I believe they’re coming with the console release.
hey eternal, i asked street about this in another thread, but whichever of you answers first, is there something different about gen’s giekro juggles? not the juggle points or whatever, but the actual physics. seems like characters are juggling much higher than they used to. like honda and gief always juggled extra high, but it seems like every character floats up more
Is it on HK/EX only or all of them? Because they flat out swapped HK/EX entirely. They basically turned HK into EX and EX into HK rather than just changing the timing for the cancels so it could be an unintended side effect of that and I could look into it later. If it’s all gekiro I dunno, I don’t recall seeing anything changed for attack tables for them.
I’m noticing it on the lk version most. But I think its different all around. I’ll double check.
Something has changed about Bison’s U1 or skulldiver (headstomp follow up). It’s really easy now to hit EX-skulldiver -> U1 using USF4 Bison, but the same inputs doesn’t even give enough charge for U1 using any previous version of Bison. Faster startup on U1 doesn’t explain it.
Nothing in dantarion’s change log jumps out at me as a viable explanation.
Something has changed about Bison’s U1 or skulldiver (headstomp follow up). It’s really easy now to hit EX-skulldiver -> U1 using USF4 Bison, but the same inputs doesn’t even give enough charge for U1 using any previous version of Bison. Faster startup on U1 doesn’t explain it.
Nothing in dantarion’s change log jumps out at me as a viable explanation.
I’ve never understood fully how the “inputs” part of the input section works when used in conjunction with a charge. In this case, U1 had it’s input motion changed and the first part (which is the charge requirement) had it’s input changed from “down” to “Down, neutral” (0004 -> 0005). My best guess is that it has to do with that. maybe @error1 knows.
@gilley
Was the Elena bug you described like this one for Evil Ryu?
The wording on your original description kind of sounds like this scenario. If so it’s a common issue that has to do with the origin point of the move. Elena may not actually be moving where her origin line is considered to be during the attack so the move just passes through you when it returns to neutral because she technically is still there.
If you look at these videos of Akuma
You’ll see a little yellow dot on the ground. That is the “center point” or origin point. That spot is where the game considers the characters location to currently be. If you look at the first video, you’ll see that during Akuma’s sweep the yellow dot stays put even though Akuma shifts very far forward. That is why when you whiff punish Akuma’s sweep he ends up back at the position he started the sweep when he does his reeling animation.
Now if you watch the second video, you’ll notice that with some of his normals there is a purple spot where he started the attack and the yellow dot follows him as he moves. This is why if you hit Akuma during his farHK his reeling animation happens at the spot you hit him instead of at the spot his move started.
On Elena’s EX Spin Scythe it may function like Akuma’s crouching normals. As far as I know this information is all in the actual animation file itself. There is no known way to modify it, if they did so they’d probably need to make a whole new animation. That is why with some attacks when you cancel them they go into a different version of a move (like canceling Gouken’s far MP into MP Palm Rush) because rather than fix the far MP animation they figured it was easier to just make a new version of MP Rush Punch that moves faster / starts up faster in the scripts itself rather than have far MP’s origin dot shifted forward.
Another unlisted nerf (more of a bug actually) for Claw (by courtesy of Haztlan)
LP and MP Rolling Crystal Flash lost their counter hit properties. (HP and EX probably too though this is hard to test). Claw should be a +4 after a counter hit but is at +2, like after the normal hit.
Can you check that?
Fei Long’s cr.lk is at +4 on hit now. cr.lk cr.mp combos.
Cammy’s Spiral Arrow FADC is +4 on hit.
Fei Long’s cr.lk is at +4 on hit now. cr.lk cr.mp combos.
Cammy’s Spiral Arrow FADC is +4 on hit.
Those are listed changes.
Fei Long
Crouching LK start-up increased by 1 frame (3F → 4F); can no longer be chain-cancelled into Crouching LK;** advantage on hit increased by 1 frame (+3F → +4F)**
Cammy
H Spiral Arrow first hit now has one more frame of hit stun (+3F → +4F)
http://www.capcom-unity.com/combofiend/blog/2014/05/22/usfiv-final-character-change-list
Another unlisted nerf (more of a bug actually) for Claw (by courtesy of Haztlan)
LP and MP Rolling Crystal Flash lost their counter hit properties. (HP and EX probably too though this is hard to test). Claw should be a +4 after a counter hit but is at +2, like after the normal hit.
Can you check that?
I’m looking at the files and still trying to figure it out, the way they changed RCF is REALLY confusing and led to problems earlier that took a long time to work through.
Possible stealth buff for Sagat: EX TK gets more hits/damage as an anti air now. It used to only hit once. Now it usually hits twice for around 80 damage.
Possible stealth buff for Sagat: EX TK gets more hits/damage as an anti air now. It used to only hit once. Now it usually hits twice for around 80 damage.
Likely a side effect of the change in impact freeze.
@doopliss @malvadisco Any chance either of you could test all versions of Vega’s RCF to see if any of them have counterhit frame advantage gain on the last hit?
I’m looking at the files and as far as I can see it looks like they SHOULD have it but I’m not sure and star mentioned on LP/MP it’s gone. I’m thinking maybe the change to RCF FADC is the culprit and that on hit there is actually 2 hits now with 1 of them being a zero damage hit that doesn’t have hit graphics (one of the versions of RCF has on hit zero damage but still shows hitstun but no hitspark.) I’m thinking maybe the way they set it up accidentally resulted in getting 2nd stealth hit on the same frame, so the first hit is a counterhit but the 2nd invisible hit is a regular hit resulting in no frame advantage. This is however just a theory and I can’t prove it.
Perhaps see if you can focus absorb the last hit of RCF or if it breaks armor and is a 2 hitter now?
I dunno. Either way, even if I’m wrong on my theory of WHY it might not have counterhit properties I still want to verify if it is all versions or just some versions.
I’m busy with some projects right now, so I won’t be able to test anything for a good while.
I’m busy with some projects right now, so I won’t be able to test anything for a good while.
You can order THawk waifu body pillows later! ;D
ill try to test it!
Akuma
Some sort of box (push/hurt/both) was added to demon flip dive kick. *TEST REQUEST not sure but I think it’s a push+hurtbox near his waist designed to mess with crossup dive kick. See if there are setups that don’t work anymore or new setups that didn’t work before.Balrog
All Buffalo headbutts recovery on WHIFF reduced a few frames TEST REQUEST (It looks like Light and Medium are 1-2F faster while H/EX are either 1F faster or the same speed but just animate slightly differently)
Hits 3 and 4 of UC1 (PPP or KKK) Balrog moves 2F sooner than before and the opponent is frozen 2F longer than before (4F total change) TEST REQUESTBlanka
1-61F to 1-69F (projectile invincible until recovery starts) *TEST REQUESTEvil Ryu
Target Combo (Far HP) active frames increased by 1F, hurtbox comes out 1F before active now, recovery reduced by 1F (the recovery frame became an active frame). Hitting E Ryu during the first active frame will result in a counterhit.*TEST REQUEST
EX Tatsu vacuum effect on hit increased. *TEST REQUESTGuy
EX Run - Neck Flip (overhead) did not get the same hitbox adjustment that Run - Neck Flip did TEST REQUESTOni
EX Demon Slash recovery on whiff increased by 1F *TEST REQUEST
L/M/H/EX SRK hitbox on frames 5-14F increased in width. *TEST REQUEST
Medium Airdash blockstun reduced by 2F vs crouching opponents TEST REQUESTSakura
Sakura
EX Sakura Otoshi first followup attack startup increased from 4F to 6F. No change to the remaining attacks. Note: I think this was to offset the fact she can cancel into the followup 3F sooner. So it practically negated that buff though since she can only hit 1F sooner than in AE2012 *TEST REQUEST
EX Tatsu first hit reeling animation changed when hitting standing opponents. *TEST REQUESTSeth
Seth
L/M/H Super - Recovery on whiff reduced by 1F. *TEST REQUEST
UC1 - Blockstun reduced by 10F *TEST REQUESTVega
All versions of RCF no longer gain additional frame advantage on counterhit for last hit. TEST REQUESTZangief
EX Banishing Flat (Green Hand) forward movement during recovery travel distance increased. *TEST REQUEST
Just reminding people I still need these tested
hi there, i am absolutely sure that Evil Ryu got his close LP nerfed
It can not be special cancelled now . What the…
Totally don’t make any sense, I guess it is not supposed to happen
I have check the official frame data app, it is also stated as not be able to special cancel (only chain cancel)
This change is pretty significant to me. As cl.lp is used in certain combos to link meaty LP shoryu.
Good bye corner no gauge LP shoryu into Ultra LOL
Good bye Sako’s Seth specific mid-screen no gauge Axe kick into Ultra 2 (Extremely difficult though)
Forgot to say that E.Ryu’s cl.lp is never changed except in USF4 since E.Ryu is introduced
This really seems like a mistake made by Capcom. I think they won’t nerf E.Ryu in this way LOL
Oh wow… didn’t even notice… E.Ryu can’t cancel his cs.LP into specials anymore.
Not sure how to test this
Evil Ryu
Target Combo (Far HP) active frames increased by 1F, hurtbox comes out 1F before active now, recovery reduced by 1F (the recovery frame became an active frame). Hitting E Ryu during the first active frame will result in a counterhit.*TEST REQUEST
But I tested this below
EX Tatsu vacuum effect on hit increased. *TEST REQUEST
To test this I put Hakan in the corner with AE2012 E.Ryu did this combo cr.LK > cr.LP > cr.MP XX EX tatsu… Hakan will only take 2 hits and stay in place for the rest
With USF4 E.Ryu the EX tatsu sucks in Hakan like the raw EX Tatsu would… therefore the vacuum properties have definitely been increased on hit.