The bug doesn’t happen for Oni (Air Raging Demon) or his CPU version unplayable counterpart where both his air/ground Raging Demon supers got both a grab and strike hitbox status. But I think you are right a script is a solution for this problem.
You could juggle into it from the launcher hit in 1.02 already though just not in the corner. The change from a grab to a strike for air only hitbox occured in 1.03.
I’ve got images of the first deejay bug, I’m comboing kneeshot,st.lp,cr.lp->cr.mp xx hk sobat. Damage should be 210, getting 191. It’s happening whenever the first combo of the match/training mode is the one mentioned, and rarely after that.
The other question is, as I said, how many hits? What does the combo counter say when you get 210 and what does it say when you get 191? Just to be sure.
Guy’s crHK doesn’t knockdown after the first 5F, even on CH. It’s always been that way, IIRC even in Alpha series. It’s intentional
@Eternal Poison CR.HP xx HP rekka is not a true block string. So If, like you say CR.HP has 17 frames of block stun, and HP Rekkas have 17 frames of start up (16 frames true start up, 1st active frame on the 17th frame), CR.HP XX Rekka should string together on block. Tested this on multiple characters, crouching/standing etc and could not get it to be a true string, you could always blow through it with an invincible move, or if you just stop holding block after blocking the CR.HP the auto block feature doesn’t block the HP Rekka for you and you get hit. Considering that this move only has 2 active frames, and is -4 on block for the first active frame, and -3 on block on the second active frame, blocking both CR.HP XX Rekka and punishing with a 4 frame move works (tested with ken, with reversal MP DP/EX DP), so that should rule out that somehow the first active frame is missing and the second active frame is hitting causing the 1 added frame for it not to be a true block string.
yes, i initially wanted to try cr.hp xx mp fireball (mp fireball 17 frames start up) at multiple ranges to find where it would be a true blockstring, and noticed even at point blank it wouldn’t be a true block string, so i thought, well i guess the fireball is hitting late because of pushback. i noticed that hp rekka also has 17 frames of start up, and because of hp rekka moving forward, it should not have a push back issue. So i tried that and even then, the rekka still didn’t string together. so i thought, maybe some how the rekka is hitting on the second active frame, causing it to be like an 18 frame move, (hp rekka only has 2 active frames). i know that if it is landing on the second active frame, that it would be -3 and not -4 like if it hits on the first active frame, so i used Ken’s MP and EX shoryukens (both 4 frame start ups) to try and punish the hp rekka on block after being canceled from cr.hp, and i was able to punish it every time, which would mean that it is still hitting on the first active frame (-4).
cr.HP indeed has 17f blockstun, but the thing is the cancelled move comes out after the 2nd active frame, and not after the 1st active frame like most other cancellable normals. This causes your special moves to come out 1f later, resulting in a non-true blockstring.
That is because as with most other normals in the game, cancelled special moves come out after the 1st active frame of cl.st.HP. cr.HP is a rare exception, having an 1f delay cuz it needs to go through the 2nd active frame before special moves come out.
@street11 interesting, so her cr.hp is a rare exception that adds a frame for canceling. I’m guessing that is also on hit then. Correct me if I’m wrong. So if cr.hp has 21 frames of hit stun, and counter hit adds +3 more giving it 24 frames of hit stun, CH cr.hp xx EX LMT (22 frame start up) should link (which it does on standing opponents) but on crouching opponents it is blocked. So it has 24 frames of hitstun but canceling removes 1 so 23 frames of hit stun for a 22 frame move, but because of crouching hurt boxes being shorter and reeling animations, the EX LMT doesn’t get to land on the first 2 out of 5 active frames which would link because the reeling hurt boxes are out of its range and it lands on the third active frame that is blocked. So potentially that 1 frame exception also ruins a very nice frame trap combo on crouchers where 90% of the time the counter hit cr.hp will land on a croucher
Regarding EX LMT cancel, basically yes, provided that cr.HP does indeed add +3 on CH (there are lots of med/heavy normals in this game that adds only +2 on CH). I do not know much about CH data, so I’m afraid you’ll have to test it yourself, tho it shouldn’t be that important since the part of “getting it blocked” is confirmed by yourself.