Threads will be merged when possible. Going to separate out the stuff better using all the posts available, makes it easier to edit for me as well as prevents hitting text cap.
I’m going to compile a list of bugs and improper set character data and send it off to Capcom. They are aware of the list I posted before of unlisted changes, I figured I should compile a complete list of issues.
@Dantarion @Razor5070 @error1 @Anotak and others (ono tool)
@street11 @malvadisco @cerberusfx @shinebox @pepopulo @veserius @doopliss @street11 @haztlan @thefreshprince and more (testing some stuff + finding some stuff + corrections on some of my findings)
@jchensor @m16ghost @shodan for the SRK wiki and helping me figure out some things if I had a question.
And the rest of the SRK.com community for helping out whenever possible, if I didn’t mention you by name I’m sorry. However your contributions are extremely helpful and I thank you for it!
@insanerikk for compiling the pass through bug thread.
HOW TO CONTRIBUTE TO THIS EFFORT
Anything you believe is a bug please include the following:
What the bug is.
The precise scenario where this bug occurs and how to replicate it. (Video evidence a plus!)
Known instances of this bug (if it occurs under other circumstances.
Types of issues to include:
Reeling Animations that cause attacks to whiff ONLY IF IT’S A MAJOR ISSUE ON A SPECIFIC CHARACTER (SUCH AS ELENA’S) AGAINST MULTIPLE CHARACTERS. DON’T INCLUDE VERY SPECIFIC COMBOS FOR 1 CHARACTER WHIFFING ON MULTIPLE CHARACTERS DO include instances where a move was buffed to perform a specific function but still fails consistently.
Trades resulting in a counterhit (Such as Abel’s farHK, Cody’s Far LP, or Guy’s farHK. Attacks where the move has already become active but if you hit the attacking character it still grants a counterhit.
Pass through glitches where a character can dash through another character due to reeling animations
Improperly set counterhit damage (where an attack does less than normal Counterhit damage. Such as Cody’s close HK or Fei’s crMP)
Any major inconsistencies (Such as Dan’s MP Gohadoken not breaking counters, Hakan’s chained crLK having different frame data than not chained, Gen’s U2 jump canceled version being entirely different than normal U2. Cody’s Level 2/3 HP Badstone frame data. Blanka’s chip damage on electricity [may be intentional, will mention it though])
Things NOT to include
Buff requests to things working as intended or not working how you WANT them to (Such as Blanka’s rainbow ball not breaking armor, Rose’s soul spiral having no throw invincibility, ect) if it’s a buff that is something where it seems like the move is not following the standard rules (such as an attack having strange chip instead of the standard 25%, or doing something weird vs crouching opponents like Makoto’s sHP in AE2012, that is worth mentioning.)
“I feel” type reports (where you THINK something is different but you haven’t actively done several tests and can’t provide exact information)
Massive non-gameplay issue
There is a slowdown + system lock up issue affecting consoles post 1.04 patch. The game will slowdown and the audio will become extremely loud and garbled. Current cause is unknown.
Almost every character does not have a hurtbox designated during recovery frames of their attacks. However Hugo, Poison, Rolento and Elena do for most of their attacks. Should be system wide.
Heavy attacks that connect on the upper body of a standing or crouching opponents often cause an extreme reel back animation that can cause followup attacks to whiff or be blockable in situations they should not.
EX Focus and EX Red Focus will build meter on block.
Some combos only work when the attacker is facing to the right or only when facing to the left. Player 1 may be able to do a combo player 2 cannot do.
Many characters light attacks cause proximity blocking until the move has fully recovered, but it’s not universal.
Damage values are inconsistent on counterhit or chip. Some attacks round chip damage / counterhit damage UP to the nearest whole, while other attacks round down. (Ken’s fireball (70 dmg) rounds up to 18chip and 88 damage on counterhit, while his HP SRK 1st hit is rounded down to 17chip but rounds up to 88 counterhit damage)
Proximity / state change option select still exists (May be intentional)
Many attacks that have a lock-in type of animation will trade and cause no damage to the opponent. (Such as Abel’s Falling Sky or Hugo’s Back Breaker) [May be Intentional]
Unblockables still exist and new ones are being found for DWU
Hurtboxes during knockdown animations cause juggle heights to vary WIDELY on some characters. Blanka juggles lower, while Deejay and Balrog fly up much higher. It also affects some characters timing for throws resulting in different landing timing for things like Blanka’s back throw when used on specific characters.
Reeling animations can vary based on where on the opponent you hit them when used as the first attack. This is especially noticeable with jump ins but affects grounded attacks as well. This can result in some combos not working every time even when hit under identical circumstances.
When crossing over or under an opponent without a jump the the turn around animation will occasionally cause inputs to be lost and the turn around animation will run slowly and cannot be interrupted with another command. This is most apparent with things like Blanka’s surprise forward.
Many characters can perform pass through glitches where they switch sides with an opponent mid combo due to a reeling animation. Here is a list of currently known ones ( Credit @InsaneRikk for compiling these)
Ryu on Gen,Cody,Zangief,Vega - cl.hk xx FADC (works on crouching Balrog,Vega)(Works on Zangief and Vega when crouching, has to be really close)
Ryu on El Fuerte,Decapre - cl.st.mp xx FADC (corner,works anywhere on counterhit,can work midscreen without counter hit if closer than normal point blank)
Ryu on El Fuerte,Decapre - Hadoken XX FADC (corner)
Ryu on El Fuerte - cl.mk xx FADC (corner,works anywhere on counterhit)
Akuma on Vega - cl.st.hp xx FADC (corner,crouching)
Akuma on Vega - far HP xx FADC (crouching,counterhit, corner only)
Evil Ryu on Vega - cl.st.hk xx FADC (crouching)
Evil Ryu on Seth,Zangief - HK Axe Kick/EX Axe Kick xx FADC (no special requirement)
Oni on Ibuki - f.hp xx FADC (works on cr.Sagat in corner and on Dudley,Balrog and Vega anywhere when crouching)
C.Viper on Balrog,Vega,Dudley,Cody - cr.mk xx lp.thunderknuckle/mp.thunderknuckle xx FADC (crouching,works with every special cancelable move,works anywhere,works on Cammy,Guile,Sagat but corner only)
Dudley on Cammy,Guile,Balrog - Ducking straight xx FADC (corner,crouching,also works on cr.Vega anywhere)
Dudley on Balrog - f.hp XX FADC (crouching,also works on cr.Vega anywhere)
Dudley on Balrog - f.hk xx FADC (crouching,also works on cr.Vega anywhere)
Dudley on Vega - st.hp xx FADC (Corner, anywhere on counterhit)
Makoto on Cody,Vega,Cammy,Dudley,Balrog,Sagat,Guile - Oroshi xx FADC (crouching)
Makoto on Dudley,Vega - s.hk xx FADC (Balrog,Guile,Cammy,Cody,Sagat in corner)
Cody on Vega - cl.st.hp XX FADC (crouching,blocking,corner)
Cody on Vega - EX Zonk Knuckle xx FADC (crouching,blocking,corner)
Cody on Ibuki - cl.st.hk xx FADC (no special requirement)
Cody on Vega - c.HP xx FADC (Really inconsistent, but it’s possible. Corner only,crouching,blocking)
Cody on Vega - knife s.HP xx FADC (corner only,crouching)
Ken on El Fuerte - cr.mk XX FADC (corner,crouching,close)
Ken on El Fuerte,Decapre - s.MP xx FADC (anywhere)
Ken on El Fuerte - c.MP xx FADC (corner)
Ken on El Fuerte - Hadoken xx FADC (delay dash slightly, corner)
Ken on El Fuerte - EX hadoken xx FADC (delay dash even more, corner,or FADC and then dash forward again)
Ken on st.El Fuerte - Non-EX Tatsu xx FADC (LK/MK/CH HK anywhere, non-CH HK corner only)(The move has two different, potential hitstates, only one of them can be dashed through)
Ken on Rolento - j.hk or Focus crumple,Hadoken xx FADC (corner)
Dan on Vega - cl.st.hk xx FADC (works mid-screen and in corner, crouching)
Dan on Vega - cl.st.hp xx FADC (corner, crouching)
Juri on Cammy,Dudley,Sagat,Vega,Balrog - (During Feng Shui Engine) cl.st.hk XX FADC (FADC the second hit, crouching)
Chun-Li on Vega - cr.hp xx FADC (crouching,works anywhere)
Vega on Cody,Vega - Rolling Crystal Flash xx FADC (crouching,corner,works with all versions)
Balrog on Cammy,Guile,Cody - Dash Swing Blow xx FADC (crouching,corner)
Gouken on Vega - cl.st.hp xx FADC (corner,crouching)
Gouken on Vega - cr.hp xx FADC (corner,counter hit,corner)
Gen on Vega - Jyasen xx FADC (crouching, fadc the last hit, works with any version of Jyasen)
Abel on Vega - 2nd hit cl.HP xx FADC in the corner. (crouching,1st hit whiffs naturally vs cr.Vega)
Rose on Vega - cl.HP xx FADC (crouching,corner only, but anywhere on counterhit)
Balrog on Vega - cl.HK xx FADC (crouching,you need to be closer than normal point blank for it to work, corner only)(set-ups: “j.HP/HK, cl.HK”, “nj.HP (hold forward), cl.HK”, “Overhead xx FADC, cl.HK”, “CH j.LK/LP, cl.HK”)
Cammy on Vega - cl.HP xx FADC (crouching,counterhit only, anywhere)
Cammy on Vega - far s.HP xx FADC (crouching,counterhit only, corner only)
El Fuerte on Vega - cl.HP xx FADC (corner only, counterhit only)
El Fuerte on Vega - Gordita Sobat xx FADC (crouching,corner only, only works on counterhit or from s.HP xx QCF+P xx Gordita Sobat)
El Fuerte on Vega - lvl.1 Quesadilla Bomb xx FADC (crouching,corner only. Tight timing, easier from s.HP xx lvl.1 QB)
Ibuki on Elena - lvl.2 Focus Attack (blocked,corner)
Ibuki on Vega - far HP xx HP xx FADC (corner,anywhere)
Elena on Vega - DP+K/QCB+K/RDP+HK xx FADC (anywhere,delay dash for RDP+HK)
Poison on Vega - CH 2nd hit cl.HK xx FADC (Corner,crouching,counterhit a crouching normal on wake-up so he crouches)
Poison on Vega - 2nd Rekka xx FADC (corner only, point blank only,so you need to do it on wake-up)
Sakura on Vega - far HP xx FADC (crouching,counterhit, corner only)
Elena vs Balrog, Cammy, Cody, Guile, Vega.
- Scratch Wheel FADC on crouch hit.
- Heavy Lynx Tail FADC on crouch hit.
Non-FADC required ones:
Makoto on Vega - Counterhit LK/MK Tsurugi, forward dash. (crouching)
Zangief on Vega - Very deep j.d.HP, forward dash (Deep both vertically and horizontally, anywhere,crouching)
Yang on Vega - During Super, last shadow hits with last hit of cl.HP, forward Dash (crouching,requires meaty counterhit, because Vega has to try to do a crouching move to be hit crouching during the meaty)
Dhalsim on Vega - Dash into Vega as he gets hit by U1 (crouching,U1 will still combo all 5 hits crouching)
El Fuerte on Vega - s.HP xx Habareno Dash (runs through Vega anywhere,crouching)
Ken on El Fuerte - Any jumping Medium, dash forward (anywhere)
Ryu on El Fuerte - lvl.1 FA xx Forward Dash (corner only,standing, crouching)
Cammy on Vega - Cannon Strike xx Forward Dash (crouching, counter-hit, has to hit deep and right on top of Vega’s head, but you still land in front)
Cammy on Vega - EX Cannon Strike xx Forward Dash (crouching, counter-hit, has to hit deep and right on top of Vega’s head, but you still land in front)
USF4 characters cannot perform DWU if hit with a hard knockdown by a character who is not from USF4. Seems counter intuitive. New to USF4
SF4 Seth’s Health and Stun are not the proper SF4 Vanilla values. His Health is 800 and stun is 900 when it should be 750/750. New to USF4 [Fixed in Oct 15th 2014 update]
Setting Music Volume to zero does not mute the volume. [Fixed in Aug 8th 2014 update]
Oversight and/or Bug: It is not possible set a button to “empty” when using the button config from character select screen. New to USF4
One of the new titles has a typo “Flase Prophet” should be “False Prophet” New to USF4
Left corner and right corners of stages do not match in properties. Moves crossups on one side do not crossup on the other. May be related to the issue with how some combos fail when facing left or facing right side of the screen.
Many stages, especially the new stages when playing on PS3, cause lots of frame dropping and visual slowdown. This also applies to Xbox360 but less often.
Playing Evil Ryu on Blast Furnace can cause graphical hiccups and dropped frames. New to USF4
Many players getting “Waiting for player” messages mid match with high frequency causing the game to be nearly unplayable. New to USF4
(Oversight rather than bug) There is no options regarding DWU for the dummy. New to USF4 [Fixed in Oct 15th 2014 update]
Reloading a save state does not save the amount of charge a character has or will release the attack immediately in the case of moves such as Balrog’s TAP. New to USF4
Reloading a save state will occasionally cause the dummy to continue the last input command from before the reload. New to USF4
Far HK can trade and still result in a counterhit. 1st active frame still considered in a counterhit state. New to USF4 [Fixed in Oct 15th 2014 update]
Far LP and chained far LP have different hitboxes
crouching MK only gets +2F on counterhit instead of the standard +3F for mids (May be intentional)
Inputting a Super at any point during Marseilles Roll will cause him to perform a super as soon as the roll recovers (May be intentional)
On Block All Change of Directions (except for the 2nd Mid) build and grant opponent 66.6% of the “on hit” meter gain instead of 50%
close MK can trade and still result in a counterhit. first 2 active frames still considered in a counterhit state.[Fixed in Dec 13th 2014 update]
close MK only gets +2F additional frame advantage on counterhit instead of the standard +3F for mids. (May be intentional as closeMK gets above average hitstun on a normal hit)
close HK can be stuffed during startup and not result in a counterhit. last startup frame not considered in a counterhit state.
close MP only gets +2F additional frame advantage on counterhit instead of the standard +3F for mids. (May be intentional as close MP has A LOT more hitstun than most mids or even most heavies.)
F+MP hurtbox frames are 1F longer than the active frames.
All Air Jaguar Kicks can trade and still result in a counterhit. 1st active frame still considered in a counterhit state.
Thousand Jaguar Super does 50% chip during parts of the attack instead of 25%
Many opponents only need to block 1hit of far HK when crouching. (May be intentional)
F+MP only gets +2F on counterhit instead of the standard +3F for mids (may be intentional)
MP SRK regularly will get 1 hit and then the 2nd hit misses resulting the attack leaving the opponent grounded while Akuma finishes the attack.
EX Tatsumaki will occasionally only get 2-4hits and throw the opponent out of the combo even on grounded opponents.
On Block MK and HK Tatsumaki all hits after the first one build and grant opponent 80% of the “on hit” meter gain instead of 50%
On Block All Air Tatsus build and grant opponent 66.6% of the “on hit” meter gain instead of 50%
On Block MP/HP/EX SRK build and grant opponent 66.6% of the “on hit” meter gain for first hit instead of 50%. Remaining hits grants opponent 100% meter instead of 50%
On Block Demon Flip Palm and Demon Flip Dive Kick build and grant opponent 66.6% of the “on hit” meter gain instead of 50%
Head pushbox gets in the way during standing and forward walking causing inconsistencies in distance for many character’s attacks as well as his own.
Balrog does not have hurtboxes designated during the startup (or some active) frames on any close standing normals. All hurtboxes are entirely based on model and animation.
Far LP when chained into has a different hitbox than when not chain canceled.
On Block All Dash Upper, Dash Smash, Dash Swing Blow, and Dash Low (include EX versions) all build and grant opponent 66.6% of the “on hit” meter gain instead of 50%
On Block All Dash Straights (including EX Versions) build and grant opponent only 33% of the “on hit” meter gain instead of 50%
Super and U1 grant opponent only 25% meter on block instead of 50%
Crouching hurtbox causes many inconsistencies and combos uncomboing for multiple characters. Attacks will whiff on a crouching blanka left in neutral but hit a crouch blocking Blanka.
Forward throw causes players to sink into the ground slightly during bite animation making feet clip through floor (Minor graphical issue)
crMK does not gain additional frame advantage on counterhit New to USF4 [Fixed in Aug 8th 2014 update]
crMK hitstop (aka impact freeze) is different for hitting a standing opponent vs a crouching opponent. This makes cancel timing as well as hit confirming more difficult to do consistently. New to USF4 [Fixed in Aug 8th 2014 update]
close standing MK grants opponent a counterhit when hit during active frames[Fixed in Dec 13th 2014 update]
Blanka does not have a hurtboxes designated for the startup frames of any of his close normal attacks, all are based entirely on model and animation.
Angled Jump HP does not have a hurtbox designated at all for the move, it is entirely based on model animation (may be intentional)
Canceling Surprise Forward (F+PPP) into a reversal OK move will come out 2F slower after the move has already recovered if the new move was input during the surprise forward. The cancel occurs on 24F but the dash recovers on 22F
Electricity does far below normal chip damage (May be intentional)
When performing extended EX electricity the hitbox is a completely different than regular EX Electricity (May be intentional)
Extended Electricity does less damage and stun than normal electricity. (As this is not how Gen, Chun Li, or E. Honda’s rapid button input type moves work I’m not sure if this is intended or an oversight.)
HK Vertical Roll does not properly use it’s landing recovery script due to a miss set “flow table” setting. The landing is the normal landing script from an air attack instead of “Vertical_HG” which is a 10F script that should run when Blanka touches the ground. However the period of time it checks for landing only lasts 1F and it’s not anywhere close to the frame that Blanka actually touches the ground.
If held in a Spin state a cross up Super or Ultra 1 can sometimes uncombo if near the corner as it counts Blanka as having “hit” the wall of the stage and ends the move.
The initial low hit of Ultra 1 does no damage, because of this the move gains no bonus damage on counterhit if the low part is a counterhit. (may be intentional)
If U1 misses the 2nd hit or is held in a spin state for the 3rd hit then the ultra will do 5-10 more damage. Damage can vary between 490 to 500 (may be intentional)
Back throw builds 60 meter on hit instead of the near universal standard 40 (May be intentional)
It is possible for the opponent’s with lower profile dashes to switch sides with Viper if they dash towards her during the startup of close LK
crLP has an incorrectly set head hurtbox size. Should be 0.2x0.2 but instead is defaulted to 0.0x0.0 meaning based on model. (May be intentional)
crMK will not buffer a special move or super combo input during the first 5F of start up.
MP Thunder Knuckle still does 200stun when hitting a crouching or airborne opponent despite notes specifically stating it had stun reduced to 150. [May be intentional?]
On Block, All of Viper’s special attacks (except for HP Thunder Knuckle and ground burn kicks) build and grant opponent 66% meter of the “on hit” meter gain instead of the standard 50% (May be intentional)
On block, Ground non-ex version burn kicks builds and grant opponent 33% of the “on hit” meter gain instead of the standard 50%
On block, The last hit of ground version EX Burn kick grants the opponent 33% of the “on hit” meter gain instead of the standard 50%
EX Thunder Knuckle can only be counterhit for 14F of it’s 26F startup frames.
Air LK Burn Kick hurtbox lasts 1F longer than hitbox
Air HK Burn Kick hurtbox lasts 1f LESS time than the hitbox
Air EX Burn Kick hurtbox is only designated for the last hit, and lasts 1F longer than final hitbox. (May be intentional)
Air EX Burn Kick is in a counterhit state for 1-20F even though the attack becomes active on 6F
Ground EX Burn Kick in a counter hit state for 1-24F even though the attack becomes active on 9F
Ground EX Burn Kick hurtbox is only designated for final hit and lasts 1F longer than final hitbox (May be intentional)
Last active frame of MP Thunder Knuckle cannot be super/ex focus/red focus canceled
Last active frame of LP Thunder Knuckle cannot be super/ex focus/red focus canceled
Super Combo has massively reduced hitstun when connecting with a crouching opponent rather than standing.
Landing Ultra 1 under specific circumstances can result in graphical errors where special effects disappear for all characters. New to USF4
Back dash recovery is 1F longer than the reversal cancel window. Backdash is 22F but can cancel into reversal OK moves on 21F
Back dash only has 6F of invincibility instead of the standard 8F
ALL LP normals cancel window for chaining is longer than the recovery for the attack itself. (Hitting LP several frames after the attack has already recovered can still result in a chain combo. This makes it hard to link lights together or plink to MP or MK attacks)
Chained versions of crLP have a smaller hitbox than normal versions of crLP
Chained crLK startup is 1F faster than normal crLK (chained version did not receive the nerf normal crLK did so chained is still 3F startup)
Far HP can trade and still result in a counterhit. 1st active frame still considered in a counterhit state.
close sLK can only be chained out of on hit/block. (standard for chainable lights is to allow it on whiff as well.)
Cannon Spike remains active even once the move has begun to fall after reaching max height (may be intentional)
Cannon Strike retains height restriction when performing it from a Hooligan Combination. This causes the move to have an extraordinarily small cancel window on some versions of Hooligan (May be intentional) New to USF4
Ultra 2 is negative when used successfully. It is not punishable (AFAIK) but it still leaves Cammy at a disadvantage.
Techable window for Forward Throw is 1F longer than normal [Fixed in Oct 15th 2014 update]
Some reeling animations while crouching cause followups to whiff due to low profiling.
There is no “chained” version of close LP or close LK. Chained close LP and close LK retains all of the same properties as normal close LP/LK allowing for special/super canceling when chained into.
Close LP, close MP, close LK, and close MK don’t have hurtboxes designated during startup frames. Hurtboxes are instead based entirely on character model + animation.
At some distances Chun Li’s far HP can pass through an opponent without hitting them.
Far HK hurtbox is extended 1F before the move becomes active. In addition the last frame of startup does not have a counterhit state. You can stuff the attack during startup without gaining counterhit bonus. (I’m guessing the move was supposed to startup 1F faster than it does.)
B+MKxxMK does not have a counter hit state during startup. Neither does the Tensho followup (D->UP+MK)
Tensho causes a lower juggle on counterhit.
When canceling into HK SBK from a close HP the move has different recovery than when performed at any other time. This results in the move having different frame advantage. New to USF4
LK SBK will whiff many hits on most characters due to reeling when canceled into from crHP or crMK, often including the final hit that causes knockdown.
MP Kikoken cannot be counterhit during the last 2F of it’s startup. Attack can be stuffed during startup without gaining counterhit status.
All non-ex SBKs cause more pushback and give less frame advantage on counterhit.
First 19hits of UC2 only do 20% chip instead of 25%. New to USF4
Level 3 Focus attack hurtbox during active frames is positioned different than level 1 or 2.
Backdash recovery is 3F longer than the reversal cancel window. Backdash is 26F but can cancel into reversal OK moves on 23F
Walking backwards the hurtbox is only designated for the first 36F of a 150F animation.
Far LP can trade and result in a counterhit. 1st active frame still considered in a counterhit state
close HK counter hit damage is lower than it should be (110 damage base but only does 125damage on counterhit. Should be 138)
crouching MK has empty physics settings (May be intentional)
crouching MK only grants +2F additional frame advantage on counterhit instead of the standard 3F for mids/heavies (may be intentional)
crouching knife attacks do not count as being crouching.
Angled Jump MP builds 60 meter on hit and 30 meter on block instead of the standard 40/20 for a mid (may be intentional)
chain canceled sLP with knife has a different hitbox than regular sLP with knife, also does not cause proximity blocking.
Chained sLP/crLP with knife did not get the juggle potential increase that regular sLP/crLP with knife did. New to USF4
close sMP with knife 2nd hit did not get juggle potential increase that far sMP with knife did. New to USF4
F+HP only grants +2F additional frame advantage on counterhit for 2nd hit instead of the standard +3F for heavies. (May be intentional)
F+MP only grants +2F additional frame advantage on counterhit instead of standard +3F for mids. (May be intentional)
Far MK while holding the knife has a different size hurtbox and hitbox than far MK without the knife.
Knife attacks cause less than normal chip damage (May be intentional)
sMP with Knife only grants +2F additional frame advantage on counterhit instead of the standard +3F for mids. (May be intentional)
On Block LP Criminal Upper first hit builds 80% of the “on hit” meter gain for Cody and grants 100% of the “on hit” meter gain to opponent.
On Block MP Criminal Upper first hit builds 40% meter for Cody. Tornado portion builds 80% of the “on hit” meter gain for Cody and grants 100% of the “on hit” meter gain value to opponent.
On Block HP Criminal Upper builds and grants opponent 100% of the “on hit” meter gain value.
Meter gain for tornado portion of HP Criminal Upper is significantly lower than meter for LP/MP/EX (may be intentional)
Badspray causes 13x2 chip stun damage when blocked (may be intentional)
Level 2 and Level 3 HP Badstone have different frame data than Level 1 and level 4
Badstone/knife throw/fake badstone/fake knife throw charging and startup do not cause proximity blocking.
Badstone does not have a counterhit flag for the last 7F before it becomes active. (may be intentional)
Zonk knuckle uses up all juggle potential preventing combos after zonk - FADC but only if Zonk is the first attack to cause a knockdown. HK Ruffian - FADC - Zonk allows combos (may be intentional)
LK/MK/EX Ruffian Kicks physics and hurtbox data do not match up with the active frame settings. Active frames run out sooner than they should. (May be intentional)
EX Ruffian Kick has projectile invincibility during part of the recovery rather than part of the startup (May be intentional or related to the active frames running out before hurtbox and physics do)
LK Ruffian Kick is not a hard knockdown when hitting an airborne opponent New to USF4 [Fixed in Oct 15th 2014 update]
Badspray from face up knockdown is 20F longer recovery than from face down knockdown resulting it being far more punishable.
Knife pickup can only be canceled into specific versions of moves. You can cancel it into knife throw, criminal upper, EX FADC, super combos and chainable light attacks but not Zonk or Ruffian Kick or non-chained normals (May be intentional)
Super combos still regularly drop people mid combo (LK Super will always drop Honda after the 3rd hit for example.)
Ultra 2 on air hit will leave Cody punishable after the dust portion juggles on an airborne opponent.
Ultra 2 dust can connect with a grounded opponent (even one who has not extended their hurtbox whatsoever) and the first wrench attack can either whiff or be blocked.
Ultra 2 dust portion does not break counters (may be intentional)
Hurtbox position on a max charged Focus attack is different for a max charged EX Focus attack.
None of Dan’s close standing normals have hurtboxes designated at any point during the attack. They are all entirely based on model + animation.
Far MP hurtbox is extended 1F before the attack becomes active.
crouching HP hurtbox is extended 1F before the attack becomes active
MP Gohadoken will not break counters after the first 2F active
Active frames on Gohadoken disappear long before the fireball graphics ends. (May be intentional)
MP/HP Gohadoken cause different chip damage than LP Gohadoken despite all causing the same base damage.
LK Danku can trade and result in a counterhit. 1st active frame still considered in a counterhit state
EX Danku can trade and result in a counterhit. first 2F active frames still considered in a counterhit state
On Block First hit of MK and HK Danku build and grant opponent 66.6% of the “on hit” meter gain value instead of 50%
On Block Last hit of MK and HK Danku build and grant opponent 100% of the “on hit” meter gain value instead of 50%
On Block All Air Dankus build and grant 66.6% of the “on hit” meter gain value instead of 50%
If the final hit of Dan’s Super combo connects as a counterhit the juggle height is SIGNIFICANTLY lower.
Super combo grants only 25% meter on block.
Dan’s move list order is setup incorrectly allowing for Focus cancel into super taunt.
Ultra 2 invincibility does not last until the move becomes active. In addition the fireball itself will not come out if Dan gets hit during the startup. This is counter to every other fireball ultra in the game. This means Dan’s U2 can actually get stuffed during startup. (May be intentional.)