USF4 | Unlisted Changes

Updated main post, found something for Cammy. Though completely inconsequential it’s SOMETHING and it means there is now an unlisted change for EVERY character.

Guy’s HK was reduced, however I think Capcom themselves got the data wrong, if you look at this AE frame data, it is listed as 8/3/17 = 28, In Ultra they removed 1 frame of recovery and listed his original was 16… which is wrong, meaning guy’s HK should be 7/5/16 instead of 7/5/15. Which means the frames in total would be 28. Meaning Guy’s HK lasts the same amount of frames in total.

BTW the list in first post says Ken’s EX tatsu is overhead. Should be EX air tatsu, methinks?

Yeah.

@Eternal you are absolutely awesome for doing all of this.

Gouken’s EX Tatsu no longer does 200 damage on hit. It does 197. Obviously not much of a difference, but still a change. Also, his crouching fierce punch seems to have a a ridiculously better hitbox when anti-airing. A lot of jump-in attacks that I used to trade with normally are no longer trading. Gouken is beating them out completely.

I dunno where you got your frame data from but on the srk wiki (and eventhubs) AE Guy’s far HK is 8/3/16. Also you have to remove 1F when doing total frame counts. The last startup frame is the first active frame so the actual frame data for AE Guy is 7F startup (hits on 8th frame) 3F active 16F recovery = 26F total.

The new frame data is 6F startup (hits on 7F) 5F active 15F recovery. That said I did realize I made a mistake on my reading his frame data changes and need to see if he is +4F on hit now or 0F on block.

files show absolutely no change to crHP (remember some characters hurtboxes were increased on jumping attacks, plus you could just be timing it better it’s a very good AA.)

There is no reason EX Tatsu should be doing 197 unless you are doing it in a combo or the opponent is having low health scaling taking effect. Test more in training mode vs full health dummies because there was no change to the damage.

^^^ I was mistaken about EX Tatsu. At full health it does indeed do 200 damage. My apologies. I must not have been paying attention to the amount of health my training character had at the time I noticed the scaled the damage.

In regard to cr.fp, I’ll take your word for it but it definitely feels improved. I understand that it’s a great anti-air tool, I use it constantly. But i feel like I’ve been hitting it clean (without trading) with increased success more recently than I had in the past.

Thanks for contributing though! I double check stuff anyone brings up, I’m not infallible so I could miss / be mistaken and if someone brings it up I want to make sure. Like with Guy’s far HK I was wrong about them not reducing recovery, they did but it looks like they also made him have less self hitstop on block so he might have more frame advantage.

Hey Eternal, i noticed you haven’t added the unlisted change to Balrog’s Ultra 1. After you connect headbutt, Balrog has a new variation of his juggle which was never possible before and does slightly more damage.
The new juggle after headbutt is (K P K P K). This new variation causes the last big uppercut to get all 3 hits, resulting in slightly more damage.

The old juggle was (K P K K K). In the old juggle, the last big uppercut only hit twice.

I’ll look more into it, I had noticed someone mentioned it but I thought they were just talking about how you can change the ender and the new ender has different properties than the old ender which I figured wasn’t really an “unlisted” change since they mentioned the new ender option in his notes. If they changed the last kick version that was unlisted.

Yeah, somebody in one the main threads was talking about how they actually fixed it so that the uppercut ender always hits when you’re grounded now anyway, even if you max range catch a Shoto’s extended limbs when they’re fireballing, meaning you never actually need to do the straight ender.

I don’t know what was actually changed though.

Has Yangs st hk hibox been buffed seems easier to antiair with it and has that rumor or w/e been confirmed about every move having its hitstop increased by 1 frame?

No change to HK, probably just due to increased walk speed + buffs to Yang’s ground game making it easier to anti air. the hitstop change rumor was refuted not longer after it came out. However, like so many rumors, it sticks around in the FGC. Hitstop was not adjusted at all except on specific moves to make them safer/less safe.

how about gens mantis crouching lp. i believe its had a hit stop adjustment but i dont think anything else about it is different

I HAD added this to the unlisted changes but I think I accidentally removed it when cleaning up parts of the list. @street11 explained it, they upped the hitstop on it for himself and the opponent, the frame advantage is the same but it feels different (meaning you need to relearn the timing for crLP - sHP but the link is still 2F) and gives him a bit more time to build charge (you build charge for Crane stance moves even if you are in Mantis stance FYI. sMP(mantis) - sMP(mantis) - crMP (crane) - Rolls is a legit combo you can do if you have the execution.

However due to how the game handles the hitstun/stop calculation for specific numbers it caused an unintended buff. crLP was +6F on counterhit now it is +7F. Other than that though it’s functionally the same.

cr.LP-st.HP is 1f link, and st.MPx2-crane cr.MP cannot be done cuz of pushback :wink:

But that’s not the main point of the post.

Here are what consequently happened in-game due to cr.LP having 2f more self hitstop and giving more hitstun to the opponent:

  • 2f more charge time on contact (already mentioned by Eternal), and having 2f more to hit confirm
  • +7 on CH (already mentioned by Eternal)
  • 2f longer window to cancel into Special/Super (Hands only if chained)
  • better on trade due to it giving the opponent more hitstun
  • more susceptible to Focus due to Gen having a longer hitstop and the opponent’s hitstop staying the same

My suspicions are Capcom changed it to give more charge time for roll.

BTW I do not think I mentioned this here yet:
If you knock down the opponent to the corner, and you do a meaty jump-in, the opponent can always block it as front. If it was a cross-up before, the opponent can block it both ways, and if it was an unblockable the opponent can block it front. I only tested with Gen since I do not know other characters’ setups, but I can guarantee that every single cross-up/unblockable done by Gen, including Oga, can be blocked as front in the corner, as long as they’re meaties.

EDIT: From my testing, I think it can be blocked both ways if I delay the meaty by 1f (so no longer a meaty, and instead hits the opponent 1f after he wakes up), and it becomes a cross-up if I delay meaty by 2f. I cannot guarantee this however.

@Eternal‌

where do you get your info for AE characters ?

Where I said I would probably have to.

http://watissf.dantarion.com/json/ + a text difference checker

wow I was http://watissf.dantarion.com/sfultradiff/ instead on this one :I

Updated main post with something I spotted, they didn’t fix the state settings on Guy’s far HK change so hitting on the first active frame will still count as a counterhit state as he is still in a counterhit state 1-7F like he was in AE2012.