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

Ok, thanks for the input. I guess they deliberately designed it that way like Veserius mentioned.

Just so this doesn’t get looked over. You can’t grab anyone but Hugo in the corner any more. This actually a way bigger problem than the faulty launch distance of Vega’s super mid-air pre-patch.

mean to say specials i use the shortcut with decapre, but for the ultras/supers it works with it’s a moot point as you will regain charge during their animations.

Play TMNT:TF, Armagon can do this and his flashkick can be safe on block if you don’t block the first active frame.

oh and he has a divekick and unblockables.

You need to be a bit more clear about the situation. Standing? Crouching? is it comboing into it? Because for example, I can do crMK - crLP - super - grab no problem vs both a standing and crouching Chun Li. Likewise I can do a raw Super - Grab vs standing or crouching Chun as long as it’s not absolutely point blank range. You can still be even in range for close normals and have it work no problem. Communicating the precise issue has been an issue with Vega’s super before and unless you are more clear with the situations I think Capcom would likely not find the problem.

Ok fair enough. To be more precise: You can’t connect the Rolling Izuna from a raw knee hit on anyone but Hugo if the opponent is standing in the corner (has no way of walking backwards further). I t doesn’t matter where Vega starts the super, you can be on the other side of the screen, if the op is in the corner the Izuna won’t connect. Standing or crouching is also irrelevant if you are close enough for the knee hit to connect.

If you connect the Super out of a combo then the Izuna loop won’t connect on roughly 3/4 of the cast, namely anyone “medium” or “small” sized. If you start the Super out of a cancelled RCF, which has a very high chance of pushing the Opponent in the corner, you wont be able to connect the super after the knee hit on anyone same or smaller sized than Ryu. After Vega touches the Wall hey doesn’t fly as high as after an EX FBA (or as high as in the Super pre-patch) and remains under the corpse mid-air. He should be above them to grab them properly.

In your chun example: I for myself can’t Izuna her neither out of a raw super nor out of a combo. Both times Vega flyes under her and lands before she hits the ground again. If Chun is just a step away from the corner, everything is fine. The Problem is, after a RCF (the most common way to cancel into Super nowadays) she won’t be, though.

@star Possibly your tests weren’t extensive enough or performed differently? My findings show it’s more than possible. I do find that there are A LOT of situations where Vega’s super USED to work but doesn’t anymore. I found it failed most when done from crMP. However it’s not impossible that is being claimed. Here is video proof that it is still very possible. Here is Sakura, who is one of the smallest characters in the game. Or maybe it’s an exclusive to left side issue, because I admit I didn’t test left corner.

I did add that there were issues with it to the buglist as it does fail in a lot of new situations it never failed before. It isn’t impossible to do however in my testing.

lololololololololol

Damn it you are right, I can grab Sakura (though it is a lot harder than before) so the Issue is not that simple as “the smaller the more difficult to grab”. I guess I should be more careful with the use of the words “never” and “always”.

Still thanks for including it, since the super definitely does not work as it is intended (and never on Ryu if he’s in the corner, that much is clear :wink:

Also, make sure you don’t cancel RCF until the last hit. On the couple characters I tested it failed if done before final hit but not with final hit. Plus canceling anytime before final hit is just leaving extra damage on the table.

Yeah of course. But on a game-play perspective it should not matter, because on midscreen id doesn’t matter either, the Izuna connects without problems. Hence an issue worth mentioning.

I think --> Haztlan <-- has tested this in and out in a lot more professional way and he has a list on which characters the Izuna fails, combo’ed or not.

Oh one think,has anyone mention this before?
At 6:35

I dunno if it’s possible anymore, I dunno what caused it but one of the August 8th unlisted changes might prevent it now:

Also: Instantly recognized Darius Twin music. That is such an underrated shmup

Anyway, Eternal, the “Super combability” problem began AFTERthe patch. Now Super being comboable in the corner is EXTREMELY character and “situation” specific.

Abel can be combo’ed after clHP crMP/crMK crMP xx Super. But not RCF xx Super.
Ryu can’t be combo’ed at all.
Rose gets hit by crMK MP xx Super. But not by clHP crMP xx Super. RCF (last hit) xx Super does not work. RCF (not the last hit) works.

etc. The discrepancy is huge. I only listed three, but every character in the game has weird limitations like that. By what I saw most of the characters are like Ryu (nothing works) and the rest of the cast, bar 2 that get hit by it normally, need a special situation in order to make it work.

I don’t think thats necessary to test every character and list what does work on them. It’s just a matter of fixing the move back to what it was on launch day.

I didn’t say it was required to list every instance but including BASIC information like “It doesn’t work vs most crouching opponents in the corner if I’m standing as close as possible, notably characters X, Y and Z as examples” is kind of needed. Especially since the original claim was it just doesn’t work which testing shows to be untrue which leads to confusion, also I know it started AFTER the patch, hence why I called the video “Vega Super USF4 Title Update” the reason I put “New to USF4” is this issue didn’t appear in AE2012 or earlier. The only reason I even have a new to usf4 tag is because it was requested by a capcom rep.

BTW, here is an example of doing the super on Ryu in the corner raw and comboing into it and both times getting the grab.

Don’t use “can’t” “never” “impossible” or “always” as replacements for “situational” “sometimes” “requires you have charge” or “inconsistent”

That’ s the issue, the move is much more situational and inconsistent when used in the corner than it was before.

Lastly, this isn’t a bug FIX thread. This is a bug LIST. Listing the bugs and at least the most key information about when the bug occurs most consistently is all that matters. I get that they could fix it by reverting it to USF4 launch version, but that doesn’t answer the question of why or what is broken in the first place and how to replicate it consistently.

Not that any of this matters, I doubt Capcom is checking this anymore since it was submitted. I’m still cataloging them but it makes no difference at this point. I appreciate the continued support though!

Man I am the only one that cant grab anyone except Hugo in the corner since the patch?

Anyway since it is “technically” still possible to do the Izuna I guess the chances of this getting patches a very bad.

Errr… I said that you can’t combo into super against cornered Ryu after I tested crMK crMP/clHP crMP/RCFs (last hit or not)/ clMK crLP MP/crLP crLP crMP cancels into super. Which are all the combos that matter to be honest. I didn’t bother to look further into it after those tests since it’s already obvious that something is broken. But I recognize my mistake of jumping into conclusions and I apologize for it.

I think that your entry in the first page regarding this problem is just fine. But if you feel that you need to be more precise you can go like this:
“Combos into Flying Barcelona Special > Rolling Izuna Drop against cornered opponents are not working properly after the patch . Some characters, like Rose and Abel, require specific spacing/moves in order to be able to make the juggle work. While others, like Ryu, can’t be combo’ed by [crMK crMP xx Super]; [clHP crMP xx Super]; [RCFs (last hit or not) xx Super]; [clMK crLP crMP xx Super] or [crLP crLP crMP xx Super] at all as Vega reaches the ground before being able to grab the opponent.”

Btw, if they are actually taking your list seriously in order to correct most of the problems in USF4. It seems natural that they will accept the rest of the list regarding the 8th of August update patch and of the ones of the patches yet to come.

I’ll post it again;
Seth’s MP and HP SRK might not have proper lower invincibility coverage (supposed to be 1-5 full invi and 6-22 lower full invi but no staement indicates it has been changed).

Looked at files, he has no hurtbox whatsoever on his legs for MP/HP. Working exactly as stated. 1-5F full, 6-22F lower body. Hurtboxes are: stomach, chest, head, and both arms. No waist, no legs

I went ahead and just copy pasted that exact statement.

As for the “taking it seriously” I submitted the list. This doesn’t mean that they’ll keep checking it. I’d assume they’d simply copy the list from when it was submitted and then go over it rather than continually visiting SRK. Keep in mind that they aren’t in control of this post or website. By copying the list down they then can compare it to their own findings and write up their own bug list then they go over it and decide what they will and wont invest time in changing.

Also, remember that my list is in english, they need to translate it into japanese for Capcom Japan as well then translate the final list into whatever language is used by the actual developers (QLOC might use english or they might use Polish)

I notice in this game online and offline you get hit a lot when your actually blocking. I know fuzzy guard plays a part in it but man so many times I’ve blocked the Sakura setup and i’m still getting hit form the correct blocking side