You guys are almost all crazy. Faster walk speed? That’s it. I don’t even need to read anymore. That’s all he needed.
If the Zonk thing that’s currently unclear turns out to be that EX Zonk can no longer be FADCed, that hurts a lot, but it’s not that big of a deal. Just means you have to be that much more solid on defense. Other then that, the other changes are basically insignificant, even though some of them are nice bonuses.
On the other hand, if the unclear thing with Zonks is that normal Zonk is now FADCable, that’s really good. That would mean you can actually use Zonk during footsies sometimes and if you don’t go through anything and know it’s going to be blocked, you just FADC out. Allows you to take a no-risk Zonk attempt for 2 meters if you fail.
EX Zonk not traveling as far horizontally is completely irrelevant. Doesn’t change anything really.
MK Ruffian having more reach is almost completely irrelevant as long as they don’t mess with the startup time, because it’s basically a move used exclusively in combos. This is just a slight bonus in 2 situations. 1) When you’re poking with c.LK OS MK RK out of range, sometimes currently, if you counter poke a poke from too far, the MK will whiff. This will reduce the frequency of those occurrences. 2) When you anti-air someone with a HK RK high up, sometimes if you try to do a MK RK followup without FADCing, they’re just slightly too far to hit. This change would basically make this never happen.
HK RK hitting crouching characters is also almost completely irrelevant. It doesn’t really change anything about the HK RK FADC U1 combos. Now, you’ll just be able to do the easy combo without confirming that they’re standing (or do the cl.MP, c.HP combo, which is two 1f links btw), but it doesn’t change the fact that those combos still scale the Ultra to a laughable amount of damage. The reason I said it’s almost irrelevant is because what people seem to be overlooking is that if HK RK isn’t crouchable, it almost turns it into a ghetto substitute for his old style LK RK from Alpha 3. If you have 2 meters, you can just do a random HK RK FADC when they’re in range, and if they’re not blocking, they get hit (and HK RK is pretty fast for how far it travels horizontally). Of course, LK RK is a low, which makes it infinitely better, and you’d have to spend 2 meters for this guess, but it would just be another tool you can use to control the space directly in front of Cody.
So yeah, like I said, faster walk speed…that’s all that matters, these other changes are insignificant so far.
Get back to me if they make LK RK go less distance, or even better, they make it FADCable… but with a faster walk speed, I’m already satisfied. That’s all I needed.