Ok, I'm gonna need some help with this one guys. I've been looking over the 80% scaling occasion that happens every now and then and I have some rather out there theories (no surprise), but I'm kind of at a loss as to explain what is actually happening here. One thing I have noticed is that just about all the moves that exhibit the 80% scaling reset is that none of them seem to use the standard hit sounds on impact (the loud bang for MCs and the like). They all seem to use either the *crunch* noise (kickflips, reversals, etc...) or the muffled kick sound (wolf's short shoulder, sidekick MCs, etc...). In every situation that I can reliably repeat, a low punch will also connect with the opponent instead of the reset hit. There are also situations (harder to replicate, but they're there) where a hit can get the 80% scaling reset AND the 50% ground hit penalty applied. The easiest situation I've found that can repeat this is using Wolf's SS(MC), P(G), P(G), SS combo against Lau. Done at it's fastest, it follow normal scaling (the last SS does 19). A frame or two slower and the SS does 24 (80% reset). Yet another frame or two after that, the SS does 12 (80% reset and 50% ground hit), then they're grounded and the opponent could tech roll to avoid the 15 damage SS. I could not in any fashion get the SS to connect with the full damage scaling removed in that combo, but can with only using one punch (SS, P(G), SS where the last SS does 30). In that situation, I cannot get the last SS to hit for the 80% reset. From all this I'm tempted to state that there is a switch on the totally unscaled vs. 80% scaled based on distance from opponent (but again I'm not sure on this). Also that landing the 80% reset is slightly easier as you can do it at LP height, whereas the totally unscaled is a bit tighter in the window. I'm asking for any other opinions out there, or possible ideas. I don't feel comfortable putting this in the FAQ yet, as I want to confirm this with more characters than just Wolf and Kage (I'd like to get Jacky, Shun and Sarah in there as well for testing, since the all have moves that fit the questions type as well in the kickflips and the old man palm). On another note, I've finally conceeded today that the SS is definitely the float tool of choice for Wolf over the knee. I was kind of half and half on em (like I still am on Sarah's knee vs. DC), but testing out some of the open ring combos that I've been capturing lately, the SS gives a slightly better float that enables some really painful stuff on everyone lighter than Jacky. (The standard measure was SS(MC), P(G), K,K for 92 points) The knee only allows stance independence for the girls and open up to Shun. The SS gives stance independence up to Shun, open up to Lau. About the only thing the knee offers now is that it's 3 frames faster in execution, which is still good, but not great as it's still too slow to punish much.