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General => Street Fighter IV - General Discussion => Topic started by: Gamogo on June 06, 2014, 12:26:44 AM

Title: Ultra SFIV - misc new tech, matchup ideas, discoveries, etc
Post by: Gamogo on June 06, 2014, 12:26:44 AM
I figured we ought to have a thread for discussing Ultra SFIV's bits and pieces, whether it be nuances to do with new characters, old ones, changed matchups, strategies, new mechanics, etc.

I found this today which is certainly interesting:

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

It gives a nice run down on every single little change that found its way into the character datasets for Ultra that wasn't necessarily detailed by Capcom. For example, Akuma has a new hurtbox during his demon flip dive kick and the third hit of his grounded EX tatsu hits a little higher now. Weird stuff like that. Kinda interesting to read if you feel something feels different about your character, but can't put a finger on exactly what.
Title: Re: Ultra SFIV - misc new tech, matchup ideas, discoveries, etc
Post by: Gamogo on June 06, 2014, 12:57:14 AM
One for the Fei dudes:

Title: Re: Ultra SFIV - misc new tech, matchup ideas, discoveries, etc
Post by: Solarsailor on June 06, 2014, 03:33:20 AM
I've noticed Rolento's hurt box is fucked up, I can't Tiger Knee trap him, if he's in crouch block, it just whiffs.

That's my input for today.

PS - Don't ya love combo videos that involve Sagat and Dhalsim ......in the corner.....with full meter. Very handy stuff!  :P
Title: Re: Ultra SFIV - misc new tech, matchup ideas, discoveries, etc
Post by: Niah on June 07, 2014, 05:46:52 AM
vega's rolls has been buffed with FADC being on +5 instead of 0 after the dash. now i was initially thinking how they could possibly do this. it's either from a faster dash, or a bigger block stun. was found out in the vega forums of srk that the system knows you cancelled the move on block, and so it gives you a 15 frame dash instead of his normal 20 frame dash. it's so bloody weird. of course i don't have the game, so i won't know till 2 months later, but that's some food for thought i guess.
Title: Re: Ultra SFIV - misc new tech, matchup ideas, discoveries, etc
Post by: Solarsailor on June 07, 2014, 09:42:42 AM
That must be how they changed the blockstun on the Dp's then also.

Personally even though I've been FADC both forward and back, I've not been getting my dashes punished as yet. Not that I've played a great many games of course.

When you dizzy Hugo you can't jump in combo him (even though he's the largest thing in video games). Seems you can only hit him low, kind of like Dan I think. Also I saw a video where Elena's crouching box avoided a shit ton of vipers moves including burn kicks. Everyone was bitching about it on SRK but personally I let out a little tear of joy against that flaming bitch.
Title: Re: Ultra SFIV - misc new tech, matchup ideas, discoveries, etc
Post by: saikyobatsujin on June 07, 2014, 11:43:34 AM
I really don't like Dan's stand close hard kick input change to back hard kick. Although, I can now use it as a descent anti-air, it does seem awkward when using it in a combo where I need to link it to crouching medium punch cancel into fireball or dp.
Title: Re: Ultra SFIV - misc new tech, matchup ideas, discoveries, etc
Post by: maxsze90 on June 07, 2014, 02:52:11 PM
I really don't like Dan's stand close hard kick input change to back hard kick. Although, I can now use it as a descent anti-air, it does seem awkward when using it in a combo where I need to link it to crouching medium punch cancel into fireball or dp.

Having control over the variation of a button is way better. You'll get used to it.

Whenever you connect cl.hk it should be easily confirmed into dp or cl.mp depending on spacing and character. Too bad the recognition of cl.mp sucks, I was hoping that it would be buffed.

On Akuma:
Akuma actually looks fair and as potent in Ultra, hurtbox nerf to demon flip kick and back air fireball recovery is good. DWU imo doesn't hurt his forward throw vortex as you have all day to react to technical before the jump/flip. Far.hp looks OP... true block string into fireball and great combo extender/footsie. Cl.mk is easier confirm that forces stand --> more consistency. No U1 cancel from sweep, thank goodness, best sweep in game that couldn't be focused lol.

On Rose:
Blocking DP fadc = reversal U2, should catch all options on all (?) characters. I'll need to test in a week or two.

On Vega:
I think his dp fadc being +5 is a result of him able to cancel his dash sooner into ANYTHING. Sorta like how AE Yang could medium palm FADC forward and be +4 but still connect U2/DP (5f). When inputting specials it cancels last dash frames but not normals.

On DP fadc -5:
Blockstun/dash frames are the same I'm guessing but your character is stoned for a few more frames, so fastest possible action (block, normal, specials) all can't be done. Call it post dash recovery frames.

I could be totally wrong but that's how I see it.
Title: Re: Ultra SFIV - misc new tech, matchup ideas, discoveries, etc
Post by: Gamogo on June 07, 2014, 03:08:10 PM
Looking at the diff notes, block stun on blocked DPs is reduced. At least, that is the case for Akuma.
Title: Re: Ultra SFIV - misc new tech, matchup ideas, discoveries, etc
Post by: Niah on June 07, 2014, 06:37:01 PM
the faster dash only happens when people block vega's roll, not when people get hit though. if he could truly cancel earlier (which i don't think it's possible because you cancel any earlier and the claw won't even come out...) then he should be on a bigger advantage on hit. but it's not, it's still +4 on hit after fadc.

as for dp, that's different, it knocks down on hit. making it -5 is just simply making blockstun 3 frame shorter like gamogo said
Title: Re: Ultra SFIV - misc new tech, matchup ideas, discoveries, etc
Post by: Solarsailor on June 07, 2014, 08:05:06 PM
When Rolento does those wall rolls, can you poke him out of it? He doesn't seem like he's negative on block.

I did ultra one of them on reaction but I'm wondering if he can deliberately pull up short to bait stuff. Seems like quite a strong (and irritating) move.
Title: Re: Ultra SFIV - misc new tech, matchup ideas, discoveries, etc
Post by: GodlyEffect on June 08, 2014, 12:04:03 AM
When Rolento does those wall rolls, can you poke him out of it? He doesn't seem like he's negative on block.

I did ultra one of them on reaction but I'm wondering if he can deliberately pull up short to bait stuff. Seems like quite a strong (and irritating) move.
Rollentos little hop back into rolls? I've been in training mode and only traded with Ryu C.MP. On block (stand blocking) Ryu can sweep punish. Makoto can punish EX with EX uppercut but normal ones, it doesn't look like she can punish.
Looks like EX rolls can be punished with things that go as far as Ryu sweep, and are faster than roughly 10 frames, while normal roll seems a tiny safer.
Yes, he can choose the distance he rolls to.

Training mode got buffed with memory/reload function. It's a favourite thing of mine.
Title: Re: Ultra SFIV - misc new tech, matchup ideas, discoveries, etc
Post by: Solarsailor on June 08, 2014, 01:54:39 AM
When Rolento does those wall rolls, can you poke him out of it? He doesn't seem like he's negative on block.

I did ultra one of them on reaction but I'm wondering if he can deliberately pull up short to bait stuff. Seems like quite a strong (and irritating) move.
Rollentos little hop back into rolls? I've been in training mode and only traded with Ryu C.MP. On block (stand blocking) Ryu can sweep punish. Makoto can punish EX with EX uppercut but normal ones, it doesn't look like she can punish.
Looks like EX rolls can be punished with things that go as far as Ryu sweep, and are faster than roughly 10 frames, while normal roll seems a tiny safer.
Yes, he can choose the distance he rolls to.

Training mode got buffed with memory/reload function. It's a favourite thing of mine.

I'll have to give it a shot. At first it seemed like it was a hard match for gat, but then the next match i did literally nothing but low tigers and AA and he couldn't get in, the rolls must not be invincible at certain points. Also it doesn't seem like he has a reversal? I've pressured quite a few on wake up...but nothing.

Sagat v Hugo must be 8-2 minimum, not that I've played a great one, I just don't see how that big lump gets past the wall.
Title: Re: Ultra SFIV - misc new tech, matchup ideas, discoveries, etc
Post by: water_ling on June 09, 2014, 03:08:30 PM
Elena's crouch makes his hit-box very low...
Title: Re: Ultra SFIV - misc new tech, matchup ideas, discoveries, etc
Post by: GDLK|Enicius on June 10, 2014, 08:43:57 PM
can someone show me some new tech to download this on psn? I'm fiddeling with the Europe psn but it's tricky...
Title: Re: Ultra SFIV - misc new tech, matchup ideas, discoveries, etc
Post by: Madenka AU on July 04, 2014, 08:02:35 AM
Ok have an interesting bit of info for anyone who plays Hawk, point blank cl.mp, cl.mp xx lk Condor spire gives at least +4 on hit, so you follow up with st.lp.

As long as you hit spire from the sweet spot this is always possible, some hit boxes don't work as well as others but it works a dream on Ryu.

Example:
Cl.mp, cl.mp xx lk spire, st.lp, st.lp, st.mp = 333
Title: Re: Ultra SFIV - misc new tech, matchup ideas, discoveries, etc
Post by: fkuspencer on July 21, 2014, 06:45:00 PM
https://twitter.com/ukeuked/status/490892949496950784

lol
Title: Re: Ultra SFIV - misc new tech, matchup ideas, discoveries, etc
Post by: Gamogo on July 21, 2014, 08:27:46 PM
https://twitter.com/ukeuked/status/490892949496950784

lol

DEFINITIVE VERSION.
Title: Re: Ultra SFIV - misc new tech, matchup ideas, discoveries, etc
Post by: Pope Tyler I on July 25, 2014, 08:33:41 AM
I guess fans asked for terrible hit detection and Capcom listened. <3
Title: Re: Ultra SFIV - misc new tech, matchup ideas, discoveries, etc
Post by: water_ling on July 27, 2014, 03:02:41 PM
Imagine that you can see the timing & hitboxes.
Imagine that you can pull frame data directly from the game.
http://www.reddit.com/r/SF4/comments/2b1h4n/frame_trapped_now_adding_hit_boxes/
http://www.reddit.com/r/SF4/comments/2baei7/frame_trapped_wiki_needs_your_help/
Why is this a 3rd party tool for PC and not an official part of the game?
Title: Re: Ultra SFIV - misc new tech, matchup ideas, discoveries, etc
Post by: Niah on July 28, 2014, 04:43:29 AM
capcom wanted you to discover the combos and properties of the moves on your own instead of spoon feeding you. too bad most people don't care about being spoon fed with this type of info
Title: Re: Ultra SFIV - misc new tech, matchup ideas, discoveries, etc
Post by: Pope Tyler I on July 28, 2014, 08:30:17 AM
Too bad in what way? Are you saying "too bad for you Capcom because people don't want to work it out your way" or that it is a bad thing in some broad sense that people are actually pulling the game apart to work this stuff out?
Title: Re: Ultra SFIV - misc new tech, matchup ideas, discoveries, etc
Post by: Gamogo on July 28, 2014, 09:41:24 AM
capcom wanted you to discover the combos and properties of the moves on your own instead of spoon feeding you. too bad most people don't care about being spoon fed with this type of info

No.

Capcom chose to monetise this component of the game by selling the information to third parties via exclusive agreements.

See: Brady Games and Arcadia Magazine.
Title: Re: Ultra SFIV - misc new tech, matchup ideas, discoveries, etc
Post by: Niah on July 28, 2014, 11:26:06 AM
saying to bad for capcom that we don't give a damn on working stuff out ourselves. so we have to resort giving capcom money for that info....which sucks...unless you have pc of course!
Title: Re: Ultra SFIV - misc new tech, matchup ideas, discoveries, etc
Post by: Solarsailor on July 28, 2014, 07:10:51 PM
I think we as players though, overestimate the usefulness of these tools in the general FG world.

Chances are 80% of SF4 players don't even know how to option select/slow tech/learn frame data etc etc. Sometimes I think WTF Capcom!!! Then other times I think maybe we are just the really low percentage of players that give a damn about that stuff and they know that.

I mean jump online right now, it's a shambles. That's pretty much how I imagine most countries to be, just a larger shambles.

Charge for costumes = $$$.

Install new features = No $$$

Title: Re: Ultra SFIV - misc new tech, matchup ideas, discoveries, etc
Post by: Madenka AU on July 29, 2014, 06:30:48 PM
Businesses gotta make money. The game quality is unaffected offline. And the biggest markets are still happy for the most part. If our internet wasnt soup cans and string, I reckon we'd be ok.
Title: Re: Ultra SFIV - misc new tech, matchup ideas, discoveries, etc
Post by: Solarsailor on July 29, 2014, 09:38:10 PM
Businesses gotta make money. The game quality is unaffected offline. And the biggest markets are still happy for the most part. If our internet wasnt soup cans and string, I reckon we'd be ok.

Yeah the internet quality is a large part, and the player base.

In general though, I agree, for the (5th?) edition of the game, this should have been definitive, but it just feels like a patch to me.
Title: Re: Ultra SFIV - misc new tech, matchup ideas, discoveries, etc
Post by: whatcudgowrong on August 25, 2014, 09:35:16 PM
Charge for costumes = $$$.

I would buy but almost the entire range of summer costumes are so ugly.  :(
https://www.youtube.com/watch?v=0aCv3Sc9-UE
Seeing it in motion makes it worse...
Title: Re: Ultra SFIV - misc new tech, matchup ideas, discoveries, etc
Post by: water_ling on April 23, 2015, 01:27:13 PM
USF4 Patch 1.05

Some Omega changes...
http://www.capcom-unity.com/combofiend/blog/2015/04/21/usfiv-ver-105-patch-coming-tomorrow
Bzzzzzzzz

Low-tier Rolento
https://youtu.be/qxrPJE4QSsQ
Title: Re: Ultra SFIV - misc new tech, matchup ideas, discoveries, etc
Post by: water_ling on July 21, 2015, 07:11:53 PM
CrossCounter glitch found by Desk  (biffotasty@youtube)
https://www.youtube.com/watch?v=T9EPMspFbq8