Not strictly even a SF4 problem. Sometimes the players have timed out their connection to the matchmaking server and the server hasn’t removed them as being available yet. I’ve seen these kind of things on online games forever. It wouldn’t surprise me though if whatever changes Capcom made to their networking has caused more of them to appear.
Hm, I believe that the problem goes beyond that. Shotos, Adon, Dudley etc usually does not have a crouching hurtbox problem, yet they are immune to crMP xx EX FBA in the corner after a hitconfirm.
I’ve gotten it before on PC in AE and AE2012 versions and seen it on streams. Plus as I’ve said, I’ve seen it before in other games. Perhaps you just never noticed because it was a rare occurrence and now is coming up regularly?
With Adon and some of the Shotos they can have odd reeling animations that cause problems at times. For instance, after a deep jump in Cody’s close HP can whiff on Adon sometimes and Cody can get 2x close MP on shotos of they are crouching.
With EX FBA the issue in the corner is how it rises torwards the wall as well as reeling. They’d have to expand the hitbox drastically downward to make it work and as you said it’s only after a hit confirm. At the time I had it up Vega was the only character where I’d put up a full combo not working (even it IS a bnb) I kind of am feeling this list would get stupid bloated if it mentioned every instance of dropped or whiffed BnBs due to character positions / spacing / reeling. I think it should only be mentioning characters reeling hurtboxes that cause A LOT of characters problems (like Elena’s and Blanka’s.) As well as mentioning drops when it’s a simple 1button buffer under ideal circumstances still failing (such as Rose clsHP -> Super whiffing a lot of the cast point blank with no specific combo before hand just straight up close HP - Super)
I mean, I could add the stuff if everyone wants but it seems like the list would get kind of long. I’m not even bothering to mention the characters that Cody can’t do crMP - HK Ruffian on even point blank when the opponent is STANDING (has to be standing for HK Ruffian to hit) like Akuma.
Nah, I got what you mean. Thing is: It works agains 2/3 of the cast while it doesn’t against the other 1/3. The problem isn’t in the hurtbox of all the guys inside this “1/3 of the cast” department.
It’s an EX FBA issue and when coupled with reeling animations it make it even worse (Like against Rose that we can’t even crMK crMP xx EX FBA point blank and midscreen).
There would be no need to specify every characters that it has problem with. Like it was before it was pretty good imo.
But anyway, props for the effort that you put into this list!
I meant every character that has problems with their BnBs failing on specific characters in specific circumstances. THAT would start to get over crowded if I did that for everyone. Frankly, I just wish they’d ported over the SFxT hurtbox system and then tweaked it + fixed it up a bit with better pushboxes and better distance restrictions for moves + better throw ranges. The choices they made in SFxT for how to USE the hurtbox system sucked but the actual system itself was MUCH better than SF4 in how it handled character animations and was much more consistent.
The current list I’ve only gone through 21 out of 44 characters and it’s currently approaching 50,000 characters (estimated ~9000 words on a word counter)
If enough people want me to put in the BnBs issues I’ll do it though.
Updated with Fei stuff. This list is a f’n marathon. Nearly 3x as long as the unlisted changes thread and I’ve not even hit the half way point looking at the files? D:
Just tested and confirmed. He can actually just go through Elena with a raw (GJ) Heavy lunge it turns out although it seems to only work when she shows her back.
But with GJ active, he can hit confirm any basic normal into HP Lunge and go through her anywhere on screen without fail regardless of her idle stance.
To be fair, I’m sure if tools other fighting games had tools like Ono Editor available many similar issues would be found. Stuff like moves causing 1 or 2 more/less damage than they should doesn’t really affect the game that much. Especially if you consider that games like ST do random damage and it plays fine (I use that word liberally).
ST does play fine. Far less hit and hurt box collision issues that SF4 has. Damage is somewhat randomized but still has a consistency to it. I can tell you, all the time I’ve spent on ST and I notice far less garbage in it than my time with SF4.
It’s been known that on PS3 the Drive In At Night stage will occasionally cause slowdown. It’s not just an issue with the new stages but it’s worse on the new stages from what I’ve heard.
Yes and no. I’d say about 1/2 MAYBE 2/3rds of the issues I have listed are ones like meter differences or counterhit/chip damage issues sure could be overlooked. However the sheer number of OTHER stuff is odd. Look at how many moves have improper set counterhit frames. The only thing I can think of like that in ST is one instance with Blanka still having his “weak spot” hurtbox on rolling. Then there is the cancel timing being off on a number of moves such as dash timing. Then there is all of the moves where the chained version has different hitbox/hurtbox than the normal version. Then there is the hurtboxes that are off timing and are extended early or longer than they should be. The handful of characters whose close normals have no manually designated hurtboxes because it wasn’t something Capcom did very often in Vanilla and they never went back and fixed it when they started doing it for other characters.
THAT stuff comes off as major issues that you’d struggle to find coming up as OFTEN in other games as you see it in SF4. You might find 4-5 instances of each of those things in an older game, and maybe some other unique to that game quirk (like crouch cancel infinites in Alpha 3) but the sheer number of issues in SF4 are like Marvel 2 type stuff almost and that is a game known for being pretty much thrown together. Good, but that is almost an accident when you consider how much stuff doesn’t work right.