP with knife: Hitboxes expanded upward and downward | ||
* Ruffian Kick: Medium version Hitbox expanded slightly forward | * Ruffian Kick: Medium version Hitbox expanded slightly forward | ||
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* Zonk Knuckle: Can now be EX Focus and EX Red Focus cancelled | * Zonk Knuckle: Can now be EX Focus and EX Red Focus cancelled | ||
* Bad Stone: After being held, the stone is thrown immediately at button release rather than waiting until next charge level. | * Bad Stone: After being held, the stone is thrown immediately at button release rather than waiting until next charge level. | ||
* Bad Stone: Charge Time required for Level 2 Bad stone reduced from 44F | * Bad Stone: Charge Time required for Level 2 Bad stone reduced to 22F from 44F | ||
* EX Criminal Upper: On block, the distance the opponent is pushed back is reduced by half; Strike and projectile invincibility increased from 1~4F to 1~6F. Throw Invincibility 1~9F removed. | * EX Criminal Upper: On block, the distance the opponent is pushed back is reduced by half; Strike and projectile invincibility increased from 1~4F to 1~6F. Throw Invincibility 1~9F removed. | ||
* Dead End Irony (SC): Hard version's float of opponent on hit changed | * Dead End Irony (SC): Hard version's float of opponent on hit changed | ||
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* Crouch MK: On hit is now -1 from -3, on block is now -3 from -6 | * Crouch MK: On hit is now -1 from -3, on block is now -3 from -6 | ||
* Jaw Crusher (B + MP): When struck during startup, it is now treated as a Counter Hit like normal | * Jaw Crusher (B + MP): When struck during startup, it is now treated as a Counter Hit like normal | ||
* Crack Kick (F + HK): Now considered airborne 8~26F, Start Up increased to 15F, Lower Body invincibility starts on 2F rather than 4F | * Crack Kick (F + HK): Now considered airborne 8~26F, Start Up increased to 15F from 14F, Lower Body invincibility starts on 2F rather than 4F | ||
* Knife Throw: Now given Armor Breaker properties | * Knife Throw: Now given Armor Breaker properties | ||
* Knife Attack: All grounded versions given Juggle Potential 3; can combo after L Criminal Upper for example (Note: Not applied to chained versions of knife normals or the 2nd hit of close MP with knife) | * Knife Attack: All grounded versions given Juggle Potential 3; can combo after L Criminal Upper for example (Note: Not applied to chained versions of knife normals or the 2nd hit of close MP with knife) | ||
* Zonk Knuckle: Can now be EX Focus cancelled | * Zonk Knuckle: Can now be EX Focus cancelled | ||
* Bad Stone: After being held, the stone is thrown immediately at button release | * Bad Stone: After being held, the stone is thrown immediately at button release | ||
* Bad Stone: Charge Time required for Level 2 Bad stone reduced from 44F | * Bad Stone: Charge Time required for Level 2 Bad stone reduced to 22F from 44F | ||
* EX Criminal Upper: On block, the distance the opponent is pushed back is reduced by half; Strike and Projectile invincibility increased to 1~6F from 1~4F. Throw Invincibility 1~9F removed. | * EX Criminal Upper: On block, the distance the opponent is pushed back is reduced by half; Strike and Projectile invincibility increased to 1~6F from 1~4F. Throw Invincibility 1~9F removed. | ||
* Dead End Irony (SC): Light version first 2 hits push back increased on grounded hit. 3rd hit floats lower. | * Dead End Irony (SC): Light version first 2 hits push back increased on grounded hit. 3rd hit floats lower. | ||
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* Crack Kick (F+HK): Start up returned to 14F from 15F. Lower body invincibility returned to starting on 4F from 2F | * Crack Kick (F+HK): Start up returned to 14F from 15F. Lower body invincibility returned to starting on 4F from 2F | ||
* Zonk Knuckle: Charge time increased from 60/90/120 | * Zonk Knuckle: Charge time increased to 60/120/180 from 60/90/120 for levels 1, 2 and 3 respectively. | ||
* Zonk Knuckle Level 2: Now throw invincible 1~19F | * Zonk Knuckle Level 2: Now throw invincible 1~19F | ||
* Zonk Knuckle Level 3: Now throw invincible 1~20F. Juggle Start reduced from 99 | * Zonk Knuckle Level 3: Now throw invincible 1~20F. Juggle Start reduced to 1 from 99. Knockdown height reduced. | ||
* EX Criminal Upper: Strike invincibility increased from 1~6F | * EX Criminal Upper: Strike invincibility increased to 1~7F from 1~6F. Projectile invincibility removed. | ||
* Dead End Irony (SC): MK/HK Versions fixed to allow delayed wake up when only specific parts of the move connect. | * Dead End Irony (SC): MK/HK Versions fixed to allow delayed wake up when only specific parts of the move connect. | ||
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