There are ton’s of bugs regarding supers and ultras frame data,basically,the freeze frame sometime counts as 1 frme and sometime don’t,depending on wich part of x frame you input the super/ultra
Gouken can link (not cancel) into his super from close MK even though closeMK is only +2 and his super is 3F both have been confirmed.
SF4 engine is pretty much lolderp. It’s like a Pug, the amount of derp there just makes it more attractive to people like me who like searching for that kind of stuff lol.
not a bug i dont think but by looking at the data could you tell me if rolento close mp and far mp have the same hitboxes?
they have the same animation, but different frame data. i think it would explain a lot about the moves anti air consistency if they have different hitboxes
Never seen that. However with a bit of experimentation I figured out the cause. If you could post a video that’d be awesome.
The issue is that when you stun someone it causes a knockdown even if you stun them on the ground. The velocity settings in the physics section of the damage tables (Vel X / Vel Y / Accel Y) only are used when a move either causes an air reset (like with Cody’s knife which if you notice causes the opponent to air reset very very differently than most moves.) OR on a knockdown. They have some physics settings in Gen’s U2 that normally would never ever be used but because stuns cause a knockdown the final hit causes a ton of knockback. I’m pretty sure it’s unintentional.
Shame on you Shinebox. You don’t even need to go back a page! Scroll up and @Hitenryu posted that exact same link. I’ll d/l it and upload it to youtube later so that I can put it on the main page of this thread since I doubt capcom people will click links but an embedded video they might watch.
Can’t believe I’m STILL on Elena, doing these 5 USF4 characters via text format is a pain in the butt lol. I’ve still got almost exactly 20,000 lines left on her file. Character .bcm files are allmost all ~100,000 line documents.
Also, if you need more proof they copy pasted these characters from SFxT and tweaked em. Poison’s fireball and Elena’s Rhino horn scripts use the same name as SFxT versions. “SC_Lv1_L” = Super Combo Level 1 Light. EX attacks called SC_Lv2. Since in SFxT you could charge these moves to do an EX version or max charge to do a super. As a matter of fact, Poison and Elena’s UC1 are even called “SC_LV3”! They didn’t do this for Rolento/Hugo though which is odd. They actually DID rename Rolento’s Patriot Circle script and Hugo’s Monster Lariat scripts.
Because in the game it looks like the Ultra just starts off at 75% Damage scaling instead of the overall damage of the ultra being reduced to 75% of the total. Im not sure if capcom intended it to be this way while they were creating UCW but it feels off to me.
If someone could test this for me it’d be appreciated:
I’m about 95% certain I’m correct but it’s such a major oversight that I’m hoping I’m not. It seems like something people would have caught during the arcade build.
When Ken (and Ken for now) throws a fireball while Decapre’s Psycho Stream is out, some of the hadouken’s animations and effects disappear. Tried Gouken and Akuma, but their fireballs are unaffected.
Also, I tried doing some Fuerte RSF loops on Oni. Sometimes after I did a Fierce into Run Stop, and upon doing the next the Fierce, it whiffed for some reason.
Basically, the Fierce would whiff for some reason. But only on Oni.
Along with the opponent flying across the screen the screen also tends to not readjust itself.
By the way is poison’s ultra 2 supposed to move her backwards? If so then it reduces the already pathetic range it has now.
That is because it’s still using the ultra’s camera settings the move hasn’t recovered yet. Just like how if an opponent falls out of Vipers U1 during the cinematic it still plays the whole cinematic.
That happens with elena too on wake up except she was crouching. I did a meaty cr.mk with juri on elena and the entire moved whiffed so then elena can punish me with cr.lp into whatever.