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

The fact that decapre can do a move jump canceled into spiral arrow but not a normal f.jump makes me wonder if something is messed up there.

You can do both EX and non-EX during forward jump. It’s harder though, and I don’t really know why.

i haven’t been able to get it outside of jump cancels, weird. i’ll mess with it more.

Looks like her jump cancel doesn’t have a prejump, that is probably why it’s easier. I think I’ll note it as a bug as no other jump cancels work that way. Even the jump cancels that don’t have a prejump cancel option (like Makoto’s Fukiage or the twin’s close MK) go through a pre jump script. There is just no option to cancel those.

For example Makoto has 6 scripts for jump cancel (2 for each direction) cancel_stand2jump (this is the pre jump animation) and cancel_jump

ALL of Decapre’s jump cancels run though one jump cancel script: “EXBreak_Jump” even her target combo uses this.

that actually makes me think it’s intentional then.

Doubt it. I think it has to do with the different teams. EVERY jump cancel runs through the same exact script whether it’s her target combo or EX Break. I think it has to do with someone who worked on it not adhering to originally designed systems. Sort of like how USF4 is the first entry in the SF4 series to extensively use hitstop to change frame advantage instead of hitstun or moves recovery. This was FAR FAR FAR more uncommon before USF4 with only maybe a handful of moves doing it and NEVER doing it as a way to make a move more UNSAFE (before USF4 I don’t believe there was more than 2 moves with the attacker having more hitstop than the defender.)

Did a quick look into the Poison lower body invincibility bug, glad someone found it because I might have missed it since I don’t have a hitbox viewer and it’s kind of subtle.

All “stand to crouch” and “crouch to stand” transitions typically use their normal standing hurtbox data for the entire duration. Poison’s crouch to stand uses her crouching hurtbox. However with the way that hurtboxes work in SF4 they are attached to body parts. Most crouching hurtboxes are a head hurtbox (attached to the head) and then a fat hurtbox for the rest of the character that is attached to the waist. Normally standing hurtboxes are either 1 tall hurtbox attached to the waist + a head hurtbox or a head hurtbox, a waist hurtbox for legs and then for the upper body they use a chest hurtbox.

Since they only use Poison’s crouching hurtbox for her transition but it’s still attached to her waist the hurtbox lifts up off the ground as her animation stands up. By the time she is fully upright she basically has a big hurtbox around her waist, a head hurtbox and then her legs have no hurtbox whatsoever (I think there is probably no hurtbox around her neck either if I had to guess.)

Basically imagine if they took the crouching hurtbox of a character than super imposed it over the middle of a standing character.

so you could actually use it intentionally to have lower body invincibility and counterpoke. gross

this is great

Doing non-EX is not easy, I’ve only been able to do it by pausing multiple times so I can input it very precisely. EX can definitely be done by hand though.

Posted this in the general discussion thread since it’s a common complaint. Will post it here too:

I can now confirm Hugo’s stun is infact invincible longer than other characters.

Hugo’s Rise_Upward_Stun (the animation of him getting up after the knockdown caused by a stun, this is the invincible period.) is a 68F script that runs at 1x speed (meaning it’s 68F in game.)
Hugo’s Rise_Downward_Stun (Another rising animation, it has to do with if he gets knocked down face down or face up such as if he gets stunned by a throw. This is a 45F script running at 1x speed.

Both of these scripts are fully invincible. After they finish the game changes to a “STUN” script which can be hit.

Every other character I’ve checked has had SIGNIFICANTLY shorter invincibility periods.

Blanka: Rise_Upward_Stun = 75F Script running at 2.5x speed (30F in game). Rise_Downward_Stun = 80F script running at 4x speed (20F in game)
Ryu: Rise_Upward_Stun = 60F script running at 2x Speed (30F). Rise_Downward_Stun = 60F script running at 3x speed (20F)
Ibuki: Identical to Ryu
Gouken: Identical to Ryu
Deejay: Rise_Upward_Stun = 72F script running at 2.4x speed (30F). Rise_Downward_Stun = 66F script runningat 3.3x speed (20F)
Yang: Identical to Ryu
Hakan: Rise_Upward_Stun = 78F script running at 2.75x speed (29F after rounding). Rise_Downward_Stun = 80F Script running at 4x speed (20F)

As you can see, almost everyone is about the same. 30F upward, 20F downward. I think I might find one or two more instances of it being 1F off if I looked. Meanwhile Hugo is 68F upward, 45F downward.

Adon:
Bug or strang hitboxes on counterhit MP/MK:

I don’t know why but Adon cant combo his cr.hp from a close MP counterhit (which is +9 on hit) and he cant combo his far HP from a close MK counterhit (which is +8 on hit) !?!?

Maybe it is not a bug … but he should be able to combo this … especially the CH close MP > cr.hp > RFA follow up …

cl.MP is +8 and cl.MK is +7 on CH, the OP states that they only get +2 on counterhit, so those links won’t work. However, CH cl.MP to cl.HP should work if you’re close enough for it to trigger.

Yes … question is just if it is intentional or not … maybe something that slipped into as they changed the frame data in AE and AE 2012 !?

Nevertheless it is bad … it could be his main way to combo into RFA or would enable some nice char specific combos … and I cant see a reason why he has less advantage on CH !? He would not be able to combo into Ultra 2 … he would need meaty and CH to be able to combo into Ultra. His close is still a high risk low reward button … and with +9 on counterhit I would take the risk of being -4 on block … XD

Another bug ?

After an IAJK hitting an opponent standing the far HP does completely miss due to the reeling animation … do you put this in the list ?

A bit to situational specific. It’s been noted already however that a lot of moves whiff due to reeling animations for heavy hits on the upper body (either standing or crouching)


Updated with a bunch of Hugo stuff. I’d say I’m nearly half done with him.

Also I’ve now broken the 100,000 character/letter mark on the two main posts!

Hugo’s EX Lariat being cancellable is definitely intentional, it’s in the change list.

But why not regular lariat is what confuses me

Me too, but that’s what it says in the change list: EX only.

@‌eternal

Can you explain the orbs at 1:02?

Looks like Healing messed up the graphics slightly, like that viper U1 whiff thing.