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

It has been there since vanilla, I used to think that it is a special condtion due to Gen being old and a bit frail. same thing happens during Ryu ex tatsu in the corner vs Gen and makes it a bit hard to combo into Ryu ultra 1 afterwards.

There’s also one more thing I forgot to mention though it’s more likely an oversight.
Does Seth’s lower half full invincibility not cover the removed full invincibility frames? It SHOULD be 1-5 whole body full, 6-22 lower half full but on the wiki it has 8-22 lower half full.

Can’t combo into Vega’s super in the corner anymore post patch. The knee still hits but you can’t grab your opponent on the way down.

Oversight at least on the PC: When using the ‘per character’ battle voices, you have to scroll for the new 5. There’s no indication they even exist. (scroll bar, down arrow, etc)

New problem:
Bison has a problem with one of his winposes if he’s chosen with his Alternate 4 costume.
Unlike in his Alternates 1 and 3, Bison, he tries to pulls a non-existent hat before touching his hair. In Alt1 and Alt3 he skips the hat part (proper animation)

Something weird about Red Focusing Blanka’s ultra 1 you only need to hold LP+MP+MK for the overhead part but once it’s grounded you can let go and the RF will continue ? I tried it for other ultra’s but Blanka’s the only ultra that creates this auto-RF ?

First hit of Ultra 1 has 30F of hitstop for the opponent and 0F for Blanka when it connects. This means you’re completely frozen for 30F while he gets to move. A similar design is what makes Blanka’s close MK break gouken’s counter. Gouken can’t activate the counter because he is in hitstop for 7F longer than Blanka and by the time the hitstop wears off Blanka has hit the 2nd hit already and Gouken has no armor anymore.

Bison’s EX Skull Diver also breaks Gouken and Juri’s counter because of hitstop

I noticed something weird with Poison. If you hit her quite some frames AFTER she recovers from LMT (At least HK LMT) and the Poison players didn’t touch any buttons, Poison will be hit crouching.

A lot of the moves on new characters have crouching recovery or startup frames on moves. Previously this was almost NEVER the case with the only instance I can think of being Ibuki’s Hien recoil and whiff recovery having crouching frames, and a handful of moves considered crouching during their startup/active frames like Ibuki’s neck breaker. Even Hakan’s oil slides are NOT considered crouching.

Yet they did this for a TON of moves for the USF4 characters. For a few examples:
Almost every one of Elena’s special moves is crouching at some point.
Rhino horn: Landing recovery frames are all crouching
Spin Scythe: Crouching entire duration
Mallet Smasher: Crouching during all active frames all entire recovery frames
Lynx Tail: Crouching entire duration
UC1: Crouching during a 14F window of her recovery and all startup frames (not that it matters since it’s invincible)

Hell, even some of her standing normals are crouching! I missed this before. standingMK is crouching during all active frames and all but the last 4F of recovery.

They did alot of weird stuff. I didn’t list them because they were pretty obviously intentional, just odd. Basically they are flagged as crouching any time the animation looks like it’s crouching. (Meanwhile… Cody’s crouching normals with knife… lol)

Gouken’s cr.hp xx ex palm is still unreliable after cross up, especially on large frame characters like Sagat and Gief. This was supposed to be fixed twice already.

Lk. tatsu if used as an anti-air almost always whiffs the second hit and then connects with the third. This effectively cuts the damage of the move by the value of the second hit.

I never use mk tatsu because there’s no reason to, so that could be a non-bug bug. It’s too slow for a reliable anti-air, the hitbox is too small for max range combos, and it does less damage than hk tatsu. Why use it?

Characters still randomly drop out of tatsu, not just Poison as listed in the first post. Hk tatsu will sometimes and unpredictably drop an opponent before the last hit which leaves Gouken completely vulnerable as they wake up before he lands. I believe it has to do with the height/distance of the opponent when the first hit connects. All versions of tatsu should have a vacuum effect to remedy this.

if Guy st.jabs at the end of his recovery of st.mp, he’ll slide forward. at all other times i can find he just stays in place when st.jabbing. @_@

That’s because it’s a trait of the sMP not jab. The origin point for his sMP is shifted forward still at the earliest frame you can interrupt the move. If you do farMP and hold crouch you’ll notice a similar forward shift. Same thing happens with Cody’s farMK. It’s also the same thing that makes M. Bison’s dash go so much farther when holding forward/back/crouch or hitting a button right after the dash recovers.

interesting, sf4 so dumb.

I was just recording some stuff and noticed the camera shifted when I hit jab, and was like wut?

I’m not sure if this has already been discovered but it looks like scramble with Decapre can’t be performed using charge back and then down forward. Instead you have to end with forward or it won’t register. For example if you end with down forward MK, she will do the overhead instead of executing the scramble. This is regarding the pc version.

I don’t think any bf charge moves in the game register without a non df forward input. this is to prevent you from keeping your down charge.

Actually, Balrog’s super and U1 can be done with DB, DF, DB, DF IIRC. But that’s the only one I know of.

Decapre’s Ultra 1 can be executed with DB, DF, DB, DF as well. That’s why it seems really inconsistent when scramble doesn’t work the same way. I’m also pretty sure Sonic Boom works as well with ending in DF.

No, Sonic Boom certainly doesn’t work with DF. You need to have a forward input that is not UF or DF. I think Ultras and Supers, which require B/DB charge then F,B,F input or something similar, can be done with DF, but not moves that require a simple B/DB charge into one F input.

Just imagine a Guile who could end Sonic Boom with DF…