USF4 | Unlisted Changes

I don’t have PC to test and I’ll admit i stopped playing for a couple of weeks for MKX, BUT

Dee Jay:
EX Up Kicks does not auto correct as well as it used to in previous versions

St. MP seems to be getting stuffed more. Not sure if it’s the slight rust or stealth nerfs

I have to double check the pushback on the jabs to see if it’s true because I thought I disproved it.

Pushback on jabs was disproved, it was merely because a specific combo didn’t work as consistently due a change in the frame data on the ending move (MGU).
sMP is unchanged in any update other than ultra digital release.

EX jackknife may not be a product of auto correct but rather the physics change making it easier to jump over because it doesn’t start moving upwards as early in the move thus situations previously where you’d have hit in the front they cross up instead rather than an issue of the move not turning around. The details on Deejay’s EX Jackknife have been listed under the 1.04 unlisted changes as well as the official released change log. Auto correct stuff is in-engine or related to a specific animation root point (which can’t be changed without a whole new animation) rather than in the character file itself AFAIK.

@Doopliss I still have a couple of old things from digital release if you could check for me by comparing USF4 -> AE2012 characters in edition select

Seth
L/M/H Super - Recovery on whiff reduced by 1F. *TEST REQUEST

Balrog
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 REQUEST

Oni
EX Demon Slash recovery on whiff increased by 1F *TEST REQUEST
Medium Airdash blockstun reduced by 2F vs crouching opponents TEST REQUEST


Confirmed stuff

Hugo Change
1.04
Bug fixed to allow Hugo to properly cancel his pre-jump frames into focus, red focus, and HP Giant Palm Bomber

Elena
1.04
Reeling animation changed when a M or H Lynx Tail connects
crouching MK hurtbox very slightly expanded in height, notes only mentioned width expansion towards foot. [note: pink line added by me to show differences.]

https://pbs.twimg.com/media/CES_DBAW0AArZcQ.png:large

HK Scratch Wheel hitbox expanded upwards and in width. Patch notes specifically stated hitbox expanded downward. No mention of other changes. Pink lines added by me to illustrate difference in width. Check top ankle to see difference in height.

Poison
1.04
L/M/H Aeolus edge - Bug where counter-hit damage was taken after attack startup, fixed

Rolento
1.04
FarHP hitbox on 2nd hit expanded in width very slightly. Notes had only mentioned expanding it upwards. [note: pink line added by me to show differences.]

Here are thing that were changed in the files but I’m not 100% comfortable calling “confirmed” until someone tests and can give precise verification of frame data changes, preferably with video. I’d do it but my computer sucks and I can’t run hitbox viewer with frame trapped running plus I’m a little busy updating the wiki to record videos and frame count everything.

STUFF THAT NEEDS TESTING, CONSIDER IT A RUMOR UNTIL CONFIRMED!

1.03->1.04 Rolento
HP First Patriot Circle. Frame data on recovery changed. It looks like they adjusted his frame data and the final hit on HP 1st Patriot seems to cause 2F more blockstun but the move remains -6F on block. Should be relatively easy to compare, record a video of 1.03 Rolento doing HP Patriot Circle then jumping. Record a video of 1.04 (or 1.05) Rolento doing HP Patriot Circle then jumping. See if they match up.

1.02->1.04 Guy
It looks like the speed settings hitbox timing on his EX Tatsu were changed. The move still retains a 4F startup but it may hit on a slightly different animation frame. In addition I’m not sure his frame data for the active portion is still 2(5)1(6)1(5)2 I think it might have changed. This one is a bit harder and one I can’t ACCURATELY test even if I had the time. Easy test suggestion: Record 1.02 guy and 1.04 guy each doing an EX Tatsu and compare the animations frame by frame to see if they match up their positions on every frame or if they animate slightly differently. This wont tell us precise active/time between active frame data but it’s a start. Harder test: Record the same thing while using Frame Trapped 3 and count the number of frames for the total move, each active frame, and the space between each active frame. Post a video showing the two side by side if possible.

AE2012 -> USF4 Digital Release (Remains unchanged since)

Seth
L/M/H Super - Recovery on whiff reduced by 1F. *TEST REQUEST

Balrog
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 REQUEST

Oni
EX Demon Slash recovery on whiff increased by 1F *TEST REQUEST
Medium Airdash blockstun reduced by 2F vs crouching opponents TEST REQUEST

So here’s something that I noticed with Elena back when 1.04 hit, but I’m still not sure what exactly changed: you used to be able to connect U1 after LK Spin Scythe midscreen on Zangief, T. Hawk, and Balrog, but after 1.04 it now only works on Balrog (unless I’m crazy and just can’t hit it anymore). I skimmed over the changes in ultradif, but I didn’t see anything in particular that would have caused this.

By product of a listed change

They increased the pushbox on her lower body. Now if you look at the two images you’ll also notice that Zangief has a slightly wider pushbox on his lower body yet Balrog does not.However with Zangief/Hawk they have wider than normal pushboxes on lower body. If you look at the front+Bottom of Elena you’ll see that her pushbox was expanded slightly forward as well as backward. Likely she pushes Zangief/Hawk a little farther away when she does LK SS up close now which ends up preventing the combo. It’s also well known fact Balrog floats a little higher than most so that is possibly also why he is still able to be comboed even if the pushbox addition on Elena’s SS still changed how far she is. They had to expand her lower body pushbox that much in both directions because she shifts her upper body so much during portions of the move. :

http://i.imgur.com/zVn5sIR.png

So looking at the Ultradiff tool, have all the files been updated for each character for the 1.05 patch?

For example, Hakan, Honda, Hawk and Ibuki sites no changes past 1.04–does that mean they have zero changes in the most recent patch?

Also, will we be seeing updates for all the incremental ultra changes from 1.00-1.05?

Thanks!

Every character that was updated in 1.05 is on the ultradif site, some chars had files included with zero changes some it was a change like tweaking a sound effect during their round start or a facial animation here or a slight tweak to a specific graphical effect. Lots of stuff that you can’t even tell was changed just changed because someone on the art team had a some spare time I guess. Any character not showing an ultradif didn’t have a file for them included in the latest patch at all so they still use the old patch version. Note: Rufus still uses 1.04 even though they included a 1.05 file, it’s the first time ever they’ve done that.

All unlisted changes (that have been found) from digital release -> 1.05 are currently posted. I don’t think we’ll find any more but I can’t say I’m perfect, I missed the rufus move list order change which occured in digital release. Whenever anyone suspects a change I usually try and check it out as you’d see if you had the time to go through previous pages in the thread. However this thread is only dedicated to the unlisted changes. So I wont be posted the listed change log stuff here, that will be eventually added to the official srk wiki SF4 change list page: http://wiki.shoryuken.com/Changelist_StreetFighterIV#Cody (I already did Cody since he is my main and I have like almost all of his changes memorized because I’m totally not OCD taps fingers 3 times

Taking a break from the wiki for a lil bit, gonna post pictures of a few of the older unlisted hitbox changes!

Akuma - AE2012 -> Digital release: LK Tatsu hitbox WIDTH also increased (only mentions height) now reaches farther allowing new combos.

https://pbs.twimg.com/media/CEe-97CUMAA5os1.png:large

Ibuki - AE2012 -> Digital Release: F+MK Hitbox expanded backwards in width and flagged to allow for crossup. Notes only mentioned expanding downwards.

https://pbs.twimg.com/media/CEfTmaUVEAAM5qb.png:large

Rose - AE2012 -> Digital Release: closeMK hitbox expanded in width. Notes only mention slightly expanded downward.

https://pbs.twimg.com/media/CEfWG3SUIAAK_AG.png:large

Chun Li - AE2012 -> Digital Release: DF+LK hitbox reduced in width. Notes ONLY say “hitbox expanded” but it was only expanded upwards.

https://pbs.twimg.com/media/CEfaPwUUEAM_75l.png:large

Yang
AE2012 -> Digital Release
closeMK hitbox moved VERY slightly down and forward. Notes only mentioned downward expansion.

https://pbs.twimg.com/media/CEjk2UbUgAEvYFO.png:large

Oni
AE2012 -> Digital Release
All SRKs hitbox expanded in width 5F~14F

Makoto
AE2012 -> Digital Release
EX Fukiage New hitbox added to hit both air and grounded opponent, notes only stated “now hits grounded” about the EX Fukiage change.

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

Sakura
AE2012 -> Digital Release
EX Tatsu pushbox expanded downwards 7F~32F, hitbox expanded downwards on hits 3 and 4.

Spoiler

https://pbs.twimg.com/media/CEkGuHCVAAA_zv1.png

https://pbs.twimg.com/media/CEkGuIjVIAArbPb.png

https://pbs.twimg.com/media/CEkGuHYUMAAI3_V.png

https://pbs.twimg.com/media/CEkGuBnUgAEFXmG.png

Vega
AE2012 -> USF4 Digital Release
Hurtbox on new crHP active frames 3~4F were not expanded to match frames 1~2F

https://pbs.twimg.com/media/CEkTPg4UEAArGFm.png:large

Poison
1.03 -> 1.04
EX Rekka Main hitbox moved backwards reducing horizontal reach. Additional hitbox added on lower body. Notes only state “Hitbox expanded”

https://pbs.twimg.com/media/CEn3UqYUUAECXk-.png:large

L/M/H Hitbox expanded downward only, also moved down and forward very slightly. Notes only state “Hitbox expanded”

https://pbs.twimg.com/media/CEn9S1JUMAEPV0S.png:large

https://pbs.twimg.com/media/CEn-kj9VEAA2Wp8.png:large

Chun Li
AE 2012 -> USF4 Digital Release
L/M/H Super hitbox expanded downwards on second hit.

https://pbs.twimg.com/media/CEoK-BkUUAAhWcC.png:large

Guy
AE2012 -> USF4
EX Tatsu active frames changed from 2(5)1(6)1(5)2 to 2(4)2(5)2(5)1
USF4 1.04
EX Tatsu Active frames reverted from 2(4)2(5)2(5)1 to 2(5)1(6)1(5)2

Thanks for the explanation! I hope I didn’t trouble you.

Unlisted Vega changes in v1.05:

This was again increased to 1 in 1.05, so it is back to AE2012 status. Not sure about the hitbox though

http://dantarion.github.io/sf4tools/characters/BLR/Ultra%20v1.03_TO_Ultra%20v1.04.html#change-BLOODY_ATTACK_NEWBLOODY_ATTACK_NEW

1.04 not 1.05, I missed that one when I originally posted because I had forgotten that they changed the move setting to bloody_attack_new from Bloody_attack in ultra so I kind of glossed over it thinking it was one of the MANY unused new scripts that they occasionally tweak for no apparent reason, I actually realized it earlier today when looking into the issue with Vega’s super posted in the buglist thread.

That said, there is no way I missed anything in vega 1.05 because as I’m pretty sure I’ve stated in a couple of places (not 100% sure here) zero changes happened to him in 1.05. I mean literally zero.

http://dantarion.github.io/sf4tools/characters/BLR/Ultra%20v1.04_TO_Ultra%20v1.05.html

Thanks for reminding me to add it though, I’d probably have forgotten since I’ve been super busy and in a ton of pain today.

1.04 already? Shows how useful that change is for Vega :wink:

Found something earlier today working on wiki. Sort of one of those unlisted things that isn’t a change but something they said they changed but didn’t.

USF4 Console Release:
Viper’s MP Thunder Knuckle - Retains 200stun when hitting crouching or airborne opponents.

Has akumas close stmk always been +6 on counterhit?

It gained +1F hitstun vs crouching opponents in USF4. On CH that ended up doubled due to how the target animation time is setup so it becomes +6F on crouching instead of +4F. It falls under the listed change of Akuma’s closeMK forcing standing as force standing always results in +1F hitstun and the CH advantage just increased more due to the timing on the animations. I think there are a couple of other force standing moves that give +4F on CH.

decapre´s cr.hp

Lol this was posted with so little context I thought at first there was something unlisted with decapre’s crHP I needed to find. Took me a minute to realize you were talking about force standing moves that are +4F on CH.