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

The bigger problem with the SFxT combo systems were:

  1. ABCs
  2. Heavy reliance on juggles instead of allowing for more grounded combos resulted in some very very poor options for some characters that often led to there being much less need for creative combos and situational combos and more use of optimal combos since you could pretty consistently get the same situations.
  3. IMO The biggest one, most characters that relied on proximity based normals were not properly setup and often could only get 1 up close normal before being in far range, even if that normal was a jab. This resulted in a severely lopsided combo system favoring characters who either had cancelable command normals, cancelable far normals, or could get far just using their crouching normals.

Also it didn’t help that while most characters had a universal JP on their normals (JP1 for lights, JP2 for mids, JP3 for heavies.) Capcom decided completely at random to make some characters have far far lower (Cody for instances only has JP1 on his crLP, crMP, crHP, clsLP, clsMP, clsHP. Balrog had JP1 on a bunch of his normals, but they gave full JP on number of other characters who had normals as good as Cody/Balrog and gave crazy JP for Kazuya.)

Personally I don’t think that the hurtboxes should be universal size regardless of character, I think that the reeling hurtboxes shouldn’t change vulnerability though. A combo that works on crouching character X should always work regardless of what reeling animation they do. This would get rid of mid combo meaties and some of the character specific combos where you need to hit their outstretched hand or something that only becomes vulnerable during a specific reeling animation but it would make the game better. I think a good balance would be to make the reeling crouching hurtbox slightly larger than the normal crouching hurtbox in neutral so that you could get a few more combo options. But reeling animations shouldn’t change if a combo works or not.

Consistent hurtboxes on the same character, but not universal hurtboxes across all characters. Any combo that works on honda should ALWAYS work on honda or always fail on Honda. But a combo that works on honda might not work on Fei.

That said, I think that some of the characters with wonkier crouching hurtboxes like Honda should have it expanded upwards a little bit. Fireballs should always hit point blank unless the opponent does a move to avoid them. Likewise any “force standing” or “overhead” move should hit all crouching opponents unless they specifically perform a low profiling attack.

It’s generally during the recovery frames of a Hadoken when you blow through it, so I’m not sure if it’s due to hitting the extended hands or just because it’s not hitting with the first attack. Regardless it does feel like the sort of thing that should be on the list IMO.

I’m a player too!

As long as they don’t reel back so hard that I can’t combo my HSU to Red focus or HSU -> cr. LP/LK links, I’m totally fine with it.

Character specific combos can be interesting for combo videos and such, but character specific drops only serve to frustrate mid-match. I’m sure a lot of people have heard their opponent ask them during a match “why did that miss on (Insert your character)?”… and they probably just shrugged or said something involving blaming Capcom, but they have most likely also been on the other side of that situation vs. another opponent.

After 5 years of this game and now having to juggle 44 different matchups, I’ll take more consistency and reliability over the need to pull off something specific or quirky because I’m a competitor first and that increases my chances of winning with less stress and I don’t have to answer anymore to people about things dropping on my character (because I’m not the one who programmed the damn game). I sincerely hope Capcom fixes most of the issues listed here for that kind of purpose. Just as an aside: there’s still edition select to play around with for the different hitboxes/hurtboxes that the older characters had.

so its actually a specific reel animation. not hard to recreate at all. the reel animation comes out randomly i guess, but just space rolento so that the arc of his hand hits dudleys gloves. one out of every 2 or 3 will be the one where rolento gets 1 hit

i cant make video. :frowning:

HSU? Is that some weird abbreviation of Hazanshu? HZS would make more sense.

Shrugs… it’s what the Chun forums have been using all this time, so I’m used to it :confused:

If it’s during the recovery of a hadoken it’s not a bug it’s just how the move works, you can’t fix that unless you change the move to be a vacuum or make it cause a knockdown on all hits. You hit his arms, 99% of moves in the game the recovery has hurtboxes based entirely on model + animation. You’re hitting his out stretched arms. It’s an issue for almost every character with a move that works like that in some form, though usually it just results in only getting 1hit of whatever attack and the opponent getting knocked down.

Here are some examples:

The only reason I listed Akuma’s MP DP is it can happen even in neutral. Same with Cody’s U2. You don’t have to hit an outstretched limb or anything like that you can do it pretty damn consistently against an opponent just standing there, all characters too not just some. Akuma you can even combo into it and have the 2nd hit whiff.

It’s not ideal, but it’s simply how the game works.

Here you go:

thanks darklightjg1. much appreciated

oh @eternal speaking of force standing attacks, cr.hp from decapre whiffs on some crouchers :frowning:

I’d like to know if that issue affects others. It looks to be an issue of the reeling animation where they lift their legs off the ground causing the hitbox on the 2nd hit to whiff.

That’s dumb. I’m guessing: Honda, Elena, Blanka? :wink:

I added the Sakura stuff, Vega stuff, and Rolento stuff despite my better judgement. Fuck it, I’m sending it off in a few hours anyway. I doubt that other than the 5USF4 chars + new to USF4 bugs they address anything. Lazy fuckers.

That thing I mentioned a while ago with El Fuerte’s cl. HP causing a different type of reelback animation sometimes (causing his RSF combo to whiff) is pretty much the same reelback animation you just described and pointed out in the video. Dunno why it happens.

yeah whiffs on crouch blocking elena/blanka, or crouching elena/blanka period after one light attack. blanka you can at least medium link into it, i don’t think you can link on elena though.

The different type of reel back issue is mentioned under “system wide” the ONLY reason I felt it was worth it mention Rolento’s on his own is that he is one of the new characters. Plus it’s an interaction that isn’t typical (whiffing too LOW rather than because the opponent ducked the attack they hopped over it. I think I’ve only ever seen something like that once before, but I can’t even remember what it was.)

Rose walking through Blanka’s df.HP?

Yeah but that wasn’t a reeling issue. Similar but not the same. (That one did get fixed though IIRC)

Yes, it got fixed. As did the weird glitch where Oiled Hakan auto-teched grabs during the start-up of f.HK.