It’s possible, just really hard. There’s only a tiny window during which you can pull it off. They need to fix that because it’s useless right now. They just need to make it so that if you input the CS immediately then it will cancel on the first possible frame.
When Capcom nerfed Ryu’s cr.MK from 5 to 3 active frames they also nerfed Ken’s from 4 to 2 active frames but didn’t say anything about Ken’s at all. Ryu had his active frames changed back to Super but Ken’s was left nerfed at 2 active frames. If they honestly start balancing when they make changes for one character where do they stop? Should Ken’s cr.MK be changed back to 4/4/14 from 4/2/16 similar to how Ryu’s was changed back to 5/5/12 from 5/3/14?
It’s really not that uncommon for them to have unlisted changes. If you look at all the old change logs for Super to Arcade Edition not a single one mentioned that Ken’s sweep start up was changed to 7F and that was the biggest buff he got from Super to AE.
In this case Combofiend tried to say there are no unlisted changes which is clearly BS and unlikely given that this is a new game not just a balance update.
In all fairness the old update notes for Super and AE were AWFUL.
Here are the notes for Balrog from Super -> AE transition
No mention of FJ HP, FJ HK, crLP, crHP, Dash Upper or Dash Smash changes. Even compared to the USF4 change log unlisted changes the amount left out vs the amount listed is appalling. At least with USF4 the number of unlisted changes was almost never MORE than the number of listed changes.
Unlisted unchanged thing that should have been changed. I’ll add it to the list as well as put it on the list of things miss set data / glitches thread.
Question: Would Ibuki’s frame advantage on hit and block be reduced by 1f because of the 1f recovery nerf? In AE2012 it was 0 on block/+4 on hit.
I had some Ibuki players testing her old loop MK tsumuji, f.lk(4f startup) and they reported that loop no longer works and if they do st.lp (3f startup), they felt the timing is 1f now when it used to be a 2f link.
I tried that day 1 to test the loop against blanka (MK Tsumuji, f+LK xx HK Kazegiri). I’m pretty sure it’s +3 on hit now. It would be -1 on block, but I didn’t test this part.
As Doopliss already mentioned, it’s probably because of the height restriction. They did not make a separate, non-restricted version of Cannon Strike for Hooligan.
They don’t need to make a separate version of CS. They need to make the command bufferable so that it comes out of the first available frame. Kinda like Hakan’s slide into splash.
According to my tests, Zangief has 1f less recovery on his LP GH. They only said they improved on hit/block which led me to believe only hitstun/blockstun was adjusted. I might be wrong, so if someone else can test that would be great.