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

um…can we just FIRE EVERYONE involved with SF4 including Ono? And hire eternal to overwatch the making of SF5?

THANK YOU.

@Eternal‌
thing is you can do any direction to do the second part of target combo except “down”. F+hp > back/up/forward+HP works for yamase.

And for ex fuki, I meant on block.
for example:
dp+PP > push up briefly and release > opponent block > push neutral MK+MP: FADC doesnt come out

For the target combo thing I misunderstood you, that is odd. I’ve tried other characters, I even tried changing Makoto’s crHP to be an UP+HP input to see if it overlaps but it still prevents F+HP -> DownHP from having Yamase come out.

For the EX Fukiage thing, this actually pretty neat. The jump cancel should only be on hit but it seems like it actually TRIES to jump cancel on block! I changed the input required for a JC from Up to Down. When I did EX Fukiage (blocked) -> Up -> Focus it worked fine. If I did EX Fukiage (blocked) - Down -> Focus it didn’t work.

I’m actually a little baffled as to why that would be. It’s definitely tied to the jump cancel input being higher than focus input but why it’s affecting it on block I’m unsure.

Thx for your tests :slight_smile:

I wonder if it is possible to kara some inputs to make it possible for her to JC an EX Fuki on block, similar to how her delay Tsurugi works…

I’ve already tested a LOOOOOOT of things to make it work (that’s why i’ve found we cannot FADC if up was pushed long time ago).
it really seems impossible :frowning:

in fact i’ve found, but waiting for december patch release hahaa (joke)

I remember once hearing about some stuff working on PC but not on consoles and vice versa. I don’t know if it was combos or stuff like that but is it still the case ?

Well unless you know what that stuff is, what you said doesn’t really matter. XD Not being a jerk, but just think about it. Haha Love you <3

That was pre-AE2013 (AKA Ultra SF4 0.99) version. As of the Steam transfer those issues disappeared. No new ones so far have been found unless you are discussing the issues that have to do with using “Variable” frame rate settings instead of “fixed” which can cause a number of oddities.

Poison’s EX Rekka’s final hit can be both quick standed OR delayed standed.

http://www.capcom-unity.com/haunts/blog/2014/10/13/usfiv-patch-103-releases-on-october-15th

Are you sure that it’s not related to this? Have you been able to perform a quickstand / delayed stand yourself or only with CPU in training mode?


Any reason why this happens???

Because Vega’s had it up to here with Yun…

Does this happen with older editions of Vega too?

From what people say no, it didn’t

I think it used to have a grab hitbox before USFIV, so trading was impossible. But like pepo said, I hear that trading it in earlier versions of USFIV didn’t cause this either.

Looked into it some more, I can’t be sure about this but…

I think it has to do with them changing the hitbox type for air only hits from a grab to a strike. I can’t seem to recreate this when doing grounded attacks or when I change the hitbox type back. I didn’t notice the change before.

They changed it so that you could juggle into it from the launcher hit.

Yeah It must be how these new developers are creating the new hitbox status cause the same bug happens with Concept Honda’s EX Ochio ! trade = freeze

Couldn’t the Vega bug be fixed by giving it the Soul Throw flag, and create a separate script that only counts as a strike if the opponent is in hitstun, but have the normal grab hitbox if not performed in a combo?