Unlisted Changes in USF4

1567810

Comments

  • RagingStormXRagingStormX Team Arcade Stream Joined: Posts: 5,194 ✭✭✭✭✭ OG
    Decapre has less pushback on hands now, block strings that was safe vs Ryu hp dp are now in range and Ryu hit 100% of the time.
  • RagingStormXRagingStormX Team Arcade Stream Joined: Posts: 5,194 ✭✭✭✭✭ OG
    Tested using unpatched ultra and patched ultra.
  • VeseriusVeserius Hold Down Back Joined: Posts: 11,487
    wiki was never right
    Vuh-sair-ee-us or just Ves I guess | Twitter | Youtube  | Maj's Footsie Handbook  | My TMNT:TF Netplay Guide
  • LethirosLethiros Joined: Posts: 115
    edited January 2015
    Posting this for a friend. The thing to note is what happens at 33 seconds in.
  • DooplissDoopliss Joined: Posts: 3,181
    Is it set to fixed framerate? If not, then that's why it works.
    Maybe Doopliss isn't kicking ass, but he's taking names.

    "Combo Hunter", A Street Fighter V Season 2 Combo Video
  • LethirosLethiros Joined: Posts: 115
    He said it was set to smooth.
  • DooplissDoopliss Joined: Posts: 3,181
    Lethiros wrote: »
    He said it was set to smooth.
    Then that's why it worked. Smooth and variable skips frames, making impossible things possible.
    Maybe Doopliss isn't kicking ass, but he's taking names.

    "Combo Hunter", A Street Fighter V Season 2 Combo Video
  • iWinWeDateiWinWeDate Whiff punish everything. Joined: Posts: 298
    Why dont they list all changes?
  • VeseriusVeserius Hold Down Back Joined: Posts: 11,487
    iWinWeDate wrote: »
    Why dont they list all changes?

    incompetence mixed with a false assumption we don't want to know all the "rules" of the game.
    Vuh-sair-ee-us or just Ves I guess | Twitter | Youtube  | Maj's Footsie Handbook  | My TMNT:TF Netplay Guide
  • MalvadiscoMalvadisco Marambio Joined: Posts: 2,967
    edited January 2015
    wrong thread :P
    CARACOLES
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    Updating as things are found.
    http://ink-gaming.com/ono/doku.php The new home of the Ono Tool official wiki.
  • HaztlanHaztlan Joined: Posts: 1,157
    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)
    a= ​Δt / ​Δv
  • OvegaRedOvegaRed Joined: Posts: 44
    @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.
    SFV: Vega, Necalli
    USF4: Vega, Decapre
    KOF XIV: Mature / Leona / Mai
    MvC2: Omega Red / Cable / Doom
    PSN/Steam: OvegaRed | CFN: a_sandwich
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    edited April 2015
    Haztlan wrote: »
    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)
    OvegaRed wrote: »
    @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.
    http://ink-gaming.com/ono/doku.php The new home of the Ono Tool official wiki.
  • HaztlanHaztlan Joined: Posts: 1,157
    edited April 2015
    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.
    a= ​Δt / ​Δv
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    edited April 2015
    Haztlan wrote: »
    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.
    http://ink-gaming.com/ono/doku.php The new home of the Ono Tool official wiki.
  • AriesnoAriesno Seimitsu's warrior Joined: Posts: 405
    edited April 2015
    With 1.05 Rose Omega 's "Soul throw" doesn't work correctly now :

    https://youtu.be/zx5r9bsvr5c
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    Ariesno wrote: »
    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.
    http://ink-gaming.com/ono/doku.php The new home of the Ono Tool official wiki.
  • AriesnoAriesno Seimitsu's warrior Joined: Posts: 405
    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...
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    edited April 2015
    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 :p
    Post edited by Eternal on
    http://ink-gaming.com/ono/doku.php The new home of the Ono Tool official wiki.
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    edited May 2015
    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.
    Post edited by Eternal on
    http://ink-gaming.com/ono/doku.php The new home of the Ono Tool official wiki.
  • DooplissDoopliss Joined: Posts: 3,181
    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.
    Maybe Doopliss isn't kicking ass, but he's taking names.

    "Combo Hunter", A Street Fighter V Season 2 Combo Video
  • b0tesb0tes Kunoichi in training Joined: Posts: 78
    I've gone thru
    Eternal wrote: »
    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.
    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?

    "The great mistake is to anticipate the outcome of the engagement; you ought not to be thinking of whether it ends in victory or defeat. Let nature take its course, and your tools will strike at the right moment.” - Bruce Lee

    Gamertag: RusH b0tes
    USF4: Ibuki
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    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.
    http://ink-gaming.com/ono/doku.php The new home of the Ono Tool official wiki.
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    edited May 2015
    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:
    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.
    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:
    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.
    CEPfyF4VIAAlEVx.png:large
    Post edited by Eternal on
    http://ink-gaming.com/ono/doku.php The new home of the Ono Tool official wiki.
  • DooplissDoopliss Joined: Posts: 3,181
    edited May 2015
    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.
    Maybe Doopliss isn't kicking ass, but he's taking names.

    "Combo Hunter", A Street Fighter V Season 2 Combo Video
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    edited May 2015
    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.

    CEPoEoBUEAAVmrU.png:large


    Post edited by Eternal on
    http://ink-gaming.com/ono/doku.php The new home of the Ono Tool official wiki.
  • Jcool813Jcool813 twitch.tv/freej4y Joined: Posts: 3,180
    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.
    Jcool: the most jaded DJ on SRK.
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    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.
    http://ink-gaming.com/ono/doku.php The new home of the Ono Tool official wiki.
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    edited May 2015
    @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.]
    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.

    CEV7DcZUUAElEEZ.png

    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.]
    CETDI1SWADcOkbR.png




    Post edited by Eternal on
    http://ink-gaming.com/ono/doku.php The new home of the Ono Tool official wiki.
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    edited May 2015
    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*
    Post edited by Eternal on
    http://ink-gaming.com/ono/doku.php The new home of the Ono Tool official wiki.
  • Ambassador FoxxAmbassador Foxx Joined: Posts: 27
    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.
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    edited May 2015
    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
    LK/MK/HK/EX Spin Scythe - Fixed the issue where an opponent could dash through her if forward dashing from behind during the move.

    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. :

    zVn5sIR.png
    http://ink-gaming.com/ono/doku.php The new home of the Ono Tool official wiki.
  • b0tesb0tes Kunoichi in training Joined: Posts: 78
    Eternal wrote: »
    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.
    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!
    "The great mistake is to anticipate the outcome of the engagement; you ought not to be thinking of whether it ends in victory or defeat. Let nature take its course, and your tools will strike at the right moment.” - Bruce Lee

    Gamertag: RusH b0tes
    USF4: Ibuki
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    edited May 2015
    b0tes wrote: »
    Eternal wrote: »
    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.
    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*
    Post edited by Eternal on
    http://ink-gaming.com/ono/doku.php The new home of the Ono Tool official wiki.
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    edited May 2015
    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.

    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.

    CEfTmaUVEAAM5qb.png:large

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

    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.

    CEfaPwUUEAM_75l.png:large
    Post edited by Eternal on
    http://ink-gaming.com/ono/doku.php The new home of the Ono Tool official wiki.
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    edited May 2015
    Yang
    AE2012 -> Digital Release
    closeMK hitbox moved VERY slightly down and forward. Notes only mentioned downward expansion.
    CEjk2UbUgAEvYFO.png:large

    Oni
    AE2012 -> Digital Release
    All SRKs hitbox expanded in width 5F~14F
    CEj3p6aUEAEOwuW.png

    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.
    CEjsJuqUsAAWbRt.png:large

    Sakura
    AE2012 -> Digital Release
    EX Tatsu pushbox expanded downwards 7F~32F, hitbox expanded downwards on hits 3 and 4.
    CEkGuHCVAAA_zv1.png
    CEkGuIjVIAArbPb.png
    CEkGuHYUMAAI3_V.png
    CEkGuBnUgAEFXmG.png
    Post edited by Eternal on
    http://ink-gaming.com/ono/doku.php The new home of the Ono Tool official wiki.
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    edited May 2015
    Vega
    AE2012 -> USF4 Digital Release
    Hurtbox on new crHP active frames 3~4F were not expanded to match frames 1~2F
    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"
    CEn3UqYUUAECXk-.png:large
    L/M/H Hitbox expanded downward only, also moved down and forward very slightly. Notes only state "Hitbox expanded"
    CEn9S1JUMAEPV0S.png:large
    CEn-kj9VEAA2Wp8.png:large

    Chun Li
    AE 2012 -> USF4 Digital Release
    L/M/H Super hitbox expanded downwards on second hit.
    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
    Post edited by Eternal on
    http://ink-gaming.com/ono/doku.php The new home of the Ono Tool official wiki.
  • Ambassador FoxxAmbassador Foxx Joined: Posts: 27
    Eternal wrote: »

    By product of a listed change
    LK/MK/HK/EX Spin Scythe - Fixed the issue where an opponent could dash through her if forward dashing from behind during the move.

    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. :

    Thanks for the explanation! I hope I didn't trouble you.
  • starstar Bleed for me! Joined: Posts: 616
    Unlisted Vega changes in v1.05:
    UC1 Juggle potential reduced from 1 to 0 on dive portion after reaching the wall. Hitbox height on dive reduced to ALMOST AE status (very slightly larger than AE but WAYYYY smaller than AE2012)

    This was again increased to 1 in 1.05, so it is back to AE2012 status. Not sure about the hitbox though
    PSN: star1138
    Steam: thekingIGNORED
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    edited May 2015
    star wrote: »
    Unlisted Vega changes in v1.05:
    UC1 Juggle potential reduced from 1 to 0 on dive portion after reaching the wall. Hitbox height on dive reduced to ALMOST AE status (very slightly larger than AE but WAYYYY smaller than AE2012)

    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 v1.03_TO_Ultra v1.04.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 v1.04_TO_Ultra v1.05.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.
    http://ink-gaming.com/ono/doku.php The new home of the Ono Tool official wiki.
  • starstar Bleed for me! Joined: Posts: 616
    1.04 already? Shows how useful that change is for Vega ;)
    PSN: star1138
    Steam: thekingIGNORED
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    edited May 2015
    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.
    http://ink-gaming.com/ono/doku.php The new home of the Ono Tool official wiki.
  • supersquaddysupersquaddy Joined: Posts: 155
    Has akumas close stmk always been +6 on counterhit?
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    edited May 2015
    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.
    http://ink-gaming.com/ono/doku.php The new home of the Ono Tool official wiki.
  • MalvadiscoMalvadisco Marambio Joined: Posts: 2,967
    decapre´s cr.hp
    CARACOLES
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    Malvadisco wrote: »
    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.
    http://ink-gaming.com/ono/doku.php The new home of the Ono Tool official wiki.
  • DooplissDoopliss Joined: Posts: 3,181
    Dudley's s.HK also nets you more than +3 on CH, I think it's +5. As a result, I was wrongfully lead to believe that he would be able to combo it normally into EX SSB when EX SSB became four frames faster in USFIV.
    Maybe Doopliss isn't kicking ass, but he's taking names.

    "Combo Hunter", A Street Fighter V Season 2 Combo Video
Sign In or Register to comment.