Is there anybody else in the game that loses Revenge meter for getting hit before the Ultra’s super flash? I know, I know. “It’s been like that since Vanilla. You shouldn’t be using U1 as a reversal anyway.” But to get jabbed out of it on the way to the wall, or get hit before leaving the ground and getting fully comboed (Not even reset because you’re not airborne yet) and emptying the Revenge gauge seems a bit brutal. Maybe it’s just me.
not many ultra’s start up before the ultra flash animation either. only character other than vega is makoto’s u2
Now that tosanami isn’t strike invincible to the wall, she’s in our boat too.
Still noone is doing a hitbox anomality video for Vega. I wish I had xbox then I would at least record from tv. Just do it, any of you. All these will get fixed and we will be left with super making opponent fly to the clouds, U1 first hit losing its juggle, cr.mk-cr.mp missing on crouching zangief plus the previous anomalities (cr.hp/cr.hk whiffing after j.hp/j.hk & s.hk whiffing on some after cr.mk) just because we never showed them to anyone.
Well, I think that almost every character in the cast has a FADC dash through setup on Vega. Some other characters suffer from this too, but Vega is the worst off, like just about everyone can FADC through Vega.
So basically someone could just submit one of those dash-through videos to Capcom.
@Gross_Indecency Hatzlan already did one for cr.MP xx EX FBA.
I also submitted the Super flying to the clouds.
@Gross_Indecency I have over an hour’s worth of video to edit but I will be submitting the heavy whiff attacks soon.
All the Vega community would be grateful if you combined all of the videos (including ones that were already done) into one big “Vega hitbox anomalities”.
Discovered so far:
1- Super’s first hit flies the oppoenent to the heaven.
2- U1’s first hit’s juggle property is lost.
3- cr.mp whiffs after cr.mk on crouching Zangief randomly.
4- cr.hp/cr.hk whiffs after j.hp/j.hk
I just checked my video half of it is all fucked up with stutter for some reason. When I get back from EVO I am going to ask a friend if I can borrow his PVR. I literally went through every character to test the fierce attacks whiffing and got a whole lot of them to work. Almost all the top row, about half the second, and I can’t remember the bottom. Smaller characters are harder to whiff on, and characters with really wide hurt boxes can’t be whiffed.
Next week at some point I will have this addressed.
Edit: Found a PVR. I can get this stuff recorded for sure by next week.
While having a game where no glitch/weird looking thing happens is good, we have to be realistic and keep in mind that we are dealing with Capcom (which means that the video os pretty much useless, but I see that you guys are keeping the hopes alive).
With that said, I think that you should focus on things that actually matters. jiHP crHP whiffing from some distances is pretty much irrelevant ands to be honest, if I was in charge of something, I wouldn’t even bother with it before fixing A TON of other things. So, to list some things out:
- EX SHC coming out via Negative Edge when hit confirming a crMP xx EX FBA.
- Command of Mask PickUp overlapping with plinked buttons, resulting in a kara Mask PickUp that makes your button not come out.
- EX FBA whiffing against crouching characters.
- Cosmic Heel whiffing against some crouch techs.
Some USFIV-only “issues”: - U1 juggle/hitbox of the 2nd attack getting pretty much reverted back to regular AE status.
- All RCF losing the counter hit property of having bonus hitstun.
- Super having the same launch value for airborne opponents and grounded ones.
this. i think everything else is irrelevant. the super bug is also should be fixed, but what hazlan wrote is what needs to be fixed
So that one bug list has a fairly sizable Vega section. I can’t copypaste the document so I’ll just list the most standout issues:
-It’s been speculated earlier in this thread that the last two active frames of c.HP have higher priority due to not having their hurtbox adjusted. Turns out this is false: they have no hurtbox at all! If I read that right, Vega’s c.HP effectively has two frames of invincibility on its active frames.
-Most of his special moves give a lot of meter to the opponent on block. This is problematic with the Rolling Crystal Flash in particular. They gain meter as if they were getting hit by it. This does explain when, at the beginning of the round I push them to the corner with rolls, they always have meter ready for reversals.
That does not seems to be true.
EDIT: That is most definetely not true. Just tested with Cody EX CU and crHP manages to trade when he should’ve won clean if it was invincible. But out of curiosity, what’s the source for this info?
It’s not that there’s no hurtbox at all. They didn’t designate a specific one for those two additional active frames, so it should match his model which is at a better position than what they like to designate for Claw’s hurtboxes.
The Links
[details=Spoiler]Eternal has 2 posts: [Unlisted Changes](Unlisted Changes in USF4 and [Bugs and improper character data](USF4 Bugs and improper set character data list. *SUBMITTED TO CAPCOM!*
SRK EX-Factor has a Google Doc of bugs as which has some of the same info as Eternal’s post, but less of it.
All of this is from the front page, but I just thought I should throw them here [/details]
Has anyone other than WM seen cr.mp whiffing after cr.mk on crouching Zangief?
Yeah it does have a hurt box. I don’t know what people are smoking.
I just tested it, and unless you’re point blank in his face, cr.mp whiffs. I set it to counter hit cr.mk to make sure it’s not just my execution, but, sure enough, it whiffs. I tried the same thing on crouching Hakan and it hit every time.
This must be fixed! WTF?!
I’m pretty sure that Cambo is speaking with his ass. Japan took out the I-Frames of EX ST because it was too strong defensively.
With only 4 invecible frames EX ST as AA would not be great at all. You could time it well to beat (or more likely to trade) a jump in… but you would be bodied by an empty jump, not to mention that the trade is far from being good.
Judging only by the AA perspective, EX ST would not be an issue to the game at all. But when you sum it up with the fact that his defense would be pretty good, well, it would ruin a lot of matchups.
I agree that it should not be implemented, but he really deserved a crHP that is at least is able to trade with all jump ins. Jump ins in SF4 series do too much blockstun, they are way too strong if blocked. Sure, you can air to air them… but, alongside the fack that air to air is an exploitable option(with early jump ins beating them), if you are focusing on anti airing then you’re not playing a focused ground game. So the strenght of your character is gone.
Our glitched crHP gave me kreygasms when fighting against Gen. I was able to trade with his “longer jump arc” jump ins (don’t know stance name) all the time. Meaning that I actually got to play ground game to body that happy jumpy bastard.
It’s something along these lines that Claw need to be consistent enough. Those bugfixes that I listed, plus +1f blockstun on CH (at least on it’s first active frame), and a crLP that it’s +2/+5 (while taking out counter hit histun bonus) would be enough to make Claw players not rely so much in beating the opponent rather than the character.
Is it just me that, going in a ft10 set against a player that you never played with, gets in trouble for the first couple of matches but after that I manage to steam roll until the 10th victory?
By what I’ve seen in the past years… it is not. And before I even realized what I’ve done, I talked about Claw in the current meta-game again. oh well.
Nevertheless, without this kind of consistency, Claw will not be viable in a tournament that you do not know most of the people.