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

Does it count as something to mention if a move causes two different types of hitstun reel animations in the same exact situation?

El Fuerte’s cl. HP on shotos randomly causes two different types of reeling while they are standing idle. One is where they will kind of jerk back while turning their upper-body to the side, the other one is where they will buckle at the waist while stumbling a little bit. This affects their hurtboxes when you’re trying to do something like Run-Stop-Fierce and I can’t tell what triggers one animation over the other. I just know it happens.

Also, Deadlines? Anything?

I’m thinking of mentioning this issue under universal. It’s something I’ve pointed out before during discussions:

Posted this back in march.

I think that it’s something that they wouldn’t fix though simply due to being so entrenched in how the game works.

As for deadline, I’m trying to get this done before EVO or just after it. I dunno if there is a time frame or anything for this kind of thing but I feel the sooner the better.

I still find Ibuki’s Tsumuji whiffing on crouching characters. The move was buffed to have bigger lower hitbox but still hasn’t fix the issue.

Viper cannot a red FADC medium thunder that’s cancelled from standing close fierce punch.

She can red FADC thunder knuckle that’s comboed from any other attack however (crouching forward xx medium tk, crouching fierce xx medium tk, crouching strong xx medium tk, etc. etc.)

^ I can verify the above. I tried it myself.

The files for viper look like she SHOULD be able to, there is no special version of MP Thunder Knuckle that is only used when canceling from clsHP. She uses the same TK under all conditions so she should be able to do EX RF from sHP if she can do it from anything. If she can’t, then I dunno why not. Very strange.

Details. Characters? Situations? Only raw? Specific combos? Specific distances? Is it constant or just irregular?

Last time it happened were on crouching Balrog and Chun(same characters that were affected in AE 2012). I did max range f.lk xx EX Tsumuji as a whiff punish and the last 1 or 2 hits whiff.

viper can rfc from a medium tk from cl.fierce, but I’d assume some character’s reel hurtboxes cause the mp tk to hit late enough to where it will combo but be out of the cancel window.

no clue who the hell you tested on, i’ve done 4 characters and it worked on all of them

Yeah, I tested it out on the rest of the cast. The issue only happens against Oni, Honda and Akuma.

Since I’ve only been playing Viper for less than a week the fact that her close fierce forces opponents to stand is something I didn’t notice until just now.

See this is why I need people to be clear. and why I’m always asking questions :P. I thought when you said that Viper COULDN’T EX RF that it was just that. She could not perform an EX RF when doing close HP -> MP Thunder Knuckle. Not that the EX RF would miss due to reeling.

Thank goodness that was the issue because I was sitting here racking my brain trying to figure out how it could be that she couldn’t EX RF the move in one specific scenario when she can do it in every other scenario and there is no alternate form of MP TK that doesn’t have the “EX RF” cancel option.

Hmm when I was watching him do it and then tested it myself, it was an issue of the combo starting from HP > MP TK not being able to EX RF. But you could MP TK xx EX RF. Wasn’t really an issue of animations, the move would simply not come out at all. All the other versions were fine. HP > LP TK xx EX RF, MP > LP xx EX RF, LP > LP TK xx EX RF, MK > LP TK xx EX RF, and so on. EX RF would come out after all those but it refused to come out after HP > MP TK xx EX RF.

Fun stuff. Feel like we got sold a beta and are doing all the beta testing.

Yeah why i’m very clear on stuff I say and correcting people, it’s a lot of work and people being quick to overreact doesn’t help

Updated main post with some stuff for Dhalsim/Dudley and added tags to all bugs that are new to USF4. (other than ones that only apply to the 5 USF4 chars)

I haven’t looked into everything other people mentioned recently but it’s on my list of to dos. The Vega counterhit stuff is something I want to make sure applies to all versions not just LP/MP before I put it in.

@Tali or someone else who plays poison. Can you check if Poison can do her Ultra 2 ending with an up input? E.G. Half Circle Back -> Half Circle back -> up back + 3P

@Eternal‌ just heading to work, can check back in 8 hours unless someone else does

Btw, I noticed that when I did EX lariat armor cancelled into U2 with Hugo, I still lost an EX Bar. I thought you’re not supposed to lose the meter when you armor cancel? Or does this happen to all armor cancels now? Not sure if I should write this here or in the unlisted changes thread.

About Ryu:

Supers/Ultras
Ultra 2 does not gain any additional damage on counterhit for the first hit

Is this animation only ? Does he get counter hit damage when its no animation ? Or is just unchanged in his files on counter hit/unknown hitbox table ? (I’m at work so I can’t verify)

Wow.
I don’t understand.

Actually, I don’t understand why the Ryu player didn’t get his backdash when he started to mash it.
If he released his focus right after absorbing focus wouldn’t charge until lvl 2; focus should’ve been released right away if that was the case. If he didn’t release his focus he should’ve gotten backdash.

Uh really? I mean,I didn’t tested nothing more about armor cancels,but from desk hugo vid, when he did armor cancels he didn’t lost any meter,wich means that the 4 frames thingy is still on, wich possinly means that you can cancel EX Lariat after the 4th startup frame

Maybe those 4 frames include hitstop, so if you armor cancel before 4 frames have passed, you get to keep the meter.

Question about DeeJay’s recently discovered counter hit “bug”

Is it exclusive to him or are there other characters in the game that don’t get 3f counterhit bonus on medium and heavy attacks?