Don´t know, if this belongs here and I also don´t know, if this here was brought up here or still there in USF4(Couldn´t test it, will do it), but let me post it:
Main reason for me is the bold part here, find it weird that you use the FADC for one slide and not for the other slide.
Does the side switch recovery bug still exist? Usually happens during a cross under reset. If you press a button on a certain frame as the opponent dashes under you your buttons get disabled.
No, it’s terribly small. you can mash the button with all your might and it will still fail sometimes. I think it only cancels during hitstop or something stupid like that.
Elena’s B+HK behaves weirdly it doesn’t seem to get any additional on CH from what I can tell. Also her j.MP> jHP target combo doesn’t work at all if ever (I can’t tell if that’s a design decision or not though).
Akumas fs.fierce can whiff outright after counter hits on a few characters such as Rose, Twins, Juri, Ken, E.Ryu, Ryu, Chun, Dan, Viper, Dudley and Elena. Obviously with Elena it always whiffs.
There isn’t slide -> hit -> Followup. There is actually 3 moves in play.
Slide, slide deviation (aka Hasei), and the followup. This is how they are able to make the slide do no stun damage if you do the followup (you can’t go back and remove the stun afterwards of course.)
1-13F of the slide can be canceled into “sliding_hasei” or “slid_hasei_oil” by pressing either punch or kick. This cancel will occur on frame 13. This is why you can’t do the body splash if you do a meaty slide.
Now sliding_hasei has very different physics than oil slide, and cannot be canceled to FADC. Same with Slid_Hasei_Oil which matches Sliding_hasei. The followup body splash and oil shower are their own moves as well.
These things apply to ALL versions of the oil slide. These ARE working as intended except for one issue with the physics I think is likely an accident. They used the wrong animation settings for sliding oil which I just noticed.
Might be the wrong place to post, but has anyone mentioned here that DWU in Edition Select does not work for a USFIV character if they are facing any SFIV, SSFIV, SSFIV AE, and SSFIV AE 2012 character?
EX: As a USFIV character, you can receive a hard knock-down from Vanilla Akuma, and still not be able to do DWU.
You can Red Focus though. My guess is characters that aren’t in USFIV mode doesn’t give the flag on knockdowns which allows DWU to be used? Sounds dumb to me though.
Hah. I totally hadn’t considered that it would end up like that. Yeah they added a new flag for every USF4 character hard knockdown that allows it to be DWU’d. So if the opponent doesn’t have said flag you can’t DWU their attacks.
Yea it’s… a very odd decision choice lol :. I hope they do something about it, especially now that ES might be coming online, along with showing which version it chooses outside character select screen (we can’t tell otherwise what version they use). Also, the character select screen default cursor doesn’t seem right visually, would expect it to highlight Juri and Rolento, not Juri and Hakan.
Btw Eternal, any way you can add on the first page the character select button config issue (unable to set “No Button” as one of the bind settings)?
The cancel duration isnn’t that small, however there is a HUGE issue with it. You can’t cancel the last ~5F of recovery on the move. Normally chained normals allow canceling all the way until it’s recovered (hell, Hawk’s close LP will chain for 1F AFTER it’s recovered technically lol) but Hugo’s you can’t.
O yeah and his chained LP looks like it has different properties and cancel timing by 1F >_<
That does seem like a bug and/or oversight not intentional. I did add the edition select issue already btw.
Adon can perform pass throughs on Ibuki and Sakura when using a heavy Jaguar tooth. If they are on the far right/left, 20% away from the wall, and you Jaguar Tooth them, you will pass through to the other side instantly, allowing some wonky combos. Happens to me all the time in ranked.
Performing an Ultra on “Active Volcano” immediately after the opponents ultra freeze will cause extreme slowdown, and a VERY loud loop of the volcano exploding until the animation is finished.
Are there any other Ultras besides Decapre that drop the framerate below 60 on 360? I know PS3 had more issues with this than 360, but is it just hers that do it? Really hope Capcom fixes this - dropping from 60fps mid-match is very jarring and in the case of U1, it does mess the flow up somewhat. Still not sure why U2 does it at times, doesn’t seem like a graphically intensive rendering to deal with.