bout to go to sleep but I figured I’d try a few of these
Dan - U2 and W Ultra can both be blocked without crouching
Yang - doesn’t appear to get second hit more often, at least not on Dan. The hit stun change is noticable though
Ken - LP DP not punished by Evil Ryu’s MK Axe Kick (20f)
They adjusted Balrog’s Ultra 1 to juggle slightly better. I think they reduced the startup of the last uppercut (the 3 hit big uppercut) by a frame or 2 because he can now do a different variation of his juggle which does more damage.
The old juggle after headbutt was KPKKK
The new juggle is KPKPK. This was not possible in any version because the last big uppercut would whiff.
They also adjusted the way grounded U1 hits so that it never uncombos now. They added the straight ender but it wasn’t even necessary honestly because it does less damage and the old ender never uncombos anymore. I was trying really hard to make it whiff by doing dash >> ultra from fullscreen away vs fireballs and I connected with a full u1 (old ender) every single time.
Yeah, I noticed it earlier as well, and it looks like it’s because they sped up the 4th hits recovery, not the last hits.
Are you sure kick ender hits most of the time now though? It would be kinda silly for them to fix it and they give the damage reduction to a variation that isn’t even necessary, but then again I wouldn’t put it past them.
Not sure how this was addressed. Maybe it was done because Evil Ryu players brought it up or maybe it was just due to them adjusting hurt boxes to due to unblockables. But in AE 2012 Evil Ryu’s hop kick tatsu did not get full hits against Cody and Balrog. I think it was 2 or 3 from the EX tatsu and then it sent them flying in the other direction which is horrible because if you already cornered them then they’re out with no ability to apply pressure. In USF4, Evil Ryu gets full hits against Cody now and 4 of the 5 hits against Balrog. It’s not the full damage but it sends Rog going backwards at least.
The only unique application i saw for the new ender is that you cannot interrupt it so you can use it to chip them. It also recovers faster than the old ender so doesn’t get punished as hard on block and he can use it as an escape a little better.
Yep. Its clear as day in the diff data. Its a completely new addition too - not a modification or extension of existing data. I’m yet to experience it in matches, though I expect it will rear its head in specific scenarios, much like how the vanilla > Super dive kick trades with Gief’s lariat in certain situations came into effect.
The changes to U1 and U2 are baffling though. I’m still not certain what the diff data changes actually mean.
Speaking of which, those of you looking to uncover or understand your character’s changes might want to look at this carefully:
Actually it’s not nearly as “clear” as you might think. This is exactly what was added:
Here are the issues as to why its not as clear as you might think.
Notice the position. It’s completely centered on whatever bone it’s attached to. (And its VERY small at 0.165x0.165. For comparison the hurtbox on Akuma’s head is 0.2x0.2 about 120% the size of this)
Unknown1 is used for changing whether a box is Pushbox/Throwbox/Hurtbox or a mix of them. I don’t know what 14 is (maybe Will Smith does, he was the one who originally discovered that.)
I don’t know what UnknownBytes is. After the unused hex section there is actually TWO unknown values that we currently have listed as Unk04 and Unk05. I don’t know which one is being referred to in this case. I can’t remember Unk05 does but Unk04 dictates what body part the hurtbox is attached to.
I think this might just be a small pushbox + hurtbox positioned inside of one of Akuma’s already existing hurtboxes. It MIGHT make it easier to anti air or make no difference. I think it might just be there to screw with DF dive kick cross ups / unblockables but I’m not even sure of that.
It’s new, but I don’t know what it does if anything. Certainly something to look into.
There might be some reason street didnt mension this or maybe he just forgot but Gen has his air stance change thing now. In other words he can do crane normals in mantis jump arc and vice versa. Although I still have no idea how to do anything besides the heavies especialy on pad.
Interesting point about it being used as a pushbox to assist in collision detection. I noticed dive kicks can still invoke cross-ups (very rare), but we’ll need to test some setups to compare with AE.
I never paid close attention to the size of it actually. Given the size, it seems unlikely it would diminish the effectiveness of the attack (which certainly seems to be the case so far).
That’s awesome! Something I’ve wanted for a while, it’s not mentioned at all in his character files as far as I can see so it’s probably something they had to do in-engine. Got a video?
Here’s a video of me getting bodied. You should see it quite clearly in the time i specified (~2:24) aswell if you look through the video i do it quite a few times because of old habbit of doing crane j. hp with 3 punches for instant stance change.
This is different. Stance change IN air is allowed now. E.G. You don’t change stance when you land, you do it mid air and now you can use mantis normals in crane stance jump and vice versa. I’d like to see some non-match exploration of this
I will explain what I found out about Gen’s mid-air stance change since you did Gen.
If you press 3K during Mantis empty jump, Crane j.HK will come out, and his stance is immediately considered to be Crane (so you can actually plink Crane U2 in the air from Mantis jump, and same thing with 3P during Crane empty jump.
If you press 3K during Mantis jump while doing something else (eg. j.MK), his stance is considered to be Mantis until he lands and recovers, so the same stance-didnt-change problem happens. Same thing goes to 3P during Crane jump while sticking a move out.
Also, if you cancel pre-jump frames to Mantis U2, you can get full animation against airborne opponents. I believe the special version of Mantis U2 (the one cancelled from Mantis Super, which gets full animation on airborne) comes out.
EDIT: Oh btw, reduced Oga hitbox is a listed change (at least from the Japanese one)