But the Mask PickUp getting in the way of the plinked buttons is another thing that should be added in the list IMO.
It’s something that I am not quite sure if it could be considered a glitch. But at the same time the solution for it it’s so easy that I can’t think of a reason to not include it.
TBH this sounds more like a “I’d like it if this move worked better” rather than “This move isn’t working as intended”
it’s not like Akuma’s far HP forces standing and is a move designed to be an attack specifically against crouchers.
No offense. I do think it’d be nice but I think it’s “working as intended” I don’t think it’s meant to be a catch all button.
Is there instances where far HP is whiffing sometimes but not whiffing other times? I know Cody’s close LP can be really inconsistent and will whiff on crouching opponents sometimes just based on their breathing animations causing fluxuations in their hurtbox height (Like against Akuma). I don’t feel the LP with Cody is a bug just dumb sort of like how I feel about the Akuma thing. If you can provide more insight into your issue than I might understand more clearly what the problem is.
Player: Yun
Opponent: Rolento
Anywhere on screen.
With Genei Jin activated, Yun can link a buffered jab Shoulder from Target Combo 5 and cross through Rolento.
I don’t think that the plinking issue can be fixed. I think the only solution would be to make it a strict down+PP input instead of allowing down+back+PP and down+forward+PP like it currently does. That or make it require 3 punches like Cody’s knife.
My idea is to make it down+taunt. But, sure, strict down+PP can get the job done.
While down+PPP would overlap with the PPP Flip (even though you can do it standing).
When Hakan runs out of oil his body goes through the animation of “oil glow” fading from his body. He loses his oiled properties when this animation starts which results in him getting unoiled stuff while visually he is clearly still oiled.
Not sure if it counts towards your list as it’s not a glitch but because of way it is handled it is visually quite impossible to tell the exact moment he runs dry. The solution would be to make the animation start while he is still oiled and make him run dry when the animation for him running dry ends eg. he actually becomes dry.
Hakan does not slide forward during his oiled command normals during the first frame of walking forward. He can do “dry distance” command normals while oiled. This is also true for trying to slide backwards with normals if the direction and command are pressed on the same frame.
This also works this way if you hold forward / back during another attack/animation and press your button on the first possible frame (example: doing multiple s.mp’s while holding backwards during oil > Hakan stays still if you time them frame perfect). I’m pretty sure this is not intentional.
The 2nd one is a quirk of how the game itself functions. You don’t start moving until you’ve been holding the direction for 2F after whatever previous action took place. That is why when you hold backward and time the sMP inputs to occur on the frame the sMP recovers you wont get the sliding version because the game doesn’t consider you be walking backwards or walking forward until after that.
Oh, ok. Well, I sure don’t mind keeping them. I just always thought it was a glitch.
I forgot to mention this, though I’m pretty sure you won’t put it on your list.
They gave Hakan a cross-up in j.mk. The combination of
a) the decicion to use j.mk, a medium instead of a heavy (less hitstun) and
b) the fact that the hitbox was buffed only by so much that you need to drop on top of the opponents head quite pixel perfectly (instead of hitting them more on the backside) leads to this move actually being punishable on succesful cross-up hit against Zangief and T.Hawk (at least).
I also tried Sagat who couldn’t reversal super me but I didn’t get a combo on him either.
The cross actually works on Hugo because you can hit him in the back (and it’s impossible to hit him on top of his head with cross-up :D)
I know it’s not similar to the other problems in your list but I still thought I’d suggest it.
Yeah, that falls into the very large category of “Capcom not addressing the actual request and instead either doing it wrong or half hearted” a long with stuff like Deejay’s EX MGU, Cody’s EX Criminal Upper and knife changes, Oni getting the ability to FADC his regular SRKs on block but losing his juggle combos on hit, Sagat getting only 2hits cancel on close sLK but not far, ect. ect. It’s a pretty long list of stupid or poorly implemented changes by capcom that aren’t remotely viable in real world scenarios.
I do appreciate the effort you are putting in to find stuff and document it though!
@Eternal what did you think about poisons cr.hp xx ex fireball whiffing entirely on chunk from point blank from everything but max range where 1 hit lands?
And rose giving you 1 hit from point blank until max range where then u get 2 but can not combo from. This move is +4 and on crouches give you more to allow follow ups like cr.mk or another cr.hp to get good stun and damage combos.
Honda? Just tested it, Honda gets hit by EX-FBA in every situation. Doesn’t matter in this case, as Eternal said this is not a bug in the meaning of this thread.
On a different note; the FA Glitch I was talking about earlier:
The easy way to fix Vega’s cr.MK cr.MP xx EX FBA from not whiffing on people is to force a standing animation when cr.MP hits, then EX FBA will hit with little to no issues.
Player: Poison
Situation: Special move input
Description: Ending her fireball input with the Up direction causes poison to jump/jump forward rather then throwing her fireball. This input error doesn’t effect any other special move.
That would make no sense aestethically. They could make a seperate version of EX FBA with a bigger vertical hitbox when you cancel another move into it though.
Does it make even more sense to extend a hit box even further down than it already is? It’s already pretty good. Plus, close versions of st.HK and st.HP both already force a standing animation on hit anyway. Is it really aesthetically unpleasing? It’s not like there isn’t already a bunch of other jarring transitions in the game anyway. At least this would be more practical to get rather than Capcom thinking no way will we buff EX FBA further than it already is.
What I mean is that, only when you cancel into it, the hitbox goes down far enough so that it NEVER whiffs. Since it’s only when cancelled into, that wouldn’t make it more powerful in the neutral game. It’s not something you’d notice outside of your combos becoming more reliable. This is the same change they made to Akuma’s U2 when cancelled out of teleport.
Every move that forces stand in this game either is a move that is aimed upwards or a heavy/special move, so c.MP would not really fit as a force stand move.
I’d add it but tbh I have no idea what is causing it and it can’t seem to be reproduced as you said. Seems like one of those “huh… Well… ok then.” kind of things.
As you said, it’s only chun/rose. I mentioned that their crouching hurtboxes cause issues as it’s known to be a problem with other characters combos as well. Not specific to poison so I didn’t add it to her list.