So the only dif is the extra frame advantage you typically gain on a force standing animation then. I’ll modify my post, still leaving it in but rewording as people don’t usually know about that quirk.
Sounds good. BTW, reposting this since you seemed to miss it regarding Vega’s RCF:
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.
Only MP roll change was in Capcom-unity post.
Yeah I hadn’t changed it yet, I wanted clarification (I had edited my own post if you look). It’s +5F not +3? Because the change to MP claims only +3 and if LP/HP/EX were changed same way wouldn’t they be +3 or would MP be +5? Somewhere someone is doing the math wrong. Seems weird that the move would be only 1F less advantageous on block than it is on hit when you FADC.
Yeah, MP RCF FADC is +3 on block and the other versions are +5 on block. They really are different.
There seems to be two new scripts for dash: one is DASH_FADC (IASA at 23) and the other one is DASH_FADC_M (IASA at 25) with the exact same speed script. Do you think they’re related in some way?
Dhalsim
Tested Super after throwing Yoga Fire or Ultra. Super doesn’t come out.
If you meant cr.MK, were there certain changes between Super and AE? It does do 70 dmg now.
I dunno if there were any other changes between super and AE for sim’s slide but they just switched the script entirely back to his old version.
As for the DASH_FADC thing you’re right. For L/H/EX the on block cancel was changed to “18” which I guess is the index for the new cancel “FADC_RCF” which contains FOCUS_EX_FADC which leads to EX_SAVING_FADC which has the cancel list FADC_DASH which inside of THAT list is DASH_FADC and BACK_DASH.
However I’m not seeing the change to the blockstun for L/H/EX versions. Shouldn’t they then be +2 not +5 if they are +0 in AE2012?
http://watissf.dantarion.com/sfultradiff/BLR_AE2012_TO_ULTRA.html#change-615[
No change to H’s blockstun at all shown.
It was 0 on block for every version in 2012 for certain, but it is also true that after FADCing from LP/HP/EX roll I can do a frame perfect cr.HP to be a true blockstring. By hit-jump comparison MP RCF FADC is the least safe one.
Did MP RCF have its blockstun increased then? Because I was assuming DASH_FADC_M was for MP RCF FADC and DASH_FADC was for LP/HP/EX RCF FADC, and since DASH_FADC recovers 2f faster than DASH_FADC_M LP/HP/EX RCF FADC would be +5 instead of MP RCF FADC’s +3 on block.
MP RCF got +3F blockstun
http://watissf.dantarion.com/sfultradiff/BLR_AE2012_TO_ULTRA.html#change-613[
Target animation time on block 16 -> 19
Eternal found a buddy!
I worked with street11 / zukuu before on the SFxT frame data stuff too (though they did most of the work on that)
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Ultradavid says Dhalsim’s B+MK pushback change is only applied to crouching opponents it seems. This doesn’t mesh with the data which says it was applied across the board. Can someone test this?
Sry Eternal, but I’m starting to get confused, so I would appreciate it if you could answer my question.
So currently, MP RCF without FADC is at -2 on block. It got its blockstun increased by 3f (hitbox has 0 dmg/0 stun tho?), so it implies MP RCF has 3f longer recovery, only on block, since it stayed at -2 on block, and didn’t get to +1 on block. Is this correct?
EDIT: I looked at the change, and it seems to be related to CRYSTALFLASH_M2_ script, which comes out only on hit according to http://watissf.dantarion.com/sfultradiff/BLR_AE2012_TO_ULTRA.html#change-CRYSTALFLASH_M2CRYSTALFLASH_M2 ? Cancel condition having a value of 4 instead of 6 in that script might be leading to something. Unfortunately I do not remember what 4 was.
Meanwhile, I’m testing other stuff since I have time today.
Fei Long
LP Rekka’s 1st hit pushback was tested and confirmed (excluding the very tip, pushback has been reduced by appx 0.8 small squares in training mode)
M.Bison
I recorded sweep > meaty LP Psycho Crusher on wake-up in the corner. In 2012 I blocked twice in a fast sequence. In USF4 I blocked only once.
I tried a similar setup in midscreen. I made sure for the dummy to hit in front and meaty with LP PC. In 2012 I blocked twice in a fast sequence, I was pushed back for both hits, and the distance was very close. In USF4, I blocked once, the second hit came out slow, it crossed over before contact, I was pushed to the other side, and the distance was very far between the two characters due to the push. I did not test frame advantage, but 2012 Bison seemed to recover faster.
Psycho Crusher cross-up hitbox does hit airborne opponents now (tested with C.Viper’s wake-up Burning Kick against 2012 and USF4 cross-up PC. 2012 one whiffed, and USF4 version hit)
far st.MP is still at +3 on hit, 0 on block.
EDIT: Dhalsim’s b+MK pushback on standing hit IS reduced by appx 1 small square in training mode. I tested it on Dhalsim with my Dhalsim in the corner doing b+MK while the dummy Dhalsim is in point blank range.
EDIT2: Yun’s command throw range increase is confirmed.
non-EX: I did Focus crumple > forward dash, cr.LP xx cr.LK. At this spacing, USF4 Yun’s command throw connected against Yun. 2012 command throw whiffed.
EX: I did Focus crumple > forward dash, sweep. At this spacing USF4 EX command throw connected, and 2012 EX command throw whiffed.
His command throw during Genei Jin does get CH status during recovery.
Cancel condition 4 is “on block” 6 is “on hit / on block”
I think I spotted the culprit for this whole confusion. As you noted Dash_Fadc interrupts 2F sooner than Dash_Fadc_M BUT it interrupts 1F SLOWER than normal dash. Dash_FADC_M also interrupts 3F slower than a normal dash!
Here is the thing. Both Dash_fadc and Dash_fadc_m also RUN FASTER THAN NORMAL DASH!
They added a speed setting of 5x on 0-7F! This turns the first 7F into 2F. THAT is where the additional 5F is coming from!
So here I’m going to try and break it down and I think there is only one thing left to check
L/M/H/EX RCF now all have a script that runs “on hit” for the last hit.
L/H/EX RCF on BLOCK did not have their blockstun increased whatsoever (still -2F) however on block (and ONLY on block) you can EX FADC to a 6F faster forward dash (only forward is faster). resulting in being +5F on block.
EX RCF has 2F more recovery on HIT and 2F more hitstun. When you EX FADC you run the normal dash which has no change to speed / IASA. The +2F hitstun makes it +6F on EX FADC on hit.
M RCF the dash when EX FADC’d is only 2F faster than a normal dash BUT they increased the blockstun by 3F which combines to make +3F on block. The recovery on M RCF was NOT increased. So the only thing left to check is: is the most +1F on block now?
I think I’ve solved it assuming M RCF is +1 on block now without an FADC then everything lines up perfectly.
The question regarding Sim’s B+MK wasn’t “does it have less pushback” it’s “does it only have less pushback vs crouching opponents” can you confirm it’s the same vs standing and crouching or is it different?
You better check out ryu’s c.mk it seems really good this version. (but dont quote me on it)
I quoted you. Nothing you can do about it! NYA!
No change to crMK other than 1F more blockstun.
EDIT: Ohhh I see what you mean now. The pushback buff on standing opponents is certainly smaller than the buff on crouching opponents. In 2012 it was about 5.5-6 small squares for both. After USF4 the pushback on standing opponents is around 4-5 small squares, while the pushback on crouching opponents is around 1 small sqaure.
I think this happened because Capcom made a mistake. I feel they most likely wanted to change both to 0.42500001192092896 but they actually changed crouching hit pushback to 0.042500001192092896.
MP RCF is still -2 on block. The frame advantage on any RCF, without FADC, has not been changed.
About M. Bison’s PC, well, the result I had was a rare occasion. It looks the same in most other active frames. However, the distance between the two characters on block is almost always further in USF4. With a character in the corner and the other character doing PC while in point blank range, HP PC always contacts only once on block.
yeah i can confirm yangs close st.mk hitbox movement (not that you need confirmation). Dudley j.rh jumped right through it from spacing that in ae2012 it catches no problem…cant for the life of me figure out why they touched it.
One Vega unlisted nerf: Juggle properties for U1 reverted back to Super/AE status (was buffed in v2012). Cosmic Heel --> U1 will not fully connect any more, the opponent falls out after the knee hit. This was a full combo in v2012.
Did anyone verify with the game files that Sagat’s EX Knee (first hit) causes more hitstop? I would check but I don’t know how to interpret those files really (is there a tutorial? lol). I wonder if it’s somehow tied to the fact that it builds meter now?
Also, I’m curious precisely how they reduced the travel on his Ultra 1. At first it seemed like they solved the corner juggle issue without breaking any of the midscreen juggles. But by now I’ve seen cases where that isn’t true. For example, previously DP backdash U1 on Adon would whiff on phase 2 (the first uppercut), but in Ultra it whiffs on phase 1 (i.e. the ultra completely misses). So I guess it’s just the first phase that has the travel reduction? Assuming this was done to fix the corner issue, I don’t see why they couldn’t just adjust the pushboxes to prevent the crossunder, like they did for Abel’s U1.
I dunno why they changed it the way they changed it. They could have done it an even easier way than just pushboxes. I created a tutorial a long time ago showing where the issue was and they could fix it with a simple change of 1 number.
As for the EX Knee thing, it’s ALL tiger knees gain 1F additional hitstun. Force standing animations cause 1F more hitstun than normal and they forgot to take that into account. When they changed TK to force standing on first hit they just copy/pasted the information to all versions of TK and adjusted the damage. That is why he gains 16meter on first hit, because all normal tiger knees gain 16meter on first hit and they forgot to remove that when they did a copy paste.
Good eye, just double checked it and I missed that. They reduced the JP from 1 to 0 when they changed the hitbox size.
Confirmation of ANYTHING on the list is welcomed and encouraged. I’m doing this entirely by proxy. I don’t have ultra since it’s not on PC. I’m reading game files + asking people to test.
@street11 What is the frame advantage on RCF when you do a EX Red Focus dash cancel? From what I can tell, they didn’t create special EX RFs dash cancels so they should eliminate that variable from the puzzle and tell us if we need to be looking at the RCF scripts + damage table or if it’s something I’m overlooking in the EX FA + new dash scripts.
Did you notice anything in the files regarding more hitstop (i.e. impact freeze, not hitSTUN) on EX Knee. I notice there is more of a pause when the first hit connects (on block and hit). I can’t imagine the purpose of this though. It seems to make no difference in the way of strategy/balance.
Also, that it lol regarding the copy and paste fail by Capcom. Exposed.