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

Can you create a video? I want to be PRECISE on my information and it’s hard to visualize

For anything involving the 5 new characters or anything involving odd hitboxes/hurtboxes can you please provide a video? Things like that are difficult to describe second hand in a precise manner. I’m trying to keep wording on this information easy to understand as well as accurate and using consistent wording.

Videos make it MUCH easier to understand what you mean in regards to stuff like pushback / pass through / attacks whiffing. I can do most other stuff myself

With the 5 new characters I’m doing all of this without a copy of Ultra so I can’t test anything myself to double verify :slight_smile:


Updated main post with a TON of new info such as the dash inconsistencies.

Something I’ve noticed since AE 2012 and it still hasn’t been fixed. Evil Ryu can’t combo a cr. MP into far MP against a crouching Ryu. This is suppose to be a 1f link BTW. I think it’s an against all shoto’s but I only remember testing it against Ryu. But I set the dummy to do the combo against me standing and it comes out as a 2 hit combo of course. And when I crouch, I get hit by the cr. MP but block the far MP. Funny thing is that cr. LP(which is also +5 on hit) into far MP works.

Updated with a bunch of the stuff from my unlisted changes post.

I still need someone to test this for evil ryu:

sometimes decapre gets normal razor’s edge slicer from ex ground scramble instead of the ex version. I can’t reproduce it whenever i want to though. wondering if there is some specific input that gives it

Ken building more meter on blocked shoryukens than on hit.

Intended. Use to -4 on block (now +0) and -1 on hit. It’s funny but hey.

I did a vid about the Ibuki and elena glitch,I discovered it whila ago

I know what it was before. (I’m the one who did the unlisted changes thread :P) but I don’t think it was intended to be more negative on hit than on block. I do think it was intended to be safer than it was before but since the original patch notes claim only 1F increase changing it from -1F to 0F I think they intended to change the hitstun but there was some miss communication as the attack was never -1F on block. I’m listing it because (AFAIK) it’s the only move more negative on hit than on block.

Ah right! Thanks, I knew about that one a long time ago but had totally forgotten about it.

I’ll look at her file data and see if I can see some inconsistencies or if it’s just you suck (Kappa) :stuck_out_tongue_winking_eye:

And this only occurs in the right corner, not the left? Only standing but not crouching correct? Does it happen if you do only 1 hit of the MP part of the TC?

It happens in both corners,and you don’t need to do a target combo or anything,you just have make elena block the focus,I havn’t tested in crouching,I’ll do it later

So ANY attack - EX Focus/EX Red Focus on block - Forward dash results in a side switch in the corner? What about just regular lvl 1 or 2 focus - dash?

Just finished going through C. Vipers files (obviously might not catch everything as I’m JUST looking at her files. I don’t know her bugs in-game.)

Don’t let anyone tell you I am not going to be just as nitpicky with characters I don’t play as ones I do :stuck_out_tongue_winking_eye:

able to get the ex razor’s edge slicer bug with canceled cl.hp(sometimes) thanks @Windalfr‌ for the heads up.

I got it without doing that another time though so i’m just confused

Decided to just add the entire list of dash through glitches to the main post’s “System Wide” section (spoiler tagged because it’s very long) Thank you @InsaneRikk for previously gathering this info.

Later on I will go through and re-order it by character since he stopped doing that when new ones were added. Also I may unspoiler tag it if I end up needing to use some of my reserved posts due to reaching the character limit (quite possible)

Should Hugo’s very late wakeup when he’s dizzied be added to the list?

Im not quite sure if this counts, but for deejay his stand strong buff was intended to be used in combos (namely close forward > stand strong) however due to reeling animations it doesnt work on about 1/3rd of the cast. I made a list and can post it if this is applicable to the thread.

In certain situations; close foward, close strong whiffs and it’s a 3f link.

Looks like Ibuki’s Super chip damage was already rated at 33% since the beginning.

Poison’s missing her special input buffer: Poison jump buffer input glitch

Bugs
F+HK (Dart Shot) does not gain additional frame advantage on counter-hit. 20m02s
*How to replicate this problem: *
Try to link Dudley’s st.LK, st.MK, st.HP or cr.MP after a counter-hit F+HK (Dart Shot).

Victory Rose whiffs on opponents (except large characters) if they’re moved while knocked-down. 54m15s
How to replicate this problem:
Hard knockdown a character (ideally in the corner) with cr.MK or Forward/Back Throw. Approach the opponent (walk forward/dash/duck). Execute Victory Rose (FADC optional), it will whiff on their wake-up.

Gameplay Issues
MEATY F+HK causes follow-ups (cr.LP, st.HK) to whiff on several characters (Balrog, Chun-Li, El-Fuerte, Gen, and Rose) when crouch blocking. 22m50s
Also, it’s not possible to follow-up if F+HK does not hit at close/point blank range on those crouching characters because of their reeling animation. 24m40s
How to replicate this problem:
Midscreen F+HK meaty setup: Forward throw, MK Duck TWICE, F+HK (Dart Shot), try to link cr.LP or st.HK it will whiff (cr.LP will hit on Gen).
Corner F+HK meaty setup: Forward throw, whiff MK Duck Straight, F+HK (Dart Shot), try to link cr.LP or st.HK it will whiff (cr.LP will hit on Gen).

F+HP (Step Straight) reeling animation causes follow-ups (cr.LP, cr.MP, st.MP, st.HK, st.HP) to whiff on all characters when crouching. 17m55s

LP MGB can loop (infinite) on several characters, most notably Guile and Balrog. 28m18s
ALL versions of MGB whiff if the attack hits from afar. This occurs regardless of whether the opponent is standing or crouching. 25m43s

Cross Counter tends to whiff against a lot of jumping normals/specials unlike Gouken’s Kongoshin. 43m27s
Cross Counter does not lose to reversal armor breakers (still loses to natural armor breakers), don’t know if this was intentional. 45m24s

-Chun Li’s Hasanshu cancelled into red focus attack combos on standing opponents, but not on crouching opponents. Now I’m aware that hasanshu is 1 less frame advantage on crouching opponent’s, but even if that’s the case, the MK version of hasanshu (which is 1 more frame advantage overall than the other versions) should still be able combo into red focus on a crouching opponent and it doesn’t.

-Poison’s standing hurtbox causes certain things that aren’t intended to whiff as well such as Guy’s cl.MK/HK link to MP~HP target combo into LP shoulder or common links after Chun Li’s hasanshu hits her.

Edit: Also just found out that doing Guy’s shoulder into Super or his LP~MP~HP~HK target combo into Super actually causes her to drop out. Plus she is the ONLY character that will drop out of Chun Li’s new Ultra 1 juggle in the corner.

-Decapre’s hurtboxes are not only different than Cammy’s, but they also seem to change depending on when you hit her during her idle animation. For example, for Guy: cr. LK x 2, MP~HP target combo into LP shoulder will sometimes land and sometimes whiff.
Or his cl. HK, MP~HP target combo into LP shoulder will whiff on Decapre completely, but land on Cammy and lots of other characters just fine.