Forgot to mention the delayed wakeup, kinda messes up the safe jump setup off back throw since you’re jumping in on nothing.
I guess you could crossup after hp CU if they do delay wakeup.
You would have to alter setups off throws I think since he does walk faster, very slight but still.
This is bizarre. Losing throw invincibility for 2 additional frames of strike invincibility isn’t worth it. Other characters have had moves buffed to have throw invincibility on top of existing strike invincibility, or vice versa…
But we have another option for that now.
Also, you can always nj dat shit.
Thank your for testing. c.MK seems odd. Maybe it’s -2/-2 now? O_o That seems weird. Or did they even leave it at -3 on hit?
I knew EX CU would be a trade monster. That actually plays in our favor more often than not. Since you could follow with a c.HP, the push back seems not very far.
All that’s left would be:
-See if EX Ruffian goes through fireballs earlier
It’ll be EXTREMELY hard to do f+HK to deal with tic command throws. The move can’t be negative edged and the input timing is very strict since he doesn’t gain the reversal buffer window that a special attack does. Not saying it’s impossible, however I think you might be over estimating it as a defensive tool like that. Also since it can’t hit crouching it is even harder to deal with certain characters doing tic throws off crouching attacks. Thankfully it isn’t super risky as there is a decent chance you’ll just get air reset even though you can’t actually beat any crouching attack. We still don’t know how long the move is airborne for either. EX CU losing throw invincibility is a pretty big deal, not entirely sure if it’s worth it. The trade into ultra stuff is really really good but also really really dumb and personally I don’t want that in the game for any character.
If Cody’s forward walk speed is indeed improved while his backwards is left alone I’ll laugh so hard. That would def be a capcom way of handling things.
@GrabMasterFlex I’m pretty sure that delayed wake up is supposed to only be for hard knockdowns, I don’t think you can delay it after a Criminal Upper. It’d be worth testing.
Also if you could test some of the errors in this:
To check if Cody’s close HK does 138 damage instead of 125 damage on counterhit just do a CH far HK then compare the damage to a CH close HK. If far HK CH does more damage than they didn’t fix his close HK CH damage being incorrect.
Also, see if ANY of Cody’s knife normals are special cancelable.
@Ramma@Eternal The zonk fadc thing might be because of red focus or super cancel? Don’t know. For sure it’s not to make it safe, it can’t be. Also, I prefer forward walkspeed buff to backwards walkspeed buff, much more important if you ask me. Cody wins his matches with pressure, and if you buff his forward walkspeed, it’ll be more hard to deal with max-range f.mp/kara throw mixups. Now, against characters like E. Ryu, it’s so fucking scary to go for the kara throw after a f.mp max distance because you have to walk forwards a few more frames than you’d like, and the risk of eating the cr.mk xx 500 damage is really fucking with your mind. Also, against Vega, you HAVE to keep the pressure up when you have him cornered, and there the walkspeed is paramount.
A buff on both is preferable, don’t get me wrong, but if I’d have to choose one, it’s not really a debate if you ask me.
I’m sorry to say this but i don’t think Cody his walkspeed has changed in any way whatsoever, otherwise it would have been on the changelist.
Also Eternal, the knife normals being cancellelable and Cody his buffs fixed, why would you think that?
At the dreamhack stream James tested U2 juggling an airborne opponent like Ibuki her Ultra, again why? There hasn’t been said anything about it at all.
I see people are saying the distance on backdash is about 15% further, but nothing about the recovery. Surely the recovery is more important than the distance?..
In SFxT his recovery is 26F (and the distance is the same) but people think it’s better because it FEELS better in that environment (since he doesn’t have focus which causes him to move forward which makes his focus - backdash significantly shorter than normal backdash.) and there are rolls in that game.
The reason I bring that up is because in SFxT they “fixed” the error where Cody can cancel his backdash into a special move 3F before he would fully recover normally. It’s likely that if they do anything with the recovery it would be to hard set it at 26F by removing the ability to make it 23F with a special cancel. Which kind of sucks. I don’t think they intend to buff Cody’s backdash in any way that is meaningful. Assuming it’s 15% that only puts his backdash at 8.5 which is between Gouken and Honda in terms of distance but still has the 2nd most grounded recovery frames in the game for a backdash which is a big part of why his backdash sucks (he is more likely to eat a full combo instead of an air reset.)
Now they just need to fix the other half a dozen or more bugs that they left!
Watching the Super Arcade ultra location test. I can say, they have a LONG way to go before releasing this. Chun Li is so fucking broken it’s ridiculous. She can do from a jump in cr.hp xx legs U1, guaranteed. I liked Combofiends reaction though: “Oh, have to report that back to the offices”
And her jump, pffft. Also, god damn Hugo looks amazing. Hopefully they’ll make him balanced, seems very weak atm.