I thought that glitch was kind of cool in a way. One of those “that’d be a neat feature for a move” sort of glitch. I mean Hakan is all oily and stuff it’d make sense he’d be hard to grab. I get why they fixed it though.
I’m afraid I’m too late with this, but I found something with Decapre. The first post mentions, “Hurtbox issues can cause many attacks to whiff during reeling animations or juggles,” so in a way this is covered. If somebody already mentioned this, apologies.
It turns out Decapre drifts toward the opponent in juggles while other characters float vertically. It’s easy to see with Seth’s super due to the number of hits. Convenient setups to view the glitch:
a) DP xx super
b) crouch Fierce xx super (do not link the super or else she will take the hits on the ground)
c) in the corner, Hyakuretsu, super. Normally you need to walk up kara-super for the last hit to come out, but Decapre makes this unnecessary.
This horizontal drift would explain Arturo’s video of Decapre falling out of Sagat’s U1 midscreen.
I’m pretty sure I have seen her dash straight into some divekicks and they whiffed completely.
@Eternal do you think it’s possible with the spaghetti code and all that Capcom might have reversed Elena’s neutral boxes with blocking ones? for example mid attacks that miss when she crouch blocks but hit her when she just crouches?
So I prommised that as soon as I release the Elena vid I’ll post it here because glitches,and even though we’ve already submitted everything to Capcom I’m a man of word (you say like this right?):
Doctor: "We just discovered that your son has a congenital heart defect. We will need to perform an operation to save his life."
vLucifer: “He has been that way since he came. It’s supposed to be that way.”
When Juri performs an ex Counter and jumps back, neutral or foward she is only able to perform the light kick version of her EX dive kick . It doesn’t matter which kick button combinations are used for the EX dive kick, the light EX dive kick will be executed. The regular dive kick retains its normal properties after the EX Counter.
This isn’t a jump cancel issue, actually it’s because her inputs are strict. Try doing UP first then immediately do the special as fast as you can. Like UP, D, DB, B +LK
All of the mentioned inputs with up tacked on the end:
Work fine If you cancel into them from another move.
Work fine if performed during the landing frames of a jump.
Work fine if you buffer the up input during another move, let go to avoid jumping, then press the attack button(s).
Do not work if you perform it from neutral.
Using your example, tested with pause buffering:
u,d,db,b+MK gives Spin Scythe.
u,d,db,b+LK does not.
The moves simply do not work from jump startup frames.
Edit: Though oddly Super does seem to work when you press Up+Kick on exactly the same frame. Press kick a frame later and the super doesn’t come out.
Doing this with any of the other mentioned moves gives you an empty jump. I guess the super input has a higher priority than the jump input or something.