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

Updated with Guy and started work on Hakan (he is going to be a PAIN since he has 2 dif versions of every normal and many specials.)

Another Genei Jin cross through this time with Sakura.
Genei Jin active, Target Combo 5 into lp shoulder will cross through. TC5 to mp shoulder also crosses through. HP shoulder works normally.
I tested this in AE as well and it worked, so obviously this has been around awhile. Sorry if it’s known.

I hope the developers know about this thread, because it could definitely help them polish the game for the disc release.

I’m not saying the game doesn’t have very obvious bugs and oversights. I’m just saying that most of these things really don’t matter that much as you would think. So what if a move has an improper CH attribute set on a particular frame? How much does that really affect the game?

I also think the bug list should be rearranged into different categories like Game Changing, Minor, Unsure, Design Issue etc. For example, I think some hit/hurtbox issues are purely a design thing, not a bug. Maybe they want people to have to use different combos against different characters.

BTW, the stage slowdown on PS3 is a LEGITIMATE issue. Its got nothing to do with the existing slowdown on stages from the previous versions. Ask anyone who has the game on multiple consoles. Its a NEW problem and it`s EXCLUSIVE to PS3。

I never said it wasn’t a legit issue, it’s been on there for 2 weeks. I just pointed out that it’s an issue that existed before and now is worse.

The hitbox hurtbox stuff is not a design issue for the most part. There is no “design” behind having some chained moves having different hitboxes, if there WAS than it’d be consistent. Instead some chained moves have the hitbox positioned higher up but the same size, some have smaller hitboxes when chained, some have smaller HURTBOXS when chained resulting the move being BETTER. It’s random.

In a game which rewards counterhits and there is a lot of counterhit setups in the game then YES having different frame timing on counterhits IS a big deal. Plus some moves gain entirely new properties if they hit as a counterhit (Gen crHP, El Fuerte EX Q Bomb for instance.) then there is the fact that in this game, due to larger hurtboxes and smaller hitboxes than many other FGs there are A LOT of trades. If you traded with an opponents attack and one of you gets a counterhit and the other doesn’t, not only does that mean that the trade is much less favorable but it increases the chances the opponent will have the frame advantages for a followup attack to combo out of the trade.

Since you’re including the +2f-advantage-on-CH thing for mids/heavies, I thought I should point this out for Gen:
His Mantis cr.MP, Crane cr.MP and Mantis cr.MK (including the one from TC1) grant +1f additional frame advantage on counter hit (Mantis cr.MP is +2 on CH, Crane cr.MP is 0 on CH, Mantis cr.MK is 0 on CH).

Roll’s name is Jyasen not Jyansen :stuck_out_tongue:

Does Evil Ryu has throw invincibilty in his Raging Demon Super? I ask this because I managed to grab E. Ryu out of it with Elena (standing position, not even wakeup) at close range.

All of the super combo raging demons are invincible for only the very early active frames, like the very first active frame is invincible and nothing else. I think Oni has 2F on his grounded version and 6F on his air version but Akuma/Evil Ryu invincibility is only 1F. With very specific spacing and longer reaching throws you can throw them out of it. The strike/projectile/throw invincibilities all last the same amount of time.

@Eternal
Here’s some recording of Elena’s Lynx Tail. I’m going to try for Scratch Wheel and Spin Scythe next.

The stuff with it whiffing all hits at max range (e.g not as much reach) in SF4 and not SFxT I can understand and I think is fine, but man some of the stuff where you got hits 1, 2 and 4 are so weird and dumb. I mean you are ALMOST point blank on some of them, you are in throw range it looks like and yet it whiffs.

Just wondering is the jump property the same? Seems a lil floaty to me

I know this isn’t an input issue but when you do any strings into rekkas her super comes out of no where. It happens a lot. It can lead to losing the match too.

I have never had this issue not once, and I have shitty execution.

Updated with Hakan and Ibuki stuff.

Skipped Juri for the moment (I know with her FSE normals she’ll be a long one.)

Updated with Ken and M. Bison.

Great work Eternal and very insightful regarding the inner game mechanics!

Just one more for Vega’s Super:

You can’t chose the side of your Izuna Loop after a successful knee launcher. The Izuna loop always let’s you land on the side of your wall jump, regardless of the input direction at time of the grab. During a “cold” Izuna Loop (and during a EX-FBA) the direction you hold at the time of the grab decides your position after the Izuna.

Sorry, dunno where I got the N from. Then again, there are a bunch of weirdly named things in the character files like Vega’s “Remove Craw”, Blanka’s “G Shape Rolling” (instead of Ground Shaver), and Dudley’s “Mashingun”. to name a few :wink:

Hugo’s EX Shootdown Backbreaker grabs off ground backdashing opponents. I was Dan and I back dashed and the result was a grab? Intentional? I doubt it.

No idea about this one. Same bug exists in fucking SF4Remix too.
@‌RealControll found this one praticing BnB’s, he asks me why his combo doesn’t work when he does a jumpin before, I thought it was a reeling issue, turns out its a BUG.

I’ve had this happen once. It probably happens because of how the game handles shortcuts and not really a bug.