USF4 Bugs and improper set character data list. *SUBMITTED TO CAPCOM!*

Hakan’s f.MP used to only gain 2f, I don’t know if that’s still the case now after it got more hitstun.

Ken is -1 on hit for his forward+hk but on counter hit I’ve linked fierce dp and cr.jab/short after. Does it get more then three or did I just hit it on the second active frame+CH

@Eternal‌ I can confirm that ending poisons u2 motion with an up motion gets rekka every time but ending it back gets u2
I’ve also noticed on her u2 that the range is horrible midscreen but gets increased if her back is to the corner

So far only a handful of normals function this way. I’ve listed them every time I’ve found them. Deejay is the only one who it is like that for ALL mids and heavies, not just 1 or 2.

I removed it after I spotted why. It’s like Rose’s U1. First hit does zero damage on lock in. I missed it originally because it’s slightly weird how they have it set up since unlike Rose’s U1, Ryu gets a non-cinematic version as well.

Updated Dudley and E Honda.

Can’t believe I’ve only looked through 18 characters at this point. I’ve probably put in like ~25hours or so into this project so far already.

So capcom did under 25 hours of quality control? :stuck_out_tongue:

Don’t know if you noticed, but I was the one that said that was unsure how “buggy” was this scenario. Then some other guy said that it’s ok and then Eternal approved the “request”.

About Honda, my mind tricked me, here is his problem FBA-related.

And, well, if you want examples: Ryu, Ken, E. Ryu, Adon, Juri, Yun, Yang, Ibuki, Rose, Dudley and Cammy are the ones that I got off the top of my head that benefit from EX FBA whiffing when they are crouching.

About the proposed solutions that I read here:
Making crMP force stand will kind of fix the majority of the scenarios, but it will back fire in the way that combos with crMP xx LP RCF will be even more unreliable.
Designing a new EX FBA with bigger hitbox when it’s cancelled from normals is sure a good idea. But beware the new bugs that will come with it lol. In a perfect world where Capcom does not screw up, that it’s a pretty good solution.
My idea is to make it so crMP have it’s center dislocated forward (just like his crMK), so that when he cancels into EX FBA he does it closer to the opponent.

The former 2 solutions would’ve got the job done.

Regarding the Ryu Glitch:
http://youtu.be/ouIyVKaxxRg
Only seems to happen when his FA lost the armor.

I don’t really know if this should be considered a bug, but here it is:
Bison
Point-blank cr.MP, st.MP whiffs on the following crouching characters:
Ryu, Ken, Dudley, Dan, Chun-li, C.Viper, Cammy, Guy, E.Ryu, Adon, Rose, Elena,Rolento.

And on some of these characters, st.MP hits if the opponent is holding forward diagonal instead of blocking. If they try to block, it whiffs.

Yun in geneijin if he cancels clmp or clhp into heavy lunge against elena he will hit through her.

Akuma’s close MK sometimes whiffs completely if done too close to a crouching Blanka. do a regular divekick into cr. LP> cl. MK and it will usually whiff. with two cr. Jabs it hits.

ok i have done the vega vid, the only thing weird is the Ex FBA i couldnt make this move to act like the description eternal has in the OP but instead i was trading with it and resulting in a counterhit if that makes sense :S

Maybe Honda is somehow still considered airborne until the very end of his landing animation from head butt, but then he would have a different animation on hit, right? Who knows with this game. :frowning: That’s a good bit of knowledge to have. Oh, an easy way to test that would be to have Hugo back breaker right as Honda lands. If he gets back broken, then he’s still airborne. If not, then it’s something else causing our hit stun to not be at the proper advantage to link a EX FBA after.

I think in SFxT the center is dislocated on all his attacks since you can cancel and hit with his specials easily off a good majority of his attacks. For example when you cr.MP xx RCF the RCF pops forward for his start up. Same with ST. Maybe a combination of cr.MP forcing a stand animation and dislocated center. That would fix it 99.9% most likely, since at longer distances (say, a whiff punish) could still get the EX FBA on a crouching opponent like Elena. I think even with a dislocation she’d still be extremely hard to hit during a crouching reel animation.

Honda is not even considered airborne during headbutts since AE (or was it 2012 I forget). Besides if he was then he would be reset, not hit standing, right? Also, is that Honda problem still in. EX HB caused pushback in that video so it’s not from ultra. EX HB has no pushback in ultra at all.

Yes, he is airborne actually because you can Back Breaker on reaction Honda’s Headbutts.

I must be thinking something else then. I just tried and AE, 2012 and Ultra HB’s get caught by Hakan U2. Still doesn’t take away from the fact that he’d be reset if he was airborne during the recovery.
EDIT: Jesus I’m getting tired, it wasn’t even EX HB for the pushback… I’m half-asleep here, sorry.

He is not airborne. If he was he would be air resseted in the air, just like it happens when you air to air someone.

Updated with El Fuerte and Evil Ryu stuff.

Also removed the EX FBA bug issue as I realized that many of the characters it is an issue with their crouching hurtbox which is something I had mentioned already in those respective characters. If they fix those characters reeling animations it should fix the EX FBA issue.

so this may be on purpose but i found it odd.

rolento jump mp can be blocked crouching.

may be on purpose because it hits 3 times…? shrug

i dunno.

First hit is overhead, remaining 2 can be blocked crouching. I remember hearing about it in arcade version. I’m pretty sure it’s intentional since there aren’t many multihit air attacks and usually the ones that do exist are target combos (meaning more scaling) or aren’t angled in such a way as to be intended for jump ins (Ryu / Gouken FJ MP). Probably felt it was too strong to do Pogo -> MP since most people would crouch out of habit once they’ve blocked the first hit of the MP.

oh dammit was just about to re-edit my post. yeah i was pressing mp too high up. at practical jump in timing you can crouch. if you jump in deep enough for the first hit to hit a crouching character, it is actually overhead.

So I recorded this tonight, I get this bug everyday on PSN. When I search for a lobby I see two or more players with the same username and it’s impossible to join their session.