+ d+3 on CH knocks down the victim, guaranteeing FC,d/f+4 or HMS 4 if you use d+3~4. This move has also been given more evasive properties, ducking all highs cleanly and now some mids as well if distance permits. (mids confirmed are Bryan's Orbital Kick [u/f+4] by Coldfire, Christie's u/f+4 by me, and Paul's u/f+3 by me) d+3 also pushes the opponent away if they are on the ground, the distance roughly to range 1.5 or so.
+ Infinite kicks force an untechable knock down if they connect on the side or behind an opponent. Using the d/f+3,3 variation will cause the knock down to occur on the 4th kick. The d+3,3 variation will have the knockdown occur on the 5th kick.
- Blazing Kick no longer has crouching status.
? +/-? Punch parry now guarantees d+4,4,4,4 from behind again (go beta!). No other follow ups verified as of yet. Recovery of missed parry also improved (no forced pose after he finishes beckoning with his hand) *[Currently there are a few discrepencies about this, so it is back under testing]
+/- 4,3,4 will connect as a wall ender on females (Asuka, Christie, Julia all verified) along with everyone else as long as you're on axis. The flip kick now whiffs on everyone (even Kuma) if you are off axis too far.
+ b+3,3 connects as a combo even with a small delay (about the time between button presses if you press the button upon verfication of the first kick hitting... this might have to do with the +3 advantage the first kick gives you), but is still blockable if you delay too long.
+ f,f+3 hitbox seems larger in reference to juggling
+ 4 pushback is noticeably less... results in all three kicks connecting when you use 4,4,4 at normal distances.
- Flipkick damage on 4,3,4 and d+4,n,4,3,4 reduced from 25 to 21. Flipkick damage on 4,u+3 and d+4,n,4,u+3 seems reduced as well to roughly 30 (still testing, if someone gets a definite number it's appreciated)