USF4 | Unlisted Changes

I didn’t see this in the OP, but El Fuerte’s EX Quesadilla Bomb definitely has more invulnerability than what is listed in the changes. The list claims invul from frames 1-15, but being a 17f startup move and the inability to stuff it out with normals it has to have invulnerability from at least frames 1-17 (someone on twitter mentioned it may be up to 18, needs testing?). This is a HUGE difference too.

EDIT: It’s 14f startup so of course EX Q is invulnerable until after active frames begin…

Isn’t it 14 frames now?

Hakan’s new j. MK cross-up doesn’t actually cross-up 97.4% of the time

My bad, I should have double checked the capcom unity list. The list I had didn’t have that bit.

I have been trying to figure out what changes they made to Ken’s super. L_Reppa M_Reppa And H_Reppa were changed

1st hit didn’t only 2nd hit. We are also talking about far not close.

Both. Mostly using your ultra dif, but I also ran the Evil Ryu/Oni/Yun/Yang json txt files though a textdiff since you didn’t do them yet. However I’m asking everyone to test stuff.

Awesome. I will be updating things as I go to try to fix stuff up.

If it wasn’t for ultra dif I probably wouldn’t have even attempted this. So thank you very much! Your work has been a godsend to the community :3

Updated list to change some wording to be more consistent, added the U2 Mantis thing Gen forums found a while ago.

Don’t forget you don’t have to do a raw Flash kick fadc u2. You can combo into it. FJ HP - DF+HK - Flashkick - FADC - U2 will get all hits now thats over 500 damage. For a really tough combo you could do clsHP - LK Super - U2 for over 600

I know you’re talking about far rh. I’ve been playing adon for a long time and that’s old news that it had jp. If it’s only the first hit now then that’s a nerf. First hit 40 second hit 80.

Not a nerf, they didn’t revert the 2nd hit having JP. BOTH hits have JP now.

The notes I added mean exactly what they said.

You are adding in words / explanations that aren’t in there. I didn’t say his 2nd hit was changed. Just that his 1st hit was changed which means he can air reset with it. He couldn’t air reset with the first hit before, only 2nd hit.

It’s quite straight forward

It doesn’t mean it’s useful far HK 2nd hit does more damage as you noted and in most cases it’s better to just go for another DP anyway. I personally can’t think of any situations worth going for a far HK 1st hit reset. It’s just something they changed and should be in the notes.

It’s not that they added jp. They made the 1st hit of hk hit box bigger. Compare it with 2012 and it’s noticeable. Where you’d get the first hit in ultra is where you’d get the second hit in 2012.

I noticed this in one of the first builds in ultra and when they reverted the hk back to 2 hits it didnt look or feel the same.

I blame a quick fix on capcoms part rather than making the move how it originally was.

No change to hitbox size or position in Ultra console release. They did add JP.

Here is the data for AE2012 5HKF

Spoiler

Here is the data for 5HKF in Ultra

Spoiler

You take those and go line by line (or just use: http://www.textdiff.com/ )

You’ll see they are 100% identical except for 1 single spot where Juggle Potential: 0 was changed to Juggle Potential: 1


http://watissf.dantarion.com/sfultradiff/ADN_AE2012_TO_ULTRA.html

There is no new 5HKF script, they didn’t remove the old one, they didn’t change his grounded cancel options or move list, they didn’t change the damage tables. The ONLY difference between AE2012 Far HK and USF4 Console far HK is first hit has JP1

Listen, jon, if you can provide me with video evidence of Adon’s far HK in USF4 hitting the first hit with far HK for Adon AE2012 first hit whiff in the EXACT same position scenario against MULTIPLE characters I might question the numbers and think “maybe they changed his animation center, maybe they altered something in engine relating to adon, ect.” Until then I have to assume you are going on “gut feeling” and I’m operating on “exact data” and generally speaking, I tend to be more scientific than faith based in most subjects.

Well you can do what I did and test it yourself. No offense to the guy who did all the data work but when I tested it (which I did prior to typing my previous post) adon far hk, on an opponent in juggle state, hit on the exact same spot but gave different dmg. The only spots that had the same dmg output was the end of st hk.

Judging by the data presented that shouldn’t be the case.

I’d also like to add that I appreciate the work and time put in, but seeing as Adon is my main I had to test that out myself and it seems wrong in terms of the hitbox data.

I can also offer insight to sagats high ts whiffing on crouching characters.

During the first build of ultra combofiend let us know that in the beta stages sagats high fb would hit hugo crouching he said to fix the issue (to make it fair) they changed the hit boxes and hurt boxes on the fb and hugo respectively. So that could be a consequence of that change.

Your understanding of how it works is completely backwards then.

The first hitbox is half the width of the 2nd active frames hitbox. So of course you’d get different damage hitting on the same spot unless you hit on the same FRAME. The hitbox for frames 11-14F cover ALMOST all of the same area that the first 2F active do but not quite (the active frames on the 2nd part aren’t quite as tall). Thus, for the most part you could hit the opponent out of the air at the same POSITION (minus an extremely) small vertical difference) but not the same frame.

Frames 9 and 10 the hitbox size is 0.3wide 0.25 tall. Frames 11-14 the hitbox is moved forward an additional 0.3 on the X axis (moving it farther forward away from Adon) and then the size is changed to 0.55 wide 0.19 tall causing it to mostly overlap where the old hitbox was (note when they increase the size of a hitbox it is increased in all directions from the center so they moved it forward 0.3 but the area not covered by the new hitbox that the old hitbox covered is only right next to adon and only 0.175 wide (less than the size of his head hurtbox).

Finally saw a video of Dhalsim’s B+MK issue people telling me about, I see what I missed when reading the data. They screwed up the placement of the decimal point on crouching hit (not block ONLY hit)

@street11 you have failed me! :stuck_out_tongue:

Wow, that Gen change is really interesting.

@Eternal‌

From Page 3:

:stuck_out_tongue:

I didn’t see the edited version. We need more people recording videos of these things though, showing > telling.