Hyperviper, post: 6770978, member: 50465 wrote:
Using Katanarama to reset ground bounce in combo
Demon Dash, post: 6825043, member: 3718 wrote:
Was Iron Fists air throw subject to balancing prior to release? If you time a normal attack perfectly just before you touch the ground (happens a lot if you try to qcb+m a smidge too early) he'll actually hover there for a split second untill the animation is finished, as opposed to falling directly to the ground. Not sure but it seems like it was done so it's harder for him to follow up off air throws, couldn't recreate it with another character.
Kanta-Kun, post: 6906803, member: 14833 wrote:
DLC glitch was patched out with the latest marvel patch (1.3 or something).
If you were online at any time while you player ultimate marvel vs capcom 3, you most definitely downloaded it and lost your DLC glitch.
Sorry, I feel your pain (i play magneto, can't just buy the costumes to play his alt...)
vizard2605, post: 6917899, member: 22842 wrote:
AvariceX, post: 6564854, member: 10491 wrote:
Zero Buster Charge animation glitch:
I don't have a video of this, but it happened 3 times during a single session of casuals so it can't be too hard to replicate, but I don't know the exact conditions. All i can provide for conditions are:
-I was playing Zero(Ryuenjin)/Dante(Jam Session)/Magneto(Disruptor) and my opponent was playing Spencer.
-Stage was Metro City (I think it was this stage every time it happened)
-Xbox 360 version
-Offline Vs play
All that happened was after my buster reached a level 3 charge the animation disappeared. You could still hear the charge sound effect and I could still fire the buster, but the charging animation completely vanished. This happened to me once a long time ago and I (mistakenly) believed I had actually lost my buster for no reason. I'd like to verify what causes this because if it is actually only on a certain stage then I'd rather avoid that stage in tourney play.
vizard2605, post: 6931361, member: 22842 wrote:
Kanta-Kun, post: 6970959, member: 14833 wrote:
Bro, are you seriously using the Double Tac exploit with the Voomerangs? Do you realize how sick this is?
Spartan_Throne, post: 6496328, member: 22014 wrote:
After a bit more testing:
Playing about in training mode I noticed that regardless of my method of testing it, you can throw someone on the first frame on which they are put into hit or blockstun. It also works with command grabs. The damage of the assist is also counted into the throw damage, and the hit starts the combo meter going.
Okay to follow this up just now, testing again it with the dummy set to auto block, in or just near the corner, and trying it with Iron Fist's Rising Fang assist, you can pseudo hit them with the assist and after Wolverine's grab animation (mashed or not), the opponent gets wallbounced automatically, allowing a follow up combo. The damage taken is counted as chip as the dummy auto blocks it for some reason and 1 frame of blocking animation appears as the throw begins. The wallbounce which Rising Fang creates counts in the wallbounce limit and another one in the same combo isn't allowed.
When set to no block, the damage from Rising Fang is counted in the throw, and counts as a hit and the wallbounce still occurs after the throw.
This also occurs with Wesker's Ghost Butterfly assist and Nemesis' Clothesline Rocket assist and probably more.
The same thing does not occur with Spencer's Armor Piercer assist, or Ghost Rider's Chain of Rebuttal assist, they can count in the combo but don't wallbounce after the throw. I don't know if this can occur with a ground-bounce assist or not, but it didn't work with Iron Fist's ground bouncing assist. The characters I mentioned are the only characters I've tested it on so far with wall and ground bounce properties.
shinquickman, post: 6929394, member: 30359 wrote:
Here's a little gem from the Iron Man forums.
The Air dash correction bug.
All characters with air dash cancels are able to cancel the first frame(s) of an air special move with an air dash as long as they're in an empty jump/flight state (not during an attack). What this does is it allows you to correct your position against enemies behind you with an air dash. To do this, perform an air special move command, then input the direction you want to dash and 2 buttons at the same time. For example, if you're Iron Man, and you super jump behind an opponent, you can motion Smart bombs (DP) with 2 buttons, and that allows you to move towards your opponent with an ADDF, with the catch that you'll be facing your opponent instead of having your back to them.
Note that Storm and MODOK cannot use their A+S specials to do this trick. Also, air Hypers will take priority, so if you want to use air dash correction with Storm, MODOK, or Magneto, you must use an air special that doesn't clash in motion with an air Hyper.
Some Magneto players have known about this for a while with the "Magnetic Blast trick", but you can use any special to do this.
Bonuspokus, post: 7233512, member: 61033 wrote:
Has anyone realized that some H&H cards like "X", "Ultron", "Green Goblin" change hit stun deterioration so much that you can't even do TAC combos when using those cards?
I've noticed that bug with cards that have effects with air mobility.
Teady, post: 6915171, member: 48967 wrote:
Around 2:00 Taskmaster does counter super catches haggar dhc out?
It's in this chunk in the first part while Aquasilk & Chris Hu are talking on the mic.
Edit: It's at 40 minutes into the video. Winrich (with all three characters available) rawtags Vergil out to Strider does it and Wesker goes all spectator on the scene. I'm wondering if he's doing something Kubota related to trigger it?