USF4 Bugs and Improper set data thread *Revised due to text limits*

Threads will be merged when possible. Going to separate out the stuff better using all the posts available, makes it easier to edit for me as well as prevents hitting text cap.

I’m going to compile a list of bugs and improper set character data and send it off to Capcom. They are aware of the list I posted before of unlisted changes, I figured I should compile a complete list of issues.

Special thanks:
@Dantarion‌ @Razor5070 @error1 @Anotak and others (ono tool)
@street11 @malvadisco @cerberusfx @shinebox @pepopulo @veserius @doopliss @street11 @haztlan @thefreshprince and more (testing some stuff + finding some stuff + corrections on some of my findings)
@jchensor @m16ghost @shodan for the SRK wiki and helping me figure out some things if I had a question.
And the rest of the SRK.com community for helping out whenever possible, if I didn’t mention you by name I’m sorry. However your contributions are extremely helpful and I thank you for it!
@insanerikk for compiling the pass through bug thread.

HOW TO CONTRIBUTE TO THIS EFFORT
Anything you believe is a bug please include the following:
What the bug is.
The precise scenario where this bug occurs and how to replicate it. (Video evidence a plus!)
Known instances of this bug (if it occurs under other circumstances.

Types of issues to include:
Reeling Animations that cause attacks to whiff ONLY IF IT’S A MAJOR ISSUE ON A SPECIFIC CHARACTER (SUCH AS ELENA’S) AGAINST MULTIPLE CHARACTERS. DON’T INCLUDE VERY SPECIFIC COMBOS FOR 1 CHARACTER WHIFFING ON MULTIPLE CHARACTERS DO include instances where a move was buffed to perform a specific function but still fails consistently.
Trades resulting in a counterhit (Such as Abel’s farHK, Cody’s Far LP, or Guy’s farHK. Attacks where the move has already become active but if you hit the attacking character it still grants a counterhit.
Pass through glitches where a character can dash through another character due to reeling animations
Improperly set counterhit damage (where an attack does less than normal Counterhit damage. Such as Cody’s close HK or Fei’s crMP)
Any major inconsistencies (Such as Dan’s MP Gohadoken not breaking counters, Hakan’s chained crLK having different frame data than not chained, Gen’s U2 jump canceled version being entirely different than normal U2. Cody’s Level 2/3 HP Badstone frame data. Blanka’s chip damage on electricity [may be intentional, will mention it though])

Things NOT to include
Buff requests to things working as intended or not working how you WANT them to (Such as Blanka’s rainbow ball not breaking armor, Rose’s soul spiral having no throw invincibility, ect) if it’s a buff that is something where it seems like the move is not following the standard rules (such as an attack having strange chip instead of the standard 25%, or doing something weird vs crouching opponents like Makoto’s sHP in AE2012, that is worth mentioning.)
“I feel” type reports (where you THINK something is different but you haven’t actively done several tests and can’t provide exact information)


Massive non-gameplay issue
There is a slowdown + system lock up issue affecting consoles post 1.04 patch. The game will slowdown and the audio will become extremely loud and garbled. Current cause is unknown.

System Wide
Almost every character does not have a hurtbox designated during recovery frames of their attacks. However Hugo, Poison, Rolento and Elena do for most of their attacks. Should be system wide.
Heavy attacks that connect on the upper body of a standing or crouching opponents often cause an extreme reel back animation that can cause followup attacks to whiff or be blockable in situations they should not.
EX Focus and EX Red Focus will build meter on block.
Some combos only work when the attacker is facing to the right or only when facing to the left. Player 1 may be able to do a combo player 2 cannot do.
Many characters light attacks cause proximity blocking until the move has fully recovered, but it’s not universal.
Damage values are inconsistent on counterhit or chip. Some attacks round chip damage / counterhit damage UP to the nearest whole, while other attacks round down. (Ken’s fireball (70 dmg) rounds up to 18chip and 88 damage on counterhit, while his HP SRK 1st hit is rounded down to 17chip but rounds up to 88 counterhit damage)
Proximity / state change option select still exists (May be intentional)
Many attacks that have a lock-in type of animation will trade and cause no damage to the opponent. (Such as Abel’s Falling Sky or Hugo’s Back Breaker) [May be Intentional]
Unblockables still exist and new ones are being found for DWU
Hurtboxes during knockdown animations cause juggle heights to vary WIDELY on some characters. Blanka juggles lower, while Deejay and Balrog fly up much higher. It also affects some characters timing for throws resulting in different landing timing for things like Blanka’s back throw when used on specific characters.
Reeling animations can vary based on where on the opponent you hit them when used as the first attack. This is especially noticeable with jump ins but affects grounded attacks as well. This can result in some combos not working every time even when hit under identical circumstances.
When crossing over or under an opponent without a jump the the turn around animation will occasionally cause inputs to be lost and the turn around animation will run slowly and cannot be interrupted with another command. This is most apparent with things like Blanka’s surprise forward.
Many characters can perform pass through glitches where they switch sides with an opponent mid combo due to a reeling animation. Here is a list of currently known ones ( Credit @InsaneRikk‌ for compiling these)

Ryu on Gen,Cody,Zangief,Vega - cl.hk xx FADC (works on crouching Balrog,Vega)(Works on Zangief and Vega when crouching, has to be really close)
Ryu on El Fuerte,Decapre - cl.st.mp xx FADC (corner,works anywhere on counterhit,can work midscreen without counter hit if closer than normal point blank)
Ryu on El Fuerte,Decapre - Hadoken XX FADC (corner)
Ryu on El Fuerte - cl.mk xx FADC (corner,works anywhere on counterhit)
Akuma on Vega - cl.st.hp xx FADC (corner,crouching)
Akuma on Vega - far HP xx FADC (crouching,counterhit, corner only)
Evil Ryu on Vega - cl.st.hk xx FADC (crouching)
Evil Ryu on Seth,Zangief - HK Axe Kick/EX Axe Kick xx FADC (no special requirement)
Oni on Ibuki - f.hp xx FADC (works on cr.Sagat in corner and on Dudley,Balrog and Vega anywhere when crouching)
C.Viper on Balrog,Vega,Dudley,Cody - cr.mk xx lp.thunderknuckle/mp.thunderknuckle xx FADC (crouching,works with every special cancelable move,works anywhere,works on Cammy,Guile,Sagat but corner only)
Dudley on Cammy,Guile,Balrog - Ducking straight xx FADC (corner,crouching,also works on cr.Vega anywhere)
Dudley on Balrog - f.hp XX FADC (crouching,also works on cr.Vega anywhere)
Dudley on Balrog - f.hk xx FADC (crouching,also works on cr.Vega anywhere)
Dudley on Vega - st.hp xx FADC (Corner, anywhere on counterhit)
Makoto on Cody,Vega,Cammy,Dudley,Balrog,Sagat,Guile - Oroshi xx FADC (crouching)
Makoto on Dudley,Vega - s.hk xx FADC (Balrog,Guile,Cammy,Cody,Sagat in corner)
Cody on Vega - cl.st.hp XX FADC (crouching,blocking,corner)
Cody on Vega - EX Zonk Knuckle xx FADC (crouching,blocking,corner)
Cody on Ibuki - cl.st.hk xx FADC (no special requirement)
Cody on Vega - c.HP xx FADC (Really inconsistent, but it’s possible. Corner only,crouching,blocking)
Cody on Vega - knife s.HP xx FADC (corner only,crouching)
Ken on El Fuerte - cr.mk XX FADC (corner,crouching,close)
Ken on El Fuerte,Decapre - s.MP xx FADC (anywhere)
Ken on El Fuerte - c.MP xx FADC (corner)
Ken on El Fuerte - Hadoken xx FADC (delay dash slightly, corner)
Ken on El Fuerte - EX hadoken xx FADC (delay dash even more, corner,or FADC and then dash forward again)
Ken on st.El Fuerte - Non-EX Tatsu xx FADC (LK/MK/CH HK anywhere, non-CH HK corner only)(The move has two different, potential hitstates, only one of them can be dashed through)
Ken on Rolento - j.hk or Focus crumple,Hadoken xx FADC (corner)
Dan on Vega - cl.st.hk xx FADC (works mid-screen and in corner, crouching)
Dan on Vega - cl.st.hp xx FADC (corner, crouching)
Juri on Cammy,Dudley,Sagat,Vega,Balrog - (During Feng Shui Engine) cl.st.hk XX FADC (FADC the second hit, crouching)
Chun-Li on Vega - cr.hp xx FADC (crouching,works anywhere)
Vega on Cody,Vega - Rolling Crystal Flash xx FADC (crouching,corner,works with all versions)
Balrog on Cammy,Guile,Cody - Dash Swing Blow xx FADC (crouching,corner)
Gouken on Vega - cl.st.hp xx FADC (corner,crouching)
Gouken on Vega - cr.hp xx FADC (corner,counter hit,corner)
Gen on Vega - Jyasen xx FADC (crouching, fadc the last hit, works with any version of Jyasen)
Abel on Vega - 2nd hit cl.HP xx FADC in the corner. (crouching,1st hit whiffs naturally vs cr.Vega)
Rose on Vega - cl.HP xx FADC (crouching,corner only, but anywhere on counterhit)
Balrog on Vega - cl.HK xx FADC (crouching,you need to be closer than normal point blank for it to work, corner only)(set-ups: “j.HP/HK, cl.HK”, “nj.HP (hold forward), cl.HK”, “Overhead xx FADC, cl.HK”, “CH j.LK/LP, cl.HK”)
Cammy on Vega - cl.HP xx FADC (crouching,counterhit only, anywhere)
Cammy on Vega - far s.HP xx FADC (crouching,counterhit only, corner only)
El Fuerte on Vega - cl.HP xx FADC (corner only, counterhit only)
El Fuerte on Vega - Gordita Sobat xx FADC (crouching,corner only, only works on counterhit or from s.HP xx QCF+P xx Gordita Sobat)
El Fuerte on Vega - lvl.1 Quesadilla Bomb xx FADC (crouching,corner only. Tight timing, easier from s.HP xx lvl.1 QB)
Ibuki on Elena - lvl.2 Focus Attack (blocked,corner)
Ibuki on Vega - far HP xx HP xx FADC (corner,anywhere)
Elena on Vega - DP+K/QCB+K/RDP+HK xx FADC (anywhere,delay dash for RDP+HK)
Poison on Vega - CH 2nd hit cl.HK xx FADC (Corner,crouching,counterhit a crouching normal on wake-up so he crouches)
Poison on Vega - 2nd Rekka xx FADC (corner only, point blank only,so you need to do it on wake-up)
Sakura on Vega - far HP xx FADC (crouching,counterhit, corner only)
Elena vs Balrog, Cammy, Cody, Guile, Vega.

  • Scratch Wheel FADC on crouch hit.
  • Heavy Lynx Tail FADC on crouch hit.

Non-FADC required ones:

Makoto on Vega - Counterhit LK/MK Tsurugi, forward dash. (crouching)
Zangief on Vega - Very deep j.d.HP, forward dash (Deep both vertically and horizontally, anywhere,crouching)
Yang on Vega - During Super, last shadow hits with last hit of cl.HP, forward Dash (crouching,requires meaty counterhit, because Vega has to try to do a crouching move to be hit crouching during the meaty)
Dhalsim on Vega - Dash into Vega as he gets hit by U1 (crouching,U1 will still combo all 5 hits crouching)
El Fuerte on Vega - s.HP xx Habareno Dash (runs through Vega anywhere,crouching)
Ken on El Fuerte - Any jumping Medium, dash forward (anywhere)
Ryu on El Fuerte - lvl.1 FA xx Forward Dash (corner only,standing, crouching)
Cammy on Vega - Cannon Strike xx Forward Dash (crouching, counter-hit, has to hit deep and right on top of Vega’s head, but you still land in front)
Cammy on Vega - EX Cannon Strike xx Forward Dash (crouching, counter-hit, has to hit deep and right on top of Vega’s head, but you still land in front)

Edition Select
USF4 characters cannot perform DWU if hit with a hard knockdown by a character who is not from USF4. Seems counter intuitive. New to USF4
SF4 Seth’s Health and Stun are not the proper SF4 Vanilla values. His Health is 800 and stun is 900 when it should be 750/750. New to USF4 [Fixed in Oct 15th 2014 update]

Misc
Setting Music Volume to zero does not mute the volume. [Fixed in Aug 8th 2014 update]
Oversight and/or Bug: It is not possible set a button to “empty” when using the button config from character select screen. New to USF4
One of the new titles has a typo “Flase Prophet” should be “False Prophet” New to USF4

Stage Specific
Left corner and right corners of stages do not match in properties. Moves crossups on one side do not crossup on the other. May be related to the issue with how some combos fail when facing left or facing right side of the screen.
Many stages, especially the new stages when playing on PS3, cause lots of frame dropping and visual slowdown. This also applies to Xbox360 but less often.
Playing Evil Ryu on Blast Furnace can cause graphical hiccups and dropped frames. New to USF4

Online
Many players getting “Waiting for player” messages mid match with high frequency causing the game to be nearly unplayable. New to USF4

Training room
(Oversight rather than bug) There is no options regarding DWU for the dummy. New to USF4 [Fixed in Oct 15th 2014 update]
Reloading a save state does not save the amount of charge a character has or will release the attack immediately in the case of moves such as Balrog’s TAP. New to USF4
Reloading a save state will occasionally cause the dummy to continue the last input command from before the reload. New to USF4

Abel
Normals
Far HK can trade and still result in a counterhit. 1st active frame still considered in a counterhit state. New to USF4 [Fixed in Oct 15th 2014 update]
Far LP and chained far LP have different hitboxes
crouching MK only gets +2F on counterhit instead of the standard +3F for mids (May be intentional)
Specials
Inputting a Super at any point during Marseilles Roll will cause him to perform a super as soon as the roll recovers (May be intentional)
On Block All Change of Directions (except for the 2nd Mid) build and grant opponent 66.6% of the “on hit” meter gain instead of 50%

Adon
Normals
close MK can trade and still result in a counterhit. first 2 active frames still considered in a counterhit state.[Fixed in Dec 13th 2014 update]
close MK only gets +2F additional frame advantage on counterhit instead of the standard +3F for mids. (May be intentional as closeMK gets above average hitstun on a normal hit)
close HK can be stuffed during startup and not result in a counterhit. last startup frame not considered in a counterhit state.
close MP only gets +2F additional frame advantage on counterhit instead of the standard +3F for mids. (May be intentional as close MP has A LOT more hitstun than most mids or even most heavies.)
F+MP hurtbox frames are 1F longer than the active frames.
Specials
All Air Jaguar Kicks can trade and still result in a counterhit. 1st active frame still considered in a counterhit state.
Super/Ultras
Thousand Jaguar Super does 50% chip during parts of the attack instead of 25%

Akuma
Normals
Many opponents only need to block 1hit of far HK when crouching. (May be intentional)
F+MP only gets +2F on counterhit instead of the standard +3F for mids (may be intentional)
Specials
MP SRK regularly will get 1 hit and then the 2nd hit misses resulting the attack leaving the opponent grounded while Akuma finishes the attack.
EX Tatsumaki will occasionally only get 2-4hits and throw the opponent out of the combo even on grounded opponents.
On Block MK and HK Tatsumaki all hits after the first one build and grant opponent 80% of the “on hit” meter gain instead of 50%
On Block All Air Tatsus build and grant opponent 66.6% of the “on hit” meter gain instead of 50%
On Block MP/HP/EX SRK build and grant opponent 66.6% of the “on hit” meter gain for first hit instead of 50%. Remaining hits grants opponent 100% meter instead of 50%
On Block Demon Flip Palm and Demon Flip Dive Kick build and grant opponent 66.6% of the “on hit” meter gain instead of 50%

Balrog
System Mechanics
Head pushbox gets in the way during standing and forward walking causing inconsistencies in distance for many character’s attacks as well as his own.
Normals
Balrog does not have hurtboxes designated during the startup (or some active) frames on any close standing normals. All hurtboxes are entirely based on model and animation.
Far LP when chained into has a different hitbox than when not chain canceled.
Specials
On Block All Dash Upper, Dash Smash, Dash Swing Blow, and Dash Low (include EX versions) all build and grant opponent 66.6% of the “on hit” meter gain instead of 50%
On Block All Dash Straights (including EX Versions) build and grant opponent only 33% of the “on hit” meter gain instead of 50%
Super/Ultra
Super and U1 grant opponent only 25% meter on block instead of 50%

Blanka
System Mechanics
Crouching hurtbox causes many inconsistencies and combos uncomboing for multiple characters. Attacks will whiff on a crouching blanka left in neutral but hit a crouch blocking Blanka.
Forward throw causes players to sink into the ground slightly during bite animation making feet clip through floor (Minor graphical issue)
Normals
crMK does not gain additional frame advantage on counterhit New to USF4 [Fixed in Aug 8th 2014 update]
crMK hitstop (aka impact freeze) is different for hitting a standing opponent vs a crouching opponent. This makes cancel timing as well as hit confirming more difficult to do consistently. New to USF4 [Fixed in Aug 8th 2014 update]
close standing MK grants opponent a counterhit when hit during active frames[Fixed in Dec 13th 2014 update]
Blanka does not have a hurtboxes designated for the startup frames of any of his close normal attacks, all are based entirely on model and animation.
Angled Jump HP does not have a hurtbox designated at all for the move, it is entirely based on model animation (may be intentional)
Specials
Canceling Surprise Forward (F+PPP) into a reversal OK move will come out 2F slower after the move has already recovered if the new move was input during the surprise forward. The cancel occurs on 24F but the dash recovers on 22F
Electricity does far below normal chip damage (May be intentional)
When performing extended EX electricity the hitbox is a completely different than regular EX Electricity (May be intentional)
Extended Electricity does less damage and stun than normal electricity. (As this is not how Gen, Chun Li, or E. Honda’s rapid button input type moves work I’m not sure if this is intended or an oversight.)
HK Vertical Roll does not properly use it’s landing recovery script due to a miss set “flow table” setting. The landing is the normal landing script from an air attack instead of “Vertical_HG” which is a 10F script that should run when Blanka touches the ground. However the period of time it checks for landing only lasts 1F and it’s not anywhere close to the frame that Blanka actually touches the ground.
Super/Ultra
If held in a Spin state a cross up Super or Ultra 1 can sometimes uncombo if near the corner as it counts Blanka as having “hit” the wall of the stage and ends the move.
The initial low hit of Ultra 1 does no damage, because of this the move gains no bonus damage on counterhit if the low part is a counterhit. (may be intentional)
If U1 misses the 2nd hit or is held in a spin state for the 3rd hit then the ultra will do 5-10 more damage. Damage can vary between 490 to 500 (may be intentional)

C. Viper
System Mechanics
Back throw builds 60 meter on hit instead of the near universal standard 40 (May be intentional)
Normals
It is possible for the opponent’s with lower profile dashes to switch sides with Viper if they dash towards her during the startup of close LK
crLP has an incorrectly set head hurtbox size. Should be 0.2x0.2 but instead is defaulted to 0.0x0.0 meaning based on model. (May be intentional)
crMK will not buffer a special move or super combo input during the first 5F of start up.
Specials
MP Thunder Knuckle still does 200stun when hitting a crouching or airborne opponent despite notes specifically stating it had stun reduced to 150. [May be intentional?]
On Block, All of Viper’s special attacks (except for HP Thunder Knuckle and ground burn kicks) build and grant opponent 66% meter of the “on hit” meter gain instead of the standard 50% (May be intentional)
On block, Ground non-ex version burn kicks builds and grant opponent 33% of the “on hit” meter gain instead of the standard 50%
On block, The last hit of ground version EX Burn kick grants the opponent 33% of the “on hit” meter gain instead of the standard 50%
EX Thunder Knuckle can only be counterhit for 14F of it’s 26F startup frames.
Air LK Burn Kick hurtbox lasts 1F longer than hitbox
Air HK Burn Kick hurtbox lasts 1f LESS time than the hitbox
Air EX Burn Kick hurtbox is only designated for the last hit, and lasts 1F longer than final hitbox. (May be intentional)
Air EX Burn Kick is in a counterhit state for 1-20F even though the attack becomes active on 6F
Ground EX Burn Kick in a counter hit state for 1-24F even though the attack becomes active on 9F
Ground EX Burn Kick hurtbox is only designated for final hit and lasts 1F longer than final hitbox (May be intentional)
Last active frame of MP Thunder Knuckle cannot be super/ex focus/red focus canceled
Last active frame of LP Thunder Knuckle cannot be super/ex focus/red focus canceled
Super/Ultra
Super Combo has massively reduced hitstun when connecting with a crouching opponent rather than standing.
Landing Ultra 1 under specific circumstances can result in graphical errors where special effects disappear for all characters. New to USF4

Cammy
System Mechanics
Back dash recovery is 1F longer than the reversal cancel window. Backdash is 22F but can cancel into reversal OK moves on 21F
Back dash only has 6F of invincibility instead of the standard 8F
Normals
ALL LP normals cancel window for chaining is longer than the recovery for the attack itself. (Hitting LP several frames after the attack has already recovered can still result in a chain combo. This makes it hard to link lights together or plink to MP or MK attacks)
Chained versions of crLP have a smaller hitbox than normal versions of crLP
Chained crLK startup is 1F faster than normal crLK (chained version did not receive the nerf normal crLK did so chained is still 3F startup)
Far HP can trade and still result in a counterhit. 1st active frame still considered in a counterhit state.
close sLK can only be chained out of on hit/block. (standard for chainable lights is to allow it on whiff as well.)
Specials
Cannon Spike remains active even once the move has begun to fall after reaching max height (may be intentional)
Cannon Strike retains height restriction when performing it from a Hooligan Combination. This causes the move to have an extraordinarily small cancel window on some versions of Hooligan (May be intentional) New to USF4
Supers/Ultras
Ultra 2 is negative when used successfully. It is not punishable (AFAIK) but it still leaves Cammy at a disadvantage.

Chun Li
System Mechanics
Techable window for Forward Throw is 1F longer than normal [Fixed in Oct 15th 2014 update]
Some reeling animations while crouching cause followups to whiff due to low profiling.
Normals
There is no “chained” version of close LP or close LK. Chained close LP and close LK retains all of the same properties as normal close LP/LK allowing for special/super canceling when chained into.
Close LP, close MP, close LK, and close MK don’t have hurtboxes designated during startup frames. Hurtboxes are instead based entirely on character model + animation.
At some distances Chun Li’s far HP can pass through an opponent without hitting them.
Far HK hurtbox is extended 1F before the move becomes active. In addition the last frame of startup does not have a counterhit state. You can stuff the attack during startup without gaining counterhit bonus. (I’m guessing the move was supposed to startup 1F faster than it does.)
B+MKxxMK does not have a counter hit state during startup. Neither does the Tensho followup (D->UP+MK)
Tensho causes a lower juggle on counterhit.
Specials
When canceling into HK SBK from a close HP the move has different recovery than when performed at any other time. This results in the move having different frame advantage. New to USF4
LK SBK will whiff many hits on most characters due to reeling when canceled into from crHP or crMK, often including the final hit that causes knockdown.
MP Kikoken cannot be counterhit during the last 2F of it’s startup. Attack can be stuffed during startup without gaining counterhit status.
All non-ex SBKs cause more pushback and give less frame advantage on counterhit.
Super/Ultra
First 19hits of UC2 only do 20% chip instead of 25%. New to USF4

Cody
System Mechanics
Level 3 Focus attack hurtbox during active frames is positioned different than level 1 or 2.
Backdash recovery is 3F longer than the reversal cancel window. Backdash is 26F but can cancel into reversal OK moves on 23F
Walking backwards the hurtbox is only designated for the first 36F of a 150F animation.
Normals
Far LP can trade and result in a counterhit. 1st active frame still considered in a counterhit state
close HK counter hit damage is lower than it should be (110 damage base but only does 125damage on counterhit. Should be 138)
crouching MK has empty physics settings (May be intentional)
crouching MK only grants +2F additional frame advantage on counterhit instead of the standard 3F for mids/heavies (may be intentional)
crouching knife attacks do not count as being crouching.
Angled Jump MP builds 60 meter on hit and 30 meter on block instead of the standard 40/20 for a mid (may be intentional)
chain canceled sLP with knife has a different hitbox than regular sLP with knife, also does not cause proximity blocking.
Chained sLP/crLP with knife did not get the juggle potential increase that regular sLP/crLP with knife did. New to USF4
close sMP with knife 2nd hit did not get juggle potential increase that far sMP with knife did. New to USF4
F+HP only grants +2F additional frame advantage on counterhit for 2nd hit instead of the standard +3F for heavies. (May be intentional)
F+MP only grants +2F additional frame advantage on counterhit instead of standard +3F for mids. (May be intentional)
Far MK while holding the knife has a different size hurtbox and hitbox than far MK without the knife.
Knife attacks cause less than normal chip damage (May be intentional)
sMP with Knife only grants +2F additional frame advantage on counterhit instead of the standard +3F for mids. (May be intentional)
Specials
On Block LP Criminal Upper first hit builds 80% of the “on hit” meter gain for Cody and grants 100% of the “on hit” meter gain to opponent.
On Block MP Criminal Upper first hit builds 40% meter for Cody. Tornado portion builds 80% of the “on hit” meter gain for Cody and grants 100% of the “on hit” meter gain value to opponent.
On Block HP Criminal Upper builds and grants opponent 100% of the “on hit” meter gain value.
Meter gain for tornado portion of HP Criminal Upper is significantly lower than meter for LP/MP/EX (may be intentional)
Badspray causes 13x2 chip stun damage when blocked (may be intentional)
Level 2 and Level 3 HP Badstone have different frame data than Level 1 and level 4
Badstone/knife throw/fake badstone/fake knife throw charging and startup do not cause proximity blocking.
Badstone does not have a counterhit flag for the last 7F before it becomes active. (may be intentional)
Zonk knuckle uses up all juggle potential preventing combos after zonk - FADC but only if Zonk is the first attack to cause a knockdown. HK Ruffian - FADC - Zonk allows combos (may be intentional)
LK/MK/EX Ruffian Kicks physics and hurtbox data do not match up with the active frame settings. Active frames run out sooner than they should. (May be intentional)
EX Ruffian Kick has projectile invincibility during part of the recovery rather than part of the startup (May be intentional or related to the active frames running out before hurtbox and physics do)
LK Ruffian Kick is not a hard knockdown when hitting an airborne opponent New to USF4 [Fixed in Oct 15th 2014 update]
Badspray from face up knockdown is 20F longer recovery than from face down knockdown resulting it being far more punishable.
Knife pickup can only be canceled into specific versions of moves. You can cancel it into knife throw, criminal upper, EX FADC, super combos and chainable light attacks but not Zonk or Ruffian Kick or non-chained normals (May be intentional)
Supers/Ultras
Super combos still regularly drop people mid combo (LK Super will always drop Honda after the 3rd hit for example.)
Ultra 2 on air hit will leave Cody punishable after the dust portion juggles on an airborne opponent.
Ultra 2 dust can connect with a grounded opponent (even one who has not extended their hurtbox whatsoever) and the first wrench attack can either whiff or be blocked.
Ultra 2 dust portion does not break counters (may be intentional)

Dan
System Mechanics
Hurtbox position on a max charged Focus attack is different for a max charged EX Focus attack.
Normals
None of Dan’s close standing normals have hurtboxes designated at any point during the attack. They are all entirely based on model + animation.
Far MP hurtbox is extended 1F before the attack becomes active.
crouching HP hurtbox is extended 1F before the attack becomes active
Specials
MP Gohadoken will not break counters after the first 2F active
Active frames on Gohadoken disappear long before the fireball graphics ends. (May be intentional)
MP/HP Gohadoken cause different chip damage than LP Gohadoken despite all causing the same base damage.
LK Danku can trade and result in a counterhit. 1st active frame still considered in a counterhit state
EX Danku can trade and result in a counterhit. first 2F active frames still considered in a counterhit state
On Block First hit of MK and HK Danku build and grant opponent 66.6% of the “on hit” meter gain value instead of 50%
On Block Last hit of MK and HK Danku build and grant opponent 100% of the “on hit” meter gain value instead of 50%
On Block All Air Dankus build and grant 66.6% of the “on hit” meter gain value instead of 50%
Super/Ultra
If the final hit of Dan’s Super combo connects as a counterhit the juggle height is SIGNIFICANTLY lower.
Super combo grants only 25% meter on block.
Dan’s move list order is setup incorrectly allowing for Focus cancel into super taunt.
Ultra 2 invincibility does not last until the move becomes active. In addition the fireball itself will not come out if Dan gets hit during the startup. This is counter to every other fireball ultra in the game. This means Dan’s U2 can actually get stuffed during startup. (May be intentional.)

Decapre
System Mechanics
Back dash recovery is 1F longer than the reversal cancel window. Backdash is 22F but can cancel into reversal OK moves on 21F
Back dash only has 6F of invincibility instead of the standard 8F
Hurtbox issues can cause many attacks to whiff during reeling animations or juggles.
Using air throw on an opponent in a crumple state will result in using the “combo” version of air throw which only does 130 damage instead of the normal 150 damage version.
All of Decapre’s jump cancels have no pre jump duration/animation. Normally all jump cancels run through a pre jump animation even if that jump cancel cannot be prejump canceled (like Makoto’s Fukiage). All of her jump cancels use the “EXBreak_Jump” script.
Red focus hurtbox is different size than normal focus attack hurtbox during active frames [Fixed in Aug 8th 2014 update]
Normals
crouching HP can whiff on some crouching characters despite being a “force standing” type attack.
crouching HP hurtbox remains extended for 2F after the active frames end.
crouching LK leg hurtbox is extended 1F before the move becomes active.
chaining crLK into itself is not a true block string.
angled jump HP hurtbox is extended 2F before the move becomes active.
Target combo 2 hurtbox remains extended for 5F after the active frames end.
chained closeLK can only be canceled into another chain light on hit/block not on whiff.
close HP does not have a hurtbox designated for the 2nd hit of the attack, it based entirely on model + animation during those frames.
DF+MK does not have a hurtbox designated for startup frames. It is based entirely on model + animation during those frames.
DF+MK causes 1F more hitstop/impact freeze to Decapre than it does the opponent. Usually hitstop is equal or greater for the opponent than it is for the attacker so I’m not sure this is intentional.
DF+MK Hurtbox on leg does not properly follow Decapre’s leg during active frames 2 and 3.
If connected as a counterhit on the first active frame DF+MK only gains +2F additional frame advantage on counterhit instead of the standard +3F for mids. (may be intentional)
The 2nd active frame of DF+MK has 1F less hitstun than the first active frame of DF+MK.
The 2nd active frame of DF+MK does not gain any additional frame advantage on counterhit.
The 2nd active frame of DF+MK has 1F less blockstun than the first active frame of DF+MK
The 3rd active frame of DF+MK has 1F less hitstun than the first active frame of DF+MK when hitting standing opponent only. When hitting crouching opponents the hitstun is the same as the 1st active frame.
The 3rd active frame of DF+MK has 2F less blockstun than the first active frame of DF+MK
Far HP gets an additional +4F frame advantage on counterhit instead of the standard +3F for heavy attacks. (May be intentional)
crouching HP gets an additional +4F frame advantage on counterhit instead of the standard +3F for heavy attacks (may be intentional)
Specials
Rapid Daggers do not have hurtboxes designated at any point during the move. All hurtboxes are based entirely on model + animation.
Scramble does not have a counterhit state during startup frames (may be intentional)
L/M/H Scramble does not have a hurtbox designated during startup frames, it is entirely based on model + animation.
L+M EX Scramble will use the “SCRAMBLE_L_END_B_PB” script during the 13-15F period resulting in the Light version of the EX Scramble followup coming out instead of the EX Scramble. The correct script run when into range on those frames should be “SCRAMBLE_L_EX_END” [Fixed in Aug 8th 2014 update]
Scramble followups cannot be performed with negative edge (may be intentional)
All versions of Break and Razor’s Edge Slicer do not have hurtboxes designated at all. They are entirely based on model + animation.
Sting causes 2F less hitstop/impact freeze when hitting or blocked after the first 2F active frames. This changes how much time you have to charge for some combos (May be intentional)
MP Sting does 27% chip on block instead of 25%
EX Razor’s Edge Slicer builds meter on hit/block for Decapre.
Cannon Strike has 1F more hitstop/impact freeze for Decapre than it does the opponent. Normally opponent is equal or higher than the attacker. (May be intentional)
On block Cannon Strike has 4F more hitstop/impact freeze for Decapre than it does the opponent. Normally opponent is equal or higher than attacker. (May be intentional)
EX Cannon Strike builds meter on hit/block for Decapre.
EX Cannon Strike has 1F more self hitstop/impact freeze on block/counterhit. (may be intentional)
EX Heavy Break builds meter for Decapre on hit/block.
Air Spiral Arrow does not have an “End on Land” operation flag
Supers/Ultras
Occasionally Ultra 1 and 2 will cause the game to slow down on some systems or if there are other effects on screen.
Ultra 2 (Anti Air) does not require a down charge anymore[Fixed in April 22nd 2015 update]

Dee Jay
Normals
Far HP does not properly launch on counterhit if it connects on the 1st active frame of far HP.
close HP whiffs on many crouching characters despite being an attack designed to force standing.
crLK hurtbox becomes extended 1F before active and remains extended 1F after active frames end.
close LP, closeLK, and crouching LK have push boxes enabled on the regular versions that aren’t on their chained versions.
ALL of Deejay’s mids and heavies only gains +2F frame advantage on counterhit instead of the standard +3F for mids and heavies (may be intentional)
Specials
Many of Deejays attacks set the juggle count to 99 if used as the first move in a knockdown but not if juggled into. Seems intentional but strange so I’m not sure.
MK Jack Knife 1st hit does not do proper counterhit damage 70 damage on normal hit but only 63 on counterhit. [Fixed in Aug 8th 2014 update]
All Sobats are projectile restricted which prevents them from being done when deejay has an air slasher on screen. Doesn’t follow any sort of previously set standard. (may be intentional)

Dhalsim
Normals
Stretch MK gains no additional frame advantage on counterhit New to USF4 [Fixed in Oct 15th 2014 update]
back + MK causes 90% less pushback on hit vs crouching opponents New to USF4 [Fixed in Oct 15th 2014 update]
down+back+MP can trade and result in a counterhit. 1st active frame still considered in a counterhit state
Specials
LP Yoga Flame becomes active before the flame graphics appear. FADCing as soon as possible on whiff there is no flame whatsoever.
All Yoga Flames cannot be FADC’d or super canceled on later active frames. (May be intentional)
All Yoga Blasts becomes active before the flame graphics appear. FADCing as soon as possible on whiff there is no flame whatsoever.
L/M/H Yoga Flame build and grant opponent 66.6% of the “on hit” meter gain instead of 50%
Super/Ultra
Dhalsim is not restricted to 1 ultra fireball on screen at a time. If he takes enough damage while his ultra is on screen he can throw another one. New to USF4 [Fixed in Oct 15th 2014 update]

Dudley
System Mechanics
Backdash only has 7F of invincibility instead of the standard 8F
Stun reeling animation seems to cause problems for some characters attacks whiffing. This was addressed once before with Hakan’s command throw. Noted example is THawk’s close HK
Normals
F+MK reeling animation causes sMP to whiff on much of the cast when standing.
All Target Combos do not gain the proper counterhit damage bonus anymore New to USF4
F+HK does not gain additional frame advantage on counterhit.
Performing a meaty F+HK on a crouch blocking opponent will cause a reeling animation that prevents followups (character specific)
F+HK hurtbox becomes extended 1F before active (may be intentional)
sHK last active frame cannot be special/super canceled on hit/block. (May be intentional)
crLP does not recognize buffered specials/supers during first 2F of startup.
Specials
Rose Throw gains no additional frame advantage on counterhit New to USF4 [Fixed in Oct 15th 2014 update]
Rose throw done near the corner while the opponent is in the corner will always whiff.
LP Machine Gun blow has an infinite on Guile/Balrog(and possibly others)
The first 2hits of MGB can push the opponent too far for the remaining hits to connect if used from a distance. (May be intentional)
Cross Counter is not broken by the armor break properties of reversal strike attacks unless the move is a natural armor breaker.
Ducking Straight and Ducking Upper (Including EX Versions) do not have a counterhit state during their start up frames.
All MGBs on block build and grant opponent 80% of the “on hit” meter gain instead of 50%
The first hit 3 hits of EX Short Swing Blow causes 1F more hit stun on standing than on crouching. This same additional frame advantage difference is not applied to Counterhit vs standing so I suspect it was unintentional.
The first hit of LP Thunderbolt does 50% chip damage instead of 25%. The 2nd hit of LP Thunderbolt does 33% chip instead of 25% (May be intentional)
The first hit of MP Thunderbolt does 40% chip damage instead of 25%. The 2nd hit of MP Thunderbolt does 35% chip instead of 25% (May be intentional)
The first hit of HP Thunderbolt does 41.6% chip damage instead of 25%. The 2nd hit of HP Thunderbolt does 31.25% chip instead of 25% (May be intentional)
The first 4 hits of EX Thunderbolt does 50% chip instead of 25%. The final hit of EX Thunderbolt does 22% chip instead of 25% (May be intentional)

E. Honda
System Mechanics
Forward dash recovery is 1F longer than the reversal cancel window. Dash is 19F but can cancel into reversal OK moves on 18F
Canceling a backdash into a reversal OK move will come out 2F slower, after the backdash has already recovered. The cancel occurs on 29F but the backdash recovers on 27F
Crouching hurtbox causes many inconsistencies and combos uncomboing for multiple characters. Attacks will whiff on a crouching E. Honda left in neutral but hit a crouch blocking E. Honda.
Normals
Far HP does not gain proper counterhit damage bonus (only 122% instead of 125%) New to USF4 [Fixed in Oct 15th 2014 update]
Specials
EX Sumo Headbutt only causes self recoil on block, does not push the opponent backwards at all. (May be intentional) New to USF4
All Hundred Hand Slaps on block build and grant opponent 80% of the “on hit” meter gain instead of 50%
On block the first hit of all Sumo Smash build and grant opponent 66.6% of the “on hit” meter gain instead of 50%

El Fuerte
System Mechanics
Backdash only has 6F of invincibility instead of the standard 8F
Normals
closeLP chained version has a smaller hitbox than normal close LP [Fixed in Aug 8th 2014 update]
Specials
In the corner El Fuerte is able to combo after a Propeller Tortilla throw with a farLK causing a unique restand state.
Followups from EX Habanero Dash build meter on hit/block/startup.
Fajita Buster and Tortilla Propeller CAN be counterhit during startup frames. Most other command throw in the game do not have a counterhit state during startup frames.
On Block Tostada Press build and grant opponent 66.6% of the “on hit” meter gain instead of 50%
On Block Habanero Dash MK and HK followups build and grant opponent 66.6% of the “on hit” meter gain instead of 50%
Super/Ultra
On Block Super Combo build and grant opponent 25% of the “on hit” meter gain instead of 50%

Elena
System Mechanics
Forward Jump is not flagged as “airborne” though it has no effect on gameplay due to script headers.
Crouching hurtbox results in many attacks whiffing that normally would not whiff on any crouching opponent. Very inconsistent combos against her for multiple characters. Some attacks will whiff on crouching Elena in neutral but hit crouching elena who is holding block.Adjusted in Dec 13th 2014 update
Standing hurtbox is inconsistent in neutral and during reeling.
All of Elena’s Focus attacks have no counterhit state for 2F before active frames start.
All of Elena’s “Level 2” focus attacks have a different startup than level 1. (May be intentional)
Move list priority is incorrectly set. Elena’s super and ultras are ranked as higher than appeal or focus. This allows for canceling focus attack into ultra / super by utilizing an armor absorb cancel.
Throw whiff has no hurtbox on head but pushbox on head can prevent some attacks from connecting with her hurtbox.
During a forward dash her head pushbox prevents some opponents throws from reaching her.
Normals
Against most characters target combo 2 is unable to be used as Elena will land before the TC initiates.
B+HK does not gain any additional frame advantage on counterhit. [Fixed in Aug 8th 2014 update]
B+HK causes more hitstop/impact freeze for Elena than it does the opponent. (Normally opponent has equal or greater impact freeze than the attacker) (may be intentional)
sHP will not buffer specials/super input during the first 4F of startup.
You can buffer sHP into target combo 3 for 3F before the move becomes active (normally you can only input a target combo during the active frames).
sHK has empty physics settings. (this also applies to target combo version) (may be intentional)
sHK hurtbox remains extended for 1F after the active frames end. (this also applies to target combo version)
crLP can only turn for 1F of it’s startup (standard is to allow turning around for 2F of the startup of light attacks.)
Angled Jump HK is in a counterhit state during it’s first active frame. The attack can trade and still result in a counterhit.[Fixed in Dec 13th 2014 update]
B+HK is in a counterhit state during it’s first active frame. The attack can trade and still result in a counterhit.
The hurtboxs on DF+HK slide grow taller on each successive frame for active frames 1-4F (each frame taller than the previous) before suddenly dropping down by more than half their size for the remaining active frames. (May be intentional)
standing LK causes an extraordinarily low amount of hit and blockstun. (may be intentional)
standing MK causes more pushback on hit than on block. (may be intentional.)
crouching HP causes more pushback on hit than on block. (may be intentional)
crouching LK causes an extraordinarily low amount of hit and blockstun. (may be intentional)
F+MK only gets +2F additional frame advantage on counterhit instead of the standard +3F for mids.
Specials
Most multi hit specials are inconsistent on a large majority of the cast resulting in mid move drop outs.
Reeling animations, especially vs crouching opponents, can cause the 2nd hit of scratch wheel to whiff consistently.
LK/MK Scratch Wheels are in a counterhit state during it’s first active frame. The move can trade and still result in being counterhit.[Fixed in Dec 13th 2014 update
LK/MK Scratch Wheel is throw invincible but only during the last 2F startup and first 2F active frames. (may be intentional)
HK Scratch wheel is throw invincible but only during the first 3F active frames. (May be intentional)
LK Scratch wheel first hit causes more knockback on air counterhit than it does on a regular air hit.
HK Scratch Wheel does less damage than MK Scratch wheel (May be intentional but I dunno why)
All Scratch wheels are missing an “End on Land” operation flag that all DP specials have
LK Spin Scythe wont buffer FADC or super combo during it’s first 7F startup frames.
MK Spin Scythe wont buffer FADC or super combo during it’s first 5F startup frames.
HK Spin Scythe wont buffer FADC or super combo during it’s first 7F startup frames.
EX Spin Scythe cannot be FADC’d on hit/block. (Probably intentional, but odd since normal versions can be)
EX Spin Scythe seems to have an odd issue where you can dash through her back during the moves execution if you jump over her.[Fixed in Dec 13th 2014 update]
All Spin Scythes have no hurtbox designated during startup frames. They are based entirely on model + animation.
All Spin Scythe Followups do not have a counterhit state during startup (may be intentional)
All Spin Scythe Followups do not have a hurtbox designated at any point. They are based entirely on model + animation.
L/M/H Spin Scythe followups do not have a “Crouch” operation flag to allow transition to crouch when completed. However the regular spin scythe without the followup DOES have this flag. (May be intentional)
EX Lynx Tail does not have a “Crouch” operation flag, however L/M/H Lynx Tail does.
LK Lynx Tail wont buffer FADC or super combo during it’s first 6F startup frames.
MK/HK Lynx tail cannot be FADC’d on first hit (may be intentional, odd though since LK can be)
All Rhino Horns do not have a hurtbox designated at any point during the move. It is based entirely on model + animation.
MK Rhino Horn is flagged as “Crouching” during startup frames instead of “Counterhit”[Fixed in Dec 13th 2014 update]
HK Lynx Tail does not allow for delayed wakeup[Fixed in Dec 13th 2014 update]
LP Mallet Smasher does not gain any additional frame advantage on counterhit for 2nd hit.
MP Mallet Smasher does not gain any additional frame advantage on counterhit for either 1st or 2nd hit.
HP Mallet Smasher 2nd hit has 4F more hitstun on crouching than it does on standing. Which I think leads to the following:
HP Mallet Smasher 2nd hit does not gain any additional frame advantage on counterhit.
EX Mallet Smasher 1st hit gains less additional frame advantage on counterhit than regular versions (may be intentional)
EX Mallet Smasher 2nd hit has 1F more hit stop for Elena than it does opponent (Normally hitstop for opponent is equal to or greater than attacker.)
EX Mallet Smasher 2nd hit has more hitstun on crouching than on standing (Which leads to the following)
EX Mallet Smasher 2nd hit gains no additional frame advantage on counterhit vs crouching opponents.
LK Spin Scythe followup does not gain any additional frame advantage on counterhit.
EX Lynx Tail 2nd hit gains no additional frame advantage on counterhit.
Each strength of Rhino Horn use different knockdown animations. (May be intentional)
The first hit of EX Rhino Horn causes different knockback on air hit vs air counterhit.
Rhino horn does not have an “End on Land” operation flag.
Rhino Horn landing script is considered “crouching” but does not have a “Crouch” operation flag. This means that you have to stand up for 1F after Rhino horn recovers before you can crouch again. Even though the recovery itself is crouching.
Super/Ultra
Reeling animations can cause only the first hit of Super to connect vs crouching opponents.
Super does not have an “End on Land” operation flag like other DP type moves.
Ultra 1 only grants the opponent meter on the first hit. The opponent will only gain a total of 5 meter if hit by UC1. [Fixed in Aug 8th 2014 update]
The healing cancel has a “crouch” operation flag but full healing does not (May be intentional).
W-Ultra full healing does NOT have a “crouch” operation flag but U2 does.

Evil Ryu
Normals
Chained close LP is in the “Ground” cancel list. Evil Ryu cannot perform non-chained version of close LP. Hitting LP up close always results in the “chained” version of the attack coming out as it has higher priority than normal closeLP. This prevents special or super canceling close LP. New to USF4 Fixed in 1.04
Chained close LK can be special canceled on hit/block. (May be intentional)
Chained close LP hurtbox is different than normal version of close LP hurtbox
close MP, LK, MK, and HK do not have hurtboxes designated during startup frames. Hurtboxes are based entirely on model and animation during these frames.
F+MK has empty physics settings (may be intentional)
Target Combo (Far HP) hurtbox comes out 1F before active. New to USF4
Target combo (far HP) is in a counterhit state during the first active frame. Hitting E Ryu during the first active frame will result in a counterhit. New to USF4
Target combo when performed from a farMP has a different startup, recovery, hitbox, and hurtbox than the target combo performed from a closeMP. New to USF4
Far MP only grants +2F additional frame advantage on counterhit instead of standard +3F for mids. (May be intentional)
Far MK only grants +2F additional frame advantage on counterhit instead of standard +3F for mids. (May be intentional)
crouching MK only grants +2F additional frame advantage on counterhit instead of standard +3F for mids. (May be intentional)
F+MK only grants +2F additional frame advantage on counterhit instead of standard +3F for mids. (May be intentional)
Specials
MK Air Tatsu causes different float state on counterhit standing and airborne than LK or HK. (The physics for “hit standing” was swapped with “hit airborne”)
On Block L/M/H Air Tatsu build and grant opponent 66.6% of the “on hit” meter gain instead of 50%
MK Axe Kick does 37.5% chip damage instead of 25% (May be Intentional)
HK Axe Kick does 27% chip damage instead of 25% (May be Intentional)
L/M/H Tatsu build and grant opponent 66.6% of the “on hit” meter gain instead of 50%

Fei Long
System Mechanics
The hurtbox position on a level 3 Focus attack’s active frames is different than on level 1 and level 2 or a level 3 EX Focus
During forward dash Fei’s head pushbox gets in the way causing him to be significantly farther from the opponent than if he just walks forward. This has been adjusted before for some characters (Cody and Makoto) so it may be intentional.
Normals
crouching MP does not do proper counterhit damage. Does 78 (120%) it should be 81 (125%) New to USF4 [Fixed in Oct 15th 2014 update]
chained far LK has a different hurtbox position than normal far LK
chained crLK has a 1F faster startup when chained into. Was not nerfed like normal crLK [Fixed in Aug 8th 2014 update]
F+HK hurtbox is extended 1F before the move becomes active.
F+HK only grants +2F additional frame advantage on counterhit instead of standard +3F for heavies (may be intentional)
F+HK can be super canceled but not EX FADC canceled. (probably intentional)
Specials
The hurtbox on EX Rekka is extended 1F before the move becomes active
On Block The first hit of all Rekkukyakus (Chicken wing) build and grant opponent 66.6% of the “on hit” meter gain instead of 50%

Gen
System Mechanics
Stance change in mid air after an attack still causes you to be in the old stance if you attempt an attack as soon as you land (Mantis stance -> Jumping HP -> Switch to Crane in mid air -> Land -> crLK results in still getting mantis stance crLK unless you wait until after the landing frames fully finish to input crLK)
Crouching reeling animations can cause many attacks to miss, especially after heavy attacks or jump ins.
Level 3 focus hurtbox during attack portion is different than level 1/2 focus or a level 3 EX Focus. This is applied to both stances focus attacks.
Spin Out Knockdown reeling animation does not repeat. Gen will only spin 1 time then fall normally, this is different than any other character.
Normals
(Mantis Stance)
Attempting to chain sLP into another sLP has different timing when canceling a sLP that has already been chained into. The timing the game recognizes the input is 1F slower for chained sLP vs normal sLP
chained sLK has a different interrupt as soon as point than normal sLK. The frame data is the same overall due to speed settings but this leaves Gen’s leg extended during recovery frames for longer if he chains into sLK making it easier to whiff punish.
crMP can be special/super canceled during the first 2F of it’s recovery frames on hit/block (Standard for moves is to end the cancel option on the last active frame) (may be intentional for Hyakurenko cancel purposes)
All Mids and Heavies only grant 1-2F additional frame advantage on counterhit instead of the standard +3F. However as almost all of Gen’s mids and heavies already normally have 2F more hitstun than other character’s mids/heavies it may be intentional.
(Crane stance)
sLP has different recovery times when used up close vs standing far. This does NOT apply to chained versions.
sLK when chained into has 1F less recovery than normal sLK. In addition the animations run at different speeds causing the move to be more or less vulnerable at different points in the attack.
All Mids and Heavies only grant 1-2F additional frame advantage on counterhit instead of the standard +3F. However as almost all of Gen’s mids and heavies already normally have 2F more hitstun than other character’s mids/heavies it may be intentional.
Specials
crMP (Crane) canceled into Jyasen will whiff first hit and not combo when performed using MP or HP versions or LP+HP/MP+HP ex versions. (May be intentional)
Jyasen does not gain proper counterhit damage bonus on the last hit. New to USF4
Jyasen does not do proper chip damage on final hit. New to USF4
On block The roll portions of Jyasen builds 62.5% of the “on hit” meter instead of 50%
Extended Hyakurenko puts Gen into a counterhit state for 1F, this is different than how any of the other rapid input moves work when extended. Blanka, Chun, and Honda do not go into a counterhit state at all when they extend their respective moves.
On block All Oga wall dives build and grant opponent 40% of the “on hit” meter gain instead of 50%
Supers/Ultras
When canceling from prejump frames, Gen’s Mantis Ultra 2 has completely different properties than normal U2 (May be intentional) New to USF4[Fixed in Dec 13th 2014 update]
If Gen’s Mantis U2 (Shitenketsu) stuns the opponent it will throw them more than a full screen. *New to USF4
On block Zanei grants opponent 80% of the “on hit” meter on the initial hit instead of 50%.
On Block UC1 grants opponent 80% of the “on hit” meter on the initial hit instead of 50%.

Gouken
System Mechanics
Techable window for Back Throw is 10F longer than normal (1-17F instead of 1-7F) As the move is a 5F startup throw it should probably be able to be teched for 2F longer than a 3F throw but not 10F longer.
Normals
Angled Jump HK has an “ignore physics” flag for 4F of it’s startup. (Pretty sure this is intentional but it’s so odd/unique that I’m not sure.)
Chained far LP has a larger hurtbox than normal far LP
Chained crouching LP has a smaller hurtbox than normal crouching LP.
Chained crouching LK has 1F slower startup than normal crouching LK.
F+MP only grant +2F additional frame advantage on counterhit instead of the standard +3F for mids. (may be intentional.)
Specials
Poison will fall out of Gouken’s HK Tatsu before the last hit. New to USF4
If a tatsu is performed near the corner Gouken can be punished on hit by Cody’s badspray.
EX Senkugoshoha (Palm rush) is in a counterhit state until the SECOND part of the attack occurs. This means for 15F after the move has become active you can hit Gouken and it will result in a counterhit.
Demon Flip - Throw option is counterhittable on startup. This is contrary to almost every other command throw. Akuma’s DF - Throw does not have counterhit on startup frames. (May be intentional)
On block fully charged versions of all hadokens build and grant opponent 100% of the “on hit” meter gain instead of 50%
On block all Air Tatsu’s builds and grant opponent 66.6% of the “on hit” meter gain instead of 50%
On block Demon Flip - Slide builds and grant opponent 66.6% of the “on hit” meter gain instead of 50%
Multi hit attacks that cause the attacker to come out of impact freeze significantly sooner than the opponent will break Gouken’s counter even if they aren’t armor breakers. For example, Blanka’s close MK. The first hit causes only 8F impact freeze for Blanka but 15F impact freeze for the opponent. This allows Blanka to connect the 2nd hit of close MK before Gouken’s counter activates from the first hit.
Super/Ultra
UC2 does not have a counterhit state whatsoever. Hitting Gouken during the charging or release of Denjin will not result in a counterhit.
W-Ultra2 when fully charged has inconsistent stun damage. At max screen distance it will do 660(65x4+100x4). Max screen distance then Gouken performs a forward dash or any movement to close the distance between himself and opponent the stun becomes 695 (65x3+100x5). Point blank the stun is 520 (65x8). Max range with spinning the stick to increase fireball movement speed results in 590 (65x6 + 100x2). This is likely due to the fact the stun damage scales at 65% for Gouken’s U2 while the damage is 75%. Seems that the 65% stun scaling will turn off once Gouken has recovered from the Ultra 2 and starts any other script (Walk/Dash/jump/whatever) but the damage scaling stays active.[Fixed in Dec 13th 2014 update]
On block the first hit of super grants the opponent 100% of the “on hit” meter instead of 50%
On block the first hit of UC1 grants the opponent 66.6% of the “on hit” meter instead of 50%

Guile
System Mechanics
Head pushbox gets in the way during standing and forward walking causing inconsistencies in distance for many character’s attacks as well as his own.
There is a strange glitch with Guile’s turn around script that seems to cause problems with correcting his flash kick direction on the frames he turns around. It can also be seen by recording the training mode dummy to crouch for exactly 1F then replaying the command. Guile will slide backwards if you jump over him while all other characters will remain stationary.
Normals
None of Guile’s close standing normals have hurtboxes designated during startup frames. They are all entirely based on model and animation.
Guile can cancel a chained light attack into his B+LK or F+LK. (May be intentional)
Specials
All Sonic Booms except EX do 30% chip instead of 25% (Probably intentional. Odd that they wouldn’t give it to EX though)
Super/Ultra
On Block Super and UC1 grant opponent only 25% meter of the “on hit” meter gain value instead of the standard 50%
UC2 hits 2-5 do only 19% chip instead of 25% (damage was not increased on block to reflect new distribution for those hits. Total chip damage is now LESS than in AE2012 as last hit was adjusted.) New to USF4

Guy
Normals
Far HK can trade and still result in a counterhit. 1st active frame still considered in a counterhit state. New to USF4 [Fixed in Oct 15th 2014 update]
chained crouching LK has a 1F slower startup than normal crouching LK. In addition the frames where Guy can turn around during the startup of crLK last 2F longer when chained into.
close HP has no hurtbox designated during any point. The hurtbox is entirely based on the characters model and animation. This also applies to the target combo and bushin chain versions of close HP (so likely intentional)
close MK only grant +2F additional frame advantage on counterhit instead of the standard +3F for mids. (may be intentional.)
The 2nd hit of Ninja Sickle (D+F+HK) grants the opponent more meter on hit and block than it gives Guy.
F+MP only grant +2F additional frame advantage on counterhit instead of the standard +3F for mids. (may be intentional.)
Specials
Followups from EX Run build meter on hit/block
Followups from EX Bushin Flip build meter on hit/block
Elbow Drop from all Bushin Flips do not cause chip damage on block.
Hozantos do not recognize Super / EX FADC inputs during the early parts of the startup. (Normally most moves retain this command until the earliest frame it can be performed and then execute it, the early frames of Hozanto do not accept the input at all.)
The early startup frames of Shadow Kick and EX Shadow Kick do not have hurtboxes designated, it is entirely based on model + animation.
The early startup frames of Shadowkick and EX Shadow Kick do not recognize super / ex FADC inputs.
Air Throw has a counterhit state during the startup frames unlike most other throws.
LP Hozanto builds and grants opponent 100% of the “on hit” meter gain instead of 50%
MP Hozanto builds and grants opponent 66.6% of the "on hit"meter gain instead of 50%
L/M/H Senpukyaku (Tatsu) build and grants opponent 83.3% of the “on hit” meter gain instead of 50%

Hakan
System Mechanics
Forward Jump only has 4 prejump frames while Neutral and Back Jump have 5F (May be intentional)
Level 1 and Level 2 Focus attack cannot hit prejump frames. This normally only applies to level 3 focus attacks. This includes oiled and dry versions.
Level 3 EX Focus attack has a different hitbox than normal Level 3 focus. This applies to both dry and oiled versions.
Normals
crLK when chained has 1F longer recovery than normal causing it to not be able to be linked out of (only +3 instead of +4) New to USF4 [Fixed in Aug 8th 2014 update]
crLK while oiled has a different head pushbox position than while dry (may be intentional)
crLP while oiled has a different head pushbox position than while dry (may be intentional)
crMP while oiled has a different head pushbox position than while dry (may be intentional)
crMK while oiled has a different head pushbox position than while dry (may be intentional)
crHK while oiled has a different head pushbox position than while dry (may be intentional)
F+LP while oiled has a different hurtbox than while dry (May be intentional)
F+MP while oiled has a different hurtbox than while dry (may be intentional)
sHP while oiled has a different hurtbox than while dry (may be intentional)
F+MP only gets +2F frame advantage on counterhit instead of the +3F standard for mids. (May be intentional)
Specials
All Oil Slides do not have hurtboxes designated during the early startup frames. Hurtboxes are done entirely based on model and animation.
Dry EX Oil slide has a hurtbox on 6-14F that is not on Oiled EX Oil Slide
Dry EX Oil Slide has a head pushbox enabled while Oiled EX Oil Slide does not. (may be intentional)
Oil Dive while oiled has a worse/different hitbox than while dry. (May be intentional)
The animation flag for Hakan’s Oil Slide “Hasei Oil” has the incorrect Physics flagged animation. This means that inputting Oil slide -> Oil Shower followup will cause the oil slide to move significantly shorter distance than normal oil slide would.
If you input a slide followup you cannot FADC the attack if the attack is blocked. The Slide Hasei script does not allow super canceling (May be intentional)
Super/Ultra
Super combo while oiled has a worse/different hitbox than while dry. (may be intentional)
UC2 while oiled is not considered crouching, while dry it is in a crouching state during the startup and part of the recovery frames.

Hugo
Misc
There is a graphical glitch on Hugo’s hair in the Viking costume during Cammy’s ultra 1. According to original finder it only occurs with the white color.
System Mechanics
Hitting an airborne opponent with a level 1 EX Red Focus will cause a spin out knockdown instead of the universal standard knockdown.
Hugo is invincible longer than any other character when rising from a stun as the rising animation plays slower than any other character by more than double.[Fixed in Dec 13th 2014 update]
Pushbox during rising animation from stun can cause players to end up behind him when neutral jumping in front of him.
Pushbox causes Hugo to be farther away than other characters when hit by command throws that allow for combos after. This results in Yang only being able to get far normals instead of close normals.
Move list priority is incorrectly set. Hugo’s super and ultras are ranked as higher than appeal or focus. This allows for canceling focus attack into ultra / super by utilizing an armor absorb cancel.
All Focus Attacks do not have a counterhit state for the last 3F of startup.
Level 1 EX Red Focus hitbox reaches farther than any other focus attack hitbox (May be intentional?)
Forward Throw and Back Throw builds 60 meter on hit instead of the standard 40 meter for throws.
Hugo does not have a “Guard2Crouch”, “Guard2Stand”, “Stand2Guard”, or “Crouch2Guard” transition scripts.
Guard_S does not have a “crouch” operation flag
Crouch to stand transition uses crouching hurtbox instead of standing resulting in lower body invincibilty [Fixed in Aug 8th 2014 update]
Normals
sLP last 5F cannot be canceled into a chain light attack. Typically chainable lights can be canceled through all recovery frames.
chained sLP has 3F more recovery than a normal sLP [Fixed in Aug 8th 2014 update]
chained sLP cannot be chained into another light for the last 8F of recovery
[/s]chained sLP canceling into another chained light does not occur until 2F later than on a normal sLP[/s]
chained sLP causes proximity blocking for 1F less than normal sLP [Fixed in Aug 8th 2014 update]
crLP cannot be chain canceled for the last 7F of recovery
chained crLP cannot be chain canceled for the last 6F of recovery
chained crLP recovers faster than normal crLP [Fixed in Aug 8th 2014 update]
crLP causes more pushback on block than it does on hit (probably intentional)
standing LK last start up frame is not in a counterhit state. It is possible to stuff the attack on start up and not get a counterhit.
sMK on hit will skip 3F of it’s recovery due to a flow script setup. (I’m fairly certain this is intentional but it’s the first time I’ve seen it ever done on normal attack.)
sMP is in a counterhit state during all active frames. It can trade and still result in a counterhit.[Fixed in Dec 13th 2014 update]
sMP on block will skip 3F of it’s recovery due to a flow script setup. (I’m fairly certain this is intentional but it’s the first time I’ve seen it ever done on normal attack.)
sHP on counterhit vs air opponents will knock the opponent down faster than a normal hit vs air opponents
crMP does not do proper damage on counterhit
crMP can turn around during first 2F of startup (normally this is only allowed on light attacks)
crMP on hit will skip 3F of it’s recovery due to a flow script setup. (I’m fairly certain this is intentional but it’s the first time I’ve seen it ever done on normal attack.)
crMP gets +4F additional frame advantage on counterhit instead of the standard +3F for mids.
crLK wont buffer a special/super input during the first 3F of it’s startup.
crMK can turn around during the first 2F of startup (normally this is only allowed on light attacks)
All jumping attack hurtboxes are only designated for 1 body part (the attacking part) the rest of the body is done based entirely on model + animation.
The first frame of Leap Attack (D D + MK) does not have a counterhit state. You can stuff it on this frame and not get a counterhit.
DD+MK only gets +2F additional frame advantage on counterhit instead of the standard +3F for mids.
Hammer Hook (F+HP) does not have a hurtbox designated during startup frames. It is based entirely on model + animation.
Specials
After a Meat Squasher Hugo is able to combo with a farLP or farMP and cause a unique “restand” combo (May be intentional)
Meat Squasher input and buffer time for directions is different than any other 360 motion, including his own Moonsault Press. (May be intentional)
LK Lariat does 30% chip damage on block instead of 25%
Back breaker input window is longer than normal for DP motion inputs. (may be intentional)
Lariat, ultra throw, and giant palm bomber do not accept any direction ending with an UP+angled input as final input. (May be intentional)
Prejump frames cannot be canceled into HP Palm or HK Lariat due to a miss set state restriction.
All Lariats do not have a hurtbox designated during startup frames, it is based entirely on model + animation.
All Lariats cause a different knockback physics on counterhit vs crouching/standing than they do on normal hit or vs airborne.
EX Lariat can be FADC’d on hit/block while regular Lariats cannot (probably intentional)
Palms/Claps do not have a hurtbox designated at any point, it is based entirely on model + animation.
Moonsault Press (SPD) has a counterhit state on startup frames. Most other throws do not have a counterhit state during startup.[Fixed in Dec 13th 2014 update
All Shootdown backbreakers (DP) have no hurtbox designated at any point. It is entirely based on model + animation.
All Back Breakers grant the opponent 68% of Hugo’s meter instead of 50%
All Meat Squashers (Running Grab) have no hurtbox designated at any point. It is entirely based on model + animation.
All Meat Squashers are in a counterhit state during the running startup portion (unlike Zangief’s running bear grab.) (May be intentional)
All Meat Squashers check for “in range” at a different point in the move. (Probably intentional)
All Ultra Throws are in a counterhit state during startup unlike most command throws.[Fixed in Dec 13th 2014 update]
All Ultra Throws do not have a hurtbox designated at any point in the move. It is entirely based on model + animation.
Super/Ultra
Super does not do proper chip damage. First 3 hits do 37.5% instead of 25%
The 4th hit of Super breaks counters. (may be intentional)

Ibuki
System Mechanics
Forward dash recovery is 1F longer than the reversal cancel window. Dash is 18F but can cancel into reversal OK moves on 17F
Level 3 focus hurtbox during attack portion is different than level 1/2 focus or a level 3 EX Focus.
Normals
sLK when chained into has 1F slower startup than normal sLK.
close HK does not have a hurtbox designated during the startup and active frames. It is based entirely on model + animation during those frames.
close HP does not have a hurtbox designated during the startup and active frames. It is based entirely on model + animation during those frames.
Specials
Hien does not have a hurtbox designated after the first 9F, remaining frames are all based on model + animation.
All DPs do not have a hurtbox designated at any point during the attack, all hurtboxes are based entirely on model + animation.
All neckbreakers do not have a hurtbox designated at any point during the attack, all hurtboxes are based entirely on model + animation.
All tsumuji’s and followups do not have a hurtbox designated at any point during the attack, all hurtboxes are based entirely on model + animation.
Back+MK only gets +2F frame advantage on counterhit instead of the +3F standard for mids. (May be intentional)
DF+MK only gets +2F frame advantage on counterhit instead of the +3F standard for mids. (May be intentional)
Super/Ultra
Super combo does 33% chip damage instead of 25% (May be intentional)

Juri
System Mechanics
Forward dash recovery is 2F longer than the reversal cancel window. Dash is 19F but can cancel into reversal OK moves on 17F (This also applies to FSE version)
Normals
farLK and close LP when in FSE have her AE2012 properties rather than USF4 properties. New to USF4
closeLP, closeLK, farLP cancel window for chaining is 1F longer than the recovery for the attack itself. (This also applies to FSE versions)
Chained Far LP has a different hurtbox than normal Far LP
Chained Far LK can turn around during startup for 2F longer than normal far LK
Chained Far LK has a 1F slower startup than normal Far LK New to USF4 [Fixed in Aug 8th 2014 update]
Chained cr LK has a different hurtbox than normal cr LK (This also applies to the FSE version of rapid chain crLK)
farHP hurtbox is extended 1F before the move is active. (Also applies to farHP in FSE versions)
crouching HP special/super cancel timing doesn’t occur until 9F even when the move hits on 7F.
crouching MK hurtbox low profiles and iss extended 1F before the move becomes active. (may be intentional) (this also applies to FSE versions)
closeMP only gets 2F additional frame advantage on counterhit instead of the standard +3F for mids.
Specials
LK Fuhajin first 2F active are only JP1. 3F~ are JP2
HK Fuhajin fireball will hit a crouching Hugo while MK cannot hit any crouching opponents. (May be intentional) New to USF4
Armor Breaking a L/M/H Kasatushi (Counter) does not cause a counterhit, however breaking an EX Kasatushi does cause a counterhit.
All EX Dive Kicks and followups are in a counterhit state for ALL active frames. Hitting the move at any point before the ground will result in a counterhit.
EX Dive Kick followups do not have hurtboxes designated at any point, they are entirely based on model + animation.
All Fuhajin Releases do not have hurtboxes designated at any point, they are entirely based on model + animation.
All EX Fuhajins do not have hurtboxes designated at any point, they are entirely based on model + animation.
HK Fuhajin Release causes 2F more blockstun than LK/MK (May be intentional)
The 2nd hit of LK Senpusha (Pinwheel) does not gain any additional frame advantage on counterhit.
On block HK Senpusha (Pinwheel) builds and grants opponent 66.6% of the “on hit” meter insteadof 50%
The last hit of HK Senpusha sets the juggle count to 99 if it is the first hit to cause a knockdown in a combo, but if it’s not and you juggle into HK Senpusha you can still juggle after. (May be intentional)
The rear facing hitboxes for EX Senpusha will cause different knockdown physics if they connect as a counterhit vs an air borne opponent than a normal hit vs airborne.
The 1st Followup to all Dive Kicks (Aka “Second Impact”) will not cause a knockdown if it hits a crouching opponent.
The 2nd followup to EX Dive Kick (AKA Third Strike) does not cause any blockstun.
Feng Shui Engine [Note: There are TWO versions of every ground normal in FSE. Chaining from a normal of the same strength gives you a different normal than doing it raw. Doing LP->MP will give you the version of MP that is used in neutral position. Doing MK->MP gives you a different version of MP that prevents you from chaining back into MK.]
None of the Jumping Normals setup for FSE are used (These normals would cause a knockdown on air hit as well as allowing chaining into other air normals. This is PROBABLY intentional but I’m not sure.)
closeLP and rapid chained closeLP in FSE have a different hitbox than normal closeLP[Fixed in Dec 13th 2014 update]
closeLK and rapid chained close LK in FSE have a different hurtbox during startup than normal closeLK
closeMP and closeMP when chained into from closeMK, have a different hitbox and hurtbox during FSE than normal closeMP
closeMK when chained into from MP during FSE has a different hitbox and hurtbox than normal closeMK in FSE or normal closeMK.
closeMK when chained into from MP during FSE is airborne on first frame and not throw invincible like closeMK in FSE or normal close MK. New to USF4 [Note: closeMK in neutral was adjusted in USF4 to match normal closeMK but the chained into from MP version was not changed.]
closeMK when chained into from MP during FSE has a different start up than closeMK in FSE or normal closeMK. New to USF4 [Note: closeMK in neutral was adjusted in USF4 to match normal closeMK but the chained into from MP version was not changed.]
farMP and farMP when chained into from MK during FSE have a different hrutbox than normal farMP
FarLK and rapid chained farLK in FSE has a different hurtbox than normal farLK
FarMK in FSE and farMK when chained into from MP in FSE have a different hitbox than normal FarMK.
FarMK in FSE and farMK when chained into from MP in FSE are in a counterhit state 1-7F even though the move becomes active on 5F. This is different than normal farMK which is counterhit 1-4F
FarMK in FSE and farMK when chained into from MP in FSE have different physics settings than normal farMK. Normal version moves farther forward during the 2nd hit.
FarHK when chained into from HP has a different hitbox than farHK done in neutral or normal farHK New to USF4 [Note: FarHK in neutral was adjusted in USF4 to match normal farHK but the chained into from HP version was not changed.]
crouching LP in FSE has a different hurtbox than normal crouching LP
Rapid chained crouching LP in FSE has a different hurtbox than crouching LP in FSE mode in neutral OR crouching LP normal version.
crouching LP in FSE causes proximity blocking for 1F longer than normal crouching LP
crHP when chained into from HK special/super cancel timing doesn’t occur until 9F even when the move hits on 7F. However if crHP is performed raw or chained into from a mid/light the cancel timing occurs on 7F like it’s supposed to.
crHP in FSE and crHP when chained into from HK have a different hitbox size/position than normal crHP.
crMK in FSE and crMK when chained into from MP counterhit state runs out 1F before active. You can beat the attack before it becomes active and still not be granted a counterhit.
crMK in FSE and crMK when chained into from MP have a different hurtbox than normal crMK.
crouching LK and rapid chained crLK in FSE cause proximity blocking for 1F longer than normal crLK
F+MK in FSE has 1F faster recovery than normal F+MK (may be intentional)

Ken
Normals
F+HK is more negative on HIT than it is on BLOCK (may be intentional) New to USF4
All close normals do not have hurtboxes designated for the startup frames, all are based entirely on model and animation.
crLP when chained has a different hurtbox than normal crLP
Specials
The 2nd hit of MP SRK builds the same amount of meter on hit as it does on block.
The 2nd and 3rd hits of HP SRK build MORE meter on block than they do on hit.
The 2nd and 3rd hits of EX SRK grant the opponent more meter on block than on hit.
All grounded tatsus build and grant opponent the same amount of meter on hit as on block.
All non-EX ground tatsus only have a hurtbox designated during the first 2F active frames, startup and remaining attacks are based entirely on model and animation.
All air tatsus build and grant opponent 66% meter on block instead of 50% meter on block
Ken is still capable of performing a tatsu corner escape unlike all other shotos. This is performed by plinking into tatsu. This is because original tatsu is still in his normal forward jump move list unlike all other shotos and plinking moves you out of the forward jump script so you don’t end up canceling into the new tatsu like you’re supposed to. Fixed in1.04

M. Bison
System Mechanics
Backdash recovery is 1F longer than the reversal cancel window. Backdash is 25F but can cancel into reversal OK moves on 24F
Techable window for Forward Throw and Back Throw is 1F longer than normalFixed in Dec 13th 2014 update
Focus attack has no hurtbox designated during active frames, the hurtbox is based entirely on model + animation.
Normals
chained crLK has a different hurtbox than normal crLK.(There is no hurtbox on the leg at all when you chain into crLK)
Specials
All Psychocrushers have no hurtbox designated at any point during the attack, they are all based entirely on model + animation during startup/active frames.
All Psychocrushers do 18 chip on block (per hit) instead of 25% of their base damage.
All Scissor Kicks 2nd hit if connected as a counterhit cause more knockback than on a regular hit.
On block All Scissor Kicks build and grant opponent 62.5% of “on hit” meter instead of 50%
On Block all head presses build and grant opponent 66.6% of “on hit” meter instead of 50%
On Block all Skulldivers build and grant opponent 66.6% of “on hit” meter instead of 50%
On Block all Devil’s Reverse build and grant opponent 66.6% of “on hit” meter instead of 50%
Super/Ultra
On Block Super combo grants opponent 25% of on hit meter instead of 50%
On Block U1 grants opponent 25% of on hit meter instead of 50%

Makoto
System Mechanics
Forward/Neutral Throw is invincible for 17F after you leave the stick neutral, this is due to the move being invincible until the end of the script instead of until the end of the “interrupt as soon as” timing.
Normals
standing LK hurtbox is extended 1F before the move becomes active (May be intentional)
F+HK does not allow for delayed wakeup[Fixed in Dec 13th 2014 update]
Target Combos are unable to be performed while holding any variation of "down"
None of Makoto’s Target combos have counterhit states on startup frames.
sMP, sHP, sMK, sHK, F+MP, F+MK, F+HP all gain only +2F additional frame advantage on counterhit instead of the +3F most mids and heavies get. (may be intentional)
Specials
L/M/H Oroshi have their hurtbox widened and lowered in height 1F before it becomes active. As this is not applied to EX I think it’s unintentional.
When performing EX Fukiage, if the attack is blocked and you input a jump cancel before the attack hit you will not be able to perform an EX FADC, even though the move cannot be jump canceled on block.
On block all Oroshi’s build and grant opponent 66.6% of the “on hit meter” instead of 50%
Kara canceling a punch attack into Tsurugi during a forward jump will cause it to have different physics properties. (May be intentional)
EX Hayate causes more pushback on air counterhit than on a normal air hit.

Oni
System Mechanics
Backdash recovery is 1F longer than the reversal cancel window. Backdash is 27F but can cancel into reversal OK moves on 26F
Hurtbox during red focus is different than regular focus [Fixed in Aug 8th 2014 update]
Normals
crLK when chained has a different hurtbox than normal crLK
Both Target combos can be executed with Negative Edge unlike other target combos in the game.
sMP hurtbox remains extended 3F after active frames end.
sMP only gets +2F additional frame advantage on counterhit instead of +3F like most mids
sHK only gets +2F additional frame advantage on counterhit instead of +3F like most heavies
F+MP only gets +2F additional frame advantage on counterhit instead of +3F like most mids
F+HP only gets +2F additional frame advantage on counterhit instead of +3F like most heavies (may be intentional as F+HP also naturally has 2F more hitstun than most heavies)
crMP only gets +2F additional frame advantage on counterhit instead of +3F like most mids
B+MP only gets +2F additional frame advantage on counterhit instead of +3F like most mids (may be intentional as B+MP already gets 6F more hitstun than most mids and 5Fmore than most mids on counterhit)
Specials
LK and EX Tatsumaki do not have hurtboxes designated during startup frames. They are based entirely on animation + model.
All Demon Slashes knock the opponent slightly higher up on counterhit. (may be intentional)
MP and HP Demon slash set the juggle count to 99 if they are the first hit to cause a knockdown preventing any additional combo or reset. However if juggled into you can combo out of them. EX Demon slash allows juggles regardless. (May be intentional)
On block All air tatsus build and grant opponent 66.6% of the “on hit” meter instead of 50%
All air tatsus have inconsistent physics. Medium versions knockback is different than L/H. Heavy tatsu causes different knockback on crouching hit than on crouching counterhit.
Super/Ultra
Air Raging Demon does not properly juggle if it KOs opponent.
U1 does not gain proper counterhit damage bonus. Only 120% instead of 125% New to USF4

Poison
System Mechanics
Guard_S does not have a “Crouch” operation flag.
Poison does not have a “Guard2Crouch”, “Guard2Stand”, “Stand2Guard”, or “Crouch2Guard” transition scripts.
Reeling animations cause many attacks to whiff. Adjusted in 1.04
Standing reeling animations seem to have pushbox positioned too far forward and push opponents out of range of close normals much sooner than other characters unless a jump in is performed.
Back Throw can be input with negative edge. [Fixed in Dec 13th 2014 update]
When hitting a level 1 focus or Red focus the enemy will use the Voice file for getting crumpled even though they have not been.
crouch to stand transition uses the crouching hurtbox instead of standing hurtbox. This results in Poison having lower body invincibility as the crouching hurtbox lifts off the ground as Poison stands up. [Fixed in Aug 8th 2014 update]
Forward Pre Jump frames have a different hurtbox than either neutral jumping pre jump frames or back jumping pre jump frames. (also applies to jump cancel)
Back pre jump frames have a different hurtbox than either neutral jumping pre jump frames or forward jumping. (also applies to jump cancel)
Neutral pre jump frames have a different hurtbox than either back or forward jumping pre jump frames. (also applies to jump cancel)
Forward jump hurtbox is different than either neutral jump or back jump. (also applies to jump cancel)
Back Jump hurtbox is different than either neutral jump or forward jump. (also applies to jump cancel)
Neutral jump hurtbox is different than either back jump or forward jump. (also applies to jump cancel)
Forward Jump Landing has a different hurtbox than either neutral jump landing or back jump landing.
Back jump landing has a different hurtbox than either neutral jump landing or forward jump landing.
Neutral jump landing has a different hurtbox than either back jump landing or forward jump landing.
All Level 3 versions of Focus attacks (Red, EX, EX Red, Regular) have a different hitbox position than levels 1 and 2.
Forward Throw builds 55 meter on hit instead of the standard 40 meter.
Normals
Close LP cannot be chain canceled to other lights on the last frame of recovery.
Close LP can only be chained into other lights on hit/block not on whiff. [Fixed in Aug 8th 2014 update]
Chained close LP has different juggle potential than normal close LP
Close LK cannot be chain canceled to other lights on the last frame of recovery.
Close LK can only be chained into other lights on hit/block not on whiff. [Fixed in Aug 8th 2014 update]
Chained close LK can only be chained into other lights on hit/block. Not on whiff.
Chained close LK has a different cancel timing for chaining than regular close LK [Fixed in Aug 8th 2014 update]
Chained close LK has different juggle potential than normal close LK
Chained far LP has different juggle potential than normal far LP
Chained Far LK has a slower startup than normal far LK [Fixed in Aug 8th 2014 update]
Chained Far LK has a slower recovery than normal far LK [Fixed in Aug 8th 2014 update]
Chained Far LK has a different hurtbox than normal far LK
Chained crouching LP has a slower startup than normal crouching LP
Chained crouching LP has a different cancel timing to chain into other lights than normal crouching LP [Fixed in Aug 8th 2014 update]
Chained crouching LP has different juggle potential than regular crouching LP
Chained crouching LK has a different cancel timing to chain into other lights than normal crouching LK [Fixed in Aug 8th 2014 update]
Chained crouching LK has different juggle potential than regular crouching LK
Close MK last 2 frames of startup is not in a counterhit state. You can stuff the move on startup and not be granted a counterhit.
Close Standing HP can be counter hit during active frames[Fixed in Dec 13th 2014 update]
crouching MP wont buffer special/super move inputs for the first 3F of startup.
crouching HP cannot cancel into specials or super on the first active frame on hit/block.
crouching LK cannot be chain canceled to other lights for the last 5F of recovery.
Far Standing MP can be counterhit during active frames[Fixed in Dec 13th 2014 update]
All Jump Canceled jumping normals have Juggle Potential 1 while the regular versions of jumping normals have zero JP (may be intentional)
Angle Jump HP (Jump Canceled Version) has different graphical effect timing than regular Angle Jump HP
Angle Jump MK (Jump Canceled Version) has different partial projectile invincibility than regular Angle Jump MK
Specials
Fireball input cannot end with any UP input. QCF+Up results in a jump instead of canceling the prejump frames into fireball.
All Fireballs are in a counterhit state during first 2F active. The move can trade and still result in a counterhit.[Fixed in Dec 13th 2014 update]
Regular Fireballs gets +4F more frame advantage on a counterhit vs standing than on a counterhit vs crouching.
Fireball will sometimes whiff on crouching characters point blank if they don’t crouch block.[EX Version adjusted in Dec 13th 2014 update]
Prejump frames cannot be canceled into fireball due to a state restriction.[Fixed in Dec 13th 2014 update]
Whip Of Love followups cannot be performed with negative edge. (May be intentional)
Whip of Love does not allow buffering EX Focus or Super combo during first 6F of startup.
1st Whip of Love Followup does not allow buffering into EX Focus or Super combo during first 7F of startup.
1st Whip of Love followup does not have a counterhit state during startup frames.
1st Whip of Love Followup does not have a hurtbox designated at any point during the move. It is entirely based on model + animation.
2nd Whip of Love Followup does not allow buffering into EX Focus or Super Combo during first 7F of startup
2nd Whip of Love followup does not have a counterhit state during startup frames.
2nd Whip of Love Followup does not have a hurtbox designated at any point during the move. It is entirely based on model + animation.
1st EX Whip of Love Followup does not allow buffering into EX Focus or Super Combo during first 7F of startup
1st EX Whip of Love followup does not have a counterhit state during startup frames.
1st EX Whip of Love Followup does not have a hurtbox designated at any point during the move. It is entirely based on model + animation.
2nd EX Whip of Love followup does not have a counterhit state during startup frames.
2nd EX Whip of Love Followup does not have a hurtbox designated at any point during the move. It is entirely based on model + animation.
Final EX Whip of Love followup does not have a counterhit state during startup frames.
Final EX Whip of Love Followup does not have a hurtbox designated at any point during the move. It is entirely based on model + animation.
All Versions of Kiss of a Goddess (DP) does not have a hurtbox designated during landing animation. It is based entirely on model + animation.
All Versions of Love Me Tender landing animations don’t have a hurtbox designated. It is based entirely on model + animation.
All Versions of Love Me Tender do not have an “End on Land” operation flag.
EX Love Me Tender Followup Builds 10 meter on startup.
Kissed by a Goddess does not have a “end on land” operation flag or a “crouch” operation flag like every other DP move in the game.
Super/Ultra
On block Super grants the opponent 100% of the “on hit” meter
Prejump frames cannot be canceled into Ultra 2.[Fixed in Dec 13th 2014 update]
Ultra 2 input cannot end with any UP input. 2X half circle back -> up back +3P results in EX Rekka instead of U2.
UC2 grants the opponent no meter on hit.

Rolento
System Mechanics
Crouching hurtbox results in many attacks whiffing that normally would not whiff on any crouching opponent. Very inconsistent combos against him for multiple characters.
Focus attack shifts throw box backwards far enough to cause throws to whiff when performed and opponent is right next to him.
Taunt/Appeal does not have a strict directional requirement. All other characters require the stick to be in the neutral position for taunt to be performed.
Forward and Back Throw only build 30 meter instead of the standard 40 meter for throws.
Forward dash physics are retained for several frames after the move has technically recovered. The transitional frames still have forward movement physics setup.
Neutral Jump Landing animation (after an attack) does not have a “Crouch” operation flag allowing you to transition to crouching without passing through standing after the move has recovered. This makes Rolento vulnerable to moves that normally can’t hit crouching for 1F longer than other characters after landing from an NJ air attack.
Guard_S does not have a “crouch” operation flag allowing you to transition to crouching without passing through standing. I’m not sure but I believe this makes Rolento more susceptible to fuzzy guards as Guard_S (other chars call it Guard_Stand) is the script used for proximity blocking. (Other characters Guard_Stand has an operation flag for “Crouch”)
Head pushbox causes inconsistent distances during forward walking on crouching opponents.
Rolento does not have a “Guard2Crouch”, “Guard2Stand”, “Stand2Guard”, or “Crouch2Guard” transition scripts.
Normals
close LP cannot turn around during first 2F startup like other light attacks.
close LK cannot turn around during first 2F startup like other light attacks.
close HP only first 2F active force standing on hit. Remaining active frames also have 1F less hitstun and do 10more damage
Far LP cannot turn around during first 2F startup like other light attacks.
Far LP cancel windows for Special/Super combos is incorrectly setup and prevents canceling this normal on hit/block.
Far LK cannot turn around during first 2F startup like other light attacks.
crouching LK cannot turn around during first 2F startup like other light attacks.
Neutral Jump and angle jump MP only the first hit is an overhead, the remaining 2 hits can be blocked crouching (probably intentional)
Angle Jump HP is in a counterhit state during the first active frame. It can trade and still result in a counterhit.Fixed in 1.04
D+MK (in air) hitbox is in a different position depending on forward, neutral, or back jump. (May be intentional)
Far HP 2nd hit can whiff depending on the opponents reeling animation from the first hit.Fixed in 1.04
Specials
Under some circumstances Rolento can perform a wall jump without reaching the edge of the screen. This can result in some strange interactions with other characters moves (such as Ken’s tatsu gaining tracking properties.) [Fixed in Aug 8th 2014 update]
Mekong Delta Attack Backflip portion cannot be performed with negative edge. (may be intentional)
Mekong Delta Attack Backflip portion does not build meter when performed. (Probably intentional, but unsure as the delta attack roll portion builds only 6 meter when performed which is extremely low)
Mekong Delta Attack Roll portion cannot be performed with negative edge. (May be intentional)
Mekong Delta Escape (wall jump) Does not build any meter when performed. (may be intentional. However Abel’s Roll/Dudley’s Ducking DO build meter)
Mekong Delta Air Raid Roll Portion does not build any meter when performed. (may be intentional)
Mekong Delta Air Raid attack portion cannot be performed with negative edge (may be intentional)
Stinger Jump portion does not build meter when performed (probably intentional)
1st LP Patriot Circle does not buffer the next patriot circle during the first 3F of startup frames. (may be intentional)
1st MP Patriot Circle does not buffer the next patriot circle during the first 6F of startup frames. (may be intentional)
1st HP Patriot Circle does not buffer the next patriot circle during the first 9F of startup frames. (may be intentional)
1st LP/MP/HP Patriot Circle 2nd hit has 0 juggle potential. Seems odd since 1st hit is JP1 and 3rd hit is JP3.
2nd Patriot Circle counterhit state ends 2F before move becomes active. It can be stuffed on startup and not count as a counterhit.
2nd Patriot Circle does not buffer super/ex focus during the first 5F of startup frames (May be intentional)
2nd Patriot Circle does not buffer the next patriot circle during the first 7F of startup frames (may be intentional)
2nd Patriot Circle 2nd hit has 0 Juggle Potential. Seems odd since 1st and 3rd hits have JP5. (May be intentional)
3rd Patriot Circle does not buffer super/ex focus during the first 7F of startup (may be intentional)
3rd Patriot Circle 2nd hit has 0 Juggle Potential. Seems odd since 1st and 3rd hits have JP10. (May be intentional)
EX Patriot Circle does not have a counterhit state during it’s startup frames.
EX Patriot Circle does not buffer EX Focus input during the first 8F of startup frames.
Mekong Delta Escape flow script is setup incorrectly and will automatically perform a wall jump after 34F if it has not yet reached the wall instead of continuing to try to reach a wall like every other move that leaps to a wall.
Mekong Delta Escape wall jump portion does not have a “End on Land” operation flag, unlike every other wall jump or wall jump special (Such as Flying Barcelona or Jaguar Tooth)
L/M/H Delta Attack Roll does not have a hurtbox setup during any frames. It is entirely based on model + animation
EX Delta Attack Roll hurtbox varies in height dramatically during different parts of the rolling (may be intentional)
EX Delta Attack Roll hits 1-4 do not gain any additional frame advantage on counterhit.
The backwards roll portion of Delta Air Raid does not have a hurtbox designated at any point. It is entirely based on model + animation.
The backwards roll portion of Delta Air Raid is not in a counterhit state (Probably intentional)
All versions of Stinger Jump portion are not in a counterhit state at any point. (Probably intentional)
Stinger Jump and Throw do not cause proximity blocking until the move becomes active.
Stinger Jump does not have an “End on Land” operation flag
On Block EX Stinger only grants the opponent 20% of the “on hit” meter value.
Super/Ultra
Rolento cannot perform his super as a reversal, or during prejump frames. Fixed in 1.04
Last 2 hits of Ultra 1 grant the opponent no meter.
Ultra 2 grants the opponent no meter on hit.

Rose
System Mechanics
Techable window for Forward Throw is 1F longer than normal Fixed in Oct 15th 2014 Update
Crouching reeling animations can cause many attacks to miss, especially after heavy attacks or jump ins.
Normals
Far LK can trade and still result in a counterhit. both active frames are still considered in a counterhit state.
close HP the last startup frame does not have a counterhit state (You can stuff the attack during startup and not get a counterhit when fighting her.)
close MK remains throw invincible 2F after it’s completed if you do not input anything after close MK has recovered.
close HK the last 3F startup frames do not have a counterhit state (You can stuff the attack during startup and not get a counterhit when fighting her.)
Neutral Jump MK the last startup frame does not have a counterhit state (You can stuff the attack during startup and not get a counterhit when fighting her.)
Neutral Jump HK the last 4 startup frames do not have a counterhit state (You can stuff the attack during startup and not get a counterhit when fighting her.)
Angle Jump MK the last 2 startup frames do not have a counterhit state (You can stuff the attack during startup and not get a counterhit when fighting her.)
close LP/LK/MP/MK does not have hurtboxes designated during startup (or in LP/LK case also active) frames. Hurtboxes are instead entirely based on character model and animation.
Specials
EX Soul Spiral does not gain proper counterhit damage bonus. (Only 123% instead of 125%) New to USF4 Fixed in Oct 15th 2014 Update
EX Soul Spiral does not grant the opponent any meter on hit/block
EX Soul Spiral does not cause proper chip damage on block, only causes 30 damage (23%) instead of 33 (25%)[Fixed in Dec 13th 2014 update
EX Reflect does not grant the opponent any meter on hit/block
Reflect builds and grants the opponent 66.6% of the meter Rose gains on hit/block instead of the standard 50%
Supers/Ultras
There is a window where you can hit Rose during U2 where she is able to keep her orbs instead of losing them.
Occasionally Ultra 2 will have the orbs start at a different position than normal. Also sometimes the duration will be significantly shorter than normal.
Canceling closeHP into Super will whiff or only get 1-4hits on many crouching characters.

Rufus
System Mechanics
Focus attack does not have a hurtbox designated during the active frames. It is entirely based on model + animation.
Move list priority is incorrectly set. Back throw is higher priority than focus. This allows for focus absorb armor cancel back throw. New to USF4
Normals
Dive kick when done from a back jump has a different pushbox than from a forward jump or neutral jump(may be intentional)
It is not possible to chain into close LK (may be intentional)
DF+MK does not have a hurtbox designated at any point during the attack, hurtbox is entirely based on model + animation.
On block Target combo builds and grants opponent 66.6% of the “on hit” meter instead of 50%
Specials
Followups after an EX Messiah Kick build meter on hit/block/startup (May be intentional)
All Galactic Tornadoes do not have a hurtbox designated at any point. All hurtboxes are entirely based on model + animation.
All Messiah Kicks and Followups do not have a hurtbox designated at any point. All hurtboxes are entirely based on model + animation.
Snake Strike can trade and still result in a counterhit. It is still in a counterhit state during the first 4F active frames.
Snake Strike causes more knockback on counterhit vs airborne opponents than on a regular hit. This means that you can get less damage on a counterhit Snake Strike as it will knock opponents out of the remaining hits.
On block All Snake Strikes build and grant opponent 62.5% of the “on hit” meter instead of 50%
On Block the first hit of all Galactic Tornadoes build and grant opponent 80% of the “on hit” meter instead of 50%
On Block All Messiah Kicks (and the last hit of EX Messiah Kick) build and grant opponent 30% of the “on hit” meter instead of 50%
On Block all Messiah Kick Followups build and grant opponent 66.6% of the “on hit” meter instead of 50%
Super/Ultra
U1/U2 does not gain proper counterhit damage bonus (was not reduced to match new lower damage values) New to USF4
On block Super combo grants opponent 25% of the “on hit” meter instead of 50%
On block U1 grants opponent 25% of the “on hit” meter instead of 50%

Ryu
System Mechanics
The hurtbox position on a level 3 Focus attack’s active frames is different than on level 1 and level 2 focus or a level 3 EX Focus
Normals
None of Ryu’s close standing normals have hurtboxes designated at any point during the attack. They are instead based entirely on model and animation.
Specials
Hadoken does less than normal chip damage. (Was intentional. However when Capcom upped Ken’s fireball from 60 to 70 they increased the chip but not Ryu’s. Thought it might be an oversight.)
Tatsus do not have hurtboxes designated during startup frames. They are based entirely on model and animation during these frames.
Tatsus build and grant opponent 66.6% of the “on hit” meter on block instead of 50%
Air Tatsus cause more knockback on counterhit than normal hit, this prevents some followups.

Sagat
System Mechanics
Techable window for Forward Throw is 1F shorter than normal[Fixed in Dec 13th 2014 update]
Normals
Far and Close sLK can trade and still result in a counterhit. 1st active frame still considered in a counterhit state.
F+LK does not have a hurtbox designated during startup frames. It is based entirely on model + animation during these frames.
F+HK does not have a hurtbox designated during startup frames. It is based entirely on model + animation during these frames.
Specials
EX Tiger Knee builds meter on the first attack on hit or block. New to USF4 Fixed in Oct 15th 2014 Update
EX Tiger Upper (and Angry Charge EX Tiger Upper) 1st hitbox is not set like his other Tiger Uppers and just uses the fist itself (May be intentional)
EX Tiger Upper (and Angry Charge EX Tiger Upper) do not cause proximity blocking.
Low tiger shot and high tiger shot have the same Super combo cancel frames (14-15F) even though the startup on high tiger shot is 1F faster. This means that a low tiger shot - EX FADC will have 1F more frame advantage than a high tiger shot - EX FADC.
High Tiger shot is in a counterhit during the first active frame. You can trade with the attack and still be counterhit.
Tiger Knees do not have a hurtbox designated during startup, they are based entirely on model + animation during these frames.
On block Tiger Knees build and grant opponent 62.5% of the “on hit” meter instead of 50%
Supers/Ultras
Ultra 1 can consistently hit with the tiger knee portion and then miss the upper cut juggle portion mid screen. New to USF4
On block Super builds and grants opponent 25% of the “on hit” meter instead of 50%
On block UC1 builds and grants opponent 25% of the “on hit” meter instead of 50%
UC2 seems to have an odd issue during specific frames where jumping over Sagat and attempting to attack him during certain frames will result in passing through him entirely harmlessly.

Sakura
System Mechanics
Crouching reeling animations can cause many attacks to miss, especially after heavy attacks or jump ins.
During forward dash Sakura’s head pushbox gets in the way causing her to be significantly farther from the opponent than if she just walks forward. This has been adjusted before for some characters (Cody and Makoto) so it may be intentional.
Level 3 EX Focus attack has a different hitbox size than Level 3 Focus attack
Normals
Far LK when chained has 1F slower startup than normal far LK.
F+MK hurtbox is extended 2F before the move becomes active.
Specials
EX Shouken still can drop if hitting outstretched limbs despite improved hitbox New to USF4
The startup on EX Sakura Otoshi’s first followup is 1F slower than any other Otoshi followup (May be intentional) New to USF4
All Sakura Otoshi’s and followups do not have hurtboxes designated during any point. They are all entirely based on model + animation.
EX Hadoken does not have a “Can cross up” flag, this makes it harder to hit as a meaty on wakeup as it can’t hit behind an opponent’s center line.
All Air Tatsus cause more knockback on air counterhit than on normal air hit which causes followups to whiff sometimes.
On Block EX Tatsu builds and grants opponent 71.5% of the “on hit” meter instead of 50%
All Sakura Otoshi’s build and grant opponent 66.6% of the “on hit” meter instead of 50%

Seth
Normals
crLP when chained has a different hitbox position/size than when not chained.
crMP gets +4F additional frame advantage on counterhit instead of the normal +3F for mids.
far HP only has a hurtbox designated for 1-8F of the startup. Remaining frames of the move are entirely based on model animation. (May be intentional)
Dive Kick and headstomps can be performed with negative edge (does not match any other normals or command normals)
FJ MK when hit at any point during the move will grant opponent a counterhit[Fixed in Dec 13th 2014 update]
Specials
EX Sonic Boom Seth is in a counterhit state even after the first sonic boom has become active (may be intentional)
Ex Tanden Engine, hitting an airborne opponent who is not in a juggle state will cause subsequent attacks to add to juggle count as though they were airborne even though the opponent is grounded. This means attacks such as Seth’s crHP will only get 1 hit and then whiff the 2nd hit instead of getting both hits. Only occurs when hitting an opponent who is not already in the middle being comboed (such as hitting Ryu during his tatsu)
Super/Ultra
Super combo only the final hit can be delayed standing [Fixed in Aug 8th 2014 update]
On block Final hit of Super combo grants the opponent 25% of the “on hit” meter gain value meter instead of 50%.
Super combo vacuum effect does not break armor, this is unlike other vacuum effects which all DO break armor. (may be intentional)
UC2 grants the opponent same amount of meter on block as on hit instead of 50%.

Thawk
System Mechanics
Canceling a backdash into a reversal OK move will come out 3F slower after the backdash has already recovered. The cancel occurs on 29F but the backdash recovers on 26F
Techable window for Forward Throw is 3F shorter than normal[Fixed in Dec 13th 2014 update]
Holding forward or backwards before pressing UP results in a different jump distance than pressing up+forward together. There is a problem with the pre-jump animation scripts (may be intentional)
Normals
close LP chain cancel window is 1F longer than the recovery. If you input another light attack right after the LP has recovered fully it will still come out as a chained version.
Most of THawk’s jumping normals only have a hurtbox designated for one small part of the body, the remaining parts are based entirely on model + animation. (May be intentional)
Angled Jump LP has no hurtbox designated during any point of the attack, it is entirely based on model + animation.
Specials
Condor dive can hit or be blocked and not have the recoil animation play if it hits close enough to the ground (such as an opponents feet)
On block Condor Dive builds and grants opponent 66.6% of the “on hit” meter instead of 50%
On Block Condor Spire builds and grants opponent 66.6% of the “on hit” meter instead of 50%
The 2nd hit of EX Tomahawk Buster causes different knockback physics when connecting as a counterhit.

Vega
System Mechanics
Reeling animations while crouching can cause many characters attacks after to whiff. This is mostly with heavy attacks or jump ins.
Mask pickup command overlaps with some inputs. New to USF4
Normals
crouching HP does not have a hurtbox designating for the last 2F active. It is based entirely on model + animation during those frames. New to USF4
DF+MK the last startup frame does not have a counterhit state (You can stuff the attack during startup and not get a counterhit when fighting him)
Specials
MP Rolling Crystal Flash cannot be EX Red Focus canceled on block New to USF4 Fixed in Oct 15th 2014 Update
MP Rolling Crystal Flash hitbox position results in it whiffing first hit when canceled from most medium attacks vs most of the cast.
EX Flying Barcelona the last startup frame during the rising knee portion does not have a counterhit state (You can stuff the attack during startup and not get a counterhit when fighting him)
On Block All Rolling Crystal Flash on block builds and grants the opponent 80% of the “on hit” meter gain value instead of 50% meter during the rolling portion of the attack. Final hit grants 66.6% of the “on hit” meter gain value instead of 50%.
LK Scarlet Terror on block builds and grants the opponent 66.6% of the “on hit” meter gain value instead of 50% meter
MK/HK Scarlet Terror on block build and grants the opponent 80% of the “on hit” meter gain value instead of 50% meter
EX Scarlet Terror on block grants the opponent 80% of the “on hit” meter gain value instead of 50% meter.
In very specific situations EX FBA will whiff on cornered characters who are crouching.
Super/Ultra
Flying Claw Special on block grants the opponent 25% of the “on hit” meter gain value instead of 50% meter.
On air hit the rising knee portion of Super combo knocks the opponent too high to followup. New to USF4 [Fixed in Aug 8th 2014 update]
Super combo on successful rising knee hit does not allow direction choice for the izuna drop followup. Always goes towards wall jump direction unlike EX Flying Barcelona or when you do an Izuna drop without the knee part hitting. New to USF4
Combos into Flying Barcelona Special > Rolling Izuna Drop against cornered opponents are not working properly after the patch . Some characters, like Rose and Abel, require specific spacing/moves in order to be able to make the juggle work. While others, like Ryu, can’t be combo’ed by [crMK crMP xx Super]; [clHP crMP xx Super]; [RCFs (last hit or not) xx Super]; [clMK crLP crMP xx Super] or [crLP crLP crMP xx Super] at all as Vega reaches the ground before being able to grab the opponent. New to USF4 Fixed in Oct 15th 2014 Update
Trading with Vega’s grab portion of the Super will freeze the opponent in place for the entire round. [Fixed in Dec 13th 2014 update]

Yang
System Mechanics
Forward dash recovery is 1F longer than the reversal cancel window. Dash is 18F but can cancel into reversal OK moves on 17F
Backdash recovery is 2F longer than the reversal cancel window. Backdash is 27F but can cancel into reversal OK moves on 25F
Normals
close, crouching, and far LP cancel windows for chaining is 2F longer than the recovery for the attack itself. If you input another light attack right after the LP has recovered fully it will still come out as a chained version. (This also applies to Seiei Enbu versions)
close MP only gains 2F additional frame advantage on counterhit instead of the standard 3F for mids and heavies. (However it naturally has higher hitstun than most mids so it may be intentional) (This also applies to Seiei Enbu versions)
far MP only gains 2F additional frame advantage on counterhit instead of the standard 3F for mids and heavies. (This also applies to Seiei Enbu versions)
crouching MP causes more hitstop/impact freeze on Yang than it does the opponent, this is highly uncommon so I’m not sure it’s intentional. Usually it’s equal or causes more to the opponent. (This also applies to Seiei Enbu versions)
crouching MK gains no additional frame advantage on counterhit. (This also applies to Seiei Enbu versions)
crLK when chained into has a different hurtbox than normal crLK
crMK does not gain any additional frame advantage on counterhit[Fixed in Dec 13th 2014 update]
The B+HP part of Target Combo 2 has the hurtbox extended 1F before the move becomes active. (This also applies to Seiei Enbu version)
The Dive Kick part of Target Combo 3 does not have a hurtbox designated at any point during the move, it is entirely based on model + animation. (This also applies to Seiei Enbu version.)
Target combo version of closeMK has a different hitbox than the normal version (Did not get adjusted like the normal version did. This also applies to Seiei Enbu version. May be intentional)
chained farLK / closeLK startup was not adjusted to match normal farLK / closeLK [Fixed in Aug 8th 2014 update]
Specials
Mantis Slashes can be EX FADC’d but not super canceled (may be intentional)
Mantis Slashes do not have a hurtbox designated during startup frames, they are based entirely on model + animation. (This also applies to Seiei Enbu versions)
Mantis Slash Followups input will not be recognized during most of the startup frames of the attack. You can ONLY input the followup during the last 2 startup frames, the active frames and the recovery frames. This does not apply to EX Mantis Slash so I doubt it’s intentional. (This also applies to Seiei Enbu versions)
If the third hit of LP or HP Mantis Slashes connects as a counterhit vs an airborne opponent it will cause different knockdown physics than a normal hit vs airborne. (This also applies to Seiei Enbu versions)
On Block The third hit of MP Mantis slash builds and grants opponent 25% of the “on hit” meter instead of 50%
The rolling portions of MK/HK/EX Senkyutai do not have a hurtbox designated at any point, they are based entirely on model + animation. (This also applies to Seiei Enbu versions)
EX Senkyutai does not have a hurtbox designated at any point during the move, it is based entirely on model + animation.
The third hit of EX Senkyutai grants the opponent the same amount of meter on hit as on block instead of 50% less on block.
Soshada (palms) do not accept a super or EX focus input buffered during their the first half of their startup frames. (This also applies to Seiei Enbu versions)
Seiei Enbu
crLK in Seiei Enbu has a different hurtbox than normal crLK
Ultra
U2 Roll and startup portions do not have a hurtbox designated, it based entirely on model + animation.

Yun
System Mechanics
Backdash recovery is 4F longer than the reversal cancel window. Backdash is 27F but can cancel into reversal OK moves on 23F
Level 3 EX Focus attack has a different hitbox and hurtbox than levels 1-3 of regular focus attack.
Using Summer Costume with Taunt 10 causes Target Combo 5 sLK to come out when inputting the Taunt command. This allows TC5 from far away as well as allowing focus canceling to TC5.[Fixed in Dec 13th 2014 update]
Normals
closeLK and farLK have slightly different hurtboxes despite being otherwise identical (may be intentional) (this also applies to the chained versions)
the 2nd hit of crHP will whiff of some characters who are crouching due to reeling animations.
the chained version of crLK has a different hurtbox than the normal version of crLK
Target Combo 2 can be Super canceled even on whiff (may be intentional)
The hurtbox on the B+HP portion of Target Combo 4 is extended 3F before it becomes active.
closeMP only gains 2F additional frame advantage on counterhit instead of the standard +3F for mids and heavies.
close HP only gains 2F additional frame advantage on counterhit instead of the standard +3F for mids and heavies.
far HP only gains 2F additional frame advantage on counterhit instead of the standard +3F for mids and heavies.
crouching MP only gains 2F additional frame advantage on counterhit instead of the standard +3F for mids and heavies.
The first hit of crouching HP only gains 2F additional frame advantage on counterhit instead of the standard +3F for mids and heavies. (This also applies to target combo version)
The 2nd hit of crouching HP does not gain any additional frame advantage on counterhit. (This also applies to target combo version)
F+MK only gains 2F additional frame advantage on counterhit instead of the standard +3F for mids and heavies.
F+HP back hand hitbox causes a different juggle physics when hitting counterhitting an airborne opponent vs or regular hitting an airborne opponent or compared to the forward hand. All 3 cause different knockdowns
Specials
LP Zesshou Hohou (Lunge Punch) does not buffer EX FADC inputs during the first 3F of startup.
All Lunge Punches can be EX FADC’d but not super canceled (may be intentional)
The hurtbox on LP Lunge Punch remains extended for 4F after active frames have ended.
The hurtbox on MP Lunge Punch remains extended for 3F after the active frames have ended.
EX Lunge Punch cannot be EX FADCed during the last 4F active frames.
The hurtbox on Kobokushi (palm strike) remains extended for 5F after the active frames end (I believe this is left over from when the active frames were reduced by 5F in AE2012)
The hurtbox on EX Palm remains extended for 9F after the active frames end
LP Tetsuzanko (Shoulder Slam) sets the juggle count to 99 if it hits an airborne opponent and it is the first hit to cause a knockdown. Seems odd given how you can juggle into and out of this otherwise fine.
EX Shoulder slam 2nd hit sets the juggle count to 99 if it’s the first hit to cause a knockdown in a combo, however if you juggle into it then it’s fine.
Genei Jin
During Genei Jin if you hit Yun out of the recovery frames of a whiffed Tenshin command throw it will grant a counterhit New to USF4 Fixed in Oct 15th 2014 Update
Throw range for Genei Jin version of Tenshin does not match the throw range for regular Tenshins New to USF4 Fixed in Oct 15th 2014 Update
During Genei Jin, target combo 5 buffered into specific specials causes a side change pass through on some characters.
Genei Jin close LK and far LK have a smaller hitbox than normal close LK and far LK (may be intentional)
Genei Jin close MK has a smaller hitbox and larger hurtbox than normal close MK (may be intentional)
Genei Jin Far LP has a smaller hitbox and larger hurtbox than normal far LP (may be intentional)
Genei Jin Far MP has a larger hurtbox than normal far MP (may be intentional)
Genei Jin far MK has a larger hurtbox than normal far MK (may be intentional)
Genei Jin crouching MP has a larger hurtbox than normal crMP (may be intentional)
Genei Jin crouching LK has a larger hurtbox than normal crLK (may be intentional)
Genei Jin crouching HK has a larger hurtbox than normal crHK (may be intentional)
Genei Jin neutral jumping LP has a larger hurtbox than normal neutral jumping LP (may be intentional)
Genei Jin neutral jumping LK has a larger hurtbox than normal neutral jumping LK (may be intentional)
Genei Jin Neutral jumping MK has a smaller hitbox than normal neutral jumping MK (may be intentional)
Genei Jin Neutral jumping HK has a smaller hitbox than normal neutral jumping HK (may be intentional)
Genei Jin angled jumping LP has a larger hurtbox than normal angled jumping LP (may be intentional)
Genei Jin angled jumping HP has a different hitbox than normal angled jumping HP (may be intentional)
Genei Jin angled jumping LK has a larger hurtbox than normal angled jumping LK (may be intentional)
Genei Jin Angled Jump MK has a different hitbox than normal angled jump MK (it did not received the crossup buff or active frame change) New to USF4
Genei Jin Angled Jump HK has a different hitbox than normal angled jump HK (may be intentional)
Genei Jin F+MK has a larger hitbox and hurtbox than normal F+MK (may be intentional)
Genei Jin F+HP has a larger hurtbox than normal F+HP (may be intentional)
Genei Jin L/M/H Dive kicks have a larger hitbox than normal dive kicks (Probably intentional)
Genei Jin Target combo sLK has a smaller hitbox than normal sLK (may be intentional)
Genei Jin HP Tetsuzanko (Shoulder Slam) is in a counterhit state during the first 2F active frames. It can trade and still result in a counterhit.
Genei Jin Shoulder Slam all versions first hit grants the opponent no meter on air hit unless it’s a counter hit. All versions first hit grant the opponent half of normal meter on crouching counter hit.

Zangief
System Mechanics
Head pushbox gets in the way during standing and forward walking causing inconsistencies in distance for many character’s attacks as well as his own.
Holding forward or backwards before pressing UP results in a different jump distance than pressing up+forward together. There is a problem with the pre-jump animation scripts (may be intentional)
Normals
Far LP when chained has 2F less recovery than when not chained. (+8 on hit vs +6)
The last 2F of the normal version of far LP cannot be canceled into chain lights.
The hurtbox on far LP is different than the chained version of far LP
far LK can be special/super canceled 1-6F even on whiff instead of 4-6F on hit/block only. (May be intentional)
The hurtbox on crouching HP is extended 1F before the move becomes active.
Angle Jump LP does not have a hurtbox designated at any point during the attack. It is based entirely on model + animation.
Angle jump MK hurtbox is extended 3F before it becomes active (may be intentional due to the sharp downward angle)
Specials
Banishing Flat’s hurtbox is extended 2F before it becomes active
The proximity system on Running Bear Grab can cause it to whiff due to some characters pushboxes getting in the way but not being in range to reach.
Running bear grab does not have a counterhit state during the run portion (May be intentional as most command throws do not have counterhit states)
On Block Banishing Flat builds and grants opponent 66.6% of the “on hit” meter instead of 50%
Both Lariats cause a different type of knockdown on the later hits than on the first hit (Likely intentional, but I’m not sure.)
On Block 3K Lariat builds and grants opponent 66.6% of the “on hit” meter instead of 50%































https://pbs.twimg.com/tweet_video/BtAAiICCcAE-eT8.mp4


Thought I should mention it again in the appropriate thread this time since this bug is still a major pain when I attempt to do it in tournaments (only to get punished and burning 3 bars).

Thought about it, realized it’s simply the game working exactly how it’s supposed to. You can cancel into super on any frame before the last 3 hits as long as the attack has hit. That is how most moves work actually, you don’t have to cancel specifically on the frame the attack hits. Sometimes doing a delayed cancel intentionally can get you a combo you couldn’t get otherwise (Cody’s crHP xx HK Ruffian on some chars, doing extra loops of sonic booms with Guile.)

So when you hit an attack what happens on the next frame? The opponent recovers a by 1F as do you, and so on. If you cancel late enough after one hit connects but before the next hit there isn’t enough frame advantage left for the move to combo to focus attack.

Take a look at HP HHS frame data

9/2(4)1(3)2(4)1(2)2(4)1(3)2/13

So say you hit the 3rd hit on the first active frame, 9/2(4)1(3)**2(4)**1(2)2(4)1(3)2/13 . That’s a 6F window for the cancel to be input. You input it right on the same frame it hits the Focus attack starts up on the very next frame. However you have 5F from the frame it hits to the next active frame. Say you input it on the frame right before the 4th hit connects, you’ll have 5F less frame advantage when the focus starts resulting in it being blocked.

Every hit in HP HHS has 24F hitstun. Level 1 focus is 21F startup. That only allows for a 3F window to cancel for an EX RF to hit. Hits 1~3 of HP HHS all have a larger than 3F window to cancel before the next hit connects.

I hope that rambling explanation makes sense. Bottom line: working as intended, just not as ideal.

Weird bug found, Rose’s closeMK remains throw invincible for 2F after the move has “recovered” as long as you leave the stick in neutral, similar to Makoto’s neutral throw invincibility quirk.

Genei Jin Shoulder Slam all versions first hit grants the opponent no meter on air hit unless it’s a counter hit. All versions first hit grant the opponent half of normal meter on crouching counter hit.

Bug I missed.

“Dash_H” effect is lost since v1.04. v1.03 still has it.

This isn’t very clear, what exactly does this affect and on whom does it change things?


In other news, the thread is now up to date with 1.05 changes on fixed bugs.

I thought this is already well-known but no one care to address that out. At least one ever used OnoTool must know what I am talking about: Ono tool, under Scripts - ETC - “Dash_H” is one of the GFX2 graphic effect.

This particular one deal with dust effect. Eg: when shotos release a fireball or dragon punch, there should be dust on ground blew from character to his/her back. This bug applies for each character because this is a general basic graphic effect shared by the system associate everyone.

Try Hadoken or DP with PC version’s USF4 v1.04 and v1.05 you will realize no dust. This is an version bug which has nothing to do with edition select. For example, even you select vanilla edition Ryu, or try the “Trial” mode which is using Super Street Fighter IV’s bac/bcm, you still cannot see any “Dash_H” dust
Hope that is clear enough for you :slight_smile: