Community Announcements - wbacon [capcom]


Hey everyone, patch 1.03 is coming out in few days and with it comes content that will definitely improve both your online and offline USFIV experience that much more. Continue on for a more detailed breakdown of 1.03’s contents.

Delayed Standing Option

With the delayed standing option being added to training mode, players will be able evolve their game to the next level as they work on ways to counter its usage. It will be interesting to see what set ups players will come with now that this option is at their disposal.



The delayed standing setting in training mode has a minor issue in it where certain CPU opponents will delay stand when they shouldn’t be able to. These characters will definitely be fixed in the next patch. Please note that this DOES NOT HAPPEN OUTSIDE OF TRAINING MODE, only against the CPU when the delayed stand option is selected against certain characters in training mode.

Inconsistency Adjustments and Attack Reversions

In our continuing efforts to ensure our fans are being heard, we have addressed some inconsistencies that arose based on the initial changes that went into USFIV. In addition to those inconsistencies being addressed, we’ve also reverted the Cammy charge time and Rolento standing medium punch changes that occurred in patch 1.02.

Here’s the list of adjustments that will be included in patch 1.03:

Decapre

  • Psycho Sting and DCM (Anti-Air) – Charge time reduced from 52F --> 42F.

Rolento

  • Close Standing Medium Punch – Increased juggle potential so that “EX Stinger (3 Hits) --> Close Standing Medium Punch now combos.

Abel

  • Far Standing Heavy Kick – Fixed the issue where a counter hit against Abel was still possible after the active frames of the attack already ended.

Chun-Li

  • Forward and Neutral Throw – Reduced the throw escape window by one frame, making it consistent with other throw windows in the game.

Cody

  • Light Ruffian Kick – Knockdown adjusted from soft to hard against airborne opponents.

Dhalsim

  • Far Standing Medium Kick – Counter hit now yields proper hit advantage.
  • Back + Medium Kick – Crouching opponents now get properly pushed back on hit.
  • Yoga Catastrophe – Adjusted so that only one Yoga Catastrophe can be on the screen at a time.

Dudley

  • Victory Rose – Counter hit now yields proper hit advantage.

E.Honda

  • Far Standing Heavy Punch – Adjusted the damage from 100 --> 113 if the front part hits.

Fei Long

  • Crouching Medium Punch – Adjusted damage on counter hit from 78 --> 82.

Guy

  • Far Standing Heavy Kick – Fixed the issue where a counter hit against Guy was still possible after the active frames of the attack already ended.

Rose

  • Forward and Neutral Throw – Reduced the throw escape window by one frame, making it consistent with other throw windows in the game.
  • EX Soul Spiral – Fixed damage on counter hit from 160 --> 163.

Sagat

  • EX Tiger Knee – Fixed the issue where Sagat gained SC meter on the first hit.

Seth

  • HP and Stun – HP and Stun values adjusted from (800/900) --> (750/750) for SFIV Seth.

Vega

  • Medium Rolling Crystal Flash – Fixed the issue where Vega could not perform a red focus on the last hit against a blocking opponent.
  • Flying Barcelona Special

    • Fixed the issue where regardless of which strength of attack was used to activate the attack, the height at which Vega grabbed the wall was the same.
    • Fixed the issue where Vega would cling to the wall at a lower point if the knee hit on the way up.
    • Modified invincibility from Projectile/Throw Invincibility --> Total Invincibility when he jumps off the wall after activation.
    • Fixed the issue where it was extremely difficult to land the Rolling Izuna Drop against a cornered opponent.


Yun

  • Zenpo Tenshin
  • Adjusted throw range during Genei-Jin to match normal version.
  • Fixed the issue where Yun could be counter hit after active frames of the throw have already ended.

System

  • Fixed the issue where the “Red Focus” shortcut command was not being saved within the key configuration.


PC Netcode Changes

And last, but definitely not least comes further adjustments to the PC net code. We made some changes to the net code earlier in the year through our Beta branch program, but our efforts didn’t stop there. We are applying three new changes which we believe should improve our users’ experience even further.

Those changes are as follows:

  1. Change in Endless Battle – Users will not be able to join the game if the host is currently in a fight. Only once the fight ends and both the host and guest are returned to the lobby can they receive requests for other matches. This will prevent users from pinging the host during their matches.
  2. The number of open connections the user can upkeep after canceling his game search has been reduced; thereby reducing the number of players pinged.
  3. The acceptable input delay limit has been increased from 15 frames to 35 frames, so now even with terrible latency issues, users should experience what feels like an input delay instead of lag or random disconnects.


Lastly, for multi-platform owners, here’s the timeframe on Oct.15th that each of our player bases can expect the patch to go live:

Steam: Wednesday Oct.15, 08:00 (PST)
Xbox 360: Wednesday, Oct.15, 18:00 (JST)/ 02:00 (PST)
PS3: Wednesday, Oct.15, 18:00 (JST)/ 02:00 (PST)/ 09:00 (GMT)

So that’s what you can expect in patch 1.03. That does not mean support stops here however, as we are still working hard on our goal of making USFIV the definitive version of the SFIV series. We will continue to monitor fan feedback and research ways to improve the player experience and will share any information as it becomes available.

-wbacon
(on behalf of "ComboFiend" and the Capcom Fighting Team)
Community Announcements - wbacon [capcom]


Street Fighter Fans,

In our continuing desire to ensure that USFIV is a game by the fans for the fans, we will be releasing the Version 1.03 patch in October. This patch will address some issues that were pointed out by the community, add the delayed wake up option to the dummy in training mode and for our PC users, more improvements to the online experience.

Version 1.03 Patch in October

Version 1.03 improves upon the 1.02 patch released earlier this year by addressing more of the issues brought to our attention by our most diehard fans. Some of the fixes you can expect to see are the Decapre and Rolento changes introduced in the Ver B. patch reverted, as well as Cody’s Light Ruffian Kick once again causing a hard knockdown against airborne opponents as it did in AE 2012. There are more fixes being included, which we’ll disclose closer to the release date.

For those of you out there who desire to practice your setups in the face of delayed wakeup, I’m pleased to announce the addition of the delayed wake up dummy option in training mode. Now that this setting is available, I’m really eager to see how this will advance the game and if anyone will be able to create setups that account for both normal and delayed wakeups.

For our PC fans, we’ve heard the concerns you have voiced and have some fixes coming your way that should definitely improve your online experiences. For example, we noticed that when players were in the middle of matches, they were still getting pinged by those outside of the match, thereby creating slowdown. We’ve fixed it so that this will be no longer the case. Additionally, a few other connection tweaks are going in as well -- all of which should help reduce the online connectivity issues experienced by players.

These fixes will go live sometime in October as part of the version 1.03 patch that also contains some light balance fixes, as well as adding the aforementioned delayed wake up option in training mode. We’ll be sure to update you on the exact release date and patch details as soon as we can.

OMEGA(Ω) MODE -- later this year

We’re not stopping there however! In our ongoing effort to make sure that Ultra SFIV is the greatest version of SFIV yet, we bring you a completely new, completely free and most importantly completely fun version of your favorite 44 characters in Omega Mode!

For those wondering, Omega mode is a completely new mode in which every character has been modified and outfitted with new normal and special attacks, resulting in a refreshing take on the characters you’ve come to know and love over the last six years. As the primary goal for this mode was fun, we placed more emphasis on making the characters feel new, than on their balance. This means that strong, fan favorite attacks such as Ken’s Shinppu Jinrai Kyaku and Sagat’s Tiger Raid make their return while other characters such as Zangief gain new abilities, like being able to combo into his command throws.

Words however, don’t do this mode justice, so we’ve decided to show a quick video of the madness you can expect to see with in Omega Mode.

http://www.youtube.com/watch?v=kJfJYzlKYmw

Now I know the next question that comes to mind is, “will this be playable online?” My answer to that is “it most definitely will be!” But as this mode is for fun, Omega mode will be restricted to unranked matches only. Additionally all official Capcom tournaments and Capcom Pro Tour affiliate tournaments will use the default Ultra balance, not Omega mode, as the tournament standard.

Once again we would like everyone for their continual feedback. We are committed to making sure that USFIV lives up to it being the best iteration within the SFIV series yet. Be sure to check back later on for a full breakdown of the version 1.03 patch and for more information on Omega mode as it becomes available.

-wbacon
(on behalf of "ComboFiend" and the Capcom Fighting Team)
Community Announcements - wbacon [capcom]
Hi Fighting Fans!

Thanks for your patience and support - without further ado, we are now ready to roll out the beta patch. Please give it a spin and post your experiences here, both good and bad.

Our main goal here is to collect feedback from participants in order to verify whether the targeted fix addresses the network issue that many of you have reported thus far.

How to access Beta


  • From your Steam ‘LIBRARY’ list, right-click on Ultra Street Fighter IV and select 'Properties'
  • Select the ‘BETAS’ tab.
  • Type USFIVBetaBranch (case-sensitive) in the 'Enter beta access code' field and then click CHECK CODE.
  • Now, select "beta - patch beta" from the pull-down menu and click CLOSE.
  • Wait for the Steam client to finish downloading the 2.9MB patch
  • Launch Ultra Street Fighter IV.


Change log

Bug fixes:

  • Fixed an issue where data is sent to other lobbies even after a user has already entered a lobby / match
  • Fixed an issue where data is continuously sent to other lobbies even after cancelling a custom lobby search
  • Set a limit on the number of lobbies joinable at one time by player with fight request turned ON
  • Fixed an issue where custom searches with region set to [ANY] was ignoring [SAME] region matches. Changed logic to search for [SAME] region matches first when [ANY] is selected.


Important Rules

Please keep this thread focused and clean by reporting your experience specifically on the aforementioned fixes. Any off-topic rants or confrontational replies that derail the thread will be removed as it becomes extremely difficult to collate feedback. Thanks for your understanding.

Once we see enough thumbs up with the targeted fix/tweaks (and not break anything major along the way!), the patch will be made public to everyone.

Incompatibility with non-Beta players

Please note beta patch users and non-beta users will not be able to match against each other. Netcode behavior is fundamentally different and thus incompatible with the public release version.

So please spread the word -- the more beta participants we have, the better you're able to stress test in-match network performance and assess matchmaking quality.

Posting Feedback

Please provide the following information when posting feedback in this thread.

A) Your System Specs & Settings
1) Your geographic location (just country is fine)
2) Your internet connection type (cable/DSL/optical fiber)
3) Your internet speed (upstream/downstream bandwidth)
4) Wired or wireless connection to the modem/router?
5) CPU name and model
6) Graphics card/chip model
7) Video card driver version
8) System memory size
9) OS version and language (Windows 7, 8, 64-bit/32-bit, etc.)
10) In-game graphics settings (resolution, v-sync, framerate, anti-aliasing, refresh rate)

B) Sharing your experience
We'd like to hear about your matchmaking query results, ping quality, and the actual netplay experience during a match. Comparison and contrast against the non-beta version will be helpful as well.

If you notice a new issue or improvement that wasn't present in the currently released public version, we'd like to know about that too. If you find something new, please see Step C below.

C) Detailed reproduction steps, if consistently reproducible
This step in particular is super helpful for the development team. The more detailed info you can provide, the quicker the team can reproduce the error state and (hopefully) fix the issue.

We look forward to your feedback!

(Please post your feedback on the forum thread)
Community Announcements - wbacon [capcom]
Hello Street Fighter fans,

The Street Fighter team has heard the community feedback and is aware that players are reporting issues with the quality of the online experience in Ultra Street Fighter IV for PC. We are working hard to ensure that players have the best online experience possible and we’ve made several targeted fixes to address these issues.

We are happy to confirm that an open beta program will begin on Wednesday, August 20 and we’d like to request your support and participation in testing the online experience yourselves.

Due to the complex nature of network testing, it’s often quite difficult to catch these issues until the game has been released to a very large network environment. Similarly, we feel that our best chance to accurately determine the cause and quickly provide a fix is to use large scale beta testing that will provide us with accurate “real-world” results.

We greatly appreciate your participation in this beta test and thank you for your understanding in how difficult it is to replicate this type of test environment.

Please visit the Steam Community Forum for more details.

Thank you,

== The Street Fighter Team ==
Product Release - Valve
All new content for Ultra Street Fighter® IV is Now Available on Steam!

Users who have upgraded from Super Street Fighter IV: Arcade Edition to Ultra Street Fighter IV can now pick up all-new alternative costume packs.

Shoryuken Vacation Pack
Brawler Vacation Pack
Shadaloo Vacation Pack
Classic Vacation Pack
Femme Fatale Vacation Pack
Challengers Vacation Pack 1
Challengers Vacation Pack 2
Arcade Challngers Vacation Pack
2014 Challengers Vacation Pack

Or get all of them at once with the USFIV Vacation Complete Pack!

PC Gamer
rel="bookmark"
title="Permanent Link to Street Fighter IV’s Steamworks transition not going smoothly; Capcom working on fixes">Dan



Games for Windows Live is the gift that keeps on giving. First it was dead, then it was not dead, and now it's causing trouble from beyond the hypothetical grave in Capcom's Super/Ultra Street Fighter IV. Capcom announced that they were making the transition from GfWL to Steamworks a couple of months ago, and now that's it's happened all sorts of connection and lag problems are occurring. Ultra SFIV's Steam forums page is awash with posts detailing a cornucopia of issues, which mostly appear to be related to the game's netcode.

After a few worrying weeks where it seemed that the problems wouldn't be addressed, a representative for Capcom has taken to the forums to state that they're "aware of the online connectivity & perf issues with the game and are working to get them solved as quickly as possible. Our team will continue to monitor the threads for any other issues that may arise so keep the comments coming. We appreciate your patience and support."

A patch was issued a few days ago that appears to fix some of them, but it's clear there's still work to be done. In the meantime, if you have a problem with Ultra/Super Street Fighter IV since the switchover to Steamworks, the Steam Forums are the best place to let the developers know.

Cheers, Kotaku.
Product Release - Valve
Ultra Street Fighter® IV Digital Upgrade, all new content for Ultra Street Fighter® IV is Now Available on Steam!

The world’s greatest fighting game evolves to a whole new level with Ultra Street Fighter IV. Continuing the tradition of excellence the series is known for, five new characters and six new stages have been added for even more fighting mayhem, with rebalanced gameplay and original modes topping off this ultimate offering. Get Ultra!

Note: You must own Super Street Fighter IV Arcade Edition to utilize this content. Digital Upgrade does not include any additional DLC costumes.

Community Announcements - wbacon [capcom]
Release Notes:

  1. Reduced latency issues and frequent "Waiting for player…" message during online games.
  2. Latency indicator that shows players' connection status now updates sooner.
  3. Severe audio distortion issue improved by addressing memory leak.
  4. Rendering performance restored on certain machines that had been impacted by the aforementioned memory leak.
  5. VCredist install routine no longer occurs every time you launch the game.
  6. Reduced wait time before the "Unable to join" message is displayed when searching for matches online.
  7. Private Slots (Steam settings work differently than GFWL):

    • Empty public slots in lobby: no changes to joining rules
    • Empty private slots in lobby (3 options below):

    1. Host's friend can join by using "Join Game" from friends list
    2. Players can join by accepting invitation from the host
    3. Players can join private lobby using "Join Game" on a friend that is not the host, if the player has the host of the lobby in his friends list.


    Joining a friend that is the host in a private lobby is not possible but "Join Game" on the friends list is still active. (but ignored)"

  8. False “New Challenger” interrupt by local 2nd player when playing Arcade Mode - Keyboard/pad/arcade stick settings problem has been addressed.

  9. Now it is possible to manually change the refresh rate in the config.ini file (same as the GFWL version)

  10. Players can now view recently player players by using the Steam overlay while the game is active.

  11. Additional country flags have been supported: China, Taiwan, Malaysia, Cyprus, Malta, Thailand, Argentina, Indonesia, Ukraine
Product Release - Valve
Ultra Street Fighter® IV Arcade Edition is Now Available for Pre-Purchase on Steam.

Customers who already own Super Street Fighter IV Arcade Edition can pre-purchase the upgrade to Ultimate Street Fighter IV, and first-time customers can pre-purchase the newly available Ultimate edition.

Pre-Order the USFIV digital upgrade or full game to receive the 2014 Challengers Costume Pack for free! Consists of alternate costumes for each of the five new characters: Jungle Elena, Medieval Hugo, Pirate Poison, Wizard Rolento and Gladiator Decapre.

The follow-up to the critically acclaimed Super Street Fighter® IV will further redefine the fighting game genre with classic 2D Street Fighter fighting action, a host of new and returning characters, beefed up online modes, and more.
Community Announcements - wbacon [capcom]
Release Notes:

  1. Loud Announcer - sound level during fights have been adjusted to match the original output level.
  2. Tweaked code that contributed to time out issues for some users.
  3. Graphics - Improper lighting when Stage Quality is set to LOW. This has now been adjusted to match the original effect.


EDIT: Rest assured we're keeping tabs with your feedback! The team is still aware and are investigating the reported lag issue after the Steamworks transition -- this is taking a bit longer than anticipated given net code and other behavioral differences between GFWL and Steamworks infrastructure. We'll keep you posted on the progress.
...

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