Unlisted Changes in USF4

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  • MalvadiscoMalvadisco Marambio Joined: Posts: 2,967
    yomi
    CARACOLES
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    edited May 2015
    Doopliss wrote: »
    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.
    yeah in 2012 they made it gain 5F additional frame advantage on CH so now it's +7F. Of course before USF4 it also caused a ton more pushback severely limiting link options and some specials would whiff.
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  • NecrotrophicNecrotrophic Isn't a communist. Joined: Posts: 5,867
    did they change balrogs f.jump hurt box or chuns hit box ln st.hp?

    in previous versions if balrog tried jimping a fireball chuns st.hp always hit, now it seems you have to be more concerned with spacing than before because im seeing it whiff sometimes where as before i never saw it happen.
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  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    did they change balrogs f.jump hurt box or chuns hit box ln st.hp?

    in previous versions if balrog tried jimping a fireball chuns st.hp always hit, now it seems you have to be more concerned with spacing than before because im seeing it whiff sometimes where as before i never saw it happen.

    No and no, at least according to character files they are both unchanged in any version from 2012->current version which I've checked.
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  • b0tesb0tes Kunoichi in training Joined: Posts: 78
    Most Ibuki players already were aware but in 1.04 update, her far st.HP is no longer Kara cancelable on whiff, only on hit or block.
    "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

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    USF4: Ibuki
  • pepopulopepopulo Eternal's groupi Joined: Posts: 633
    I think that was listed
    Nueva tecnología!!!
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    edited June 2015
    b0tes wrote: »
    Most Ibuki players already were aware but in 1.04 update, her far st.HP is no longer Kara cancelable on whiff, only on hit or block.
    Combofiend wrote:
    Backhand Punch - Fixed the issue where she could cancel the move on whiff.

    http://www.capcom-unity.com/combofiend/blog/2014/12/15/usfiv-version-104-adjustments

    If you look closely at the OP you'll see I haven't removed any unlisted changes that had listed fixes. This thread is more like a supplemental change log to the originals, that is also why I include the dates and numbers for each version.
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  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    Noticed an unlisted change in 1.04. Elena's crLP reaches forward slightly farther. Notes say "Increased the size of the hitbox for the attacking leg up to her thighs." meaning only backwards.
    CGZ1nVgUcAA9eTS.png:large

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  • exogenexogen Joined: Posts: 510
    I had bought the USF4 Bible. I was disappointed as the level of detail didn't get into hit and hurt boxes. I was hoping they would have illustrations of that.
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    exogen wrote: »
    I had bought the USF4 Bible. I was disappointed as the level of detail didn't get into hit and hurt boxes. I was hoping they would have illustrations of that.

    Weird, it does in the digital prima guide I've been using to supplement my testing for updating the wiki. It has pics of a bunch of hitboxes/hurtboxes. Sure not ALL frames but a ton of em.

    Sadly you can't d/l the prima guide free anymore.

    Yours doesn't have stuff like this?

    dKUyvGR.png
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  • Nobus3r1Nobus3r1 #RiseUp? Joined: Posts: 5,096
    Eternal wrote: »
    exogen wrote: »
    I had bought the USF4 Bible. I was disappointed as the level of detail didn't get into hit and hurt boxes. I was hoping they would have illustrations of that.

    Weird, it does in the digital prima guide I've been using to supplement my testing for updating the wiki. It has pics of a bunch of hitboxes/hurtboxes. Sure not ALL frames but a ton of em.

    Sadly you can't d/l the prima guide free anymore.

    Yours doesn't have stuff like this?

    dKUyvGR.png
    The dead tree edition of the USFIV bible has plenty of details on hitboxes. Maybe not as much frame-by-frame breakdowns as would be nice but definitely enough to get an idea of where stuff is going to hit.
    House of Bane
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  • Spirited_AwaySpirited_Away Joined: Posts: 506 ✭✭✭✭✭ OG
    Maybe it's just me but I've noticed that some characters can do their close heavy attacks from a little farther distance than previous versions for example E.Ryu and Akuma's cl.HP !?
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    Maybe it's just me but I've noticed that some characters can do their close heavy attacks from a little farther distance than previous versions for example E.Ryu and Akuma's cl.HP !?

    Against some characters the distance appears farther than the game actually states it is, that could be what you're experiencing, There isn't any actual difference I can find from any other version,
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  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    New unlisted change I found
    1.04 - Juri - HK Fuhajin Release blockstun reduced by 2F. Frame advantage on block reduced from +6F to +4F
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  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    edited June 2015
    1.04 - Poison - Ultra 2 heart spawn location and way it floats away when attack whiffs was changed. Also the exact range of her U2 was increased from 0.649 to 0.91 (notes just say range was increased)

    CIu57bWUcAQhnjS.png
    Post edited by Eternal on
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  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    1.04 - Sakura - Level 2 and Level 3 EX Hadoken charge times were also reduced by 4F. Notes only mention level 1
    EX Hadoken
    ・ Reduced the recovery frames by 4, going from 48F to 44F.
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  • DelayedWakeUpDelayedWakeUp Realest Nigga Joined: Posts: 117
    edited December 2015
    @Eternal
    i know you read all my posts, ps you smell
    d3v wrote: »
    Well the primary goal when you engage in a footsies battle is to out space your opponent to create an error so you can punish in a way that allows you to continue to press the advantage. Common examples are whiff punish into knockdown for follow up pressure or mix up, whiff punish into super for high damage while also potentially getting pressure and or mix up afterwards as well.
    False.

    LOL
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