I’m not sure if someone mentioned this already or not, but along with not being able to set a button to empty from the character selection screen, it’s also not possible to set them to throw, focus attack, or taunt.
Reconfigurable controls menu at the character select screen is a godsend for pad players. Problem is it sometimes doesn’t work. I press Select but the menu won’t appear. This has to be fixed.
Hello Eternal,
Although it is a little bit late but I think Seth’s DP is one of the improper set
Seth’s M&H SRK’s invincible frames have changes from 7f to 5f. However, they forgot to make the 6th and 7th frame “throw invincible”. All other DPs is either air-borne or throw-invincible. E.g. Sagat, Ken, Dan
I think it is a mistake rather than on-purpose. This makes Seth’s DP lose to EX SPDs a lot
Moreover, Seth’s Ultra 2’s property is changed that opponents falls during mid-combo more consistently than AE2012. E.G. Corner EX DP into UC2
This may not be a bug but most likely improper set as this “buff” makes UC2 much worse than it was before.
Possibly an oversight on the DP but might not be, it’s actually not as universal as you might think.
Ken - MP DP has 1F where he is grounded and has no invincibility
Akuma - HP DP has 1F where he is grounded and has no invincibility
Cammy - All DPs have 1F where they are grounded and have no invincibility
Yun - HK Up kicks have no throw invincibility whatsoever
Viper - HP Thunder Knuckle has 3F where she is grounded and has no invincibility.
Seth’s DP being vulnerable to throws is likely intentional. I’ve had Poison’s U2 scoop my DP… kick in the balls in more ways than one. As for U2 dropping in the corner, I learned that you just have to do the U2 earlier than normal. You won’t sacrifice any damage compared to 2012 and you will definitely land that last twisty-knockdown hit to make you safe.
Thanks for the reply.
I know Yun’s is intentional but I think it is more likely to be an oversight than intentional for Seth.
May be I should post this on character balancing request rather than consider it as improper set.
If this is intentional, this is a little bit nerfed too hard… Now, Seth has the worse DP than Dan. Unlike most example Eternal gave, Seth’s DP have 2F vulnerable to throw instead of 1F. It’s like the best DP getting nerfed to become to worse DP. LOL
Thanks for the info, I will try more with UC2
Considering the small time period they’ve had to fix these issues after people discovered them there’s still going to be a ton of bugs that won’t be fixed in this patch, but at the very least it’s a start.
I’m not sure if this was intentional or not, but Honda players were having issues with successfully hitting ex rfa after Honda’s fierce Hundred Hands.
At first glance, if you wanted to ex rfa during fierce hands, it would randomly (1 out of 4 times?) drop from time to time, making it rather inconsistent, punishable (if you wanted to maintain charge for U1 for example) and a huge waste of meter.
After hitting the lab for quite a bit, I think I figured out what the issue is.
Bear in mind that the following frame numbers are an estimate and not frame perfect.
For fierce HHS
If you input RFA in the following frames it works:
frame: 1-6 (1st hit), 9-16 (2nd hit), 17-24 (3rd hit), 27-31 (4th hit of HHS)
If you input RFA in the following frames, it doesn’t work and gets blocked.
frame: 7-8 (1st hit), 25-26 (3rd hit of HHS)
In a nutshell, RFA always fails in the last frames of the 1st and 3rd hit of HHS. If the hitstun was improved for those individual hits it would never drop I think.
As Decapre, I red focused a shoryuken > super from seth… the game totally tripped out & made a weird sound… the red focus didn’t him either which I think it should have?
Poisons mk dp only has 4 active frames, in between the active frames are 3 frames of recovery that are grounded, so it starts up in 4 frames, and is invincible for 5 frames. The first 2 frames are invincible, then there are 3 frames of no attacking frames, just pure grounded recovery, then there are 2 active frames for attacking with a slightly higher placed hit box. Still grounded during these last 2 active frames, and then she’s airborne for the remainder till she falls back to the floor.
Desk brought this up around release. You’re simply absorbing the suction effect of the super, every frame. Your FA missed because Seth is completely invincible during the Super.
In USF4 on PC, you can get pushed out of Guy’s Ultra 1 right before the animation kicks in. I’ve tried to get it on a few people (including Decapre, Ryu, Ken, Honda, Makoto, Gouken, and Hugo), and it’s worked on all of them. It seems to occur at different distances and sides, depending on the character. Also, despite them falling out, the combo counter still says 7 hits, even though they were only hit 6 times.
I just want to post here and say that as a developer this is the kind of thing I dream of having a community provide.
So whether or not anyone at Capcom listens, thank you for being this awesome. This is the right kind of thing to do.