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

eternal cares not for the talk of buffs and nerfs, only for truth!

Here is my main character Cody:

Fixing those could (and likely will) result in nerfs to a character already considered close to or in the bottom 10.

I also reported that Cody’s B+MP not being counterhittable on startup back during 2013 when they took requests (which got fixed in USF4).

Here is Dan’s stuff that if fixed would count as a nerf

Fix those and now Dan builds far less meter during block pressure meaning less EX Dankus, less DP FADCs, less EX Fireballs.

I’m not cherry picking stuff nor do I intend to start. If it looks wrong, I put it on the list.

Besides, for all you know, IF it does get fixed the way that they might fix Guile’s B/F+LK is making it so that he can do it off of lights that haven’t been chained into instead of just ones that were chained. E.G. buffed.

The ability to cancel into b+lk off chained normals isn’t wrong though. It’s purposely put in there. How do I know? Because they also gave the ability to not chain into b+lk and instead chain into a s.lk by pressing ub+lk. You know, the same ub motion that’s in blanka’s trial #24?

Capcom purposely put it in there.

No, that has NOTHING to do with it and you are grasping for straws. The reason you can do Up+Back+Kick is simply because all command normals have strict directional input requirements. It has nothing to do with Guile’s balance.

You can’t input Dudley’s F+HK with Down+Forward+HK or Up+Forward+HK. You can’t input Blanka’s B+MP with Down+Back+MP or UP+Back+MP. You can’t input Cody’s F+HP with Up+Forward+HP or Down+Forward+HP. Ect ect. I believe the only ones that don’t have strict requirements are a couple of air command normals (such as Guy’s elbow) which were changed LATER to allow lenient inputs but originally did not.

Yeah, and you say you’re not cherry picking but never put the elena bug I mentioned on the list.

whatever dude.

That’s because I SPECIFICALLY REQUESTED A VIDEO for more clarification. You just never replied. Whatever dude yourself. You want to compile your own list you are welcome to go through each character yourself and do so. I requested help quite kindly, you chose not to respond and then you cop an attitude about a minor thing.

So you need clarification to walk towards elena as she perform an EX spin scythe. Again, whatever.

When does it happen? What point in the move? Does it happen with multiple characters? Where on the screen? Where do you stand after? Does it happen under multiple different points in the attack? When they pass through is it instant or is it a delayed pass through?

Yes. More clarification or a video would be nice.

You need to check your attitude Gilley, you are being kind of a douche instead of being constructive in your criticism. Instead of coming in and saying “Hey, I don’t think that the B+LK thing with Guile was unintended because you can do XYZ” you just hop in here and start shit about how I’m specifically just trying to nerf Guile. You gotta expect I’d get a little defensive when someone acts like they are as old as their registration date instead of like the adult I know you are from previous posts that were far more mature and thought out.

I’ve talked with you before and you’ve been far more reasonable and helpful about things so I know it’s just you being overly protective of your baby.

While I about 95% think you are wrong about this, I’ll be mature give you the benefit of the doubt. While I wont remove the Guile thing I WILL add a (May be intentional) to it just incase that 5% comes up and I’m wrong (as so often is the case)

Updated with stuff for Deejay, Guile, and Balrog.

Another glitch (may be intentional, but I doubt it) regarding Claw:

Counter hit LP RCF lost the bonus hitstun provided by the “Counter Hit” property. We are not +4 on counter hit after the last hit of LP RCF and thus we can’t combo into stHK/crMP xx EX FBA.

To ensure that I was not messing up I did this:
Recorded Claw doing a LP RCF and doing dash forward (20f total) after it and then blocking.
So on hit he is going to be -18 and on counter hit he should be -16.
So I hit Playback and I let Oni get hit by the RCF and used LK Stomp (18f of startup) as a Reversal. Result: Managed to punish as expected.
Did the same thing again but I pressed a button so that Oni would get counter hitted before using LK Stomp as a Reversal. Result: Claw got punished as well.

So Claw is -18 after LP RCF dash forward on hit AND -18 on counter hit, which proves the lack of bonus hitstun provided by the Counter Hit status.

… biblethump.

Also, it may or may not be considered glitch, but it’s a hell of bad decision by Capcom:
When you are plinking above the mask your move won’t come out. You are going to kara cancel your button into Mask PickUp (that now it’s Down + PP).
It could be easily fixed by making the input Down + Taunt.
Again… I don’t think that this a glitch, its just another really bad move by Capcom that can be easily adressed.

nvm

I assume what the Rolento thing Eternal messaged about not being able to reversal super with reversal timing just means you have to do the input on the reversal frame? Because I tested it and was able to do it in training mode.

It’s not part of his reversal move list. You can technically perform anything as a reversal (going from a state with no control directly into an attack with no frames between.) but his super is not subject to the standard reversal leniency window that all other supers/specials/ultras and focus attack typically are.

I should probably be more clear on my original post. I’ll fix it later today.

If I may be so bold to ask, what does the second part of that sentence mean?

Well, it is a little ambiguous I suppose. Basically if Guile does say crLP on it’s own he can’t cancel it into B+LK or F+LK. However if Guile did crLK chain canceled into crLP (crLK xx crLP) then he COULD cancel the crLP into B/F+LK. As Guile can ONLY cancel into B/F+LK off of a normal that has been chained into I’m pretty sure it’s unintended they simply added the B/F+LK to the cancel list because they have the “LK” properties in the move list and it was an oversight.

Personally, I hope that they make it so he can just do it off of any light attack so he could do like far LK -> Bazooka Knee during footsies instead of having to get far LK-> Far LK chained first making it far more obvious.

You’re not supposed to hold UB in that trial, you’re supposed to start charging after the cl.MP.

I understand now. I’d rather no changes are made to the B/F+LK being chainable off of the first initial light normal though.

I’m curious, the article covering this implied a patch with taking these types of inconsistencies into consideration and hopefully fixing the major ones at least, but is there a known deadline for this stuff to be submitted? The trial mode patch they mentioned should be coming this month, I think.

-Input leniency thing for Rose that I’m not sure if it’s too lenient or not. I got it by accident when attempting to do a reversal soul throw in training as I was testing something: Down+Back, Foward, Down, Forward + Punch gives you super. So that’s only 4 directional inputs starting with ANY down direction (Looks like it’s ANY Down, ANY Forward, ANY Down, ANY Forward+ Punch). I think 2 QCF inputs for super should be standard when you have a potential DP move to overlap (or at least not start from down+dack). Otherwise it could waste a whole bar unintentionally when you start from a crouch-blocking position. This forces the DP itself to have the strict input instead of the super… which should be the harder move to pull off imo.

ill have time today afternoon (6hrs from now) so ill try to test stuff

@Eternal‌ do you have any priority? or can i just do w/e i want first lol

“MP Rolling Crystal Flash hitbox position results in it whiffing first hit and being blockable when canceled into from any medium attack, even point blank.”

This is not true. With clMP the MP RCF connects on anybody (with a few exceptions). Also, this was not changed in Ultra, has been so since forever. There aare a lot of other other hitbox glitches though which have not been addressed (and won’t be in the future I guess)

An actual bug: The height of the super launcher is buggy, it always launches the same amount regardless of the position of the victim, resulting in a way too high launch if hit mid-air. Here they should have been used the properties for the U1 launcher and all would be well but they messed up.

And also posted in the unlisted changes thread: LP and MP Rolling Crystal Flash lost their counter hit properties. (HP and EX probably too though this is hard to test). Claw should be a +4 after a counter hit but is at +2, like after the normal hit.

Edit: ah Haztlan posted this himself here, a couple of hours ago.