didnt see it listed but maybe someone mentioned it. Cammy got an extra frame of adv on spiral arrow fadc. She can now combo cl.fp and cl.mp after she fadcs.
yang lk dp also got some kind of hitbox adjustment (maybe inadvertent due to hitstop fix). His dk frame adv also seems improved but not positive yet.
This one was mentioned in the official patch notes. Previously in AE2012 she was airborne from first frame but they removed that for many moves and changed it to be unthrowable 1F then airborne 2F onward.
Anyways, as for being throwable while airborne. There are some throws that hit airborne:
Air throws
Rose’s soul throw
Hakan’s oil dive
Hugo’s back breaker (I think. It might be a strike like El Fuerte’s leg throw and Abel’s falling sky.)
Guy’s bushin flip throw
Cammy’s hooligan throws
I think that’s all iirc. (just going by memory)
Already have it in the list, they changed the way the first hit causes knockback on air hit.
This is not “undocumented.” It was added after the final location test to ensure that Poison doesn’t drop out of the move. She still does, so oops!
This is undocumented, but if true, only matters in one specific case: combo from low strong and far stand strong, which I believe is intended was work at better ranges since Super and has never quite worked right.
This one is infuriating: when I brought it up on reddit, I was downvoted to oblivion, but it’s true. Gouken’s back throw is techable earlier in AE2012, which means back throw now has a massive tech window. Combofiend claims the tech window is 7 frames instead of the usual 5, but it’s more like** 17 instead of the usual 5. **
Weird, but not a terribly big deal. I don’t think Gouken could hit most crouching opponents with MP hadoken anyway or would normally aim to try to hit them with it. If it stops some weird abuse cases like hitting crouching Hugo (shouldn’t have been possible except up close tbh) then I’ll take it. Better stop accidentally using negative edge, I guess.
DJ’s far st.HP doesn’t always launch properly on CH.
[quote=“Eternal;190439”
Deejay
L/M/H Super pushbox added from startup until 2nd active frame. (Was there an issue with it whiffing/going over stuff or something?)
Air Slasher chip increased included changing both hits of EX Air Slasher from 12 to 15 chip (now does 30 chip on block instead of 24)
Not as far as I can see, probably just due to changes to other moves + whatever in-engine changes they did to try and fix unblockables but failed.
Here is the deal with that
First off, counterhit vs crouching never launches only vs standing or airborne. Secondly the 1st active frame of Deejay’s far HP (which actually does have a decent hitbox unlike the other 3) never launched on counterhit before. Only if you hit on 2-4F. And lastly, and likely the culprit, the only change they made was that counterhit vs AIRBORNE on the 1st active frame causes a juggle state. They didn’t change counterhit vs standing on the 1st active frame as far as I can tell.
Can you try in training mode to hit on the first active frame with dummy set to counterhit to verify this?
About E.Honda, let me clarify on that.
He has basically no pushback if EX headbutt hits during the first 2 active frames (making it very punishable on block). Juri can do cr.HP xx whatever for max damage.
If EX headbutt hits during later active frames (from midscreen or farther) it has a bigger pushback but still less than AE2012’s.
I think they made this decision because Honda can still fadc his headbutt in those 2 active frames to make it safe.
Make sure you do not use Super or Vanilla Ken to test it. They will win as his cr.MK had 4 active frames before. You have to test it with AE or AE2012 Ken.