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

Moral of the story; trust eternal before you trust a phone app.

@Eternal‌ https://www.youtube.com/watch?v=t-L59iD04_o&list=UUvFh7rm6SVqZHEGo8nrcfQQ

Poison fireball whiff.

He may have just not canceled the 4th hit fast enough

why would you want capcom to pull the start up location of ex AE back a bit so that it unrealistically in a match could hit someone point blank crouching infront of you holding down/downforward.

its obvious why that happens, because the move is great and starts out far, and travels fast. and there is a little dead zone there point blank on some crouching characters. your not going to be throwing out a 9 frame move point blank, you cancel into that move. what makes more sense is capcom just fixing the few characters that it whiffs or partially whiffs on when cancled from a crouching hp or close hp.

http://alltheragefaces.com/img/faces/large/misc-jackie-chan-l.png

peoples are completely confusing design decisions with bugs, also normals whifing is not a bug ( unless its point blank close range normal whiffing ), its what we’ve been dealing with years and years its called character specific , just like Elene crouching, i dont know if they stated that it was intentional or not, but am totally fine with it, how about peoples adapat instead of crying … ? thats what you start to get when you update the game too much

Added a whole bunch of stuff for Poison. Just under half way through her I’d say. Probably closer to 1/3rd. Finished all her normals (except F+MP) and most of her core system stuff (Focus/Throw/Standing/crouching/jumping/ect). Just gotta do Specials/Super/Ultra moves and then do the damage tables (Where hitstun/damage values/meter gain on hit or block/knockdown physics/ect are stored.)

Long road ahead still. Progress though!

Also this is kind of neat: All of Poison’s normals have juggle potential. Though a couple like close HK and far MP it’s only on the first or second active frame. They all have it. I reckon if she hit an airborne opponent with a Rekka she could FADC and do a reset with any normal even though Rekka isn’t a free juggle.

Though I guess, since everything Poison has can juggle it kind of blurs what a free juggle is.

It doesn’t matter if someone is likely to do it or not you jackass; it’s a bug, and this is the thread for listing bugs or seemingly unintended move properties. Damn I see why people get annoyed with you frequently in the general thread.

No dude, I play Elena and I recognize her hurtboxes are silly. Character specifics end where 2/3rds of a character’s moves don’t work at all (C.Viper). I don’t mind her hurtbox being low during attacks, but when your blocking animation is even lower than your already low crouching hurtbox there’s something wrong with that. Also this isn’t the thread for debating the nature of bugs and whether they should stay or not. It’s just a thread listing a bunch of bugs, because combo said there weren’t any unlisted changes (just a bunch of bugs and unlisted changes).

No its not a bug. It’s a dead zone created by the starting location of the fireball. Would you say her mp or hp fireballs are bugs because they dissipate? No that’s how the fireball works as intended. This fireball is extremely quick in both startup, and speed it travels combined with how far out it starts. The benefit of it starting out a foot in front of her is that it helps in the fireball war and allows it to be used as an anti air very well. It also doesn’t raise the juggle counter allowing you to get a free hit on air born if used as an anti air. What you are suggesting is to nerf the starting point that the fireball spawns from back so that it hits in the dead zone on all characters which would subsequently reduce its practical effectiveness. This is stupid and not a bug.

Jack ass? Immature much? Can you converse with out insults or did I hurt your feelings boo boo.

I would question the developers’ intentions if they knowingly created a move that whiffs at point-blank range, especially considering it doesn’t looks like it should whiff. I’m sure the move would still be useful if it started at the usual position and just had a slightly faster travel speed.

No. Your reasoning doesn’t make sense. It starts out 2 frames faster than an EX hadouken, so that means it should have a deadzone? And every other character in the game doesn’t have a fireball deadzone right in front of it. Do you not understand the purpose of this thread? It’s not about balance; it’s about listing odd move interactions. And that’s as politely as I’ll type that, because I’ve never read something so devoid of rational thought.

Exactly

Apples and oranges. You want to compare it now to a hadoken? Does a hadoken dissipate? So is the total distances also bugs? Should her slow, wide hp fireball that only travels a third of the screen also a bug because it doesn’t travel the same way like a hadoken? Speaking of rational thought, do you have it?

She had her fireball this way during the beta, during the arcade release, and now on digital upgrade. Don’t you think if this was a bug and not an intended design that it wouldn’t make it this far? It’s very simple to understand. This moves fireball spawn position is the farthest out of all other fireballs. It starts at the tip of her whip rather then her hands like everyone else. In doing so it is a reliable anti air poke because if spaced right you can hit someone during a jump in with it while shielding your hurtbox, and gaining free juggle state. You can use it as a far grounded poke as it shields your hurtbox because of its far reach. Subsequently due to its design there is a dead zone between where the fireball spawns and where poisons physical body is located where the opponent can crouch and have the fireball whiff behind them.

This only happens to a MINORITY of crouching characters who have to be at CLOSEST possible range. This doesn’t whiff if you cancel into the ex fire ball from a normal. You do realize that using a non invincible 9 frame start up move point blank on an opponent is one of the most irrational decisions you can make right? Almost any button pressed by the opponent will counter hit you, and considering at the range you are in a crouch tech, a light, medium, throw or invincible reversal are the most likely decisions done by your opponent, this decision will lose every time.

Again this also only works on a minority of the cast as most crouching hurtboxes are wide enough to still get caught by an irrational point blank ex fb. The only thing that is a bug is when this move whiffs on hit when canceled from a crouching hard punch on a crouching chun and rose. That is a bug, that is a move not working as intended. What you are doing is grasping at straws.

Edit: and if you are really down to get “dirty” about bugs. Cross ups in street fighter 2 were a bug, and what did that do for the fighting game genre? Fuckin revolutionized it.

Is this “Dead space” thing for poison also in sfxt? If not I think that might be an oversight and not an intended thing.

What the fuck? Question their intentions? Do you not see the benefit to the move which was their intention… it’s far start point allows the move to be used as a far ranged poke for both anti airing and grounded footsies. Fireball in footsie 101, use the projectile as an extention of your limbs in footsie. It’s not only about throwing fireballs to be neusences on the screen, harassing the opponents location. Have you not watched daigo use hadoken in the close range to whiff punish an opponents low forward or far ranging poke? Now imagine your fireball has a good range in front of you to act as more of a shield between you and the opponent. This is the intention and it’s smart and one of the good things poison has going for her game. What your suggesting is that to push the spawn position back to her hands like everyone else, but to increase the speed of travel to compensate. Now if currently the way I’m mentioning how it should be used and how it’s intended to be, has the fireball 1 foot in front of poison on the 9th frame, if you suggest pulling it back then it will reach the same position it currently reaches on say the 12 or so frame. By doing this it has lost effectiveness both in footsie, fireball war, and anti airing. why? Idk maybe because you think it isn’t an organic move the way it currently is? That’s for you to tell me. So if you suggest then that it should still reach that current position on frame 9 while still starting by her hands, then your suggesting the move to be buffed in a reduction of start up frames. I believe but I may be wrong, her ex fireball at 9 frames is the fastest in start up. Now you want to make it start as fast as some people’s reversal uppercuts? Does this seem logical to appease an impractical situation of using that move point blank with out canceling it from a landed normal?

It’s a thread listing bugs tali. Stop being stupid, please. Just because it is listed here doesn’t even mean it will get fixed. It is just an index of all the bugs in the game. Just because her fireball was the same throughout the beta it doesn’t mean it’s intended, much like Gen’s U2 being + on block or the plethora of other bugs that have survived many iterations of patches. This is the thread for listing bugs. This is not the thread for balance suggestions. Also did you not notice that it hit just fine against a neutral crouching ryu but not a crouch blocking ryu? I posted the video and that no matter how you slice it is not intended.

If you’re equating crossups and special cancelable moves to Poison’s fireball, you’re a fool.

And lastly I didn’t ask for an in depth tutorial on the physics of how plasma flows from a whip. I’m just showing a bug in the game. Will I do it in a match? No. But that’s not the point of the thread. It’s to document bugs or unintended move properties.

@Genistar‌ No, it never was in xT.

It wasn’t in sfxt but different game and different mechanics. Her dp also had better hit boxes and had horizontal movement. Her ex lmt tracked and was far faster. Her close hk was 1 hit I believe. Couldn’t jump cancel the ex rekka etc.etc.

So considering they copy and pasted her ex fireball from sfxt which wasn’t like this, and modified it to be like this, further strengthens that it was done intentionally.

Or a more sensible reason is the fact that hitboxes were consistent in SFxT. I guess Elena’s Lynx tail must be intentional as well.God help us all. At least I found the ignore button.

You are the one being “stupid”. Please target exactly what I’m saying and challenge it specifically like I am to you. Please show me how this practically effects her game play in a negative way. Key word again, incase you miss it, PRACTICALLY. Because I have listed several PRACTICAL ways this move set improves her game. Listed why I believe this was in capcoms intentions, and not an error. Listed why compensating for both its current use and what you interpret as “logical” (it starting from her hands and not the end of her whip) would mean they make the move start faster at an illogical start up. If they were to change this move it means they nerf it’s starting position back and reduce its effectiveness in the aspects it currently excels at to appease an extremely situational character specific impractical “bug” as you call it.

You can’t have this move in its current state not have this deadzone unless you make an over powered version to compensate for both parties.

Do you understand your own train of thought? Open your mind instead of getting a knee jerk defensive reaction to a rebuttle.

Running from defeat. My favorite form of submission. I hope one day you can open your mind.

@eternal you mind expanding a little on the info of poisons discrepancies on her jump normals being different when jump canceled. And her normals when chained etc.

For example if far.st.lk is +1 on block. And cr.lp chained into far.st.lk causes the St. Lk to have different frame data, what exactly is that difference?

So why does it whiff vs a crouch blocking opponent and not vs a neutral crouching opponent if that’s intended design? Just watch the video again and please look at the inputs. This thread isn’t about practical gameplay changes (even though some of it can be) as you can see some improper move properties are 2 less damage on CH; it is about listing unintended effects or bugs. Jesus