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

Defeating a sandwich only makes it tastier

@‌tali

There are several ways an animation can be played. Either it uses it’s “Normal” and uses it’s built in movements. It’s Normal and uses built in movements that are modified by physics settings but don’t actually override the built in animation, just tweak it on specified frames. Or it’s Physics and ONLY moves the position of the character based on whatever settings are in the “physics” settings for the move.

Akuma’s far HK is a Normal move with all of the forward movement on it being already built into the original animation.

I made this real short video to try and show you how each type of animation works and it should make it a lot more clear:

Added a buttload of Rolento stuff. All that is left is his damage tables then gathering together those videos and sending it all off!

-EX Patriot Circle does not have a counterhit state during it’s startup frames.

lol. took away the inv frames and just left it as is huh

It’s the same for Elena’s DPs. They removed the full invincibility, but forgot to remove the throw invincibility.

Could that be intentional?

They didn’t remove the throw invincibility but only on very specific frames if you look at my post. It’s weird, doubt it’s intentional.

don’t know if this is still in ultra, but sometimes Soul Throw doesn’t do damage in very specific circumstances. https://www.youtube.com/watch?v=D2zFcqPPGjQ

thats messed up. lol.

I’ll add it on the video list but I got nothing to explain why / how it happens. o_O

It’s finished. I’ve looked through every character file with a fine tooth comb. Did I catch everything? I doubt it, probably only around 90% at most. But damned if I didn’t catch a FUCK TON of stuff, even ignoring the things you might write off as “maybe intentional” there is STILL a plethora of things in there obviously not intended. But It’s over. ~60+ hours of work and I’m finally done. If you got a video or a bug you want to submit, now is the time because I’m sending it off tomorrow.

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Sakura’s EX Shouken still drops at certain ranges

Is it dropping because you hit an opponents outstretched limb? If so we’ve discussed that one before.

it obviously need vacuum properties

Honestly? I wouldn’t be opposed to the first set of hits doing that and then maybe removing the ability to FADC after she does the little twirl and does a 2nd set of hits to balance it. She’d still have IIRC 3-4 hits to confirm for an FADC.

in a crouching chun li if gief does jump splash (2 hp) the lp after that wiffs …just like the hugo glitch on crouching poison

Already listed. 2nd thing on the list:

also

Thanks for the submission though!

Here’s an idea.

Capcom have always ‘restricted’ what game modes are permitted when you set your game as joinable - i.e. they are always ranked matches.

It would be nice to be able to play arcade or training mode with the ability for people to join you as usual, but instead give us the option to transition into an endless or perhaps even a training mode lobby when they connect, rather than forcing us to play ranked. This (and any desired settings - such as number of slots and total rounds for endless) could be defined before you begin arcade mode or training mode. Right now the only option is ranked.

Not a bug though, just dumb. Sort of like how there isn’t a rematch option for 1v1 endless lobbies.