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

Please add the stage slowdown that occurs on PS3. It occurs online and offline, and has nothing to do with the netcode.

Is it only PS3? Don’t those slowdowns occur on 360 sometimes as well?

The slowdown that occurs now on PS3 only started with the release of USFIV. You’re basically forced to pick training stage, even offline.

Yay, wrote a long list of changes and SRK apparently decided to just eat it up. GREAT!

Yep new stages sucks

I rewrote it, and for some reasion it apparently needs to be approved. I’ll just wait, then. I’m pleased though, I figured out why my execution sucks with Hugo.

It doesn’t even need an attack before,as long as she blocks the focus,but yeah,the focus need to be either lvl 2 regular focus, lvl 2 red focus, or ex red focus (lvl 1 or 2)

decapre´s CH ex scramble > RES doenst gain stun bonus while the normal version does

Ken’s target combo hits Elena if she’s crouching but whiffs if she crouch blocking…

Dont know whether to consider this a glitch but against a crouching honda if you do anything that cancels from cr lp xx hp rekkas the first hit of rekka will hit but 2nd hit will miss completely point black.

What exactly do you mean by EX RF has a special animation? Can you show a video?

What do you mean by “Can taunt despite walking or crouching”?

“-Anti-airing with EX Tanden (or doing it during late crumple)”

You included a situation without explaining the problem.

“-Inputs made right before reloading a save state carry over after the reload.”

Could you provide a video? Or go more indepth in your explanation? I think I understand the issue but I want to be 100% sure.

Updated with a bunch of stuff for Rose.

Rolento has a couple, but most importantly: Rolento cannot reversal super from wake up; sometimes he can’t reversal ultra from wake up. While I can’t wholeheartedly confirm the latter, the former is completely true.

Rolento is ST Ken status.

He has a spinny animation on it where it should be an animation identical to AA lv.2 FA. It can be seen at 0:31 in this video.

Normally you can only taunt with the stick at neutral, but Rolento and Gen can taunt even while holding F, D or B, which messes up some ultra plinks if you don’t remove your Taunt.

The problem is that, despite being grounded, the game adds JC with following hits and if something doesn’t have enough JP, it simply won’t connect until the combo ends. For example, c.LPx2 the 2nd c.LP will whiff, do a c.HP and the 2nd hit will whiff, do c.MK xx SB and the boom won’t hit until the combo ends or miss completely. The only reliable finisher in this situation is to do SRKs or Ultra.

Let’s say I have a Decapre dummy recording where she does 3 jabs and then U1. When I press back to reload the state just as she does one of these inputs, I can get her to do an extra c.LP or a s.HP as soon as the state is reloaded, even though the state reload is supposed to restart the dummy recording as well (which it does, but not before this extra input is added). It’s a minor thing really, since you can just reset again when she’s not pressing anything, but it’s kinda annoying.

On that note, I forgot another issue with the function: If you reload a save state, there’s a frame where the game automatically releases anything you’re holding, so you can’t save state a high-level TAP without it being released, or save charge for a charge move.

Does the Hugo thing apply even if he doesn’t combo into? Like if he just hits an opponent trying to jump away from his red focus?

Yes, but it hs to be EX lv.1 RFA, not normal RFA.

Added a bunch of stuff.

In the Hugo section you wrote that Light CH Bonus standard is +2. +1’s the standard.

Ah, I see why I made the mistake. It’s the old issue with how the game handles numbers 9 or under being weird.

Most characters the “Target animation time” is 8 on a light attack and 10 on light counterhit. So I assumed 2F since other instances do follow the proper value difference equaling the frame difference. (E.G. mids are 12 and on counterhit they are 15. Cody is +4F after his crMP but on counterhit he can link to crHK or crHP which are 7F startup.)

Here is the real monkey wrench though: A bunch of characters have “Target animation time” 9 on a light attack and 11 on a counterhit. In THOSE instances the light attack DOES gain +2F frame advantage instead of +1F. And, no surprise, one of those instances is on my main character Cody. Cody’s crLP is +6F normally but on counterhit it’s +8F and he can link to sHP.

Some of the other examples are Gen’s sLK both in mantis and crane get +2F as well as Crane crLP as of USF4. Oni’s sLP, Yun’s close LP, Yang’s sLP (Has 1F less hitstun than a mid), Zangief’s far LP and as of USF4 his crLK, Evil Ryu’s closeLK, Guile’s crLP in USF4, Hakan’s F+LP and F+LK (which have as much hitstun as mids. F+LK gets +3F on CH!), THawk sLP, Ibuki’s sLP and crLP, Adon crLP in USF4, and Juri’s sLP.

I think I’ll just remove the whole listing for Hugo’s CH jab properties as a bug. I’m 95% sure it’s intentional now.

yo eternal you didnt add the ex RSE stun problem on CH :frowning: