So basically by hitting it a frame earlier it cancels itself?
Damn, this glitch opens up a lot of opportunities for new combos. As far as I can tell it doesn't make anything broken so I think it's fair game until (or if) Capcom decides to patch it out.
I've yet to try it, but it looks difficult to pull off which may limit its practicality. That's probably the only negative thus far.
Pretty sweet little glitch. I can't think of any negative way this could really impact the game either, and it's definitely not easy to do. It leaves you pretty vulnerable to being punished if you drop it too.
So now you can do normal SF4 AE combos in cross...I wonder what the next glitch in this game will be.
Wait a minute, isn't that vanilla? Look at the grey health and look at the health bar, it shakes. I don't think this video represents 2013, that is at least until they prove it.
@6
I recorded the 1.06 PC Version because I could macro time the stuff to make a more fluent looking video. It works in v2013 as well (we discovered it there a few days ago). I actually used this without noticing it when I wrote the Cody Combo thread back when the DLC was released (knife c.hp, s.mp). I thought it was a normal 1F link, but now that we have the frames, we stumbled upon it.
@3,4
It's as hard as any other 1F link, and for existing 1F links, it makes them just easier. ;)
@6
Who knows if this could happen after the patch. Most likely it'll be the same glitch in 2013 unless Zukuu himself tested it on it there.
But what moves can you do it with, that is the question.
I don't see this as having any practical use whatsoever. I mean, yeah, it's useful theoretically, but in actuality it requires frame perfect timing, all for something that really isn't going to give you that much of an advantage in an actual match.
It's a nifty thing and nothing more in my book. It doesn't require attention like 'unblockables' in SSF 4 AE do.
@RebornOdin @14
only an idiot wouldn't realize this is as useful in the same way that plinking is useful. The point isnt that you can now do 0 frame combos, which is still cool. The point is that regardless of the combo, off of some moves, a link is 1 frame easier. Making 1 frames 2 frames, 3 frames 4 frames, etc.....just like plinking. Saying this doesn't deserve any attention and is not practical whatsoever is just dumb
@#17
Yeah, I felt something similar while doing Guile's F+HK, cr.MP link in SFxT. It is a 1-F link in AE and feels a lot easier to pull in SFxT. Although it may have not been a glitch from Capcom, they might have done it on purpose to make links easier, and if it is a glitch, I hope they don't fix.
no wonder why i was able to do 1 frame links so much easier than in SSF4, great finds! this game is great! Back to the training room
@20 Your reasoning behind that statement?
"I suck" must be the answer....>_>
The only real issue I have with this is for characters with no/few normals that work like this vs characters where most/all their normals can do this. Then again, all this really does is just making some links a bit easier, which is hardly game breaking. Would rather they remove this and give the normal an extra frame on hit instead so it's simpler to read on frame data, but it's moot.
I think glitches can be good at times and add an unexpected dimension to a game. I see nothing wrong with keeping it as is, but if Capcom wants to patch it then I guess that's up to them.
#16
You let me know how much/well you apply this in your games. Don't worry, I'll wait for the plethora of knowledge to follow.
Do this with v2013 then I'll be impressed more.
To all the people complaining about glitches that love street fighter, you act like combos weren't a glitch in the first place. Yeah, Capcom thought about releasing SF2 because combos were a glitch, but instead chose to embrace it because the fans liked it.
@31
I'm confused why you think something like this would be irrelevant. You mentioned early that it requires "frame perfect timing." That's the case with any one-frame link. I don't see people ignoring those combos. Those are often times some of the best combos, if you can get used to them.
At the very least, it could open up new combo possibilities for people, or make others easier. If you have a character perhaps that now gains access to a new link into a sweep that didn't have a sweep link before, how WOULDNT that matter?!
If this were possible in ae2012 then Fei would still have guaranteed knockdown after a st lp.
I knew it, but couldn't prove it. I've main Dudley & Steve since the day of baby Jesus birth. My homie would alway pick Jin & Hwoarang. Every time, he would do the same damn combo with Jin. I swear to God! It was new consistent. I would punish him sometimes, and other times, he would mange to block. I would go crazy! I think they fixed it for the most part, but it is a huge problem for individuals who play the game at home with their buddies and only play with their favorite character. Especially if your a trash talker.
Also, I'm throwing this out their for Capcom. You need to fix Dudley's ex machine gun start up time. It's ridiculous how all you have to do is keep tapping the light attack button, and you'll have priority!
grimmjow? What do you mean fix the start up time, or the recovery time? It sounds like recovery, unless you are saying it is ridiculous that the opponent can beat ex MGB with a jab, which isnt ridiculous at all
I mean the activation time. That are plenty of time when I use Dudley's ex MGB and I'm literally in the character face, and it should be register as a confirm hit. However it's takes at least a few frames to activate and which give the person more then a split second to react and tap light attack. I could understand that for his regular MGB, but the ex should be a bit faster.
so...
i can connect a cr.hp right after a gehosen (srk) with yoshimitsu~
does that mean i can link cancel? 8D
Do we have any idea what are all the moves that allows this?
@44 - I agree with you completely. I think that this is not a glitch, and intended by Capcom as another way to make the game more accessible. If you go way back to early coverage of this game (~E3 2011), many players were confirming that SF4 links were in the game but that they were 'easier' to do.
Now, I don't know enough about SSF4 frame data to know how different the frames on character normals are between that game and SFxT, but if they are the same, this may only be confirmation on how Capcom accomplished this seeing as the game still runs at 60fps...
Yes, I don't think this is necessarily a glitch. It was very likely intended by Capcom to either: A) make the game more accessible by making links easier to perform or B) adding additional input leniency to help with the netcode.
| Name | Viewers |
| GodsGarden | 2,215 |
| PJS Winning | 218 |
| Game Versus (Japan) | 121 |
| Green Arcade Korea | 98 |
| Pandax Gaming | 67 |