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Adjustments CE202102 Ver.
CODY
Balance Change Overview
Adjustment | Description |
---|---|
[Normal] Standing HP | 1) The 2nd hit is now special cancelable. 2) Changed frame advantage on block from -7F to -10F. |
Standing MK | Reduced the foot hurtbox size upward between start-up and when the hitbox disappears. |
[Normal] Crouching MP | Added a projectile-proof hurtbox to the upper body from 1F before active attack-time begins until the attack ends. |
Crouching LK | Reduced hitback on the rapid cancel version. |
Hammer Kick | When the 1st attack lands as a counter hit, the 2nd attack will also be treated as a counter hit. |
Bad Spray | 1) Changed relative attack strength from light to heavy. (This determines attack priority when the move clashes against an opponent's normal attack.) 2) Changed frame advantage on hit from +2F to +5F. |
Air Raid Kick | Added a hitbox that hits opponents behind Cody. |
M. Ruffian Kick | 1) Extended the hitbox forward on the 5th frame. 2) Extended forward the box that triggers the opponent's guard. 3) Extended the foot hurtbox forward from start-up to when the attack finishes. 4) Extended the hurtbox during recovery. |
L. Tornado Sweep | 1) Increased projectile speed. 2) Reduced hitback. 3) Decreased active attack frames from 65F to 50F. 4) Changed frame advantage on hit from -2F to +2F. |
M. Tornado Sweep | 1) Reduced hitback. 2) Increased active attack frames from 52F to 70F. 3) Changed frame advantage on hit from 0F to +2F. |
H. Tornado Sweep | 1) Decreased projectile speed. 2) Reduced hitback. 3) Increased active attack frames from 39F to 55F. |
EX Tornado Sweep | Lowered the combo count gain of the 2nd attack. |
Lv.2 Zonk Knuckle | 1) Now knocks and spins the opponent away on mid-air hit. 2) Increased knockback time on mid-air hit. 3) Increased knockback distance on mid-air hit. |
Lv.2 EX Zonk Knuckle | 1) Lowered combo-count start value. Lowered combo count gain. |
Prison Breaker (V-Reversal) | Decreased pushback on block. |
[V-Trigger I] Standing MP | Extended the hitbox forward. |
[V-Trigger I] Crouching MP | Extended the hitbox forward. |
[V-Trigger I] Jumping MP | Increased knockback time on a mid-air hit. |
[V-Trigger I] Rapid Fire | 1) Reduced V-Timer cost from 900F to 600F. 2) Increased distance traveled forward. 3) Reduced pushback on block. 4) Reduced frame advantage by 4F on hit while V-Timer remains. |
[V-Trigger I] Snipe Shot | 1) Delayed CA cancel timing by 1F. 2) Shortened start-up from 15F to 14F. 3) Entire move reduced from 37F to 36F. |
[V-Trigger I] Anti-Air Snipe Shot | Delayed CA cancel timing by 1F. |
[V-Trigger II] Toss & Smash | Added 10 damage to each successive attack. |
Criminal Punisher (CA) | Made the hurtbox projectile-invincible while the hitbox is active. |