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

@Eternal‌
As we know, Makoto fHK has a lot more knockdown frames when it hits an airborne opponent (ex: FAlvl2 > backdash > dash > fHK). From what i’ve read (couldnt test yet), it seems you cannot DWU it (same as elena rdp+HK).
can you test it?

You are correct sir. Nice find!

Pass-through glitch, so I know it probably isn’t too important of a bug to list since they are very common in this game, but I’m going to describe it anyway.

Using Poison cr.LP xx cr.LP, st.MK xx MP Rekka x3 passes through a crouching Dudley most of the time.

I don’t know if you would include the way that Seth’s U1 interacts with fireballs a glitch, but I’ll leave it to your discretion. If Seth hits the opponent while a fireball is out on the screen, Seth loses invincibility while the opponent is pushed to the edge of the screen (in the corner, it is Seth that is moved backwards instead). If the opponent is pushed all the way to the edge of the screen, then he becomes fireball invincible again and cannot be hit out of his ultra.

Balrog’s Super and Ultra have one frame less startup when punches is switched to kicks before the first punch is thrown and vice versa. No idea if it’s intentional or not.

It’s always been like that, it’s what allows you to link s.LP to U1.

“always been like that” doesn’t denote it’s intentional. However in this case it does appear so from the files

I forgot I wasn’t in the “unlisted changes” thread, sorry about that.

I’m surprised it’s actually intentional. They might as well make the startup one frame faster and remove this quirk. There’s no reason for more startup, and I have no idea if this affects invincibility or not.

Found a passthrough glitch with Decapre when whiffing Stingers

Already in the thread

[s]Guys, the last part of the change “Soul Satellite (UC2): Input changed from 214214+PPP to 214214+KKK; recovery increased by 2 frames (2F > 4F)” did not make it to the final version of the game.

As you can see. The orbs appear at frame 188 and the last frame of recovery is 190. So she still has only 2f of recovery in her U2.
[/s]

EDIT: Nevermind. The “recovery” are not measured after the obs are activated, but after the ultra freeze. My bad =/

On xbox 360 I’ve had random slowdown and garbled audio that sounds like 100 cats getting put into a rusty blender. Happened maybe 5 times at home and 2 times that I’ve seen at my local arcade spot

I’ve seen it too, it started in 1.04 update. No one really knows what causes it for sure yet, most people suspect it’s some sort of resource allocation issue not related to characters or stages. I forgot to add it, thanks for the reminder.

Anyone submit the point glitch?

Apparently, since 1.04, Rufus’ backthrow has higher priority than his FA, allowing him to armor cancel into it.

Crazy BHC glitch

Not caused by anything new since Vega didn’t get any changes in 1.05. Dunno what caused it though for sure.

Can you recreate it? If you can’t do that I can’t really be sure what’s causing it. My best guess is that it’s related to the angle + position of the camera screwing up the spot Vega attaches to the wall. If you notice the camera shifted downwards during the startup of the ultra then shifted back upwards to put Bison back into frame once Vega touched the wall.

That is my best guess as to the cause, I’ve never seen it before that I can recall and I don’t see anything in the files that would indicate this but the way the cameras and walls work is all inside the engine not character files so that may be culprit.

It’s related to this (it’s a SSFIV video). You can see that it looks like Claw is going towards one wall, but he goes for the other one. If you watch both at 0.25x you can see that they’re pretty much the same case, but in Sim’s scenario he somehow was way closer to Claw, hence Sim got hit before Claw landed into the ground. Thats why I wanted to take a look at the inputs.

That was my other thought because there is a call for “on wall” for something to happen even that early but I don’t fully understand everything for on wall works (i’m still not clear on how Rolento’s early wall jump resulted in moves tracking him like Ken’s EX Tatsu.) I figured also that since AFAIK the on wall stuff hadn’t changed that this was somehow supposed to be tied to something else or possibly new to USF4 but it looks like its not. A lot of how wall and camera interactions work are engine related. I’m not even sure how you’d fix this without potentially causing some other problem if you did it in the character files. Something about specific frames before the games looks for him to have connected to the wall, but that could result in different startups or other wonky stuff.

Really I think there is nothing I can report on this. It also sounds like it’s extremely situational and pretty uncommon and hard to replicate so I wouldn’t worry too much about it. No game is perfect.

Thanks for the tips though, always interesting to see how any game can interact with stuff. If you find out how to replicate it consistently I’ll try and look into it more with ono and frame trapped and see if there is anything I can glean from it and if it’s actually fixable.