you know eternal, its not the BIGGEST change but I think I will still say it: Even tho Rose’s U1 is 2F faster, they also cut the invincibility by 2F that way and it wasn’t mentioned in the official changes
I think it’s an unwritten rule that everytime a move has some frames reduced (startup, active, recovery) invincibility, counterhit, etc. also get changed by the same amount. That is unless you’re saying that the move has 2F of invincibility reduced ON TOP of the invincibility that has been removed due to the nature of the startup change.
That’s what I used to think, but then for Deejay’s EX Machine Gun Upper and Gouken’s EX Tatsu they indicated how invincibility frames changed after stating how start-up changed. I do understand Deejay’s because its invincibility frames are so obscure, but they didn’t have to do it for Gouken’s Tatsu.
I think they’re just inconsistent at this point.
Not to mention they still mess up or forget to change one or two of the related properties sometimes when they change the start-up . See: Bugs and improper set character data list thread.
I would’ve agreed on that IF they would’ve said that the startup was reduced by 2 frames AND the total animation also. But they only stated the startup. But its just a small thing I guess. I’m saying that because a lot of Rose players thought that the “bug” (dunno how I can call the situation where Rose takes damage and the opponent flies across the screen) would’ve been fixed. But it did occurred in fight between Luffy and Snake Eyez at EVO.
The ONLY way for the issue with rose’s U1 trading and causing no damage would be if they had made it so that the move couldn’t trade. It’d have to be invincible 1-23F for that to not occur. Even if they had reduced the startup but left the invincibility the same it’d still need 11F more invincibility.
They should really have implemented some kind of hitbox that out-prioritizes other hitboxes on hit for hits into animation, similar to how grabs beat hits connecting on the same frame. On that note, is it possible to trade with Ibuki’s Neck breaker or Raida?
I’ve seen Ibuki’s neckbreaker trade, but not her Raida. I don’t remember if it does any damage. And boy, would I love to see Seth’s EX bullet kick not trade… all it would take is one more invincible frame to coincide with the active frame.
Updated main post to add a new section with the currently known August 08 TU stuff. Once Dantarion runs the files through ultra dif I’ll poke through em for stuff no one found yet.
Can someone test if poison’s rekka recovery got increase in ultra? Someone in the poison section said the opponent gets up faster but I have no way of testing it myself.
Edition Select Vanilla Seth has 800/900 HP/stun instead of 750/750, was it always like that? (Vanilla Zangief has 1200/1200, SSFIV Seth has 750/750, so it’s not a universal oversight) They also fixed the glitch where you could get a Ultra KO when the opponent was still being damaged in the Tanden Engine.
ok. Another thing I was trying to research is if I do a meaty on rolento’s wake up. I have wait a bit because unlike other characters it will whiff for some reason. Just do sweep, walk up a little and input a cr.mp with ryu and it will whiff unless you wait a bit.
I know that Rolento has more invincibility on wakeup if the stick is left in neutral, but the invincibility is not full body so it shouldn’t be that good…strange that his cr.mp just whiffs though. Is Rolento already done rising and does it look like it just goes through him, or is he still getting up when this occurs?