Adjustments 201812 Ver.

CODY

CODY
Adjustment Description
Forward Walk Increased the movement speed.
Trash Out (Front Throw) Damage increased from 120 to 130.
Crime Throw (Back Throw) ①Damage increased from 120 to 150.
②Stun increased from 150 to 200.
Standing MP ①Changed the hurtboxes to be projectile invincible during the attack startup.
②Reduced the hurtbox during the attack startup.
③Reduced the hurtboxes at the arms in the downward direction.
④Reduced the disadvantage on block from -2F to 0F.
Standing LK ①Reduced the hitboxes in the horizontal direction.
②Delayed the timing at which the hurtbox disappears after the active frames end by 3F.
Standing HK Reduced the V-Gauge meter gain from a Crush Counter from 150 to 120.
Crouching LP Expanded the hurtbox at the arms in the upward direction.
Crouching MP ①Reduced the pushback on block.
②Reduced the pushback on hit.
③Reduced the hurtbox at the legs.
④Added 2F of recovery on whiff.
Crouching HP Reduced the hurtbox that appears before the hitbox active frames.
Crouching MK ①Changed the recovery on block from -2F to +1F.
②Advantage on hit increased from +2F to +3F.
③Increased the pushback on block.
④Delayed the V-Trigger cancel timing by 2F.
Crouching HK ①Changed the animation after the attack startup, and changed the hurtbox to match the new animation.
②Increased the disadvantage on block from -12F to -14F.
③Changed the condition on hit.
④Expanded the hurtbox during the attack startup.
⑤V-Gauge meter gain from a Crush Counter increased from 100 to 120.
Jump HP ①Changed the hitbox to match the visuals.
②Reduced the hurtbox.
Jump HK Adjusted the hurtboxes, reinforced in the downward direction.
Slip Jab ①Changed the recovery from 15F to 17F.
②Changed the recovery on hit from 0F to -2F.
③Increased the disadvantage on block from -4F to -6F.
④Increased the block stop.
Crack Combination (V-Skill) Increased the V-Gauge meter gain from 30 to 50.
Note: No changes to the increase amount if there is recoverable damage.
Zonk Knuckle Advantage on hit increased from +2F to +3F.
EX Zonk Knuckle Decreased the hitbox in the downward direction for the first hit.
L Ruffian Kick Increased the hitbox in the upwards direction for the final active attack frame.
M Ruffian Kick ①Active frames increased from 3F to 4F.
②Expanded the forward hitbox.
H Ruffian Kick Reduced the hurtbox that appears before the hitbox active frames.
EX Ruffian Kick ①Expanded the forward hitbox.
②Increased the active frames from 4F to 5F.
③Increased the disadvantage on block from -7F to -12F.
Tornado Sweep Increased the hitbox in the backwards direction.
EX Tornado Sweep ①Increased the number of projectile-cancelling hits from 2 to 3.
Note: No changes to the number of physical hits.
②Decreased the projectile speed.
Double Kick (V-Skill) ①Extended the invincibility time to last until the active frames of the second attack.
②Expanded the hitbox of the second attack to match the visuals.
③Increased V-Gauge meter gain from 30 to 50.
Note: No changes to the increase amount if there is recoverable damage.
Side Arm (V-Trigger I) ①V-Timer consumption for M knife attacks reduced from 100F to 80F.
②V-Timer consumption for H knife attacks reduced from 200F to 150F.
③V-Timer consumption for Burst Shot

M

H

increased from 200F to 300F.
④Eased the combo count for M and H knife attacks.
Standing LP (V-Trigger I) Changed so that 1F will face towards the opponent.
Crouching LP (V-Trigger I) Changed so that 1F will face towards the opponent.
Crouching HP (V-Trigger I) Expanded the hitbox for the second active frame.
Reload (V-Trigger I) ①Can be canceled into from Snipe Shot and Anti-Air Snipe Shot on whiff.
②If canceled into from Snipe Shot/Anti-Air Snipe Shot at the fastest timing, the inputs will be properly registered.
Crouching HP (V-Trigger II) Decreased the startup from 10F to 9F.
Gentle Swing (V-Trigger II) ①Made the active frames for the attack, projectile reflection, and hitting the Bean Ball all 3F.
②Decreased the disadvantage on block from -3F to -2F.
Gentle Upper Swing (V-Trigger II) ①Reduced the startup from 15F to 12F.
②Expanded the forward hitbox.
③Quickened the timing at which the hurtbox that appears before the character disappears after the attack active frames.
④Can cancel into Gentle Swing on hit.

Note: The adjustments ① - ④ above do not apply for the version canceled from Bean Ball.
Criminal Punisher Expanded the collision boxes and the hitboxes on hit.

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