USF4 | Unlisted Changes

Kickstarter when?

Can i get in on this? :stuck_out_tongue: I’ve been thinking about and wanting to do a community type of mod.

I don’t expect 100% bug free by any means but this is a MESS. So many changes have been done more complicated than needed. Changes done poorly. But more than anything what is really disappointing so far is the fact that they can’t even come CLOSE to releasing a complete change list and then claim that there are no unlisted changes. Come on, if @Dantarion can write a fairly simple comparison checker + output for differences then Capcom should be able to do so. I mean, right now I could probably take the text file version of the .bac from AE2012 and the .bac from Ultra and run them through the free textdiff utility and find a ton of the things they left out even without Dantarion’s tool (since he doesn’t have Evil Ryu / Yun / Yang / Oni up there that is probably what I’ll have to do but his parser makes it MUCH faster)

The team of people who worked on ultra HAS to be larger than like 2 people. Yet I’m compiling 90% of this list on my own and enlisting the help of a handful of people to test to make sure my findings are right or giving me things I missed.

Simple stuff being done wrong is the weirdest. Like, I can/could accept instances where damage is adjusted and then they forget to adjust the counterhit damage at all (like Rufus’ ultras) but just doing it incorrectly and just upping the counterhit damage by the same amount you upped base damage?

Nice buff. Actually all chars should have that as I do not really know what to do after a hard kd anyway… damn DWU!

I was speaking hypothetically, but if you guys are actually down to do a sort of community mod project when Ultra comes out for pc, I’m all for it.

count me in!

Done with all characters. Can’t say I caught everything, but I found a fuck ton more than the “none” that was claimed.

My bad, I thought you were just talking about the pushback between the two characters.
The opponent does not move backwards when they block an EX headbutt, regardless of distance when EX headbutt is performed.
However, Honda himself does indeed move backwards more if the EX headbutt is blocked during its later active frames (I’m guessing 3rd active frame and more), making it safer. This is an unlisted change.

I’m not certain but I think that could have to do with the center point for Honda shifting and then the recoil animation starting farther away on the later frames. I can’t say for sure though until PC version is out. [And I got spare cash to buy it >.>]

The difference and the pushback they give to honda between close ex headbutt and slightly more far away ex headbutt (or fullscreen ex headbutt) is **very **big though.
I’ll try to record it later or something.
For example, T.Hawk can punish close ex headbutts with HP spds, but he can barely punish far ex headbutt with cr.MK

Vega’s EX RCF has two frames of recovery more, but two more frames of hitstun to compensate.

Doesn’t work quite how you might think but thanks for finding it. EX RCF only has 2F more recovery on HIT. On block or whiff it still runs this script

http://watissf.dantarion.com/sfultradiff/BLR_AE2012_TO_ULTRA.html#change-CRYSTALFLASH_EX2CRYSTALFLASH_EX2

This one didn’t have it’s recovery increased and it’s the one that is attached to the move list, it just flows into the new script if the attack hits.

I’m not sure what they were trying to accomplish with this though. From the looks of it, it seems like an overly complex way to change a move. The script looks like he could FADC the EX RCF on hit and have more frame advantage than he does in AE2012 if FADCing. Could you test it? If that is the case it’s got actual gameplay interaction that I def should add to the list otherwise I’m kind of stumped as to how, if at all, that would change the move beyond adding 2F to charge time.

Anyways good eye.

It’s +6 after FADC on hit. It was +4 after FADC before.

EDIT: Also, LP/MPHP/EX RCF are +5 on block after FADC (last hit only), and it looks like capcom-unity made no mention of it.

EDIT2: Chun-Li’s HK SBK is safer for sure when cancelled from cl.st.HP when blocked. Not sure by how much, but it seems to be around 2~3f safer.

Like street11 says, it’s +6 on FADC. It also combos into lv.2 EX FA.

The reason they did this is probably because they at one point changed it back to +2, probably by adding two frames of recovery on hit. Then they regretted it, but turned it back to +4 by adding two frames of hitstun instead of undoing their previous change. It’s also worth noting that all RCFs have a smaller buffer window for FA cancels on the last hit (at least on hit, don’t know about block).

Chun’s HK SBK should be 2F safer since they only increased it by 1F while they increased her other HK SBK by 3F.

The final list does mention that Vega is +3F on EX FADC forward dash from MP RCF. I thought he was 0F on FADC forward on block in AE2012? They increased the Blockstun by 3F so he’d have to be +2F already on FADC forward on block in AE2012.

Sounds a bit unreliable, but I did the following test for Chun-li’s df+LK:
Using SSF4 version (which had 10f start-up and 4f on df+LK), I recorded the following: sweep on Hugo, forward dash x 2, manual delay then did df+LK to hit it meaty.
I picked USF4 version (which supposedly has 10f start-up and 4f on df+LK), I did a playback. df+LK didn’t make contact with Hugo.
sweep duration is the same, dash duration is the same, and df+LK start-up is identical, so I have to assume the 4th active frame on df+LK is gone.

I did bac editing with SFxT, so it might be different from SF4 version, but I calculated that the decimal during the active frames of df+LK were to be rounded down, so 3f would actually be correct.

EDIT: Oops, sry. I didn’t mean LP/MP/EX; I meant LP/HP/EX are +5f after FADC on block. This one was listed in Japanese log, but not in Capcom-unity.

According to @error1 the game always rounds up.

I see, then it must be different from SFxT, since that rounds up or down. Sry for the confusion.

What is more important is your test showed differences so for now I’ll remove it but once PC is out and I can use @lullius‌ updated SF4HB we can just count the active frames :stuck_out_tongue:

For Sagat’s Tiger Knee, it is +4 on hit after FADC. In 2012 it was +3 on hit after FADC.