USF4 | Unlisted Changes

Why dont they list all changes?

incompetence mixed with a false assumption we don’t want to know all the “rules” of the game.

wrong thread :stuck_out_tongue:

Updating as things are found.

It seems that now the LP, HP and EX RCF FADC buff from Claw is gone.
In USFIV they made it +5 on block and now it’s back to 0.
(not like I, nor anyone, really care about this buff, but anyway, just reporting an unlisted change)

@Hatzlan I acutally did use that. Lp RCF xx FADC dash forward, then mix up with throw or s.Mk for a tick throw or hit confirm into damage. How sad.

Actually this was removed in 1.04 it turns out. Vega is one of the 16 characters Dantarion missed that I’d been pushing him to go back and do basically once every two to three weeks until 1.05 hit. I was sitting here looking at 1.04 and 1.05 side by side going and looking at all versions of crystal flash thinking maybe I’m looking at the wrong thing and checking every single part of the move, hit stun, fadc, move speeds, ect they were identical and I was like “wtf am I blind or something?” so I decided to check 1.03 and sure enough there was a dif between 1.03 and 1.04 and because it wasn’t ever put in the ultradif I never caught it. I can verify stuff by hand easily enough once I know what to look for but without knowing where to look there is just too much data to go through by hand to easily find stuff.

Only char I could POSSIBLY do by hand is Cody because I know his file inside out but even then I wouldn’t be surprised to find out there is something in his file I missed in 1.04 since he also never got ultradiff’d

I’ve gone ahead and added this to the 1.04 section.

Ok.
But just fyi, from 1.03 to 1.04 they did fixed the window that you had to cancel RCFs into Super/Focus attacks, which seems to be what you saw? Anyway, it’s likely that they screwed up the RCF back then (but idk, I can’t tell since I find its a complete waste of bar that could be going in EX RF cancels, hence I never use it). In the other hand it was found out in the soon after 1.05 went live, so it’s hard to tell… bla, Capcom never ceases to surprise me how terrible and clumsy they can be.

If only someone could test in a non updated usifv it’d be way easier. But lesson learned, I’m not updating my Steam game for a while when Capcom launches a patch, heh.

Nah, they actually changed the specific cancel used.

1.03 L/H/EX last hit used “On Block - FADC_RCF” which called for a cancel list that included:

Barcelona_sp_L
Barcelona_sp_M
Barcelona_sp_H (these are just the regular supers)
Super_Focus_EX_LP (this seems to be just a standard version of Red Focus rather than a special version oddly)
Focus_EX_FADC (special version of EX Focus used just for this one thing which allows a cancel to a special version of forward dash)

These versions of focus used a special version of Vega’s forward dash which recovers 5F faster (and only his forward dash is changed) as I had explained when it was first added.

In 1.04 they stop using On Block - FADC_RCF and just reverted back to the standard On Hit, On Block - Super Combo cancel which uses the standard EX_Saving script used whenever you perform an EX Focus and is the standard cancel list for any move that is super cancelable only.

1.04 -> 1.05 I can’t find ANY difference between any two RCFs from one version compared to the other.

With 1.05 Rose Omega 's “Soul throw” doesn’t work correctly now :

https://youtu.be/zx5r9bsvr5c

Input timing was changed. Less time buffered for each direction and you can no longer perform it with any leniency. The input HAS to be exactly forward, down, downforward.

It is new to 1.05???

But i have no probleme to do Soul Bubble 421+p but i can do Soul Throw 623+p correctly since 1.05.

Never miss a Soul Throw with Omega 1.04…

Reverse Shoryuken is a totally different input than forward shoryuken of course. The inputs are still tight but you have more time on the reverse SRK input than forward SRK in this case.

As for new to 1.05 it obviously is since this is the first Omega Mode patch :stuck_out_tongue:

There are a couple of 1.04 changes and one 1.05 change I might have found. I haven’t gone through the USF4 chars at all due to how much they’ve been changed however, so there may be more. Due to my own screw up calling wolf on Rufus’ throw parry being removed I’m taking double extra care to test everything or have someone else test to verify it before I state what they are. I am working on it though.

Early preview of project:

http://wiki.shoryuken.com/Changelist_StreetFighterIV#Cody

Cody I believe should be completely up to date on his change log now, includes all hidden changes from all versions of SF4. This means even the SSF4 hidden change almost no one knows about was included: Hitbox on Diagonal Jump HK reduced in width to lower chance of cross up and increase ease of anti airing at specific angles.

On the note of Balrog’s SSFIV change in there, pretty sure the change they did was to allow Dash Upper to out-prioritize Dash Low Smash. Getting EX DLS when going for EX DU from c.LP was quite annoying in vanilla.

I’ve gone thru

Do you have everything you need now from Dantarion’s UltraDiff or is that being worked on as well?

Is there anything anyone can do to assist you two?

I have not gone through everything on Dantarion’s ultradif. He only got it updated today so that I could go through everything. I still have to verify some stuff and now that Frame Trapped 3 is updated I should more easily be able to. Gimme a few days though as the new USF4 chars have a lot of changes and I’m currently going through some real life stuff.

Can now confirm a couple of Guy changes, still have 1 possibly big one that needs time to confirm as well as get exact data before reveal. Asked @doopliss to help with this one.

Guy
1.05
Guy’s Bushin Chain Throw followup is now fully invincible during start up and all active frames.

Previously the move was vulnerable to everything until the move actually was considered to have hit. This is an EXTREMELY minor change as Guy must have hit his bushin chain to perform the throw followup and with the time it takes to reach the throw portion it’s nearly impossible to get hit by a fireball on SPECIFICALLY the throw frames before it connects. you only had a 2F window before the move connects and guy became invincible while performing the throw animation.

1.04
Super Combo now has a much taller Pushbox during hits 4, 5, and 6. This is to prevent the opponent flying over or under Guy during the forward motion of the super combo on the last couple hits (was this ever a problem? lol)
EX Tatsu hitbox position and size was slightly adjusted on first hit. Seems it was done to remove an overlap between the small hitbox on his lower leg and the bigger hitbox on his extended forward leg. HOWEVER this does result in an extremely small nerf:

https://pbs.twimg.com/media/CEOgX-VUgAE-dgx.png:large

If you look carefully you’ll see that the 1.03 large hitbox reaches further down by about 1 of the smallest background training blocks.

Gouken
1.04
Last hit of HK Tatsu had it’s hitbox massively expanded.

https://pbs.twimg.com/media/CEPUwnHUEAESQtT.png:large

Hawk
1.04
MP DP hitbox expanded on later frames (what is now the 2nd hit)
I confirmed this one when it first came out but never took a picture:

https://pbs.twimg.com/media/CEPXlO2UEAEqSiL.png:large

Juri
1.04
FSE FarLP when chained into from a crLK/sLK had hitbox expanded in width to match far LP without FSE as well as farLP when done without chaining in FSE.
FSE CloseMK when chained into from a MP given throw invincibility to match changes made to normal closeMK and non-chained into closeMK. Previously chained closeMK still matched AE2012 version with airborne from first frame and no throw invincibility.
CloseMK (all version) reeling animation changed on first hit on standing and crouching opponents.
MK Fuhajin Release extra hitbox during first 2F active removed, results in slightly smaller hitbox height.

https://pbs.twimg.com/media/CEPfyF4VIAAlEVx.png:large

I’m afraid I can’t help you, my PC can only run the game at a jittery 55 FPS with hitbox viewer on (When turning of charge indicators, debug data etc), and that’s without any recording taking place. What’s weird is that I could run it just fine before.

That was a problem I’ve had too! I reported it to the devs, you should tweet em/write em too I think to show it’s not just me.


Evil Ryu
1.04
closeLP bug fixed where only the chained version was possible to perform resulting in being unable to special cancel closeLP
(Confirmed before but now with images) - EX Tatsu vacuum effect slightly reduced, hitbox size slightly reduced on hits 2~5 towards Evil Ryu’s center.

https://pbs.twimg.com/media/CEPoEoBUEAAVmrU.png:large