backbOWNED!!!
someone go make a combo video showing this stuff off hehehehe
backbOWNED!!!
someone go make a combo video showing this stuff off hehehehe
Default Pads are easily detected in live tournies, problem is with custom sticks and pads with hacked PCBs. What’s preventing someone to easily mod a custom stick to have this feature enabled and you cannot see it in live tournies. Over the internet this bug can be abused easily with either hacked pads or sticks or someone with very good finger dexterity.
Guys I called Q80Warlock so he could do a video of that bug, he laughed and said TZW already discovered that bug years ago. But most top players who knew about it kept quiet, in the original CPS2 arcade he said it’s possible to do walking Sonic booms using the same idea .
He said its in TZW’s One Blue Knightmare Video #7, the only bug here now is Backbone allowing you to use both left/right directions at the same time !
before you had some wiring work to do to make it work.
I’ll say it again… this game is SO jacked with glitches it is not even funny.
HUD glitch, Rog glitch, music glitch, drop glitch, rank glitch, start color glitch, Claw glitch, Hawk glitch, Guile glitch, “new” analog glitch… Are there any thing I am missing?
Some of these are game-play glitches and some are network glitches. I understand the glitches happen. However, if there is no patch for these glitches how is this going to be considered a tourney worthy game?
I would really like to hear some input. (Not trolling)
Instead of re balancing the game would it have be better to have worked on some play testing to work the kinks out? I don’t know…
How is this game going to have any longevity, if this is the stuff we have found in the first 6-7 weeks?
This is a horrible.
So THAT’S how the CPU does it… =P
Why thank you, James. I’m quite fond of your avatar myself.
I tested it out a little bit, and while I think it does have some potential I don’t think quite think the whole “HD remix is ruined now” responses are appropriate.
Here are my some of the findings I’ve had with it in the little time I’ve been testing it:
A) By holding back you will automatically go into defensive position when an enemy’s active hitbox is on screen, even if it’s pretty far away. By using this someone can easily do something like jab, jab, sonic boom, or jab, jab, hadouken (in fact in ryu’s case he can just repeatedly hadouken) to keep you in place and you will not move an inch. In fact, you’d move a lot more if you just walk forward and block on reaction, like many of you are already accustomed to.
B) You can still be swept when you approach.
That being said this seems most dangerous with Honda Chun li, and Boxer. Honda can walk forward and jab headbutt which will beat fireballs and sweeps and almost anything up close. The counter? I’d say rapid fire attacks to keep him in place. But then he could just do HP headbutt and that seems really hard to stop sometimes although rapid fire attacks are supposed to counter it anyway.
Another thing we have to consider is walk up super. It’s easily done, by simply holding charge, walking forward, and doing the super motion whenever you need it. However, this will NOT work for supers requiring DB charge. So no walk up guile super or walk up vega super and all those shenanigans will not work. However, it seems people like Honda, Dee Jay, and Chunli can all do theirs, at least on the left side.
So yeah, contrary to what some of you think there is no walk up flash kicks or walk up ochios. It only works for the back motion as far as I can tell. However, it seems like a shame that some of the best characters in the game get yet ANOTHER possible tool to play with.
Walkup super and walkup low rushes with Boxer sound pretty broken to me.
All I can do is read this thread and shake my head. This really needs to get patched. Maybe have either the pad or the analog stick take priority over any other directional inputs so that only one input is read?
I say get rid of stored anything while we’re at it…but that’s probably because I don’t store stuff.
Haha, this same exact thing has been possible in every version of ST since it first hit in the arcade. You just had to find a way to press both directions at once.
Oddly enough I can’t seem to do the super with him while holding forward. Maybe it has something to do with the negative edge glitch somehow? I guess it’s a moot point since all you have to do is let go of forward in order to access the Super again.
How many people would actually do that glitch though?
Sounds like a real pain in the ass and if someone goes Sai-Rec on you in a match you’re going to notice.
I can’t seem to do it either, though I can do it fine with Honda.
I have thought about this a bit more this morning.
Its not the fact that it is in the build. It seems that it was in all builds of ST. I believe people are upset that ppl can actually do it without some creative setup.
However, I would like to see this used where it will really starts to make a difference in player matches.
Using it to create cool combo vids is one thing. Actively being able to abuse the glitch/ technique/ whatever to win a match is another. I don’t think we’ll see it much.
I seriously doubt we will see any patches with SF4 coming out in a month…
Hrmmm if this works in older games, then can someone abuse it online over GGPO? I don’t have GGPO or the Final Burn emulator, but I do know that the MAME emulator allows you to bind directions to multiple buttons. So you can bind “left” to left on your joystick AND button 2 on your joystick. Does Final Burn allow you to do that as well?
Yes, the same people working on SFIV console in Japan are doing the SFHD patch.
My reaction to this is a big “meh”.
Many controllers including the upcoming SFIV sticks have turbo buttons.
Console pads have mutliple direction inputs.
Using turbo buttons is banned in tournaments.
Using multiple direction inputs at the same time to hold charge will be banned in tournaments too.
The latter is even trivial to detect: If your opponent walks forward and throws a sonic boom, he cheated.
What’s the big deal here?
This doesn’t require any awkward hand positions for people playing on a pad. Most people who play on the 360 gamepad use the analog stick anyway, because the d-pad is just too random and unreliable. When you use the analog stick normally, it’s pretty easy to just reach over with your right thumb and press right (or up-right) on the d-pad. It doesn’t take much to make people think you’ve lost your charge, and that’s enough to turn this into an advantage.
Still, I don’t think it’s a big deal, especially if it was in earlier versions of ST. It’s just too easy to tell when someone uses this glitch. Honestly, the automatic standing block sounds potentially worse. With either application though, you can’t criticize Backbone (for this one, at least) when it’s technically faithful to the original.
My question is, can Guile do double the sonic booms now? Gonna go test this out.