- Standing MK: Increased size of hitbox forward Increased size of hurtbox surrounding hitbox Increased size of hurtbox after active frames Increased time hurtboxes remain after active frames
He needed a little more range on this move so I like the change. It won't be abusable though because they extended the hurtbox and made it whiff punishable.
- Crouching HP: Changed recovery 18F to 22F No change to block advantage on second hit Reduced hit and block pushback distance Increased recovery on-block of first hit by 2F Changed advantage on-hit +6F to +7F Increased hurtbox size during attack and recovery Increased advantage on Crush Counter by 2F
Surprised it's still -2 on block. Recovery means you can't spam it in footsies as much. It's probably easier to jump over and punish because before it was invulnerable on the back side if you crossed him up. On hit it's easier to combo out of with CC and on regular hit due to reduced pushback and more frame adv. Overall more of a buff than a nerf on this move.
- Jump MP: Changed startup 5F to 7F Reduced damage 70 to 50 Changed hit effect from air recoverable damage to knockdown damage Increased special cancel window on-hit
It's nice that you can juggle off it now (I think) but I wonder how those startup frames will affect it in air to air situations. Could lead to new BnB's or resets. Maybe something like ex eagle spike, j.MP, land f.MP, Ex eagle spike or something... Can't wait to test it.
- V-Skill (Rolling Assault): Increased projectile invincibility during movement 3F
This is HUGE. The wording is a little weird but it sounds like he will have earlier projectile invincibility on his roll. This will allow him to react to fireballs with roll kick easier. Should help in the Guile MU and any other character that throws mid fireballs.
- V-Skill (Nail Assault): Increased block pushback Now CA cancellable Changed advantage on-block -5F to -6F
So now if he has a full stick of butter you simply can not throw a fireball even mid-screen. Sounds like it might be less safe on block. We'll have to see about the pushback.
- V-Trigger (Ysaar): Increased inertia forward Now you can't avoid hits with projectile invincibility No change to number of hits
At first seems like a nice buff. There is no way to escape this move now. Well, you can probably run away... I worry about the forward inertia thing. He could lose a lot of setups if it goes too fast. Then again, we'll probably find other setups that are just as dirty.
- MP Spinning Mixer: Increased damage 100 to 110 Increased stun 168 to 175 You can no longer get additional hits when mashing after hits 1 to 5 on-block and whiff
- HP Spinning Mixer: Increased damage 130 to 140 Increased stun 148 to 200 Added hitbox in backward direction Made it easier to get all hits against airborne opponent Increased juggle potential when used in-air combos
So you can no longer fly away with MP spinning mixer. Makes sense, it was hard to punish that. HP got nice buffs! It's a legit anti-air all around him now. More damage more stun, nice combo ender. Sounds like it juggles in more situations that it wouldn't. It was kind of unreliable sometimes.
- EX Spinning Mixer: Adjusted hurtbox when landing to be same as standing hurtbox Increased invincibility 1F~8F to 1F~12F Reduced movement range forward
Nice defensive buff. Now it should work more like an invincible DP. It would get stuffed alot by neutral jumps, cross-ups, etc.
- MK Whirlwind Shot: Changed duration of move 65F to 60F Reduced damage 70 to 60 Reduced CA meter gain on whiff Increased CA meter gain on-hit and block Changed advantage on-hit ±0F to +1F Changed advantage on-block -4F to -2F Reduced projectile movement forward slightly Increased juggle potential when used in-air combos Changed foot during projectile to have projectile invincible properties Delayed timing of CA cancel to make it easier for opponent to use V-Reversal
Nice buff. It's completely safe on block now. Might replace light spinning mixer as his special cancel on block. It already had some juggle potential but now maybe it pops them up higher?
- Airborne Eagle Spike: Reduced damage 130 to 120 Changed so he doesn’t rebound if hit or blocked during certain frames of the move before he touches the ground
This wins the award for most interesting buff. This is kind of like the wind enhanced air eagle spike that he can do out of his v-skill where even if you block it, Rashid stays right next to you at massive plus frames. Most likely he will have to hit you in the shin or lower in order for it to happen. Sounds like he can combo out of it on hit (maybe, idk -_-?). Intredasting...
- Altair: Increased hitbox size in upwards direction Increased speed of forward movement when pressing forward Hitbox now remains during projectile durability
His CA. Sounds like it will be easier to combo into his CA after certain juggles that it would sometimes whiff on before. Characters with wall jumps or Bison probably can't jump over it or something. Not sure what projectile durability means but it sounds like projectiles could nullify it in S1.