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

Usually moves use the same physics on knockdown for regular vs counterhit. If they don’t it is a DRAMATIC difference not a very small one. Plus with Oni’s MK/HK slashes there is literally no point to it. Oni can’t combo out of a MK/HK slash because it sets the juggle count to 99 preventing any followups. The only way he can combo out of MK/HK Slash is if it’s not the first move to cause a knockdown in a combo. (E.G say he did EX Slash and it traded with Dhalsim’s jLP at the very peak of Dhalsim’s jump. THEN Oni combo’s from EX Slash into MK Slash. THEN Oni would be able to FADC MK Slash and combo out of it. However if Oni hits MK Slash FIRST then he can’t combo out of it.

Since this only applies to counterhits it has to be the first hit in the combo, meaning Oni wouldn’t be able to combo out of it. Thus, pointless to change the physics other than it might make the opponent land slightly later.

In regards to the section I’m needing to examine. There is a thing called “Operation Flags” which determine how the move can transition into other scripts. For example, crouching normal attacks have an operation flag “Crouch” this makes it so that when the crouching attack is completed it can transition directly into your normal crouching state. Without this flag enabled, after a crouching attack you’d stand up for one frame before crouching back down.

I got one for ya Eternal.


If you hit anyone with Poison’s level 1 red focus, they will play the sound byte for getting crumpled, even though non-counter hit non EX FA red focus doesn’t crumple. This seems to work for Poison vs any character, and isn’t true for any other level 1 red focuses.

Here’s a new one.
https://www.youtube.com/watch?v=WbTQQApCUnU
Why DOES the attack whiff if you Red Focus too early? Is it just one of those quirks like Seth’s super being invincible from behind?

This doesn’t look intentional anyway

As I listed the same thing for Balrog/Guile I’ll add it. The issue is Rolento’s head. On some frames of his forward walking you’ll notice his head gets slightly lower. This causes the pushbox on Rolento’s head to intersect with the pushbox for Ryu’s head which then pushes Rolento back.

TBH I think they should remove head pushboxes during forward walking/dashing all together for every character.

I’m honestly not 100% sure why it happens. If the hitbox viewer was publically released for USF4 I’d look into it.

Decapre passed through me in an online match. She’s doing EX stinger and I hit her with Juri’s close MK and she instantly zips right behind. Then I do a fireball and it comes out facing away from her as if she’s still there.

Has to do with the Wonky originpoint for her stinger. It’s an issue with a number of moves and has been discussed before (including stinger). Stinger probably one of the worst offenders though because she stays forward for so long before she returns to her original location where she started the move. You can cause a similar sort of thing with Akuma’s sweep.

Yang’s far.hk does it as well. It creates a neat mixup though :stuck_out_tongue:

Thought it was far MK? >_>

Probably far mk as well but cl.mk > jLk (kinda delayed) > st.HK puts him behind the opponent momentarily then warps him back. It’s crazy in the corner because he literally disappears off the screen and pops back in lol.

Updated with stuff about operation flags for Decapre/Hugo/Rolento/Elena/Poison

Interesting, I knew you could clear all of your own characters effects, I remember experimenting with something similar when creating Akuma’s “Emoyuken” (:P) in SSF4X, as I had originally wanted him to have his aura stay on him. Eventually I just settled on the eye glow. However I didn’t know it could be done to remove ALL character effects.

Cool stuff.

Really surprises me that something like that could actually change how Yang’s shadows work.

There’s something wrong with input leniency on some Ex moves.

Usually you can “plink” Ex moves i.e HK~MK will give you the Ex version, but for some moves you have to hit both buttons on the same frame. Some examples that I’ve run into are Makoto’s Ex Tsurugi after a jump cancelled Fukiage, C. Viper’s Seismo SJC Ex Seismo, E. Ryu cl.MP/cl.MK xx Ex Fireball.

There are probably more and at least Makoto’s and Viper’s have been that way since Super.

http://wiki.shoryuken.com/Ultra_Street_Fighter_IV/Hakan
http://wiki.shoryuken.com/Changelist_StreetFighterIV#Hakan
It says that Hakan´s LK Oil Dive has 14f startup and his EX Oil Dive 22f in the first link. However in SF4 series changelist, it is written that they reduced the startup for both of them(9f LK and 19f EX.). Did they revert it or is the frame data just wrong?

Not sure, if it belongs here, but didn´t know, where to put it.

Doesn’t really belong here, probably should have just asked in general discussion or PM’d either me @shodan or @m16ghost‌
wiki is wrong, never got updated most likely.

diagonal jump hk/hp/mk-cr.lk-lk Scarlet terror combo, when performed deep, doesn’t work on standing Elena. Although she is standing in front of Vega, his leg goes through her body without hitting her during lk ST. It works with cr.lp before lk.ST.

Found a new Akuma glitch. Seems he can pass through Claw when he’s reeling. Don’t know if it was present in previous versions.

You can FADC through him there as well. The concept itself isn’t really new, but I haven’t seen this particular variant.

W-Ultra Gouken U2 bug found by @Jav1ts and further explored by myself added.

https://www.youtube.com/watch?v=FbEPGTreFBw

it was actually noted quite a while back in the sub forum by long time poster gaku as not scaling correctly …good shit on the breakdown!