Ultra Street Fighter IV

Ultra Street Fighter IV

Hugo's Giant Palm Bomber inconsistencies?
Was just wondering if anyone else has been experiancing this.

I've was hitting the lab with Hugo and noticed something strange happening with canceling a normal into his L.Giant Palm Bomber. It seems like it only combos 50% of the time.

I tested it by setting the training dummy to record and doing s.LP>l.GPB while wlking into the dummy to make sure that I was touching it and maintaining the same range for every hit. Sure enough, it didn't combo consistently despite recieving the same exact timing and being at the same exact range. I've tried this s.LK, c.LP, and c.LK as well and they all have the same outcome.

I recorded it so you guys can see what I'm talking about here:
https://www.youtube.com/watch?v=KIdFEkIgWa8
You can see it comboing randomly even when canceling it as fast as possible.
At 1 minute I set the dummy to record the inputs and it's still inconsistent.

Can anybody test this in order to confirm that this isn't just a problem I'm experiencing?
And if other people are experiencing this so you have any idea what's causing it?
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115/15 megjegyzés mutatása
Yea Ive been trying to look into that as well. I thought it was a speed thing but Now im thinking it is just inconsistent like that on purpose to keep from having an Infinite.
Lance Kusanagi eredeti hozzászólása:
Yea Ive been trying to look into that as well. I thought it was a speed thing but Now im thinking it is just inconsistent like that on purpose to keep from having an Infinite.
That seems like a pretty weird way to do it instead of just adding additional pushback on hit.
Also does anyone have the console version as well so they can test if this is a PC only issue?
I just got up to 6 hits lol.
It's probably just a one frame link or something and you're missing it. Try getting a macro program like AutoHotkey to do the inputs for you and see if it's consistent.
n00bdragon eredeti hozzászólása:
It's probably just a one frame link or something and you're missing it. Try getting a macro program like AutoHotkey to do the inputs for you and see if it's consistent.
It's a normal canceled into a special. Links aren't involved here.
In the video I showed the training dummy doing the same inputs at the same time and at the same range and it still wasn't connecting consistently. Sometimes it combos, sometimes it doesn't.
If the training dummy can't do it every time under perfect conditions, execution has nothing to do with it.
I'm not sure but i think sometimes u dont cancel the lp on the first active frames but in the ending frames, so basically u dont have enough stun to cancel the LP into the palm, in ur video the CPU executing ur recorded stuff seemed to hit the cancel 100% of the time...
Legutóbb szerkesztette: giangole; 2014. aug. 15., 16:07
sup eredeti hozzászólása:
the CPU executing ur recorded stuff seemed to hit the cancel 100% of the time...
No. It didn't. Not even close.
Unless it says "2 Hit Combo" on the right hand side, the CPU failed. Which it did the majority of the time. You might've just though it looked like it did because I was walking forward and not blocking so everything hit, but it didn't combo.
Legutóbb szerkesztette: Hugh G. Rekshun; 2014. aug. 15., 16:14
Hugh G. Rekshun eredeti hozzászólása:
sup eredeti hozzászólása:
the CPU executing ur recorded stuff seemed to hit the cancel 100% of the time...
No. It didn't. Not even close.
Unless it says "2 Hit Combo" on the right hand side, the CPU failed. Which it did the majority of the time. You might've just though it looked like it did because I was waling forward and not blocking so everything hit, but it didn't combo.
lol yeah u r right.
Just checked the framedata LP has 11 frames of recovery and is +2 on hit, it means (if im right) 13 "cancellable frames". palm is 15 frames of startup, in "theory" this cancel should NEVER happen.
sup eredeti hozzászólása:
Just checked the framedata LP has 11 frames of recovery and is +2 on hit, it means (if im right) 13 "cancellable frames". palm is 15 frames of startup, in "theory" this cancel should NEVER happen.
Actually I just noticed something going over his frame data as well.
  • s.LP is 3A + 11R + 2oH = 16 Frames
  • s.LK is 2A + 10R + 3oH = 15 Frames
  • cr.LP is 2A + 12R + 1oH = 15 Frames
  • cr.LK is 3A + 10R + 2oH = 15 Frames

    Based on that data it should be possible for all of them to connect if cancelled on the first active frame. What's interesting to me is that even the s.LP which has an extra frame for it to combo still won't do it consistently, which means that the palm's startup seems bugged and is varying by at least 2 frames almost randomly.

    Even though my game runs smoothly I decided to mess around with the options to see if changing certain framerate options had any effect and nothing changed so this doesn't seem like a performance issue at all.
more than startup bug it may be something about hitboxes, that causes:
1) palm to hit on the second frame instead of first
2) normals hitting one frame later?
3) normals not cancellable on the first frames
u should check and try to punish -15 moves
giangole eredeti hozzászólása:
more than startup bug it may be something about hitboxes, that causes:
1) palm to hit on the second frame instead of first
2) normals hitting one frame later?
3) normals not cancellable on the first frames
u should check and try to punish -15 moves

Just tried it on Ryu's cl.HP (exactly -15 frames oB) and it punishes consistently.
The first one on your list seems like it would be the most likely given the circumstances.

I'm gonna test it out with the rest of the roster and see if this is consistent across the board, or if it's only certain characters' hitboxes that can be causing it.
Legutóbb szerkesztette: Hugh G. Rekshun; 2014. aug. 15., 18:25
CH cr.LP/LK xx LP Palm is consistent (Did it ~20 times in a row with no issues). Since it's a light it should only get +1.

Edit: The implication is that this isn't a timing thing. Even if I was getting +6 on CH (double the +3 you get on hard) I would have expected to have failed it at least once.
Legutóbb szerkesztette: Mercy meta is best meta; 2014. aug. 15., 18:46
Yuns and Roses eredeti hozzászólása:
CH cr.LP/LK xx LP Palm is consistent (Did it ~20 times in a row with no issues). Since it's a light it should only get +1.

Edit: The implication is that this isn't a timing thing. Even if I was getting +6 on CH (double the +3 you get on hard) I would have expected to have failed it at least once.
Tested this as well just now.
Counter hit has a 100% success rate.
I'm just trying to figure out why it's only comboing half the time when doing it without CH.

Also I went through the entire roster and this happens regardless of who Hugo's opponent is, whether they're crouching, standing, midscreen, or in the corner. This should rule out any character specific or spacing issues that could be causing this.
http://forums.shoryuken.com/discussion/190962/usf4-bugs-and-improper-set-character-data-list-submitted-to-capcom
at this link there is the entire list of bugs and unintentional changes, hugo has some bugs for the lp, u should check it out
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Laponként: 1530 50

Közzétéve: 2014. aug. 15., 14:22
Hozzászólások: 15