If you FADC Hawk’s MP.TB on hit then grab the game reads it as a 2 hit combo.
Probably because his normal throws are 2hits and always registered as a 2hit combo.
Yeah, you’re right my fault.
Working on the list right now.
Balrog - HP/EX Buffalo Headbutt landing frames now match LP/MP.
Blanka - crouching MK hurtbox on right hand removed
Deejay - EX Upkicks physics adjusted, rising portion does not start until move becomes active, this is to make it more likely to hit crouching. Previously it would start rising on the frame it became airborne.
Evil Ryu - EX Tatsu (ground version) vacuum effect slightly reduced. 2nd-5th hitbox reduced slightly in height.
Juri - crMK low profile hurtbox starts slightly slower
Ken - EX Tatsu done during rising portion of forward jump will now hit overhead. Previously only was overhead if done during NJ or falling portion of FJ.
Oni - EX SRK airborne starting on 8F instead of 5F
T Hawk - MP DP hitbox increased on size on later frames. Airborne state now starts on 9F instead of 6F. Later frames now have JP1.
Zangief - EX Green Hand forward movement during recovery frames has been reduced slightly
Decapre
EX RES damage changed from 80+120 to 80+90
Anti Air U2 no longer requires a down charge(lol)
Done for now. Dantarion still missing some files on ultradif.
okay i was actually going to post the Deejay thing but i wasn’t sure, it looked weird to me and a setup that used to get beat by it now trades. Interesting!
yeah that seems to me that EX Upkicks will be easier to safejump/crossup than before
but thats just speculation
Maybe in specific situations, but it also doesn’t get blown up as much anymore. whiffs on low profiles but not just standard crouching meaties
16 characters left to check with @Dantarion that is plenty of unlisted changes. Already 14 found with a couple of pretty big things to leave out.
I think it might be worth making a separate thread with all the stuff that still hasn’t been fixed:
-Cammy dive kick from HP hooligan
-evil Ryu close stand LP
Just to name a few…
There is one
reading is broken, nerf literacy
The auto movement doesn’t quite match the manual movement. If you notice he is farther away after the 2nd rep.
@Dantarion still hasn’t uploaded the ultradif files for 16 characters but I’m looking at the files manually right now and the forward movement doesn’t last as long for the new EX Hands. Previously he could control movement for 1-50F (all but last 8F of the move). New version has forward physics end on the last active frame. Previously the stick control allowed you to keep moving forward to compensate for the pushback of the last hit, now you can’t.
Not really an “unlisted” change persay as the whole thing works differently and they said so but I added it anyway
I’m waiting till I finish looking through ALL of the characters for unlisted stuff before I update the bug list thread.
Not sure if it counts as an unlisted change, or a bug, but the buff to Sakura’s lk tatsu collision box to make it always hit crouchers has actually made it so slide attacks have trouble getting under her in neutral. I did Vega’s Ultra 2 earlier in response, and it just stopped moving in front of her until she landed.
EX Tatsu not LK actually and she got a pushbox increase and it’s mentioned in the notes that it wont go over opponents, period.
http://www.capcom-unity.com/combofiend/blog/2014/12/15/usfiv-version-104-adjustments
That change killed Honda’s EX Hands completely as an offensive tool and combo extender.
You’re like the only player I’ve seen say that. My personal views are that it’s much better. You can do EX HHS - crLP - HP Headbutt from as far away as just outside of crMK range. Even at absolute max range you can do EX HHS - crLP - EX Headbutt vs some characters now. On block you still end up actually gaining ground (about 1 - 2 small training blocks.) and the fact you retain charge means that the opponent has to be more careful trying to backdash after blocking or getting hit by EX HHS because you could ultra punish or EX HB them.