Skullgirls Bugs & Glitches Thread - Check First Post

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  • DravidianDravidian He who is CAT Joined: Posts: 702
    Maybe, I'm too tired and my training options are set weird, but certain combos cause infinite detection to trigger and the dummy to burst when I'm pretty sure they shouldn't

    I remember doing a few while experimenting, but the only one I remember is:
    Filia- s.lp, c.mp, c.hp, s.hp causes infinite detection to trigger, while c.mp, delay, c.hp, s.hp does not.

    does the c.hp on an opponent hit in the air by c.mp after my first chain immediatly put me at stage 4 or 5. It didn;t look like it.
    PSN:NeoDeoN; CapcomUnity:Steelballed Dravidian; Tales forum: Dravidian
    Fighting Games I'm playing: UMVC3, SCV, SFIIIOE, and Skullgirls
  • BoodendorfBoodendorf Imposing your will is a matter of strength. Joined: Posts: 1,464
    Messed with arcade on ridiculous difficulty and found a weird AI bug. As had a team of filia, cere and parasoul, opponent was val and another char, Val comes out, I cross up j.hp, she activates her super counter and is successfull and then... Is stuck in the guard animation. Sadly I couldn't record, was pretty funny tho.
    "‎I don't know if you've ever let someone down, got your ass kicked or straight up failed. But those are the moments that define us. They push you further than you've ever thought possible, and force you to make choices. No matter what the cost." — Cole MacGrath
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  • poryon2poryon2 aka ocean Joined: Posts: 512
    On the new patched I did Double's level 3, and it killed the opponent (Filia) but since it's a cinematic it kept going anyway, but then a Lenny bomb hit Double (and maybe Filia, can't remember) out of it, and they both lived. By the time the bomb went off Filia was well past death.
    umvc3: pw/haggar/arthur
    skullgirls: peacock/double
    persona 4 arena: teddie
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  • DravidianDravidian He who is CAT Joined: Posts: 702
    On the new patched I did Double's level 3, and it killed the opponent (Filia) but since it's a cinematic it kept going anyway, but then a Lenny bomb hit Double (and maybe Filia, can't remember) out of it, and they both lived. By the time the bomb went off Filia was well past death.
    So Filia was on point and had 0 health? Well since the opponent doesnt die until the cinematic is finished and Double can be interrupted after a certain time, I suppose it's possible....
    PSN:NeoDeoN; CapcomUnity:Steelballed Dravidian; Tales forum: Dravidian
    Fighting Games I'm playing: UMVC3, SCV, SFIIIOE, and Skullgirls
  • poryon2poryon2 aka ocean Joined: Posts: 512
    So Filia was on point and had 0 health? Well since the opponent doesnt die until the cinematic is finished and Double can be interrupted after a certain time, I suppose it's possible....
    Yeah, technically I guess it's not a glitch but I'm pretty sure it's not intended to happen.
    umvc3: pw/haggar/arthur
    skullgirls: peacock/double
    persona 4 arena: teddie
    psn: poryon2 (umvc3, kof13, skullgrills, p4a)
  • 0chocolachao00chocolachao0 Your Drunk Roomate Joined: Posts: 160
    On the new patched I did Double's level 3, and it killed the opponent (Filia) but since it's a cinematic it kept going anyway, but then a Lenny bomb hit Double (and maybe Filia, can't remember) out of it, and they both lived. By the time the bomb went off Filia was well past death.
    Double is vulnerable to all attacks after she turns into Filia, so she can be interrupted during her level 3.
    Is that girl a boy too?
    I play Skullgirls! Have a match with me please!
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  • 0chocolachao00chocolachao0 Your Drunk Roomate Joined: Posts: 160
    Painwheel's HP and MP Gae Bolga Stinger does not hit Cerebella at point-black range. At least, not on full charge.
    Her HP stinger completely misses while her MP misses 2 of the stingers.
    Painwheel's stingers do hit other characters, so this has to be fixed right? It's just hitboxes though :x
    Is that girl a boy too?
    I play Skullgirls! Have a match with me please!
    Team: Filiawheel
    PSN: ChocolaChao
  • Mike_ZMike_Z Defender of the Night Joined: Posts: 2,165
    Painwheel's HP and MP Gae Bolga Stinger does not hit Cerebella at point-black range. At least, not on full charge.
    Her HP stinger completely misses while her MP misses 2 of the stingers.
    So in other words...the MP one hits her? :^P And the HP one (which I'm fine with missing since it's vertical space control anyway) doesn't.
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  • PartialartistPartialartist Joined: Posts: 176
    Any idea what's going on here?


    Just messing around in training and noticed this. IPS triggers, the first time, but not the other two. At first I thought it might have something to do with Lenny, but the naked item drop means it's something else.
    Skullgirls: Peacock / PSN: TheIdiomatic
  • DravidianDravidian He who is CAT Joined: Posts: 702
    Any idea what's going on here?


    Just messing around in training and noticed this. IPS triggers, the first time, but not the other two. At first I thought it might have something to do with Lenny, but the naked item drop means it's something else.
    argus most likely starts a new chain, or is at least considered the end of a chain, however the teapot is the first hit of the new chain; since it was already used during stage 5, it triggers ips.
    PSN:NeoDeoN; CapcomUnity:Steelballed Dravidian; Tales forum: Dravidian
    Fighting Games I'm playing: UMVC3, SCV, SFIIIOE, and Skullgirls
  • PartialartistPartialartist Joined: Posts: 176
    argus most likely starts a new chain, or is at least considered the end of a chain, however the teapot is the first hit of the new chain; since it was already used during stage 5, it triggers ips.

    What I'm getting at is that the effect of the item drop should be consistent, since it happens at the same point in the combo. It should always trigger IPS. The first two times were both cancelled into a super, but only one triggered IPS. The third time eliminated supers from the equation, but didn't trigger IPS. I think it might be sometimes considering the drop to be chained from j.hk, for some reason. The time with Argus might have just been one of those times where it wasn't. Need to test some more.
    Skullgirls: Peacock / PSN: TheIdiomatic
  • Mike_ZMike_Z Defender of the Night Joined: Posts: 2,165
    things
    I'll take a better look at it, but as a guess I'd say it has to do with you doing the new item drop during the hitstop from Avery.
    I had the world's oldest signature so I replaced it with this.
  • RemiKzRemiKz Joined: Posts: 107
    I've also come across some irregularities in the IPS

    In the corner I do this combo with filia:

    c.LK, MK, HP, j.HP, j.HK, airdash, j.LK, j.MP HK hairball.

    If I leave it at that, everything is fine and dandy. However if I try to dash cancel at the end, I get IPS to trigger on about the last hit or 2 of hairball. I just double tap to dash cancel hairball if that has anything to do with anything. It also doesn't seem to always trigger IPS, but happens often enough to where its a problem.
  • ZidianeZidiane HyperCharging YOLO STAR Joined: Posts: 1,222
    I found some kinda messed up stuff. The easiest way to check it is going to training and setting the dummy to block all and pushblock the first hit, and pushblock always. I'm calling it Double-push.

    Cerebella's s.mk, j.hk, j.hp, Diamond Dynamo (if done from a distance), Diamonds Are Forever, Filia's s.lk, s.mp, and Parasoul's s+f.hp (which only works when you do s.lp, s+f.hp, then hit s+f.hp at the right time after the first push) all get pushed twice. It wouldn't be so bad if it was just the computer, but this can be done by hand as well without much difficulty. Also, the j.hp or the j.hk (left my notes elsewhere) won't be double pushed by airblocking opponents.

    Also, if you attack a jumping, autoblock, pushblocking dummy the second the land on the ground, they will get hit.

    And lastly, I may have found an unblockable... but I can't be sure. As Cerebella against Peacock, a c.mk, j.lk (these two combo), pause, crossup j.lk will only be blocked occasionally (with auto block and pushblock on). This manuever never hits on other opponents, haven't checked every one because I don't think it really is important (as in it probably isn't an unblockable), they block it successfully even with varied timing.
    xbl/psn: Zidiane/zidiane5
    Skullgirls: Cerebella, SSB Melee: Kirby, Samus
    Ever wonder how to play Cerebella, of Skullgirls fame? Here's a guide I made!
  • Mike_ZMike_Z Defender of the Night Joined: Posts: 2,165
    The double-push is a legit bug, you can push again for 1f after a pushblock that had blockstun remaining during it. The push-once dummy only does it if your blockstun is the pushblock length, because technically your blockstun reaches 0.
    (If you're really concerned, record a blank dummy recording, just push Select 3x, and set it to play on reversal. They'll only push once.)

    The jumping dummy getting hit on landing is pushblock->regular fall state->landing->jump startup. You can't block during jump startup, but you can block during the landing frames if you weren't attacking. Though I did just notice that jump/all guard/push once will doublejump after pushblocking, hah.

    The last one isn't an actual SF4-style unblockable, it appears that the training mode block direction passed to the character may be laggy by 1f if the character would have to turn around on the frame they blocked. Bah.
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  • Dime_xDime_x master theorist Joined: Posts: 4,938 ✭✭
    I think there is some sort of training mode bug that causes the dummy to dash... Like do a combo and immediately land, then dash and the dummy dashes as well.
    Skullgirls: Painwheel/double & Peacock/x/painwheel. SSF4 AE 2012: Ibuki
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  • ZidianeZidiane HyperCharging YOLO STAR Joined: Posts: 1,222
    Oh yeah, the dummy did double jump when I was doing stuff. Why didn't I find that weird?

    But, yeah, can that Double-push be fixed? Also, I couldn't find any other moves that activated double-push. Are there any that can be done by hand, but don't register on the dummy?
    xbl/psn: Zidiane/zidiane5
    Skullgirls: Cerebella, SSB Melee: Kirby, Samus
    Ever wonder how to play Cerebella, of Skullgirls fame? Here's a guide I made!
  • Mike_ZMike_Z Defender of the Night Joined: Posts: 2,165
    But, yeah, can that Double-push be fixed? Also, I couldn't find any other moves that activated double-push. Are there any that can be done by hand, but don't register on the dummy?
    Well, anything can be fixed, but that would entail submitting another patch.

    If you manually ended up pushblocking with 26f of blockstun left, you could theoretically do this off any attack with more than 26f of blockstun as long as you pushblocked on the correct frame (after hitstop). The dummy does it on the attacks they do because they have exactly 26f of blockstun and it pushblocks as soon as possible.
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  • ZidianeZidiane HyperCharging YOLO STAR Joined: Posts: 1,222
    Few more stuff. Using Cerebella.

    second s.hk hit doesn’t connect with Valentine or Double crouching.

    s.hk doesn’t hit Cerebella after c.mk if not done immediately. Also, j.hp refuses to hit Bella after a c.mk if there's any amount of glide. Both hit crouching-dummy Bella though.

    Also, is the j.mk not hitting high an actual bug, or done intentionally?
    xbl/psn: Zidiane/zidiane5
    Skullgirls: Cerebella, SSB Melee: Kirby, Samus
    Ever wonder how to play Cerebella, of Skullgirls fame? Here's a guide I made!
  • guitalex2007guitalex2007 Joined: Posts: 3,023
    Also, is the j.mk not hitting high an actual bug, or done intentionally?
    Fortune's axe kick isn't an overhead if it's in the air (from a rekka is the only overhead), so everything is possible :p
    Ms. Fortune is great. Everybody likes a little head action every now and then.
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  • evilweevleevilweevle Xbox GT : MrFossy Joined: Posts: 3,809 ✭✭✭
    Fortune's axe kick isn't an overhead if it's in the air (from a rekka is the only overhead), so everything is possible :p

    its not really the same thing though since axe kick is a special move and j.MK is just a regular air attack. id wager a bet its the only non command air normal that isnt overhead actually.
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  • alxreaperalxreaper Yabba! My icing! Gahhhh! Joined: Posts: 88
    j.mk for peacock
    Oregon, USA
    PSN: alxreaper
    Skullgirls: solo peacock / peacock, cerabella
  • CellsaiCellsai A Debby Downer Joined: Posts: 178
    From the Facebook page:

    "Yo. Been wanting to bring this to someones attention, Skullgirls is not categorized under anything in the PSN store. Not even fighting game or arcade game. Makes it rather difficult for people to find unless they have heard of the game beforehand.
    Someone should fix that."

    I haven't been able to check this myself, but this is not really a good thing if it's true :/
    Launch party erry day
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  • Mike_ZMike_Z Defender of the Night Joined: Posts: 2,165
    I checked, it's true. Brought to the appropriate peoples' attention, we'll see if anything changes. :^P
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  • ZidianeZidiane HyperCharging YOLO STAR Joined: Posts: 1,222
    Hmmm... when I first started this game, I swore up and down that Excellebella WASN'T unblockable during the opponents early jump frames. Looks like I was kinda right. Excellebella won't always be unblockable on a jumping opponent. In practice mode, it has been blocked by Peacock, Painwheel, and Filia (didn't check Parasoul, Ms. Fortune, or Double). This seems to need the opponent to be on the very edge of the hitbox, and I found it easiest to see on Painwheel and Peacock. Simply set the opponent to jump/autoblock, and try to catch the opponent at the very edge of your hitbox. Valentine and Cerebella seemed to always get hit, but I could be wrong/missed the right positioning.
    xbl/psn: Zidiane/zidiane5
    Skullgirls: Cerebella, SSB Melee: Kirby, Samus
    Ever wonder how to play Cerebella, of Skullgirls fame? Here's a guide I made!
  • worldjem7worldjem7 Seven World Jems Joined: Posts: 544
    Console : PS3
    Console model : CECHQxx (160GB fat model before they started bringing in the slims)
    Hard drive size : 160GB
    Game mode glitch occurred in : Training
    Team and assists you used (if you remember) : Cerebella, Filia, Peacock
    Team and assists opponent used (if you remember) : Ms. Fortune, Parasoul, Double
    Stage being played : Medici Tower
    Type of glitch : Freeze
    Other : ----

    When I hit HOME, gameplay is paused. There are no idle animations or anything. When I hit HOME again to return, it gets stuck in the faded screen as it's trying to return to the game and I am forced to restart my PS3.

    Not sure if this is SG specific, but it's very annoying.
  • Mike_ZMike_Z Defender of the Night Joined: Posts: 2,165
    @worldjem - all the time? (O.o)
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  • worldjem7worldjem7 Seven World Jems Joined: Posts: 544
    Not all the time, but occasionally.
    It also happens when I'm playing online with the same frequency.

    I just tried it again and it happened.
    I'm in training mode, same characters, I hit HOME and scrolled over to the message box, then hit HOME again to go back to the game and it froze. It's stuck at the loading circle thing before it would return to the game.
  • DuckatorDuckator New Member Joined: Posts: 31
    Console : PS3
    Console model : Slim
    Hard drive size : 160GB
    Game mode glitch occurred in : Training
    Type of glitch : Sound


    This is pretty minor but sometimes in training mode Fillia/Samson's voice only plays on the right side regardless of where she is on screen. All other sound effects and voices are normal though and the problem goes away after exiting training mode.
  • worldjem7worldjem7 Seven World Jems Joined: Posts: 544
  • VulpesVulpes No. Joined: Posts: 3,677 ✭✭✭
    The same as posted by me here, shown with a Vid by guitalex(?) somewhere, and guess-exlained by me here.
    Mike answered this in response to the Vid, but I don't find that atm. There is some mislabel or whatever which causes this behaviour (if the opponent lands during Airball and then gets hit by another hit of it, it triggers IPS).

    Thankfully(?) it doesn't happen too often, so it doesn't really hurt.
    Why.
  • Fatface McGrawFatface McGraw Joined: Posts: 48
    Console : PS3
    Console model : slim
    Hard drive size : 250? i forget
    Game mode glitch occurred in : Training, Versus

    Once-per-jump (or twice for flight) actions like double jumps, airdashes, cereplane, and airball appear to have their flags reset only when you jump. If you use one, land, and then get launched into the air by an opponent, you can't use it if you recover in midair. You have to jump from the ground in order to re-enable the air action. This applies to each individual action used, so if you used up your double jump but not your airdash, you can still use your airdash after recovering in midair. I tested this with Fortune, Cerebella, Valentine, Peacock, Filia, and Painwheel's limited use air options, against launchers or air combos from Parasoul, Fortune, Painwheel, and Filia.

    So it turns out I'm not actually free to lame-ass Parasoul crossunders, yay! Except I'd rather be free to that then have this glitch exist. Oh well.
    PSN: SkippyMcYay
  • ZidianeZidiane HyperCharging YOLO STAR Joined: Posts: 1,222
    @FatFace McGraw, that's not a glitch, it's a feature.

    Also , continuing with the blockable Excellebella, it can be blocked by Double anywhere.
    xbl/psn: Zidiane/zidiane5
    Skullgirls: Cerebella, SSB Melee: Kirby, Samus
    Ever wonder how to play Cerebella, of Skullgirls fame? Here's a guide I made!
  • SpaceOutNightmareSpaceOutNightmare Stays Sandbaggin' Joined: Posts: 2,336 ✭✭
    Dunno if this was ever answered but Ms.Fortune's standing jab whiffs on a crouching Cerebella if done too close.
    Thinking about redoing BOB tournament for the patch, anyone game?
  • worldjem7worldjem7 Seven World Jems Joined: Posts: 544
    I found another one where if your first jump-in involves Ms. Fortune's j.MK and it is done too low, it advances the combo stage to 5 when you land as opposed to just 2 like normal.
  • ZidianeZidiane HyperCharging YOLO STAR Joined: Posts: 1,222
    I found another one where if your first jump-in involves Ms. Fortune's j.MK and it is done too low, it advances the combo stage to 5 when you land as opposed to just 2 like normal.
    I think that was established before, and it has something to do with the little dot you see in advanced hitboxes. iirc, it's intentional.
    xbl/psn: Zidiane/zidiane5
    Skullgirls: Cerebella, SSB Melee: Kirby, Samus
    Ever wonder how to play Cerebella, of Skullgirls fame? Here's a guide I made!
  • ZidianeZidiane HyperCharging YOLO STAR Joined: Posts: 1,222
    Just had Excellebella blocked again, in a real match, this time by Valentine. Had her backed into a corner, knew she'd jump, didn't matter. I've seen half the cast block it in a real match, so I'm now operating under the assumption that they all can.
    xbl/psn: Zidiane/zidiane5
    Skullgirls: Cerebella, SSB Melee: Kirby, Samus
    Ever wonder how to play Cerebella, of Skullgirls fame? Here's a guide I made!
  • ZidianeZidiane HyperCharging YOLO STAR Joined: Posts: 1,222
    Sorry for posting three times over several days, but I recorded the blocking of Excellebella.
    xbl/psn: Zidiane/zidiane5
    Skullgirls: Cerebella, SSB Melee: Kirby, Samus
    Ever wonder how to play Cerebella, of Skullgirls fame? Here's a guide I made!
  • Jet Set DizzyJet Set Dizzy Night of the Defender Joined: Posts: 2,270
    Huh, that is strange. Has it happened in real match play? Could just be a dummy bug or something.
    "No, that's the extent of my knowledge. I just smash the keyboard with my elbows for a few hours a day and somehow this game happened."- Mike Z
  • ZidianeZidiane HyperCharging YOLO STAR Joined: Posts: 1,222
    Huh, that is strange. Has it happened in real match play? Could just be a dummy bug or something.
    It's happened three times to me in a match post-patch, once against Double, Valentine, once against Filia. It used to happen pre-patch against Filia, but I just assumed I was seeing things.
    xbl/psn: Zidiane/zidiane5
    Skullgirls: Cerebella, SSB Melee: Kirby, Samus
    Ever wonder how to play Cerebella, of Skullgirls fame? Here's a guide I made!
  • Mike_ZMike_Z Defender of the Night Joined: Posts: 2,165
    Excellabella is 1f throw-that-will-only-connect-on-the-way-up, then 1f blockable-hit-vs-air. The throw portion is the unblockable, the hit portion is for comboing.
    If you happen to leave be grounded during the throw frame and jumping during the hit frame, you can block it. (ABA's keygrab is a similar throw-then-hit, so if ABA times it poorly you can block it.)

    I actually can fix it by implementing it a different way, I recently realized, but too late now. :^P
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  • alxreaperalxreaper Yabba! My icing! Gahhhh! Joined: Posts: 88
    not sure if this is a glitch or just a little neat quirk. but you are able to dhc the frame peacock gets hit by here own bomb super.
    Spoiler:
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  • guitalex2007guitalex2007 Joined: Posts: 3,023
    not sure if this is a glitch or just a little neat quirk. but you are able to dhc the frame peacock gets hit by here own bomb super.
    Actually, anyone can DHC on the exact frame they get hit. It's... kind of odd. But it's happened to me before.
    Ms. Fortune is great. Everybody likes a little head action every now and then.
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  • DravidianDravidian He who is CAT Joined: Posts: 702
    not sure if this is a glitch or just a little neat quirk. but you are able to dhc the frame peacock gets hit by here own bomb super.
    Spoiler:
    Oh, I'm about to exploit the heck out of that.
    PSN:NeoDeoN; CapcomUnity:Steelballed Dravidian; Tales forum: Dravidian
    Fighting Games I'm playing: UMVC3, SCV, SFIIIOE, and Skullgirls
  • QohelethQoheleth Absolute Beginner Joined: Posts: 45
    Console : PS3
    Console model :CECHG01
    Hard drive size : 40 GB
    Game mode glitch occurred in : Attract
    Team and assists you used (if you remember) : N/A
    Team and assists opponent used (if you remember) : N/A
    Stage being played : N/A
    Type of glitch : Sound
    Other : During Attract mode, the music doesn't properly line up with the video. The switchover from choir aahs to the fast-paced main theme happens about 1s before when Marie flashes on the screen with the caption "The Skullgirl", instead of when it starts to show the cast (as in all the Youtube videos showing how attract mode is supposed to look).
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  • Mike_ZMike_Z Defender of the Night Joined: Posts: 2,165
    Well I guess to wrap this up (SRK forums'll be down for a week):
    - Fortune low j.MK -> combo stage 5 isn't intentional, but it does have to do with the fact that her point touches the ground during that move and then comes off it.
    - Attract mode lining up just has to do with the loading speed of your console, nothing we can really do. >.<
    - Bye!
    I had the world's oldest signature so I replaced it with this.
  • RemiKzRemiKz Joined: Posts: 107
    Dunno if this was ever answered but Ms.Fortune's standing jab whiffs on a crouching Cerebella if done too close.

    Just learned this the hard way lol. Also whiffs on Filia if standing too close.
  • MugiwaraYonkouMugiwaraYonkou Joined: Posts: 1

    Console : Xbox 360

    Console model : Kinect

    Hard drive size : 4GB

    Game mode glitch occurred in : Game's intro, combat mode, and loading screens

    Team and assists you used (if you remember) : Every Character

    Team and assists opponent used (if you remember) :

    Stage being played : Everystage

    Type of glitch : Gameplay, Sound and Other (like hardware freeze)
    Other : Loading screens last a lot of time

    I just downloaded this game for my friend's Xbox 360 and we have a lot of troubles. In the intro's cinematic the transition between images it's too long, the musics de-syncs from the images that are supposed to be showed.

    The loading screens are long, i've played this on PS3 and the loading time is not nearly as long as it is on xbox.

    Finally, when we are playing in combat mode, sometimes the the sprite disappears and the boxes showing the hitbox of the character are showed.

    When i was downloading the game i noticed the download was around 80% and it suddenly finished alowing us to play the game. I don't know if this has something to do.

    Thank you.
  • Motch420Motch420 Joined: Posts: 41
    hey mugi. i play it on 360 have since it came out, and the loading screens are always been long, and when the hitboxes show thats all normal, as for the music desyncing in the opening, i have never had that happen to me. you also have to remember mugi that xbox doesnt have the patch yet either.
  • MWisk_2MWisk_2 Superduper Streamonster Joined: Posts: 1,042
    I just got the coolest glitch earlier this morning. The stage (random) never loaded during an online match and all I got was the "waiting for join confirmation" screen as a background.
    Spoiler:

    And please, don't laugh at my TV. xP
    New account, orig '06, same Brazilian monster. Shoutouts to Team Sp00ky! PSN: marcushardle
    Skullgirls: Valentine/Filia or Valentine/Double Gimme Squigly Mike_Z
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