Thanks for the tip, now you can actually get something out of baiting an EX HB point blank with grapplers.
Yeah the EX HB difference has to do with where the hitbox is in relation to the move. If you pause the video and go frame by frame you’ll see that Honda hasn’t gone completely horizontal yet up close this causes him to be closer to the opponent.
I’m sure you knew this already though
New one spotted by Dantarion in the latest 08 TU. They’ve reverted the unlisted buff to Dhalsim’s crMK.
AE2012 -> USF4 the move was changed to use the old Super SF4 version of Dhalsim’s crMK which the only difference was that Super SF4 Sim’s slide did 70 damage instead of 60
USF4 -> TU1 crMK slide STILL uses the old script but they nerfed the damage back to 60.
Whoops we buffed you.
Welp
Back in your hole scum and don’t mention a word of this to DeeJay.
Or we’ll be back
Went through all files now. Here are the remaining unlisted changes
I think 1 or 2 were already known, but I’m just going through files now
Abel - Sound effect changed on 15F of round start introduction.
Balrog (Boxer) - Final hit of Punch version Ultra 1 number of hits was increased from 2 to 3. Juggle potential was increased from 1 to 2. (now properly matches U1 Kicks version)
Blanka - crMK frame data was changed (not sure of new data yet). Hitstop was adjusted even for regular hits, now causes the same amount of hitstop regardless of standing/crouching/counterhit and instead the target animation was adjusted.
Cammy - Sound effect changed (somehow, not sure how it was changed) during round start introduction on frame 5.
Decapre - Focus attack previously was missing a hurtbox on her Right Shoulder. This has been added for all versions.
Looks like they changed the super freeze on her on her Super slightly. I’m not 100% sure if it has any practical difference though.
Elena -
B+HK now properly gains additional frame advantage on counterhit
HK Lynx Tail is now techable on air hit for hits 1-3
EX Scratch Wheel 1st hit Self hitstop and blockstun for opponent has been increased by 4F.
EX Scratch Wheel 2nd and 3rd hits self hitstop increased by 4F, opponents reduced by 1F. Blockstun increased by 5F. Elena now has the same hitstop as her opponent during EX Scratch Wheel. Should be no change to frame advantage/disadvantage on block but will be easier to react to it being blocked and FADC in time.
UC1 now properly grants opponent meter on hit for every hit.
Hugo
sLP - Proximity blocking hitbox lasts 1F longer
sLP - Now skips 1F of recovery on hit only (increasing frame advantage)
Super - Super flash duration was greatly changed. I’ve never fully been clear on how super flash works precisely so I wont say exactly how.
Makoto - Unlisted change I’d previously missed reverted. HK Axe Kick no longer a hard knockdown. (It wasn’t a HKD in AE2012)
M. Bison - EX Headpress is no longer a hard knockdown when hitting an airborne opponent.
Poison -
close HK juggle potential increased from 0 to 1 on 2nd hit. Previously only first hit was JP1
farMP juggle potential increased from 0 to 1 on all active frames. Previously only 1st active frame was JP1
far HP juggle potential increased from 0 to 1 on last 2F active frames. Previously only 1st active frame was JP1
crouching MP juggle potential increased from 0 to 1 on all active frames. Previously only first 2F active frames was JP1
crouching HP juggle potential increased from 0 to 1 on all active frames. Previously only 1st active frame was JP1
Knockdown juggle state hurtbox changed.
UC1 Fireball now flies farther and faster.
Rolento -
Super freeze timing on minesweeper was adjusted.
EX Mekong Delta Escape (Wall jump) - Now has no pushbox until he reaches the wall, will pass through opponents.
Vega (Claw) - LP/MP/HP Flying Barcelona (super) no longer have pushboxes until they reach the wall
LP/MP/HP Flying Barcelona (super) now knocks opponents lower on air hit PERIOD. (Notes only mention in corner)
Yay. Minor Rolento buff.
Blanka cr.mk is +5 on hit, +8 on ch, +1 on block. Active frames still at 2(42f frame kill has it hitting on second active frame vs. characters who wake up in 48f after his sweep but whiffs on characters who wake up in 49f after sweep.
checking whiff recovery using a whiff jumped attack cr.mk in active frames then a first possible frame jab as a timing mechanism, ae2012 blanka and usf4 blanka appear to recover exactly the same.
it definitely feels different than prepatch, but it feels the same as ae2012 in terms of total frames now(which is good!)
yeah, looking at the data again it seems it animates slightly dif so feels dif but the actual frame data changes are eaten up by rounding so no actual change.
http://watissf.dantarion.com/sfultradiff/BLK_ULTRA_TO_ULTRA_TU1.html#change-2MK2MK
Apparently Hugo received this change after the costume patch.
welp,that’s a infinite right there (or a long ass loop)
Looks like a training mode bug to me…he switched Counter On and Off and then Hugo started comboing those jabs into clap. So far as Counter hit it does combo.
I just tried the combo and it doesn’t work for me. I’ll try the counter on-off thing and see if that does anything.
it’s smooth framerate wonkiness - not an actual change or an actual combo
I think poisons lk and mk dp now float the opponent higher on the first hit if you fadc.
“M. Bison - EX Headpress is no longer a hard knockdown when hitting an airborne opponent.”
Screw this. Why Capcom feels the need to nerf Bison even in a minor patch?
Turns out I was wrong on this one. I had assumed it was hard knockdown removed because they removed the new flag they use on all hardknockdowns (miscflag 16) but it wasn’t a hard knockdown in USF4 1.0 either editing my posts.
I see. I was actually thinking it was a missed hidden buff in Ultra that i didn’t know about.
I needed to test more, I apologize. I’m confused on what misc flag 16 is now though, I have no idea anymore.
Makoto’s HK axe kick also was never a hard knockdown
Honda’s EX hands have more forward movement and have less pushback on hit/block. Seems like the purpose of this change is to him to be able to conect after EX hands a full crouching jab into fierce hands, standing roundhouse on most of the cast. Previously this wasn’t the case.