Ok, basically right now Cody’s badstone works opposite of every chargeable fireball (actually every chargeable move PERIOD). If you pass a level of charge it will wait until the NEXT level before throwing the badstone.
Gouken for instance looks like this:
QCF+LP let go of the button right away = 17F startup
QCF+LP hold the button for 60F = 2hit fireball becomes active on 68F
QCF+LP Hold the button between 9F-59F and let go = immediately stops charging and releases a level 1 fireball that becomes active 8F after you let go of the button.
Cody’s badstone however looks like this
QCF+LP let go of the button right away = 29F startup
QCF+LP hold the button for 43F and let go = throws a level 2 fireball that becomes active on 51F (8F after you let go of the button)
QCF+LP hold the button between 22-42F and let go = waits until it reaches level 2 then throws a level 2 badstone. (The move doesn’t become active up to 28F after you let go of the button.)
This change means that now if you let go of the button on 30F instead of having the badstone come out as a level 2 badstone on 50F you get a level 1 badstone on 38F
@Ramma I’d say it’s impossible to say anything at this point, the game looked so broken when the loc stream was on that there will probably be a lot of changes to come…
I can count on my hand the amount of times i’ve done an ex cu in anticipation to a throw and it worked. Againt grapples backdash or neutral jump.
Regular character same or just tech. I hardly care about the throw invincibility. Especially when wh can still use zonk or f.hk for that now.
Yeah, strike invincibility seems good, especially trade into cr.HP/U2. Did anyone acqually see the backdash? Is it actually an improvement or just a joke?