I have a suspicion on how it works but it’s not a strong enough theory that I feel comfortable sharing it. Anyways it’s probably the same thing that causes the viper U1 glitch.
I’m going to leave it in JUST IN CASE it was an over sight. I’ll leave the “probably intentional” note there on it. I’m not 100% certain but yeah I agree it’s PROBABLY intended.
Has anybody encountered offline lag that just doesn’t go away?
The scenario is - I was playing with a friend on the Africa stage, everything was perfectly fine, until about halfway through when he activated Ryu’s ultra while I threw an ex red fireball with Akuma. The game then began to lag hard, but heres’ the thing, it never cleared up. Even into the next round the lag stayed.
I wonder if Capcom is trying to make the online experience feel more like the offline experience by making the offline game as laggy as the online game…?
Some other possible Zangief bugs (tested in training mode throughout the last year or two of playing)
Zangief’s close st. mp will whiff on a lot of characters at a certain range, especially mid combo with the rollback hitstun animation. An easy instance to see this would be to try the following combo against akuma, which will rarely work, if ever:
HP headbutt --> cl mp. xx ex gh
However, this combo WILL work more times than not
HP headbutt --> cl mk. xx ex gh
Another way to see it would be when a character jumps back–very hard to hit any character during their prejump frames as well.
The issue with cl mp works on almost any character.
Cl lk will whiff on every character at a certain range.
Lariat Hurtboxes (Both PPP and KKK versions):
Lariat is extremely hard to whiff punish, and can be abused very easily. Sometimes the opponent can even be HIT by the lariat if they try to whiff punish it, especially with a medium or high hitting move (may be intentional!). This results in some opponents not even trying to punish the lariat due to the risk of being knocked down.
Invisible hurtbox slightly behind angled jump mk (may be intentional–allows projectiles to hit gief even though it looks like he supposedly “jumped over” the projectile)
Grab box of Running Bear grab is wonky
This last one is more of a joke and not serious, but I don’t know how else to describe it–it will rarely grab opponents, even in range of the actual grab. This is probably more of a balance issue than a bug and could probably be dismissed.
As far as I am aware, all of these possible bugs have existed since AE 2012, and probably earlier.
This actually made me mad. Poison’s hurtboxes when jumping all vary based on either forward, neutral, or back jump. Even the prejump frames have different hurtboxes.
I don’t mind about neutral jumps having different hurtboxes but it’s weird why back-jumps should be different than forward-jumps ? maybe it’s an exclusive SFxT property that got back-ported to USF4.
I’ve already gone through 2 other SFxT characters: Hugo and Elena. Who didn’t have this. Also a quick look at Poison SFxT file here: http://pandora.dantarion.com/dumps/PSN/BAC shows that the answer is: nope. In SFxT all 3 jumps had the same hurtbox.
Btw Neutral and angled jumps in SF4 always have the same hurtbox size even if the animation is different. The only difference is if they do like a flip or something the hurtbox will rotate. Otherwise its the same.
It’s a universal glitch with Vanilla characters in USF4. I haven’t tested everyone’s ultras yet, but so far the only ultra that behaves normally is Honda’s.
I haven’t read through the thread, but has it been mentioned that picking a non-USF4 version of a character against a USF4 character disables the USF4 character’s DWU? Also, any Vanilla character can absorb Zangief’s EX Flat, not just Akuma.
It’s a system issue. During reeling animations and the recovery frames of most moves hurtboxes are based entirely on the model + animation using a bunch of small hurtboxes attached to each body part. While in neutral state, startup, or active frames of most moves hurtboxes are manually set by the developer and are much more consistent.
However in SFxT they don’t do this and hurtboxes are designated for all frames of a move as well as all reeling animations just like they are in every previous SF game. This is why there are so few character specific combos in SFxT because the hurtboxes are much much more consistent.
If the hurtbox issue still applies to USF4 Bison I’ll mention it but if it’s just AE2012 or earlier I wont because in edition select any glitches that existed in that version are supposed to be in that version still for better or worse.
The DWU issue is mentioned and on the list. Not the zangief thing. Only because the focus absorbing issue is one that existed in vanilla and thus logically is related to the vanilla character. While the cause of the lack of DWU is tied to the vanilla character’s moves not having the flags set to allow DWU in the first place it’s still a mechanic that is supposed to be tied to USF4 characters and thus should be in the list IMO.
^ The first time this was noticed was when people swore their low short would travel straight through Vanilla Gief’s foot and he wouldn’t get hit. I couldn’t reproduce it so I didn’t buy it. It was only in AE2012 that I actually saw a vid of it happening. It looks like Bison is even worse than Gief in this regard.
Is there anyway for them to remove Ken’s escape Tatsu without fucking up Kara EX air tatsu? It seems that you get the escape Tatsu by using similar button inputs as Kara EX air.
i dont know if it was mentioned in an earlier post ( only checked first page ) but poison cr.mk>rekka ex whiff completely on El fuerte at close range, if you walk back slightly it will hit