-Regarding cr.lp, it’s a quality of life thing. It’s like when they made scissors FADC +5 instead of +4, which didn’t open up any new combos, but it made comboing into jab a lot easier.
The only issue I have with the cr.jab buff is that the jab has really shitty range. But it will be really nice to finally be able to go for cr.lk cr.lp combos upclose instead of the old cr.lk, cr.lk links.
I agree with Shadow that Bison will be able to stutterstep much more effectively now, but I think that’s due more to the new st.mp buff than the cr.lp buff. The st.mp gives you more distance and time to link and gain charge.
-PC has two hitboxes. There’s the one in the front, which hits for 120/130/140 as usual. Then there is a longer hitbox that overlaps the first, but extends back all the way to his legs. This longer hitbox is the one that hits for 100 damage on the crossup. Basically it sounds like they added a juggle point to the second hitbox, meaning all juggles will hit for 100.
The thing is, since the first hit of PC knocksdown, and the second hit now juggles, that means PC will hit twice when it connects normally. People have already confirmed that this happens. But hitting for 140+100=240 damage is a really obvious buff, so they must have modified the damage on PC somehow. My guess is that they split the damage. An alternative is if they left the crossup at 100 damage, and changed the first hit to 20/30/40
-Hell attack buff means that the second j.mp floats the opponent just like the first one does, but you cannot juggle into everything after j.mpx2. The only new combo after j.mpx2 will be the second hit of PC because of its new juggle point. However, if you were to just randomly tag someone in the air with just the second j.mp, then you can juggle into anything as normal.