alright then, I'll leave Stryker as it is. (I'll probably leave Jax too, in that case)
I'm just worried about some characters jumping tiers, ala Shinnok in MKX, for example.
Stryker is a serious contender for that, no joke. If B3 being about twice as fast, and his upgraded strings are anything to indicate, he could be at least B tier now.
At least, that's what I'm hoping for.
Anyways, IDK man, I couldn't get Sheeva's fireball not to whiff, so anything goes with MK9's coding. For instance: I just realized I wasn't upgrading CSZ's iceball speed. (this is despite the tweakvar being labeled AS iceball_speed) Oh no, IT'S THE EX ONE. Why the hell didn't they add an _ex there? unless there was some bug with the decryption of the hashes.
As for startup, guys, there's technically no "startup" hash or variable in MK9. What there is, is speed, which controls the overall speed of the move (barring projectile velocity) even the frames for recovery, specifically, how fast does the animation go (but not how many frames the character has to go through before regaining control) There are some exceptions, though, some characters have a speed value for say, when a move misses or gets blocked (Krueger's clawspikes/Hell Spike, for example)
Technically speaking, every move I made faster, has in some way or another, altered the recovery frames. You might think "Then why don't you add more frames in the blockbreakframe data?" well, that's what I did with Sonya, and it wasn't really working out, because she eventually reaches the end of the animation and thus, regains control. It's kinda like how Sub doesn't seem to be really affected by the missbreakframe (whiff recovery frames) data of the Slide, and there's no Miss animation speed, instead, it's tied directly to the standard speed value (but there is a separate block speed and hit speed, so he's also another exception...sorta) It's a bit of a mess, really, and most characters aren't programmed consistently, for example, some characters have the tag data (changetagguy_combo, something like that) at the start of the tweakvars, while others, like Baraka, have it near the end. Others don't seem to have them at all.
Nightwolf has hashes pointing to OLDattack3 (????, did Nightwolf have a different standing 3 during development?) while Cyrax has Baraka vars (and they don't seem to do anything) at the start.
As you can see, MK9's coding...can be quite problematic at times to say the least. I'm doing the best I can, though. It isn't DNF where it's Unreal 1 mixed with Unreal 2 mixed with God only knows wtf, so it isn't that incompetent of an engine, but there are parts of MK9's coding that scream amateur to me. And i'm not a coder, for your information.