Skullgirls Bugs & Glitches Thread - Check First Post

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  • LAMG_LAMG_ Joined: Posts: 51
    is the diamond supossed to miss in max range?

    and btw: @Mike_Z I will frame that $5 you gave me as change for the SG tournament.
  • Jet Set DizzyJet Set Dizzy Night of the Defender Joined: Posts: 2,270
    So I was looking through videos and found this.



    At 7:28, the incoming character used their tag animation, instead of just jumping in. Is this an actual option? If so, I have no idea how to do it.
    Pretty cool if it can be consistently reproduced.
    "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
  • MyLifeIsAnRPGMyLifeIsAnRPG The Cerebella Ninja Joined: Posts: 1,073
    Playing 3v3. Dhced from Valentines ekg into diamond dynamo. Did I think 5.4k if you dhc after the last hit. If you dhc before the last hit you get 4.5k. However if you Dhc at the last hit while valentine is overlapping the enemy but before the final beep sounds and the hit registers you get 6.5k. The fuck? I've replicated this in training mode several times. What the dilly yo? Where is the damage boost coming from?

    Sent from my ADR6400L using Tapatalk 2
  • Mike_ZMike_Z Defender of the Night Joined: Posts: 2,165
    What the dilly yo? Where is the damage boost coming from?
    - DHCing on the frame before a hit would have made contact will no longer allow the hit to connect after the DHC. ( http://www.nicovideo.jp/watch/sm17841164 is now not possible.)
    Damage comes because the hit is re-scaled to the 80% the DHC gives.
    I had the world's oldest signature so I replaced it with this.
  • evilweevleevilweevle Xbox GT : MrFossy Joined: Posts: 4,275
    taken from the gameplay thread.
    Lies D:

    Also, I played around with mortuary drop. Does anyone know if it's techable? The second part has a whiffed airthrow animation when denied, but will grab them in hitstun. I also got it to miss by timing grab bag to be at the exact same time as it. It also grabs them out of omnomnom.



    Depending on whether the second part is techable, the ones where the combo counter gets reset might be tricky resets or glitchy ways to get high damage (can't imagine an infinite since you couldn't call her again).

    It does offer a way to combo after some supers that would otherwise be difficult or impossible, and also avoid using an otg for some dhc's that otherwise need to.
    3DS friend code : 0232 8273 2994
  • MyLifeIsAnRPGMyLifeIsAnRPG The Cerebella Ninja Joined: Posts: 1,073
    Ah cool. Didn't know that was what was going on. My bad.

    Sent from my ADR6400L using Tapatalk 2
  • ZidianeZidiane KPB team member, SRK writer Joined: Posts: 1,225
    OH SNAP! He posted again!

    (an actual thing now)

    Sometimes when I do Ultimate Showstopper against a jumping character, it connects. They always have to be really close to the ground and doing an attack, but it seems like it grabs them straight out the air. I even can land it on people who just jump the whole time, making it seem a little like the super might not be able to be jumped if timed correctly. I know they are still in the air because the Super flash, it freezes them in air-attack animation.
    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!
  • DravidianDravidian He who is CAT Joined: Posts: 702
    OH SNAP! He posted again!

    (an actual thing now)

    Sometimes when I do Ultimate Showstopper against a jumping character, it connects. They always have to be really close to the ground and doing an attack, but it seems like it grabs them straight out the air. I even can land it on people who just jump the whole time, making it seem a little like the super might not be able to be jumped if timed correctly. I know they are still in the air because the Super flash, it freezes them in air-attack animation.
    Sounds like the character is "on the ground" but needs to complete their air animation to me. Might be the reason why in the patch when filia dashes after an air to ground hair ball, the dash animation is the air version....or not. That would mean that the game looks animation state for move transitions, but doesnt for everything else. I'm pretty sure I'm wrong, but that could lead to cool tech.
    PSN:NeoDeoN; CapcomUnity:Steelballed Dravidian; Tales forum: Dravidian
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  • Bill307Bill307 Joined: Posts: 548
    Pretty cool if it can be consistently reproduced.
    That's happened to me before. IIRC, I had just killed my opponent, probably with a DHC, and then raw-tagged back to Painwheel. Then suddenly my opponent's Painwheel came in with her tag attack and threw me. My brain couldn't comprehend what had just happened, haha. We tried to reproduce it in training mode a few times but couldn't.
  • Mike_ZMike_Z Defender of the Night Joined: Posts: 2,165
    taken from the gameplay thread.
    Mortuary Drop isn't techable and the 2nd part is blockable, so they're just tricky resets. I knew about that stuff before we shipped, but it's cool so I figured why not leave it. :^) Another interesting thing is that a hit that would normally have a special property (knockdown, sliding, crumple, etc) doesn't have it if it hits them out of the bag, so you can do odd combos.

    360 vs air: The 360 is active for 4f directly after the flash, so if they are in the air and land during those 4f they won't go into any landing animation, they'll just get grabbed, so it'll look like they got grabbed out of the air. Jump-land (2f) is throw invincible if you are holding Up, and jump startup is always throw invincible...so if someone is holding Up before the flash they'll always be able to escape - you can check this yourself, there's no way to 360 someone who is holding Up constantly. Jump-land if you are in the middle of an air attack is not throw invincible no matter what, so if you 360 through a jumpin it's guaranteed.

    Tag-in after death...uh. Lemme look into that. I think what's happening is the attacker is tagging on the same frame the dead character is 'tagging out' and some information gets left behind wrongly. >.<
    I had the world's oldest signature so I replaced it with this.
  • evilweevleevilweevle Xbox GT : MrFossy Joined: Posts: 4,275
    OH SNAP! He posted again!

    (an actual thing now)

    Sometimes when I do Ultimate Showstopper against a jumping character, it connects. They always have to be really close to the ground and doing an attack, but it seems like it grabs them straight out the air. I even can land it on people who just jump the whole time, making it seem a little like the super might not be able to be jumped if timed correctly. I know they are still in the air because the Super flash, it freezes them in air-attack animation.

    isnt USS active for several frames?im pretty certain if the character is in the air and they land on the ground within its active frames then they get grabbed. ive had plenty of times where it looks like the opp is almost touching the ground and you can grab them as they are landing.

    edit : *looks above*

    snap i was right.
    3DS friend code : 0232 8273 2994
  • ZidianeZidiane KPB team member, SRK writer Joined: Posts: 1,225
    So it cannot be escaped if they are attacking less than 4f from the ground? Wingo!

    Also, that Mortuary stuff is cool. Need to familiarize myself with the weirdness.
    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!
  • evilweevleevilweevle Xbox GT : MrFossy Joined: Posts: 4,275
    So it cannot be escaped if they are attacking less than 4f from the ground? Wingo!

    Also, that Mortuary stuff is cool. Need to familiarize myself with the weirdness.

    and that is why using a command run to absorb an air attack and then cancelling into showstopper is so awesome. i really need to do it more than i do atm tbh.
    3DS friend code : 0232 8273 2994
  • 0chocolachao00chocolachao0 Your Drunk Roomate Joined: Posts: 160
    Umm, when fighting Marie, sometimes she goes down to ground level whenever she moves or does an attack, then reverts to her stationary "normal" elevation. This happens during her first form.
    I used a PS3 slim and I was using Filia.
    I constantly kept using s.LP, s.LK, s.MP, c.MK, c.HK, Hairball HK, Gregor Samson. Sometimes I switch c.HK with s.HK.
    Whenever I use this chain a few times, she begins going up and down (Which is funny) :rofl:
    Is that girl a boy too?
    I play Skullgirls! Have a match with me please!
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  • view619view619 ざわ ざわ ざわ Joined: Posts: 1,796
    I notice that sometimes, the Diamond part of Deflector with Bella doesn't stagger; very noticeable when it happens vs a Peacock >:(
    Has this been corrected?
    "You can lead a scrub to techniques, but you can't make him think."
  • DravidianDravidian He who is CAT Joined: Posts: 702
    I notice that sometimes, the Diamond part of Deflector with Bella doesn't stagger; very noticeable when it happens vs a Peacock >:(
    Has this been corrected?
    Isnt that caused by the projectile hitting peacock right before Cerebellas fingers hit her? Or is this not a point blank situation?
    PSN:NeoDeoN; CapcomUnity:Steelballed Dravidian; Tales forum: Dravidian
    Fighting Games I'm playing: UMVC3, SCV, SFIIIOE, and Skullgirls
  • view619view619 ざわ ざわ ざわ Joined: Posts: 1,796
    Isnt that caused by the projectile hitting peacock right before Cerebellas fingers hit her? Or is this not a point blank situation?

    Hmm, maybe I am close enough for the hit. Thanks for clearing that up.
    "You can lead a scrub to techniques, but you can't make him think."
  • Age_of_FoolsAge_of_Fools Joined: Posts: 706


    Folks found this.
    Beginner's Guide to Cerebella
    Cerebella mixup video
    XBL: Age of Fools [Cerebella/Double/Parasoul/Painwheel]
    "i mean look the length of your post…" -Dime X
  • MyLifeIsAnRPGMyLifeIsAnRPG The Cerebella Ninja Joined: Posts: 1,073
    Is creating or joining a room taking forever for anyone else? I also get errors alot which is wierd cause it was just working fine. Is there a problem with the servers?
  • PartialartistPartialartist Joined: Posts: 176
    Is creating or joining a room taking forever for anyone else? I also get errors alot which is wierd cause it was just working fine. Is there a problem with the servers?
    Yeah, I've been getting the same. My connection seems fine and things go smoothly once the match starts, but it's taking much longer to communicate with the server. PSN?
    Skullgirls: Peacock / PSN: TheIdiomatic
  • DravidianDravidian He who is CAT Joined: Posts: 702

    Folks found this.
    Is that a sparring mode glitch. I know once or twice I exit the game from sparring mode, but when I go back to versus, the game plays like a normal match, but sparring is still set to on...
    PSN:NeoDeoN; CapcomUnity:Steelballed Dravidian; Tales forum: Dravidian
    Fighting Games I'm playing: UMVC3, SCV, SFIIIOE, and Skullgirls
  • Age_of_FoolsAge_of_Fools Joined: Posts: 706
    Is that a sparring mode glitch. I know once or twice I exit the game from sparring mode, but when I go back to versus, the game plays like a normal match, but sparring is still set to on...

    No, that was done online. He also said he did it against the cpu.
    Beginner's Guide to Cerebella
    Cerebella mixup video
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  • DravidianDravidian He who is CAT Joined: Posts: 702
    No, that was done online. He also said he did it against the cpu.
    Well....I got nothing then. Except that maybe the character is only considered truly dead when they stop being comboed(codewise). In which case You could just add another state/flag that properly defines what a dead character is and what can be done to them.
    PSN:NeoDeoN; CapcomUnity:Steelballed Dravidian; Tales forum: Dravidian
    Fighting Games I'm playing: UMVC3, SCV, SFIIIOE, and Skullgirls
  • RussaiRussai A Debby Downer Joined: Posts: 342
    Well....I got nothing then. Except that maybe the character is only considered truly dead when they stop being comboed(codewise). In which case You could just add another state/flag that properly defines what a dead character is and what can be done to them.
    From looking at it the character doesn't seem to be declared fully dead until their red health drains out completely after they're KOd. The glitch works by snapping them out before the red health fully disappears after they go down, as you can see Parasoul survives with far less health the second time she resurrects.

    I guess it could also be circumvented by instantly reducing a character's red health to zero after they KO instead of having it drain like that?
    Launch party erry day
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  • DravidianDravidian He who is CAT Joined: Posts: 702
    From looking at it the character doesn't seem to be declared fully dead until their red health drains out completely after they're KOd. The glitch works by snapping them out before the red health fully disappears after they go down, as you can see Parasoul survives with far less health the second time she resurrects.

    I guess it could also be circumvented by instantly reducing a character's red health to zero after they KO instead of having it drain like that?
    True, but that would look.....not as good. Your method probably requires less work, though. I suppose which is done depends on when mike can resubmit. If doing it that way means we get it a month earlier than planned then I may be willing to accept the red health simply dissipating into nothingness.
    PSN:NeoDeoN; CapcomUnity:Steelballed Dravidian; Tales forum: Dravidian
    Fighting Games I'm playing: UMVC3, SCV, SFIIIOE, and Skullgirls
  • RussaiRussai A Debby Downer Joined: Posts: 342
    True, but that would look.....not as good. Your method probably requires less work, though. I suppose which is done depends on when mike can resubmit. If doing it that way means we get it a month earlier than planned then I may be willing to accept the red health simply dissipating into nothingness.
    Ar, the easy dirty solution is definitely not as nice looking as your fix and I would personally prefer the draining look myself.

    On the other hand, this is not exactly a bug that needs immediate fixing, so if it came down to delaying the release of the patch it really shouldn't be considered. It'd be almost impossible to accidentally do this in a match and is of no benefit to the one who does the action, so they won't be trying to do it in any case.
    Launch party erry day
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  • evilweevleevilweevle Xbox GT : MrFossy Joined: Posts: 4,275
    On the other hand, this is not exactly a bug that needs immediate fixing, so if it came down to delaying the release of the patch it really shouldn't be considered. It'd be almost impossible to accidentally do this in a match and is of no benefit to the one who does the action, so they won't be trying to do it in any case.

    wow that is a pretty big one. i could see it may be an issue if you want to deal with a certain character that is giving you problems like a pesky assist or something you might want to spend the meter to bring them in before the next character.

    you could also be in a situation where you have dealt the opps 3rd character a large amount of red health due to them making bad assist calls, and you have just taken care of their first character, i would think you would want to bring in the 3rd character instead of the 2nd to make them lose all the red health. definately something i would do if i saw the oppertunity now the idea of snapping dead characters has been put in my head.

    to say that there is no reason at all to do this is an incorrect statement tbh.
    3DS friend code : 0232 8273 2994
  • RussaiRussai A Debby Downer Joined: Posts: 342
    to say that there is no reason at all to do this is an incorrect statement tbh.
    Yeah, I guess that is a fair point. I hadn't really thought of it from that direction.

    Killing the point character and then snapping them out means they'll come back with a lot less red health than if you snapped them out mid combo. If you juggle their corpse for a while and let their red health drain you still get to snap out a character of your choice and they point character will stay dead.

    Does any other game allow you to snap corpses? I haven't played a whole lot of Marvel.

    Either way, I don't actually think being able to snap a corpse is a necessarily bad thing. It still costs a meter so there is a cost associated with it. The only issue is that resurrection part, which is an issue now that you've shown me snapping corpses has a use!
    Launch party erry day
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  • evilweevleevilweevle Xbox GT : MrFossy Joined: Posts: 4,275
    Does any other game allow you to snap corpses? I haven't played a whole lot of Marvel.

    Either way, I don't actually think being able to snap a corpse is a necessarily bad thing. It still costs a meter so there is a cost associated with it. The only issue is that resurrection part, which is an issue now that you've shown me snapping corpses has a use!

    yea im certain you cant snap corpses on marvel since the body just drops out of the combo once it kills. you CAN however end your combo with a snap so that the actual snapback itself kills them, but that can be hard and pretty risky since it only does 50,000 damage on its own and thats before you take scaling into account. you better pray it kills them because if it doesnt then you just gave up a kill (which we all know is something you should pretty much never ever give away.)

    im sure being able to snap corpses was intentional and i think it works well as a mechanic as well since its not like its free or anything. you killed a character you should be able to choose which one comes next.
    3DS friend code : 0232 8273 2994
  • DravidianDravidian He who is CAT Joined: Posts: 702
    you killed a character you should be able to choose which one comes next.
    I dont really agree with it, but I can accept the ability to choose who comes in next. I mean when you think about snap backs make as much sense as Ryu with a double jump. Just.....HOW!?!? So I just dont think of it as a "logical" mechanic, but it's an interesting one which adds another level of strategy to the game. Snapping back corpses may just be giving one player an unnecessary advantage since they can already get a position advantage by juggling the corpse. Why can/should the opponent have that much control over the opponents team from a single death?If the players are pretty much even in skill and the opponent has a pixel of life (i.e. the gam is still pretty even), the match shifts waaaaaaaay in the favor of the killer for a moment, especially if the player whose character was killed barely gets any meter from being juggled... But I'm willing to see how things actually work out. I'll just be pessimistic while I wait and watch.
    PSN:NeoDeoN; CapcomUnity:Steelballed Dravidian; Tales forum: Dravidian
    Fighting Games I'm playing: UMVC3, SCV, SFIIIOE, and Skullgirls
  • evilweevleevilweevle Xbox GT : MrFossy Joined: Posts: 4,275
    Snapping back corpses may just be giving one player an unnecessary advantage since they can already get a position advantage by juggling the corpse. Why can/should the opponent have that much control over the opponents team from a single death?.

    erm, because ive just spent a meter to do it? ive given up extra flexibility with my team by having less meter. if it was free i could totally get what you mean, but i agree that it adds an extra level of strategy to the game.

    im glad i saw that video cos i probs wouldnt have ever thought about it.
    3DS friend code : 0232 8273 2994
  • DravidianDravidian He who is CAT Joined: Posts: 702
    erm, because ive just spent a meter to do it? ive given up extra flexibility with my team by having less meter. if it was free i could totally get what you mean, but i agree that it adds an extra level of strategy to the game.

    im glad i saw that video cos i probs wouldnt have ever thought about it.
    And? Supers also cause meter loss in games. Snapping back a corpse when you know it won't get you any where is the same thing as a whiffed super (withough intent to dhc) or a super spent on a corpse. You spent meter for pretty much no reason.

    But like I said, I'll wait it out and see if this become too abusable.
    PSN:NeoDeoN; CapcomUnity:Steelballed Dravidian; Tales forum: Dravidian
    Fighting Games I'm playing: UMVC3, SCV, SFIIIOE, and Skullgirls
  • evilweevleevilweevle Xbox GT : MrFossy Joined: Posts: 4,275
    And? Supers also cause meter loss in games. Snapping back a corpse when you know it won't get you any where is the same thing as a whiffed super (withough intent to dhc) or a super spent on a corpse. You spent meter for pretty much no reason.

    But like I said, I'll wait it out and see if this become too abusable.

    read my posts above i gave 2 very good reasons why you would snap a corpse.

    how on earth could it become abuseable???

    edit: this should probably move to game play discussion as well since its gameplay related and we shouldnt be filling this thread full of stuff.
    3DS friend code : 0232 8273 2994
  • view619view619 ざわ ざわ ざわ Joined: Posts: 1,796
    I would use this if it didn't revive the character. It could be pretty good vs ratio 3 teams.
    "You can lead a scrub to techniques, but you can't make him think."
  • DravidianDravidian He who is CAT Joined: Posts: 702
    read my posts above i gave 2 very good reasons why you would snap a corpse.

    how on earth could it become abuseable???

    edit: this should probably move to game play discussion as well since its gameplay related and we shouldnt be filling this thread full of stuff.
    I'm talking about the ability to snap the corpse. If you couldn't snap back a corpse but you decide to perform one anyway, it'd be the same as using a super on a corpse.

    I've already stated that snapping characters in has strategic value and that I'd wait to see what happens.
    PSN:NeoDeoN; CapcomUnity:Steelballed Dravidian; Tales forum: Dravidian
    Fighting Games I'm playing: UMVC3, SCV, SFIIIOE, and Skullgirls
  • evilweevleevilweevle Xbox GT : MrFossy Joined: Posts: 4,275
    I'm talking about the ability to snap the corpse. If you couldn't snap back a corpse but you decide to perform one anyway, it'd be the same as using a super on a corpse.

    I've already stated that snapping characters in has strategic value and that I'd wait to see what happens.

    whats wrong with being able to snap a corpse?

    i honestly dont understand what your point is.
    3DS friend code : 0232 8273 2994
  • view619view619 ざわ ざわ ざわ Joined: Posts: 1,796
    All snap backs cost a meter. And the match shifts in the attacker's favor once the opposing character is dead regardless, so bringing in character 3 instead of 2 for a price isn't abuse-able in anyway. Not to mention the fact that you could fail to open up the next character on the incoming mix-up and then have to deal with fighting minus a meter.
    "You can lead a scrub to techniques, but you can't make him think."
  • evilweevleevilweevle Xbox GT : MrFossy Joined: Posts: 4,275
    ^^
    exactly.
    3DS friend code : 0232 8273 2994
  • ZidianeZidiane KPB team member, SRK writer Joined: Posts: 1,225
    Blowing a meter on a corpse to snap in the character you want to bring in only makes sense. Using a super on a corpse for just the disrespect is different, because your purpose is "Oh, hold dat!" as opposed to the snapback, which is more like "You, in the back, stop being a punk!" If you feel so confident in your ability to handle it, you should be able to blow a meter to prove it. It's not even like you get a free combo on the incoming character, I don't see what the big deal is.
    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!
  • DravidianDravidian He who is CAT Joined: Posts: 702
    All snap backs cost a meter. And the match shifts in the attacker's favor once the opposing character is dead regardless, so bringing in character 3 instead of 2 for a price isn't abuse-able in anyway. Not to mention the fact that you could fail to open up the next character on the incoming mix-up and then have to deal with fighting minus a meter.
    Again, I'm simply questioning how much the match should shift in the attackers favor. Like, you said, they're already at an advantage, but by using snaps that way, they could potentially be gaining an even greater advantage. And while damage is not guaranteed from the snapback mixup, that applies to all mixups. All mixups have pros and cons. I'm simply not sure that spending one meter in that situation and risking wasting it is enough of a con to counter the pros from the risk. It's all risk/reward and I'm simply seeing a much greater potential for reward than cons for the risk. But, again, I'm waiting to see how it turn out becauseit may not be as bad as I think. I know that I can be wrong and I admit it. Personally, I hope it's not as bad as I think because I appreciate the strategic value. I just worry about the risk/reward balance and think it could potentially be too strong.
    whats wrong with being able to snap a corpse?

    i honestly dont understand what your point is.
    Never said it was wrong. I simply think it has the potential to become abused. And it's fine if you dont understand my point, because regardless of what either of us think, the mechanic is likely to stay and we can simply watch and see how the game changes. Only thing we can really do is wait and see.
    PSN:NeoDeoN; CapcomUnity:Steelballed Dravidian; Tales forum: Dravidian
    Fighting Games I'm playing: UMVC3, SCV, SFIIIOE, and Skullgirls
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