USF4 | Unlisted Changes

Hey guys, I made this android app for USF4 and AE2012 frame data and matchup notes. It’s absolutely free.
https://play.google.com/store/apps/details?id=com.framedata.faviewer
I have updated it with the unlisted changes that you guys have posted. I haven’t included yet those that request a test. I will try to check this thread regularly and update the app.
Please let me know if you find any errors.

That Dhalsim b+:mk: pushback adjustment accident is probably the funniest change in the game I’ve seen so far, I actually kind of wish it’s pushback was like that all the time, or since that’s kind of a ridiculous amount at the very least have the pushback against crouching increased from it’s current state to the same ammount as against standing but with both having less pushback than how it is currently against standing opponents so that more of Dhalsim’s combos would actually work like they’re supposed to.

Not important but Gen HK and EX Gekiro seem to also be copypasted and then slightly adjusted. During HK Gekiro he now says the thing he used to say during EX and vice versa.

that’s more damage than Ryu gets for SRK > FADC > Ultra 1

ill try to do the videos, havent got the time recently :frowning:

Found something weird with Akuma. The Abel specific combo doesn’t work anymore. I’m not sure whether if the hitbox of his sweep has been shrunken during a specific active frame(s) or if it has to deal with his “new” lk tatsu putting the opponent in a weird juggle state.

Focus attack (level 2 or 3), dash forward cancel, cr. mp x3, lk tatsu, sweep

Using 2012 Akuma the sweep connects after tatsu on 2012 and Ultra Abel. Using Ultra Akuma the sweep whiffs on 2012 and Ultra Abel. I’ve tried for like the last 30 minutes and couldn’t get the sweep to connect with Ultra Akuma.

The OP says LK Tatsu has a wider hitbox now, that’s probably why. I guess it used to hit meaty, but now it hits sooner, which means you don’t have time to combo the sweep.

Updated OP with something I spotted for Guy I need tested.

Added invincibility to ultradata in a really shitty almost unreadable way.

If Ken’s cr.mk hurtbox is reverted back to super status, is that a buff or a nerf to the move because I don’t know what that move was like in super.

It’s a buff. I was trying looking through Dantarion’s site to find out why Ken’s cr.MK seemed better than AE2012. What I found out was they changed the script to use “2MK” (Super) instead of “2MK_NEW” (AE). Myself and street11 tested it using USF4 Ken against AE2012 and found there is a range where USF4 Ken’s cr.MK will always beat AE2012 Ken’s cr.MK not trade but flat out beat it.

This is Ken’s cr.MK hurtbox in AE and AE2012 as you can see the horizontal hurtbox extends past the hitbox in this version.

This is Ken’s cr.MK in Vanilla SF4, Super and USF4 the horizontal hurtbox (green outlines) does not extend past the hitbox which explains why USF4 Ken’s cr.MK beats AE and AE2012’s cr.MK

Akuma, Oni, Evil Ryu’s horizontal hurtbox is behind the hitbox similar to Vanilla, Super and USF4 Ken

http://i.imgur.com/0sEQJdT.jpg

http://i.imgur.com/tbdk3fY.jpg

http://i.imgur.com/8qQcZ.jpg

Here is Ryu’s in Vanilla and Super probably Ryu’s strongest versions. His cr.MK had a shorter hurtbox along with being a 5 active frame move

http://i.imgur.com/AuQOIpv.jpg

Here is Ryu’s in AE, AE2012 and Ultra. In AE the move only had 3 active frames and it had this hurtbox added, it was by far the worst version of Ryu’s cr.MK. This move was changed back to 5 active frames in AE2012 but the hurtbox was never adjusted. It is still like this in Ultra SF4

http://imgur.com/hZCXRwb.jpg

On the topic of Ken’s cr.MK in Ultra. Although they are using the script from Super, the file was altered so the move has recovery frames added and active frames decreased. In other words the frame data is identical to AE2012 but the hurtbox/hitbox is from Super.

@shinebox and yet even then AE2012 Ryu’s crMK is STILL one of the best normals in the game :stuck_out_tongue:

Thank you for the very detailed answer.

@everyone, is there any data missing that you would like to see?

What’s the changes on Guile’s sonic booms? I can’t seem to figure out what changes they applied.


Is there a way for a non-coder/programmer like me to make sense of or utilize UltraDiff? I’m on your site right now and it’s all hieroglyphics to me lol.

Can someone add that Vega’s U1 on the way from the wall towards the opponent will get hit by all projectile Ultras (minus Dan’s) if the mash it as soon as the see the ultra flash. It is a bad bug as he is getting hit with a projectile from a projectile invincible state. --__–

I made a video about it. https://www.youtube.com/watch?v=vc6honik2aU

I think this bears having a look.

Not a bug, happens in AE2012 too and I can explain exactly what is happening for you pretty simply: Your ultra dive is considered to have whiffed as your dive “connected” during the opponent’s ultra’s invincibility frames but couldn’t hit so the attack immediately goes into it’s “miss” script which Vega has no projectile invincibility. The reason it doesn’t happen vs Dan is because Dan’s U2 has a 7F gap during startup where he has no invincibility (you can actually counterhit him out of U2 startup).

It’s always slightly amusing to me when, during the witch hunt for unlisted changes between updates, people find out things they never knew about their character and think it’s new. This isn’t a jab at you, this happens to almost everyone at some point :wink:

Not a bug. Claw’s active and projectile invulnerable frames are happening as Ryu is in his own invulnerability frames. Claw falls harmlessly to the ground once his active frames are done and eats the super as he has no projectile invulnerable frames after the move is over. Notice that he is not being hit out of the air and is taking everything while grounded. This is normal and has been in the game since 2008.

Since you guys have access to hitboxes is it possible to get pictures of Hakans j.mk hitbox change? I’d like to see the visual change (and I could use a good laugh).