It's already considered airborne. I'm not sure when it got the update but it goes a while back. The only person that has utilized the crack kick well in Volt is Tenonez. He would use his psychic powers knowing when I would do a low move and crack kick over it to punish me.
Incorrect. Go test it in training room. If you stuff a Crack Kick mid move with a normal, they stay grounded. There is no air reset. It goes over (some) low moves (even did in SFA3), but it is not technically airborne
hurt-box shrinks upwards so you're immune to low pokes in active frames, but definitely not air-borne... you're not immune to throws! to HR, in AE the crack kick isn't meant to be air-borne anyway, not like Evil Ryu's hop kick. It is meant to counter sweeps and low pokes when your opponent is trying to sweep your regular bingo punches. However I do agree that the medium Ruffian Kick follow up is necessary for Cody's pressure game. Right now he can't end an combo that puts opponent to corner fast...
Before volt I spent a lot of time in the Cody section of shoryuken forums. Wanting crack kick to be airborne was one of the most requested changes
Yeah, that makes sense. XD If your feet aren't touching the ground, why wouldn't it be airborne? Yeah, I like Cody's Crack Kick. It's fun to use. It's odd, I think he's the only guy with a move that can only dodge lows, and a move that can only dodge high hits.
DeeJay's EX MGU does the exact same minimum damage. In fact, it does more damage on volt when you mash it out, 174 vs 162.
The only thing that I really disagree with is changing cammy's spiral arrow to be super cancellable / FADC able, and making it two hits. It's a huge buff that she doesn't need.
What standing punches are used the most in AE? Ah, only set of values is listed in the spreadsheet. It's not really a buff. In AE Spiral arrow does 40+80. An FADC style combo in volt such as st.HP xx Spiral Arrow, FADC, cr.LP, cr.MK xx Spiral Arrow would do 271 damage. st.HP xx Cannon Spike, FADC Cannon Spike does 342 without any annoying links. It allows for more mixups and harder more rewarding combos. I'd personally like some more discussion time so that we can explain suggestions more. DROQQA isn't very happy with this change, but I'm happy to explain it out to him
I don't think I want Cody to charge Zonk Knuckle with both P and K. I'd rather go for giving it another motion instead of the current hold/release. But I don't think it's gonna happen. Didn't you mean St. HK for St. MK on DeeJay's section?
You can't have it as a non charge move. That would be stupid. The easiest way around would be letting you charge it with K, because that frees up P, which is so much better. DeeJay currently has st.HK. I am in favour of changing it to his st.MK which has greater range, faster, less damage but special cancellable
Well, then fix your own post! It says "Change St. HP for St. MK... ". And about St. HP, maybe we should buffer that. Maybe fixing the hitbox so it doesn't whiff on relatively close jumps.
I wasn't sure about suggesting the juggle state out of CH of St. HP, but I think it's good enough to get approval from the community. We're good, we should move on now.