- → Latest release: v1 ←
- c7 Overview · Design · Feedback
- Patch notes: v0 · v1 · v2 (WIP)
Starting off small just for proof of concept.
- Universal low parry uses screw
-
Akuma jab whiff recovery (r14 → r17)
- Matches whiff recovery of generic jab.
- Doesn’t affect recovery on hit or block, so still better than generic jabs in juggles.
- These 3 frames are likely missing originally to compensate for the 3 frames of hitstop, which exist to make it feel more like a Street Fighter button.
-
Akuma Gohadouken (e.g. qcf+1) hitstun (32f → 30f)
- Changes max frame advantage after FADC (+15 → +13).
- Makes various moves (e.g. d+2 and d+3) no longer safe launchers with one bar.
- Unsafe launcher is still possible with one bar using EX Tatsu (qcb+3+4).
- Safe launcher is still possible with two bars (e.g. confirm +10 FADC into jab EX Tatsu).
- Does not apply to Shakunetsu Hadoken (e.g. hcb+1) hitstun, so max damage combos are unaffected.
- Akuma b+2 CH effect (combo → nothing)
- Akuma b+2 damage (18 → 21)
- Akuma b+2 block frames (-9 → -5)
- Eliza jab whiff recovery (r14 → r17)
- Feng b+4 damage (14 → 10)
- Feng d+2 CH effect (minicombo → nothing)
- Feng ws1 block frames (-1 → -4)
- Geese jab whiff recovery (r14 → r17)
-
Kunimitsu 2,2 recovery (r26 → r33) and hitstun (32f → 35f)
- Changes block frames of 2,2 (-6 → -13)
- Changes hit frames of 2,2 (+5 → +1)
- Changes hit frames of 2,2,1+2 (+5 → +8)
- Block frames of 2,2,1+2 unaffected
- Keeps the move’s strengths in place (high coverage and damage, threat of KAT moves vs counter attacks), while allowing more serious counterplay to 2,2 spam.
-
Kunimitsu db+2,4,2 damage (15,15,21 → 11,12,24)
- Reduces the effectiveness of db+2,4 as a mixup and db+2 as a ground hitting mid, while keeping the whole string effective as a wall combo.
- Marduk d+3 damage (18 → 11)
- Noctis f,F+1+2 CH effect (combo → minicombo)
- Zafina f,F+3 startup (i20~22 → i22~24)
- Zafina ws1,2 block frames (-13 → -15)