•Walk speed both forwards and backwards has been increased.
• Hammer Hook (f.hp) has been heavily revised in terms of frame advantage. If Hammer Hook lands on a standing opponent, then Cody gets +3 frame advantage. If he hits a crouching opponent with it he is at -1 frame disadvantage. If the move is blocked, Cody is at -4 frame disadvantage. (changed from -2 on standing, -3 on crouching and -6 on block). This even lets you combo after a hit on a standing opponent with c.lk!
• Hammer Hook can now be done while holding the knife.
• Bad Spray now hits twice and is Super/Focus cancelable, e.g: FADC into Final Destruction is now possible.
• Medium Ruffian Kick has had a hitbox size increase in the forward direction.
• EX Zonk Knuckle’s knockback range was increased making EX Zonk Knuckle -> FADC -> into Final Destruction (Ultra 1) a little easier now.
[S]• j.lp will stay active for 10 frames (up from 8).[/S]
• j.mp has a bigger vertical hitbox.
• Cody can now block during his Knife Pickup animation.
• Knife s.lp hit advantage increased to 6 frames.
• Knife s.mp is now a 2 hitting move.
• Knife s.hp has had its hit advantage increased to 3 (up from 2).
• Knife c.mp’s active frames increased to 4 (up from 2) and has a better hurtbox (your arm cannot be hit).
• Knife c.hp now 2 frames faster. Making it 7 frames, down from 9.
• Knife j.lp has more active frames.
• Knife j.mp has a bigger vertical hitbox.
New Knife links:
…s.lp, s.mp, c.lk xx (new bnb)
s.hp, c.lk xx
c.hp, c.mp, (super)
c.hp, c.hp (character specific)
c.hp, c.hk
…non-chain-meaty s.lp, c.hp, u2
…non-chain-meaty s.lp, c.hk
…non-chain-meaty s.lp, c.mp (super)
will track any further changes to keep the post updated.
lab work:
Knife
-knife c.hp, knife c.hp works. seems character specific tho.
-f.hp, knife c.lp also comboes
-my calculated combos all work:
…s.lp, s.mp, c.lk xx (new bnb) - very hard to hit if you do a c.lp beforehand.
s.hp, c.lk xx
c.hp, c.mp, (super)
c.hp, c.hp (character specific)
c.hp, c.hk
…non-chain-meaty s.lp, c.hp, u2
…non-chain-meaty s.lp, c.hk
…non-chain-meaty s.lp, c.mp (super)
-new combo: s.hp, c.lp, s.lp, s.mp
-knife pickup is immediately, thus blocking any attack will cancel out the whole recovery, but you still have the knife. no risk at all.
Ex Zonk
-ex zonk, fadc, hk ruffian, u2-dust followup works now (292 dmg) due to the new floaty arc. everywhere on the screen too.
-ex zonk, fadc, bingo, u2-dust aswell (342) - everywhere. in corner with ex cu aswell.
-plain ex zonk, u2-dust got also alot more lenient
-ex zonk, fadc, u2 can now hit once with the dust, but sadly it doesn’t juggle afterwards.
Bad Spray
-bad spray, super is highly spacing and characterspecific and not advisable to use at all.
vs sakura: hk version only hits once, mk and lk whiff entirely
vs hawk: hk version only hits once, mk and lk hit 6 times each but only upclose, can change with different spacings.
-puts opponent into jp1
-can’t FADC / cancel the first hit
-it also does 1 more chip damage! ( AE=15; v2012=2x8)
-bad spray also has more hitback, making it partially safe on block against some characters.
Misc
-Damage seems same for every move
-Forward walkspeed buff is very noticable
-Forwardthrow, walk, j.hp ambiguous crossup doesn’t seem to work anymore =/