Yea
Level one does 50 (pretty much just tap)
Level two does 70 (fireball grows a little in her charge stance)
Level 3 does 90 (fireball shines when you can release or auto release)
Well it went from frame data to engineering…
Also zUkUu Alisa’s (EX)dual boot can be followed up with her cr.Hp as well. But it’s considered the boost chain cr.hp/st.hp (des) so you can EX SS the first hit of the cr.hp I’m not sure how to word the shortcuts in frame data form though. Maybe BC des?shrugs
Asuka
s./cl.MP: On Block -3 (+2 according to 1.08)
c.MP: On Block 0 (+3 according to 1.08)
c.MK: On Block -7 (-8)
c.HP: On Hit -7 (+3)
Leg Cutter (f.lk>df.hk): On Hit -8 (-2)
Leg Cutter (df.hk): On Block -6 (-2)
EX Exorcisor: Start Up 14F (15)
EX Mist Palm Thrust: On Block -1 (-7)
EX Double Lift Kicks: Start Up 10F (11)
EX Sweep Throw: Start Up 10F (11)
EX Onikubigari: Start Up 18F (19)
EX Onikubigari: Damage 190 (180)
Still combing through the cast for any missed move properties, none so far. Trying to get my Yoshimitsu/Kuma team in shape for the tournament being streamed by SRK live tomarrow.
• L. Shoryuken - 1~2F full invincibility changed to lower body invincibility
Floats higher on hit
Damage 80->70
• M. Shoryuken - 1st hit block stun reduced by 10F
Screen freeze reduced by 5F
Push back on block reduced / 2nd hit no longer hits crouching opponents
• H. Shoryuken - Full invincibility after startup removed / Hit box of 1st hit enlarged / Damage 150->130 / Increased air combo juggle counter.
I can also verify it, since I play Ryu/Ken as a team. His Heavy DP has no invincibility whatsoever, but he makes up for it for being safe when u tag cancel.