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

I just replicated it. Will download fraps and post it. It turned out to be easy to replicate.
A non-reversal BHC will wrongly auto-correct if the opponent switches side with a cross up during the Ultra start-up.

That’s cool. Even if the bug didn’t allowed you to use U1 at all I wouldn’t even mind tbh heh. It’s definitely not an issue. It is in the game for at least 6 years and just now it happened in a real match, in an scenario that shouldn’t even be happening in the first case. For me, I definitely don’t want this adressed. The chances that they will screw up something else is off the charts.

Here it is with the inputs and both for opposite wall and the back wall:

And as a bonus, more Vega glitches:

cr.hk, cr.hp glitches and the wall reach glitch which is still there although it supposedly was removed after Vanilla.

delete

I never heard those issues being removed but I never saw patch notes for Vega from Vanilla to Super. Anyways the crHP thing isn’t really unique to Vega, it’s simply an issue a ton of moves have of passing through characters with the hitbox doesn’t reach backwards and the character is thin. It’s not a glitch it’s just badly designed hurtboxes/hitboxes. There are a ton of examples of doing a jump in - normal whiffs vs specific characters. Like body slash - crLP with Zangief vs crouching Sakura the crLP whiffs entirely. Only reason I included Chun’s farHP is it isn’t even a reeling issue, it can just whiff in situations though honestly I’ve considered removing it’s listing as it’s not a bug so much as neglectful design. Oddly they did include a version of her farHP that DOESN’T have the issue but I suppose that like Vega’s crHP they didn’t want to expand the hitbox and thus make it a better anti air or something. (They could create a hitbox deep in the hurtbox in a position it’s only useful for fixing this issue I bet, something like how Bison’s farHK works.

https://twitter.com/sapporuj0108j

The crHK thing could be fixed pretty easily by adjusting Vega’s pushbox upwards and back a little like they did with Elena during her spin kicks but that risks the issue of making Vega no longer go under some moves you want it to avoid if they have a pushbox that might getin the way. I’ll note it though I suppose, any situations besides a jump in that it can occur out of curiousity?

The “can’t reach wall” thing isn’t a glitch so much as just how the move has always functioned. By always, I mean it even does that in Alpha 3, Capcom vs SNK 2, and Super Turbo. It’s likely either intended, or just not something they plan on creating a way to fix in their games given that it occurs in those games as well.

The UC1 issue I’ll look more into it for you but auto correct stuff, including when people do delayed crossups specifically to screw up auto correct, are all engine based and have a bunch of unintended issues like that.

Thanks for all the info, Vega players sure know a lot of the oddities / issues with their character even ones that have rarely if any practical issues in a match. Shows a lot of time spent poking around as to what makes their character tic :slight_smile:

That is the strange thing. Chun’s HP whiffs alone. But Vega’s cr.hp and cr.hk ONLY whiff after a jump in. And only after j.hk, j.hp and neutral jump HK. It doesn’t whiff after a neutral jump HP or other jump normals. And they never whiff alone or after any ground normals.

Btw you are welcome.

jump in normals have obviously a lot less recovery when than a ground normal and leave you a lot closer, combined with the fact that when opponents get hit typically hurtboxes just go by the model’s bone layouts with preset sizes for specific bones hurtboxes. This usually results in characters getting MUCH smaller hurtboxes when hit, but also results in why some characters have body part become able to be used in combos but not hit before that (Abel’s arms are a great example). You might already know that though.

The crHK thing I think is because it leaves him closer, the pushbox shifting position on startup and the position of his animation root probably shifts forward causing him to phase through for a moment then get pushed through after that. This is just a guess, I’d have to look at it with the FT3 hitbox viewer to be 100% sure but that is I feel very likely the culprit.

P.S. I actually did check the statement I made about Vega’s wall dives not reaching walls, I had thought I remembered it being possible in A3 even though I didn’t play A3 THAT much I knew his wall dive had a pushbox. ST took a bunch of tries to get it to work (I did ggpo vs myself offline) and CvS2 I actually didn’t even think to do until after I first posted and was just curious.

I’m honestly a little surprised that in all 3 it was possible. I thought given CvS2 is a totally dif engine than ST or A3 it MIGHT work. Funny thing is that while the setup is the same (opponent jumping) the positions needed to cause it to fail varied a little between each one.

That reminds me, I don’t know if they’ve patche it and I can’t test it right now, but there was some weird stuff going on with Chun’s cr.LK after a jump in on Gief, Desk showed that here at 0:58

Not really weird, same issue I’ve been discussing. Go look at how her hitbox on crLK doesn’t extend all the way back up her leg or even almost at all up her leg:

http://www.eventhubs.com/images/2011/sep/30/chun-lis-hit-box-information-super-street-fighter-4-arcade-edition-image-1/

Then remember that the hurtboxes on opponents just follow the model and animation during almost every characters reeling animation.

Put the two together and you’ll realize “O yeah, Gief’s legs are spread during his reeling animation in that clip, I bet that Chun’s crLK just threads the needle and whiffs” :stuck_out_tongue:

If that is the only way to fix it, let it stay. We survived it like this since Vanilla.

About the U1 glitch I should say if you play it in slow speed, you will see that “going to the opposite wall” animation is replaced by the “holding on to the back wall” animation while he is going to the wall. He just floats to the wall holding an invisible wall. So he doesn’t even have a hitbox while going to the wall.

Walls are created based on camera actions. If camera screws up, walls screw up. That is probably partly due to the zoom in while in a corner. I’m not going to say for sure it’s causing it but I think that could be a factor.

Happened since Vanilla with a variety of characters. Took a while to get footage of it because it was only reported in the WC arcade scene.

I think this kind of counts as bug. Viper’s MP Thunder Knuckle still does 200 stun if hits a crouching or airborne opponent. The change log from Capcom had quite plainly stated that the stun was reduced from 200 to 150 no mention of only versus standing so I think it was unintentional.