I've recently begun to do all the Framedata for the DLC characters in the game via recording the footage and counting frames until the jump frames appear. That method is reliable. HOWEVER, since there seemed to be differences for a few values that were done by a fellow frame tester, I was pretty clueless what the problem was. I've done all my recording with PAUL as dummy and it seems HE is the problem. Some moves cause less block stun on him, and on him ONLY. (I've tested Cody's f.mp on the whole cast for that purpose)



I've only tested the moves from Cody for now, but he alone has already a good number of moves that cause 1F LESS BLOCK STUN:



f.MP => +1 on block (0 on Paul)

Knife s.lp => 0 on block. (-1 on Paul)

c.lp => +1 (0 on Paul)

LP Bad Stone => +5 on Block (+4 on Paul)

MP Bad Stone => +3 on Block (+2 on Paul)

HP Bad Stone => +1 on Block (0 on Paul)

EX Bad Stone => +8 on Block (+7 on Paul)



Note: That only seems to occur against Paul STANDING. When he crouches he seems to receive normal block stun.



And while we're at it, Paul has another glitch. When you Charge Attack Dash Cancel (51+ frames) so your next attack is a counter hit, and then do a regular EX Smasher, it does NOT counter hit. ONLY for EX Smasher, normal Smasher and any other move still counter hits.

Combofiend: Thanks Zukuu for finding this out, this is quite interesting. I don't know if it's necessarily game breaking as there's only a one frame block reduction, on a standing Paul, who's fastest standing attack (s.lp) has been increased by one frame as well. If anything it makes his s.lp a 4 frame attack as it was before. I do agree however, that it could possibly create a slight balance issue.



I will pass these findings along to the dev team as I'm sure this was probably unintentional.