Unlisted Changes in USF4

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  • threithrei Low IQ Idiot that plays charge characters Joined: Posts: 726
    edited December 2014
    Well he's not worse than he was in USF4 initially (but he's still pretty damn bad)

    They did mess up though. They could have gotten away with the same ol' "oh we screwed up our bad we love deejay srs guys" if not for one thing:

    They went and fixed DeeJay's buggy hurtbox in omega mode (and, once again, its very telling how similar deejay plays to poison in omega), while leaving it alone in the USF4 patch. It was completely intentional.
  • Spirited_AwaySpirited_Away Joined: Posts: 513 ✭✭✭✭✭ OG
    edited December 2014
    tali wrote: »
    @Eternal

    In version 1.03 poison could safe jump cammy's DP by making it whiff with this set up.

    rekkas > 2nd hit > 3rd hit, immediate back dash, immediate F.J.HK

    now in 1.04 cammy will stuff the jump in with her dp every time. It doesn't whiff anymore.

    It is also not exclusive to ultra cammy as i just tested AE 2012 cammy and she also stuffs it.

    Here you can see @Dafeetlee using this set up in his vid which was on 1.03



    Its at 00:55

    Thoughts on what's happening?

    Many variables could play into this more recovery on third rekka, backdash framedata changed, jump frame data changed.
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    Haven't looked into it yet, been waiting on @dantarion to upload the last 16 characters to ultradif because it takes 1000% longer and is much less accurate if I just open the files up and look at them side by side.
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  • MASTER OF DA FISTMASTER OF DA FIST Hail The ILLUMINATI!!!!!! Joined: Posts: 1,129
    Did Capcom do anything to Balrog's EX Headbutt when it comes to hitting low profile crouching normals? I played against a Rog player last night and I did low forward on his wakeup and he did EX Headbutt, which completely whiffed. I don't remember in previous versions that EX Headbutt whiffed on low profile moves like shotos low forwards. I know regular headbutt loses to them though.
  • ShineboxShinebox Joined: Posts: 2,689
    Did Capcom do anything to Balrog's EX Headbutt when it comes to hitting low profile crouching normals? I played against a Rog player last night and I did low forward on his wakeup and he did EX Headbutt, which completely whiffed. I don't remember in previous versions that EX Headbutt whiffed on low profile moves like shotos low forwards. I know regular headbutt loses to them though.

    You mean like here at 6:30:42?



  • VeseriusVeserius Hold Down Back Joined: Posts: 11,491
    When I was playing Akuma i did os cr.mk against rog all day because of that off of demonflip palm.
    Vuh-sair-ee-us or just Ves I guess | Twitter | Youtube  | Maj's Footsie Handbook  | My TMNT:TF Netplay Guide
  • MASTER OF DA FISTMASTER OF DA FIST Hail The ILLUMINATI!!!!!! Joined: Posts: 1,129
    Shinebox wrote: »
    Did Capcom do anything to Balrog's EX Headbutt when it comes to hitting low profile crouching normals? I played against a Rog player last night and I did low forward on his wakeup and he did EX Headbutt, which completely whiffed. I don't remember in previous versions that EX Headbutt whiffed on low profile moves like shotos low forwards. I know regular headbutt loses to them though.

    You mean like here at 6:30:42?



    Yep, just like that. I really don't ever remember that EX head-butt whiffing like that. It puts a smile on my face. Now that I think about it, didn't PR Rog beat Fuudo with a wakeup EX head-butt against Fei's low forward at Capcom Cup?
  • EternalEternal unpleasable perfectionist Joined: Posts: 12,436
    Headbutt was always able to be low profiled, including EX. I often do safe jump OS crMK as Cody because it'll low profile both EX Headbutt and EX dash straight from Balrog.
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  • RagingStormXRagingStormX Team Arcade Stream Joined: Posts: 5,199 ✭✭✭✭✭ 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: 5,199 ✭✭✭✭✭ OG
    Tested using unpatched ultra and patched ultra.
  • VeseriusVeserius Hold Down Back Joined: Posts: 11,491
    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: 11,491
    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: 1,159
    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
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  • 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.
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  • HaztlanHaztlan Joined: Posts: 1,159
    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.
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  • AriesnoAriesno Seimitsu's warrior Joined: Posts: 407
    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.
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  • AriesnoAriesno Seimitsu's warrior Joined: Posts: 407
    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
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  • 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
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  • 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.

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  • 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.
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  • 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
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  • 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.

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  • 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
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  • 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.
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