Gurrry, post: 6610909, member: 64394 wrote:
I have noticed an input bug.
I am getting the "quick combo" input when i tag in a partner in. It keeps saying im doing Lp and Kh (or what ever) and the animation for the quick combo of that character starts up. Is there a way to turn off quick combos for my character?
As mentioned earlier in the thread, I have also had the Down Forward input bug happen to me. It skips my diagonal input on occasion. Hopefully these are things that can be worked out...
Im honestly having a hard time understanding how capcom could let these bugs get through. Ive had the game less than 24 hours and have noticed multiple bugs. Get your shit together cashcom. Quit worrying about DLC and fix the effing game.
Other than that, probably my favorite game of all time so far.
It will not be patched and apologies for the manual inclusion. Seems it was an oversight. The difference has to do with how XBL differs from how it handles online and offline accounts.
According to the team:
"PS3 version: It is possible to mix and match online and offline players for scramble battles and pair play battles. Two local players can play on the same PS3 using 1 PSN ID, and play against other players online.
360 version: It is NOT possible to mix and match online and offline players for scramble battles and pair play battles. So you either have to have all players be offline and local (so 4 players, 1 xbox) or have all the players be online (4 players, 4 xboxs)."
The reason for this difference is because of the architecture differences between gamertags and PSN IDs. I’m not sure of the technical details, but basically it amounts to: Sony made it so you can mix and match online and offline, and Microsoft made it so you can’t.
Corporate Officer/Senior Vice-President
SteveChiller, post: 6612587, member: 12049 wrote:
the online multiplayer sound issue needs to be fixed ASAP! it's annoying and throwing my game off. Also, I hate how comboeing into a fierce attack switches out the characters. ugh.
Dances with Ninjas, post: 6616243, member: 5581 wrote:
I don't know if it counts as a glitch, but the game is ridiculously strict with the diagonals on the 360 pad's analog stick. I have to have surgical precision to do something as simple as jumping forward or backward. I don't know why they wouldn't just leave it the same as SF4.
ChozoAce, post: 6598841, member: 17891 wrote:
has anyone noticed any input problems? Sometimes when I hold down right, the inputs would spaz out saying that I am actually inputting down and down right rapidly. Also jumping at an angle is a huge hassle now. I've tried this with multiple xbox 360 controllers and the problem still consistently happens
Squid_Biskets, post: 6617199, member: 63514 wrote:
Anyone else find you can't jump forward sometimes? It's happening a lot and I know it's not my TE stick..
Dances with Ninjas, post: 6617851, member: 5581 wrote:
Setting your TE to DP should take care of that. Analog is really screwy in this game.
XDubzX, post: 6610444, member: 9558 wrote:
I am really upset about the online sound glitch. I'll post what I posted in the Netcode thread.
Sound glitch is the kicker. I mean how in the hell could this glaring issue get by Capcom? I didn't realize until playing this, but I use the sound effects as audio cues for my links and combos. The fact that the sound completely drops out, or is lagging way behind the action is unacceptable. If this were any other fighting game this community would be ripping this game to shreds in terms of its polish online.
otori, post: 6593881, member: 13700 wrote:
Squid_Biskets, post: 6611414, member: 63514 wrote:
Could everyone with a Capcom-Unity account leave a message in this thread, hopefully if we make enough noise Capcom will add 2 player co op online to the xbox360 version of the game.
Gurrry, post: 6627029, member: 64394 wrote:
Crouching block and backward/forward jump are fucked in this game from a pad users standpoint. There is too strict of a spot for the joystick to be in that im so focused on trying to keep it held there that I cant punish.
Its incredibly annoying that something that should be easy has to be so difficult due to the sensitivity of the DP.
Whizkid33, post: 6626807, member: 65189 wrote:
guaranteed counter hit!!
Worked on this glitch with Blindguy0 -
If you dash cancel the EX version of your chargeable move (works both if you charge all the way to the EX version or just use a bar to do the EX version). The very next attack is a counter hit version if you connect. This includes the added damage, and special juggle properties or frame data allowing special combos to exist.
Now if you whiff any attack then the counter hit won't happen. So once activated it is any button that is pressed whether landed or not that has the Counter hit applied to it.
In This video it is hard to tell, but for example when doing rolento's crouch mid kick without ex dash cancel his patriot circle the damage is 60, but with the ex dash cancel of the patriot circle the damage is 75.
Tension, post: 6627546, member: 3704 wrote:
Don't think this is a glitch. Strategy guide has this listed as "charge canceling" and Tekken has a very similar mechanic when you press all attacks buttons together to get a charge/power up.
ilitirit, post: 6628097, member: 12740 wrote:
Anyone else notice that you can't reversal through meaties with special move that don't have invincibility?
Keres, post: 6628145, member: 16316 wrote:
Which is the way it should be.
THATNI666ALEXLUGER, post: 6627535, member: 47040 wrote:
i wouldn't call that a glitch, buy a stick.