Not a bug per se, engine quirk. All meter is not removed until I believe frame 2 of an attack. It functions this way with EX moves as well as supers that aren’t invincible as well. If you hit meaty they wont lose the meter.
Updated with confirmed changes for October 15th patch.
A ) it’s per se
B ) i wonder how much they will screw up in this patch
I spell how I want!
I dunno, once dantarion runs the files through ultradiff I’ll check for unlisted stuff as well. Also this thread will always be open for people to post. I’m sure @Haztlan will come in with an issue about Vega’s Super or something
If there wasn’t so many damn posts already stickied I’d suggest that they sticky this one, but there are A LOT of sticky threads already.
Yeah i know you’re dysgraphic, my friend is too though i’ve noticed reminding her helps a bit over time.
Was just giving you shit bro. btw fun fact I just put on some music and am patching stuff right now myself.
Everything for Adon listed has been fixed
Everything for C Viper fixed EXCEPT for:
Time taken: 22minutes
Hm, it seems that it will no longer be necessary.
Now I only need to yell that Mask Pick up command is retarded!
So that I no longer have to see these kind of thing: https://pbs.twimg.com/tweet_video/Bz1xJ3YCcAAuPsd.mp4
"I’ll just go there and crMP" - > Mask pick up > Negative Edge Mask throw haha
But I’m glad that they are actually trying to fix this game. At least, apparently, our (mostly your) time was not wasted.
Can’t be entirely sure! Remember last time they “fixed” Vega’s super they broke it in a different way. I wont be surprised if in 3-4 days you’re in here complaining that it doesn’t work mid screen now
so you feel confident you could do 3-4 characters an hour minus all the non designated hurtboxes/hitboes?
True. Hence the “seems like”. You can never guess what really comes in a Capcom patch.

so you feel confident you could do 3-4 characters an hour minus all the non designated hurtboxes/hitboes?
Absolutely, most of these bugs are very very simple to fix, which makes you wonder why they didn’t just fix the majority of them with this patch.

so you feel confident you could do 3-4 characters an hour minus all the non designated hurtboxes/hitboes?
I could fix:
All of the miss set counterhit damage, counter hit timing, counter hit frame advantage, meter gain values, chip damage difference and cancel window issues in about 1 solid day if I just sat down and crunched it. Hurtbox issues and hitbox issues are a bit more delicate and take more time. Though things like where there is a difference between two hitbox/hurtboxes for the same move, like when a chained version of a move is different, that is a quick fix.
Makoto:
Since super:
None of her target combo can be perform is you maintain any down direction (for example: stLK > down+MK)
Ex fukiage cannot be focus canceled on block if we input any “up” direction before pressing MP+MK (that works with red focus tho).
That’s very annoying because we ALWAYS input jump direction before saying “oh shit, i’ve missed the combo, i have to FAbackdash”.
By the way, they also fixed Claw’s “Super combo on successful rising knee hit does not allow direction choice for the izuna drop followup. Always goes towards wall jump direction unlike EX Flying Barcelona or when you do an Izuna drop without the knee part hitting. New to USF4” thing.
So far so good.

Makoto:
Since super:
None of her target combo can be perform is you maintain any down direction (for example: stLK > down+MK)Ex fukiage cannot be focus canceled on block if we input any “up” direction before pressing MP+MK (that works with red focus tho).
That’s very annoying because we ALWAYS input jump direction before saying “oh shit, i’ve missed the combo, i have to FAbackdash”.
I’m pretty sure neither of those are actually bugs just weird design choices from what I can tell by looking at other characters as well.
Unless a target combo specifically requires a directional input then there are no directional restrictions. This applies to every TC in the game.
Jump Cancel is higher priority than focus attack on every jump cancel and has been that way since super, however when Capcom added red focus they just added them to the bottom of almost every characters move list which ended up making them the highest priority move which is why UP+red focus doesn’t get overridden by jump cancel. Seeing as EVERY character until USF4 had JC as the highest priority on their list I’m pretty sure it’s more likely that the red focus is the oversight rather than the fact you can’t do Up+Focus.
That’s my opinion and the basis for it at least.
Dee Jay has a few weird ones I found recently:
-Rarely if kneeshot begins the first combo of the game, the damage will start scaling strangely. I’ve only really tried it with one combo, but it drops 20 points of damage. From 210->191
-Deejay CANNOT sobat if he has a projectile on the screen. Other charge moves work fine.

Dee Jay has a few weird ones I found recently:
-Rarely if kneeshot begins the first combo of the game, the damage will start scaling strangely. I’ve only really tried it with one combo, but it drops 20 points of damage. From 210->191
-Deejay CANNOT sobat if he has a projectile on the screen. Other charge moves work fine.
first one is likely due to a specific hit missing. It’d be easier to know if you told me what combo.
I never understood why but they made Sobat’s projectile restricted. There is no logical reason for it I can think of, it goes against standard stuff. I noticed it before but forgot to add it.
Spotted a bug I missed for Poison: Her fireball gets 4F more hitstun on counterhit vs standing than on crouching. She gains aprox +6F on a counterhit vs standing.
Someone said earlier you can’t delay your wake up if Elena hits you with HK Lynx Tail.
Given that MK/LK Lynx tail allow you to quick rise, I’m assuming they probably meant for HK Lynx tail to allow you to quick rise after getting hit by it as well.
Well you can’t quick rise or delay wake up, so Elena as of now has the only 100% hard knockdown move in the game.

Someone said earlier you can’t delay your wake up if Elena hits you with HK Lynx Tail.
Given that MK/LK Lynx tail allow you to quick rise, I’m assuming they probably meant for HK Lynx tail to allow you to quick rise after getting hit by it as well.
Well you can’t quick rise or delay wake up, so Elena as of now has the only 100% hard knockdown move in the game.
added it.