USF4 | Unlisted Changes

I’d like to know this as well. Anyone know if it was like this pre-aug 8th update?

Decapre vs. Abel, hopefully I’m not nuts and my execution just sucks.

cr.mp, cr.hp, st.lk xx hp psycho sting (meaty) 301/466
cr.lk, cr.lp, cr.hp, st.lk xx hp psycho sting (meaty) 242/403

can’t get either of these to work on crouching abel now. Either the psycho sting whiffs or doesn’t hit meaty. Don’t know what changed. The standing combos on abel that force meaty sting don’t actually impact this, so I’m thinking it’s a cr.hp change as those combos don’t use cr.hp

Everything about Vanilla in ES is messed up. Wait a minute doesn’t that mean they switched SSF4 Seth Health/Stun with Vanilla ?!

Maybe Abel’s hurtbox was adjusted or the Psycho Sting got a reduced hitbox or active time of it.

yeah not exactly sure, all my other combos work that involve psycho sting meaties, just not those ones.

I think they reduced the active frames for Psycho Sting then. Why nerf a charge characters AA move !

Capcpom and their weird design decisions.

Seth had 750/750 until AE dropped in the previous games. I haven’t played since the patch dropped, so I skipped the patch and checked just now.

Vanilla Seth has 750 stun. As does Super. Yep, Capcom fucked up.

Yes that’s correct, but it’s weird unless Vanilla versions are based on a different build that didn’t go public some changes seem like in between SF4 & SSF4

For example V.Akuma’s Anti-Green Hand Focus Attack (absorbs 2 hits), V.Sagat’s tiger shots actually have different properties than the original SF4 there might be more changes with SF4 characters.

I can confirm 100% that the vanilla sf4 edition select cast =/= Vanilla sf4 cast. If you open up their files you’ll see that they all have their ultra 2 scripts in their files. Damage/frame data/hitboxes/input commands/ect. If you try and mod them to USE U2 it crashes of course (likely due to the animations not being in the vanilla SF4 folders) but the information is there. I highly doubt they had EVERY Vanilla characters Ultra 2 already mapped out in Vanilla SF4 :stuck_out_tongue:

It seems that they basically just REMADE the Vanilla characters in some automated fashion.

The simple answer is that Edition Select is horribly implemented and no one should take it even remotely seriously. The fact that they don’t even have the decency to undo the glitch fixes for older characters kinda ruins it further for me. You should be able to trade out of the last hit of Vanilla Honda’s U1, the fact that you can’t is just depressing.

sooo…if oni ex red focuses cancels a normal and holds it is it supposed to lose its armor absorbing properties??

Yup,just like regular ex focus

sad panda

Add this to the Zangief pile

[quote=“Ramma, post:333, topic:169429”]

Add this to the Zangief pile

[/quote]

LOL instead of buffing the hitbox to allow RFA to hit crouching characters, they decide to nerf more?!?!?

Meanwhile Yun…

[quote=“TheFreshPrince, post:334, topic:169429”]

They didn’t change his focus though, actually it’s his banishing flat.

Interesting stuff… They changed EX Banishing Flat 2x now and it’s still borked.

AE2012 -> USF4 1.0
Zangief’s EX Banishing Flat vs standing was changed from “script - hit_mh” to “Hit” type and the script is "Hit_MH"
on Crouching it was changed from “script - hit_cm” to “hit - hit_MH”

USF4 1.0
Zangief’s EX Banishing flat vs crouching was changed from “hit - hit_mh” to “hit - hit_cm”

As you can see they tried to undo the change but they forgot to change the hit type from “hit” to “script” which means on some characters you get a different reeling animation than you did in AE2012.

[quote=“Eternal, post:335, topic:169429”]

See, it’s stuff like this that makes me wonder who the heck is working on this. All you have to do to validate this change is go to training mode and hit a crouching opponent with EX Green Hand. What I’m gathering from this is that they just flat-out don’t test out their patches.

end off-topic rant

Actually what I’m getting is that they don’t have source control to make sure that everyone knows what was changed.

That makes sense. We should ship them Dantarion’s diff tool. :slight_smile: Then they will have no excuse to miss testing out a change.

But then the whole staff at Capcom JP will go John Belushi’s Samurai Developer and threaten to commit Japanese style suicide for dishonoring them and doubting their skills :smiley:

@Eternal‌ , at the 0:31s mark, the vid shows the difference between close EX Headbutt and far EX headbutt pushback.

Grapplers can do reversal spd punishes and all other characters can do their fast short range normals.