Vulcan Hades, post: 6983942, member: 26486 wrote:
This glitch has happened to me a few times already:
Evil-Bart2k11, post: 7031829, member: 49293 wrote:
Came across a bug concerning Yoshi. Not sure if it was mentioned already.
A lot of lows go right through the sword in flea stance. Poor guy needs some attention, lol.
Vulcan Hades, post: 7086731, member: 26486 wrote:
Well whatever it is I hope they fix it. Super should have come out.
Wantonx, post: 7335844, member: 4506 wrote:
No. I hope I don't. That sounds frustrating
thecapsaicinkid, post: 7261580, member: 17023 wrote:
AI keeps trying to throw my downed character, especially Vega.
Karanov, post: 7428863, member: 53708 wrote:
I went through the thread and didn't find any mention of it, my apologies if this has been mentioned before. But it seems that Guy's standing LP consistently whiffs when attacking a crouching Hugo. You can just stand there jabbing away and it goes through Hugo's head as if it's made of thin air. Which might be an apt description of Hugo's intelligence, but rather annoying game-play wise.
Just for the record, I'm playing on the X-Box, and have the game updated to the latest version.
LordWilliam1234, post: 7428932, member: 55776 wrote:
So I believe that they made moves like Guy's standing LP or tatsus whiff on crouchers no matter the size of the opponent's hurtbox for consistency purposes.
Karanov, post: 7432732, member: 53708 wrote:
That makes sense... thanks. Of course, I'm a big supporter of applying the WYSIWYG principle to fighting games. As such I'm going to have to dock SFxT a few decimal points of its final grade because of this design decision. But at least I can understand the reasoning behind it.
Kroganwrex, post: 7454504, member: 21666 wrote:
Has anyone encountered a bug, when using the official xbox controller, specifically the analog sticks, where diagonal inputs are still not recognised consistently. I'm aware of the patch which alleviated the diagonal bug somewhat - the one where neutral jump out-prioritised the diagonal jump, but my problem now is with crouching blocks. When going to a down back position, the game either registers only BACK or only DOWN, neither of which is sufficient to block low.
For me, this is the only thing keeping me from properly enjoying the game now. I play online quite a bit and receive frequent messages along the lines of "you're pretty good, but why don't you block low?". I've played sf for years on an xbox controller and I have never run into something like this on any other fighting game either so I know it isn't just me.
My friend is quite familiar with the sf4 engine but he doesnt play "seriously". The first time I got him to try out sfxt, he was screaming at me, swearing that he was blocking low and nothing was happening, so we went into training mode and I told him to block low, just as he would on sf and it would successfully block 3/4 times. That's an absolute joke. 75% success rate on low blocks, that's reassuring...
Does anyone know of any fixes or any plans to fix this?
alexlkd, post: 7570267, member: 16572 wrote:
Gemakai, post: 7637852, member: 17178 wrote:
Nothing seriously, but I wanted to check if this was a glitch. In training, I set the dummy to no block, have Law combo into his spin kicks, then tag in Julia for a Cross up Reset using j.MK. For some reason, the dummy blocks this. Is this what should happen? Is there some autoblock feature (ignoring gems) that I'm unaware of?