I noticed that the blockstun/hitstun of this move got reduced from testing, did anyone else notice this? I end up using cross-up forward for cross-ups now.
I’m not sure if the hit stun/block stun has been changed. The changes in how it hits may have something to do with the altered jumps arcs.
This was such a great cross-up and now I get a SRK’d a lot when I land, I feel you. The plus is it makes jumping short tick super much easier since they get out of stun real quick.
Do you mean reversal srk’d or auto correct srk’d? i get grabbed out personally.
Do you mean reversal srk’d or auto correct srk’d? i get grabbed out personally.
It’s usually a trade for me.
What is that?
What is that?
That is the active hitbox of Akuma’s jumping light kick. It’s actually very wide suggesting its ability to cross-up remains, though we do not have hitbox data from vanilla to compare against to ascertain if its been reduced.
Four Wude: For what it’s worth, I still cross-up fine (ambiguously too) with j.lk and lead into combos as I did in vanilla. I agree though that the hitstun is slightly less. While this can make combos tricker, it doubles as a better means to sneak in a tick throw.
I definitely got SRK’d and thrown from definite hits from a standing opponent today. but then the cross short was never a guaranteed combo-continuer so isn’t to be reversal’ed expected?
Yes.
i believe the hitbox for j. short was unchanged, but the hitstun on it for all the shotos seems to have been decreased. this does make the timing on combos a little tighter and more awkward, but it definitely isn’t impossible to adjust to.
Kool thanks for clearing that up for me Gamogo.
Like I said, the block stun/hit stun feels altered. The hitbox is the same. You have to activate the short low to the ground in order to get it’s combo ability. This wasn’t the case in vanilla I’m pretty sure. I just tried doing the cross-up combos at the same heights as vanilla but it wouldn’t combo into cr. short. Glad I’m not the only one feeling it though.
I’m fairly certain the hitstun is unchanged. Jumps have been altered so that they are more…floaty? So now that your jump remains in the air a bit longer it will affect things like the jump short that has small hitsun. Something that combo’d with the old jump may no longer combo with the new jump.
Ok this is funny. I set gief to Ultra1 record to test escape methods. So I did a crossup short, gief does the ultra freeze animation and then my short hits his back. Before I’ve even landed he goes into ultra again and I get snagged. Short stun.
K maybe not that funny.