Ultra changes (location test)

Yes, that is something I didn’t know. I knew it was fb invincible from the wall, but didn’t know about to the wall. With testing tonight to see how big the difference is, AE version had to be a lot closer, about half screen with faster reaction to the fireball. In Ultra, you can be a full screen away, and blow through it, hit a shoto as they recover from fb. You couldn’t do that with AE version. It’s a lot easier to do. It’s actually a pretty damn good buff we got.

What I meant was the fact that ultra 1 does get blown up normally by a fireball if you’re going to thr opponents wall. But you can just nullify that completely on proper timing. And I know ultras cannot be cancelled, I meant as a way to keep the charge and walk forward slightly then activate it. I seen it done like twice and it still mystifies me to how it is done. Also, I would never plan to constantly use the cl. Hp into SHC or FBA or ST but ifs nice to know its there like that. Especially when hardly much players are going to expect a down charge move from a standing attack, to which EX SHC would be useful here. But otherwise I would stick with RCF since it’s more damage and fram advantageous. This worked better in AE though since RCF had longer charge time so the possibility to escape and land some damage existed. Still does, but RCF combos are more swifter to land now. Either way, it was interesting to be able to perform a combo like this. I was WOWED at the time lol.

I know. cst.hp-mproll, cstmk-lproll were my bnb combos. Some called me “roller”. Now every beginner will be able to do it :frowning: Anyway, I did never get how people found it difficult to do in the first place lol.

It’s never been difficult per se. As long as us seasoned Claws can still hold the achievement of being able to perform all his 1f links, then I’m more than happy to let a newbie Claw be on a roll. Not like they’re doing EX RCF cr. Mp EX FBA without a bit of practice first.

You can do blocked cr.LP, cr.LP -> walk forward a little -> U1/Super. It kinda fools them to thinking you’re going for a kara throw. I think I’ve seen Zeus do it one time. It’s one of those things I forget that is there.

And j.HP / cl.HP xx H/EX RCF used to be a little tough for me until near the end of AE 2012’s lifetime for me. But the faster charge time helps it not only in combos, but as a whole too.

Sometimes I do cr.MP xx L RCF, cr.MP xx L RCF ad infinitum. You have to be careful with this, as cr.MP and L RCF are safe enough on their own, but the gap between the two is big enough to be punished. I pause sometimes to whiff punish or maybe go for a throw. Now with the faster charge time, you can do an L RCF after the L RCF to maybe counter hit them out of things.

You can be grabbed out of every roll. I have a Guy player friend which makes my life hell because of this as he grabs me out of every roll and I’m so roll-heavy

Or hit with a 3 frame jab that has 4 active frames. Funny, I just checked how many active frames most of Vega’s pokes has and they’re only 2 :frowning: Seriously? No wonder people can jump through a lot of my attempts to stop them from jumping with a poke.

stopping people from jumping your pokes is a matter of frame advantage, not active frames, unless you’re talking about on their wakeup. 2 active frames is actually normal. one way i found to make peop-le from jumping your pokes is after a +2 on block move (cr.mk, cl.mk, far.lk), use either far.mk or far.hp. hits them out of the air if they were to jump thinking you’ll kara grab

Oh, those RCFs can be thrown? Shucks.

When I compared U1’s projectile invincibility against Ryu’s Metsu Hadoken, I didn’t notice a difference between SSFIV, SSFIV AE, SSFIV 2012 and USFIV Vega. They all went through cleanly.

Also, I can confirm that U1 indeed still has those invincibility frames from a previous location test (this isn’t written in the final build changes). The way I tested was having Blanka spam H Electric Thunder. And I could beat him sometimes midscreen going forward. I had him do EX Electric Thunder, jumped in on him, trip guarded and then reversal U1 forward to beat him. I compared these with SSFIV, SSFIV AE and SSFIV 2012 Vega. They couldn’t beat Electric Thunder.

However, I just can’t find out how many i-frames it has.

That’s most likely because of the new knee hit box, and less with i-frames. Meaty jabs will still beat it on start up. DP will also still beat it mid and full screen, so at no points is there any physical attack i-frames. If it beats anything to the wall now, it’s because of the extended knee hit box being far superior to before.

For example, if you U1 a Metsu Hadouken, every version up to 2012 will go through it but not hit Ryu when you’re at near full screen. USF will actually go through, and hit Ryu. At least on Hadouken and Shinku. I think for Metsu, Ryu might be hunched over a longer period of time making the knee whiff at farther distances, although if you are close enough and react fast enough, you could hit him, where as 2012 won’t. If he is recovering from a fireball, you can still whiff U1, but as he transitions animations from recovering/stun to standing up, you can smack him up pretty good with U1 at nearly full screen.

OK people, this is important.

People are reporting everything broken about their characters by making videos. This is the most recent one: http://www.eventhubs.com/news/2014/jun/23/rose-combo-breaker-some-characters-can-duck-avoid-roses-bnb-combos-ultra-street-fighter-4/

As you can see it got public attention and will be fixed along with others with the real release of USF4 in Aug 2. We HAVE TO make a video of Vega glitches that came with USF4 and make it somehow put to eventhubs and post to unity forums.

I play on PC so I can’t make it. I really hope some of you guys do it. Upto now, WM said cr.mp sometimes whiffs after cr.mk on crouching Gief sometimes. We have Super’s knee hit making the airborne opponent fly to the sky. And we have U1 losing its juggle. If anyone knows any other thing, share. And please someone make a video and let us all share that video everywhere SF related.

On top of that, we should make a video showing how character specific our combos are due to character hurtboxes and reeling animations. So that we might get those three hurtbox buffs I was talking about some time ago.

*Less pushback on cr.MK so it doesn’t push Vega out of the range for cr.LP.
*Expand the hitbox of EX FBA downwards so short crouchers can’t duck under it in combos (shotos, Sakura, etc).
*Expand the hitbox of ST and L RCF forward so Vega doesn’t have to spend meter all the time. So they can be utilized in meterless combos more. SFxT’s cl.HP/cr.MK, cr.MP xx LP RCF is a good example.

I don’t want to give Vega more tools. Honestly, he has enough to win with.
I just want it so that when Vega gets a hit, characters that reel back enough or are short enough don’t just get a slap on the wrist.
Lately, commenters on EventHubs and SRK articles have shown their displeasure in how the SFIV series is the only fighting game to not have static hurtboxes during hitstun.

…Too much?

Extending the hit box to the tip of the claw would also help with reeling animations. Or, even increasing the active frames to 4 if they that scared of him having a little extra range. That would also give us more hit box to overlay with the reeling animations. I fully agree with ST having proper hit boxes on it. It’s kind of dumb that I can character specific juggle Sagat with normal ST (which is also spacing specific…) but every other character I’ve tested has to be EX ST after the first hit.

I don’t think EX FBA needs more expanded hit box on the knee. It’s already pretty good. Maybe instead having his crouching punches force a standing animation like being stabbed in the gut.

I agree that Vega already has plenty of good tools. If they fixed ST it would be a decent get-off-me even without i-frames and could at least trade more often, which isn’t a bad thing since it launches and pushes them back enough to allow you some space on a trade.

With all due respect, I’m not talking about additional changes. I’m only talking about new glitches that appeared with USF4. We should get them fixed only. The area for new buffs has ended.

So is someone willing to do that?

Keep dreaming. Hitbox alterations =/= bugfixes, this ship has sailed. I am also sure that the U1 juggle alteration was intentional (along with the hitbox reduction for the wall-down hit) to compensate the better knee hitbox.

Any hitbox/hurtbox oddity that has been in AE before (like a whiffing crHP after a jump-in on Abel and a bunch of others) has been and will be ignored. That Zangief one - was that there before?
And don’t even start on hitboxes matching animations - that is way beyond bug fixing and belong into buff/nerf requests - way too late for that.

Having a pushback value messed because of a wrong comma like with Dhalsis mk is a bug, having some character specific combos if they are crouching is not.

So far the only bug I see is the Super launcher always having the same value - and even here I am not so sure they will acknowledge it. With a normal EX-FBA hit in mid-air the launch height is also higher than it would be with a ground hit.

Report it all, anyway. Even if something was intentional, which we’re not sure of, there’s a chance they’d change it because they couldn’t find their ass with a map.

The only thing I’d consider a buff is ST, BUT, if they would actually care to fix combos that don’t work on reeling opponents, then that means we’d get “buffs” if you know what I mean. Plus, ST completely whiffs through characters all the damn time because of reel and pushback, his feet and knees clearly pass through what should be hurt boxes. That shit needs fixed. I don’t even consider that a damn buff.

It’s sad that Abel’s “buffs” in this game was fixing shit that shouldn’t have ever been a problem. Like ST whiffing through people. It would only be considered a buff because shit would work like it should.

If they would actually start fixing that stuff, then by all means, we need to report it.

I can tell you right now the reason jabs would whiff on reeling opponents is because the hit box doesn’t extend to the claw. If the claw whiffs as they reel back a bit then it’s because there isn’t enough range, which we all know. So, that would be considered a buff if they fixed it. Same as if they increased the active frames since you’d have a better chance at hitting them when they pop back from reeling. Both would be nice.

The knee hit on EX FBA is already good. U1 now has that same knee, and it hits from pretty damn far away. If players don’t want it to whiff on crouchers then they should really change cr.LP and cr.MP to force a standing animation. Extending the knee hit box any lower is stupid, because it’s already good.

You know what else I would like fixed? Far st.LK. I swear, sometimes it looks good and I get the dumb shitty close one, which was whiffing at the distance I was at. Had it been far st.LK, it would have hit. This isn’t USF exclusive. I noticed it on Oni and a few other characters.

Anyway, the only real glitch I’ve seen so far is the stupid super launcher and the PS3 version having a shit ton of slowdown on stages for no reason at all. I haven’t seen much else. U1 was working fine for me, I was able to catch El Fuerte as he was hitting the ground during recovery from a move of his deep in the corner. I have rarely ever had it whiff unless I did something really stupid.

No, it was not.

In the cr.MK, cr.LP not working scenario, I opted to choose less pushback on cr.MK instead of more range on cr.LP.
Yes, it would be nice to have the hitbox on cr.LP match it’s animation, but I fear the backlash of that request from Capcom would be "Huh? You want to give Vega MORE RANGE!?"
Plus, the lowered pushback can also technically be looked on as a nerf too, as Vega doesn’t want to stay too close to his opponents.

It’s just sad that even though Vega is heralded for having long reach, half his combos are character specific.

I understand the intent was to compile new glitches.
Sadly, the only glitches I know with Vega is the j.HP V cr.HP whiffing and j.HP/HK V cr.HK sliding through Seth. Those don’t really get in the way, as why would you be doing cr.HP/HK after a jump-in to begin with?

If I see Combofiend at CEO’14, I’ll ask him about my proposed hitbox changes and inquire about whether the reversion of U1’s juggle potential back to AE was a glitch or an intended nerf. I’d like to hear it straight from the horse’s mouth.
If a video compiling the new glitches is made, maybe I could ask him about that too.

Actually, I recently found out about that in training. It works on way more characters than Seth. All the shotos, Seth, Sagat, Bison, and I can’t remember who else I’ve tested. I haven’t tested all the characters yet but I did test about half, and the only one I couldn’t get it to work on was Cammy and I think T.Hawk. Also, knock down shenanigans is why someone might opt to do it. If they DWU, you can attempt a cross up since you’ll have time to get to their side rather than getting hit by a reversal.

On a side note, if slide recovered way faster it would be pretty cool but instead, we’re open for a huge can of whoop ass. It’s also very specific where you have to hit opponents, chances are, it would never happen in a real match.