Ya the ultra def goes out faster. I noticed that since it does that the old set ups with U1 work differently now.
Like if Guy is across screen and he does his air flip, but short one like he was going over a FB i used to be able to catch it with U1 in AE 2012 with no issue, Now i have to sort wait a frame or so then pop it out to catch properly But his other ones that go further get caught with no issue now while in AE would miss.
But people who knock me down and then as i wake up they just straight up and come down with a jab or something, i catch them all the time, Even jump ins now where in AE u1 always missed is now catching people.
Im starting to like raw U1 a lot more in matches now then U2 or even W. Its still a risk vs reward but min you catch someone they think twice about jump ins.
The speed of the ultra has been increased altogether.
Before:
12 startup + 5 active frames in front + 9 active frames expanding further = 1st active frame of the 2nd hitbox comes out on frame 18
Now:
10 startup + 5 active frames in front + 9 active frames expanding further = 1st active frame of the 2nd hitbox comes out on frame 16
That also means that it finishes 2 frame faster (finishes on frame 24 instead of frame 26).
I’ve also checked how they handled the change in the startup and it worth noting that they actually made it SLIGHTLY faster than actually 10 frames. if we could divide the frames even more, its as if the startup of the move is now between 9.5F and 10F. Its also one of the reasons why you can use it in new combos that I will do a video with soon…
S MK was supposed to have the hit box lowered correct?
So its supposed to hit chars that do low kicks right? Well i played a Ryu this weekend, went like 30 games. Most of the time when ever i did S MK on his L MK it never hit, maybe 3 times.
Wasn’t this supposed to be fixed or am i wrong it just doesn’t hit certain chars? and i was not far away i was point blank.
It is possible because Ryu’s low forward puts his hurtbox very low. That’s one of the moves he was using before to beat Guy’s elbow drop.
But her cl.MK isn’t suppose to beat that. It’s suppose to beat exclusively cr.techs and throws. If the Ryu play is aware of that and is doing cr.tech + mk to whiff your cl.MK, you are still in advantage since your total animation finishes 1F quicker than his (20 for you and 21 for him)
I’m happy we still have some wonky hitboxes that make sure things are to be discovered in this game.
How does Rose c.mk work against Rufus EX messiah now?
Ya know i thought i was going crazy not hitting my BNBs anymore like i was in AE2012. I kept telling a friend of mine that the game feels off, things are not working anymore. I felt like i took a step back in skill with Rose in ultra and been using her since Alpa.
This Ultra SF4 BNB glitch videos proves whats going on with me as well.
Thats pretty weird/bad i wonder if its always been this way might check it out with version select. The only ones that don’t surprise me are her FA(that hatbox has always been crap) and her Cr.HpxxSReflect(the boxes is good it’s just finicky).
Uh, those are not USF4 glitches. I went back and tried those all in AE and it’s the same thing. They would need to expand the vertical size of the hitbox to get those to work probably, though they’re mainly issues with the dumbass hitstun reel animations. These things only happen with the reel animations caused by specific normals on specific characters in specific states (usually stand or crouch, but not both).