Disclaimer: The opinions expressed in this article are mine alone and do not represent the opinions of any organization for whom I produce written or video content.
A couple of weeks ago, I put together a post where I called Ultra Street Fighter IV a buggy mess. Sadly, I still stand by that statement–in spite of my love for the game–and today I have a perfect addition to the growing list of things that need to be patched, please, for the love of god. Capcom, notice us senpai, etc.
In my previous post, I alluded to a glitch that I couldn’t quite put a name to and that I couldn’t re-create because I had only seen it a couple of times, usually after a couple of beers and almost always online, so I wasn’t certain that the glitch was, in fact, a glitch and not some combination of beer-haze and lag. In that post, I described the glitch thusly:
I’ve run into a strange error involving character placement. It’s difficult to explain and I’ve not yet been recording when the glitch has occurred (you’ll all be the first to see it when I do catch it on film), but if certain moves hit at certain angles and force a character to move, say, forward (so that the attacker should land in front) sometimes the attacker actually lands behind. I’ve seen this from Rolento (vs. Decapre) and Dudley (vs. Ibuki) which makes me think that it could be something to do with small hurtboxes. It’s confusing, though. It’s a lot like a fake cross-up, but the attacker nearly touches the ground behind the defender before swapping to the back, or the other way around. I have tried to recreate the incident, but I can’t.
Quite the chunk of text, but it turns out that this sort of thing is a known issue and actually came up on Reddit late last week, so I included some footage in the most recent Weekend Roundup over at Shoryuken.com. Here’s the video, featuring Empire Arcadia’s Dieminion making Yang seemingly teleport from one side of a previously-reset Oni to the other without actually moving:
A Redditor named Hyunkel provided feedback on how this (likely) works, which can be viewed in the video’s description, but I’ll go ahead and stick it here for ease of access:
The thing is, Yang’s st.HK looks like it’s moving forward (like E.Ryu’s st.MK for example) when in fact, it stays in the same place and just have a big ass animation (and hit box).
In that situation, you have to look at where Yang is before hitting that button and block accordingly, the same way a fake cross up works.
As Hyunkel states, this bug appears to happen when someone uses an attack with a forward-moving animation that doesn’t actually move the character’s hurtbox. Since the hurtbox doesn’t move, the character’s actual location on the screen doesn’t change, it only appears to change thanks to the “forward-moving” attack. In the case of the video above, Yang’s standing roundhouse causes the skater to look as though he has started to move forward to perform the kick. During that false forward momentum, Oni lands “behind” him. Once the attack is over, Yang switches back to the side from which his attack began and, bingo bango, free combo because who in the fuck could possibly be ready for that?
If we were ready, through some mystical somehow, we could easily punish abusers of this bug. It is, after all, a reset just like any other reset. Resets take advantage of defenders who aren’t prepared for them and don’t have time to react. That’s why so many resets involve truncated combos of some variety. It’s easy to assume that your opponent will continue hitting with the current combo rather than switching over to a different one halfway through, so it’s almost out of habit that we mindlessly hold down back and, if playing Street Fighter IV, slap jab and short in rhythm with their attacks, because crouch-teching has been known to break combos, discover electricity and cure cancer*.
So it’s good to pay close attention while being combo’d, especially if resets are common within the current string. As Ibuki, I frequently reset with command runs, often ones that place me behind my opponent. And they work a lot more than I’d expect, so I do them more than I probably should. When we expect a reset, we can punish it with a jab into a combo, a raw dragon punch, a throw, or any number of other things, but we have to know that it could be coming. Therein lies the problem with this Yang reset. I’ve see it happen when fighting both Rolento and Dudley, so that means that there’s a chance that any button that causes false forward momentum (can I coin that term?) could result in this glitch if performed directly under a falling opponent, as Mr. Landon did in the clip.
So do we start a list of these false momentum buttons to keep on our growing phone note pads to check before each match? It might be wise since more FADC pass-through bugs are being discovered all the time and none of them were removed with the Ultra update, in spite of them being documented and alarmingly easy to re-produce. We’d be waiting for Godot if we expected a much squirrelier (what? that’s probably a word) error to be remedied.
I’ll get it started:
Buttons that may give you cancer after landing from an aerial recovery:
- Yang – s.HK
* Crouch-teching has not been proven to do any of these things and is currently awaiting FDA approval. Please use crouch-teching at your own risk.