USF4 | Unlisted Changes

So you can counterhit trade with the move? That’s always nice to know.

Yeah, there are a lot of moves where hitting the character during the first active frame results in a counterhit even though they’ve already finished startup frames. Cody’s far LP works that way for instance.

It’s because they turned one of the startup frames of Guy’s far HK into an active frame but didn’t change the counterhit frames to reflect that.

Also spotted something for Cody they forgot to do (of course). Chained versions of Cody’s sLP/crLP with knife did not get the (useless) air reset juggle potential buff.


Just realized dantarion was using the 1.06 data for all of his comparisons meaning that I will need to double check Cody, Deejay, Dudley, Juri, Ryu, and Sagat because some of the changes aren’t AE2012 -> USF4 but AE2012 -> AE2012 1.07

The Cody fireball new hitbox was for the issue where after a focus crumple - dash forward EX Badstone would just pass through Sagat. Juri’s clsMP pushbox was added then too because she could do a jump in - clsMP - and then be on the other side of some characters like Balrog after the clsMP connected. Should only be those 6 characters that I need to recheck though since otherwise the rest didn’t have any changes.

Onis stand fierce hitbox reduced. Attacks that would be stuffed now phase right through his hand.

Files show absolutely no change to either sHP or F+HP. What attacks are you talking about and what situations? Can you replicate it in a video using both USF4 Oni and AE2012 Oni? How many times did you test this theory?

i’m dropping blanka combos after not playing him, I bet they reduced some stuff of his frame advantages @_@

nvm I was playing my brother, he was probably switching in a bunch of empty jumps with his jump ins with evil ryu.

seth changes
focus attack range is shorter
crhp or dash is faster now fadc crhp combos possible on everybody
blanka change (not 100% sure ) 1more frame to input electricity

Nothing else for makoto?

@‌eternal
While I was doing some set up testing with poison I found something interesting. Hopefully you can shedd some light.

The set up was
back throw, instant forward jumping lk

What I mean by instant jump in is holding up+forward during the throw animation to jump on the first possible frame.

Now this worked against a whole bunch of reversal options etc etc.

But what was interesting was this set up whiffs entirely on hakan. Like as if hakan rises slower then everyone else. For everyone else if they woke up blocking then they blocked, but before hakan can block the j.lk whiffs and poison is then grounded.

Maybe hakan wakes up slower or maybe his hurt box isn’t colliding with the j.lk during his rise or Idk. … Hopefully you can help

Hakans rises a lot later (like 6 frames or so) from specific hard knockdowns,like makoto’s back throw

hitboxes/“floatiness” effect knockdown times. Blanka’s f.throw ends up having 5 knockdown tiers. shotos/fuerte/juri/rufus/someone i forget(-1f), most everyone else(0f), cammy/sagat/decapre(+1f), blanka(+2f), then deejay(+3f). sagat/cammy/decapre/blanka are explained by their hardcoded slow wakeup time, but deejay is just goofy and weird and the shotos don’t make sense either.

STREET FIGHTER 4

Files show no change to any of those things. You need to be far more clear. Give me examples, what combo into FADC crHP didn’t work and on who? Did you test focus attack AE2012 vs USF4 using edition select or did you just feel it’s shorter? Did you try and focus an attack that had it’s hurtbox reduced like Dan’s fireball? ect ect

From Mago himself http://www.eventhubs.com/news/2014/jun/21/hashtag-magolong-and-malento-mago-dispenses-advice-playing-fei-long-and-rolento-ultra-street-fighter-4-twitter/

Shows that my findings on how LP Rekka functions now are indeed correct. Go me! <o/ (high five but no one else is there D:)

Wow why did we have to find this out ourselves?

[quote=“Eternal, post:232, topic:169429”]

Files show no change to any of those things. You need to be far more clear. Give me examples, what combo into FADC crHP didn’t work and on who? Did you test focus attack AE2012 vs USF4 using edition select or did you just feel it’s shorter? Did you try and focus an attack that had it’s hurtbox reduced like Dan’s fireball? ect ect

i play him alot in ae and i test him for a couple hours in trainingroom

maybe its wrong what i was writing and its the pushback on clhp or sonic boom ( not sure )
but u can combo now after clhp x sonicboom fadc a crhp on everyone
and that the focus is shorter i am not sure maybe its also because of the pushback
i was thinking that because its much harder now to get a crumple after a clhpxsonicboom fadc

Try it on Rufus and you’ll see it doesn’t work on everyone.

Btw, Abel’s far s.HK can also counterhit trade now.

@Eternal… I noticed with Ken’s cr.HK they have three files…

2HK_aer has one more frame of hitstun, changed the start up to 7 frames and left the blockstun the same. 7/3/21 -6
2HK has hit/block disadvantage added only to Ken’s sweep from Super/Vanilla/AE2012 8/3/21 - 6
2HK_NEW has two frames of blockstun removed from his Arcade edition sweep 7/3/22 -9

The move is really 7/3/21 -8

Remember the cr.MK and the test done?

Well
2MK 4/2/16 -4, -1 - this is the file from super modified for Ultra
2MK_NEW 4/3/16 -4, -1 this is the file from AE modified for Ultra

http://watissf.dantarion.com/ultradata/?CHAR=KEN

Are they using multiple files for one move? One file for the hitbox the other for the frames?

@shinebox If you look at other characters you’ll notice that they often updated old versions of moves that aren’t being used anymore. As for frame data it could simply be that the data they or we had prior to this was off 1F for recovery.

All that is important is what the name of the script they are using in the “moves” section. That dictates what is being used for what attack.

Also if you look at the bottom of that link you provided you’ll see Dantarion says flat out “this is really inaccurate” because it’s all done automated. Take all of those numbers with healthy skepticism.

@doopliss or @street11 I need you guys to test something for me: Can poison cancel her prejump frames on her Neutral Jump into specials/super/ultra/ect? Some one mentioned “none of the new characters can special cancel prejump” on eventhubs, which I looked into and it’s untrue HOWEVER by doing so I spotted a weird oddity in Poison’s files. Her Neutral Jump cancel list isn’t listed as “Jump_in” it’s listed as “4294967295”

She can’t on her fireball, that’s why ending a fireball with up+forward punch does a jump every time. Watch the combofeind char breakdown of poison to see him derp that a few times

@Eternal ill try to get everything fixed ASAP

Can someone please check what the cancel frames are for Cammy’s HP Hooligan into Cannon Strike? This move is unreasonably hard to perform consistently. It may even be a bug IMO.