I started this exact same thread but deleted it as it had become a kara-cancel discussion thread and not the glitch thread that was intended.
Let me get this out of the way right now, kara cancels(empty cancels) are not bugs. They were added to the game intentionally and purposefully. However, they do allow some bugs. Roll cancels are a specific form of kara cancel. Roll cancels ARE bugs. At any rate, this is not the best forum for discussing kara cancels. This IS the correct forum for posting unlisted bugs/glitches.
Ok, with that said, TAKE 2!!!
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RC, or roll cancelling. First utilized in cvs2, but discovered in cvs. Roll cancels only give invincibility in cvs2. Performed by starting a roll, and then cancelling it into a special/taunt/super within the first few frames. The roll invincibilty from hits continues for a good 20+ frames, even WHILE you’re doing a special/super. Note: roll cancelled moves can still be thrown.
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Tech throw reversal glitch. If any player performs a reversal after a teched throw, weird stuff starts happening. If both players perform a reversal with a special/super, some really crazy shit can happen. Super freeze becomes longer, supers get nullified, invincibility can be gained. My favorite example is Rolento/Kim. After they tech a throw attempt, Rolento does his QCFx2 + K super, kim does the QCB, DB, F + K super. The super freeze is very long, Rolento might even break dance for a while, then HELLA knives fall from the sky, while Kim is still completely invincible, causing them all to bounce off. The invincibility is only apparent if Kim is close to and facing the corner.
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Fireball realignment. A bug of little consequence. Performed by throwing your opponent just as he’s about to release a fireball. Personally, I’ve only verified it for ground fireballs, such as Rock’s reppuken. The fireball is sent in the opposite direction, and elevated off the ground to just below the height of a hadoken.
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Super freeze after KO. I’m not even sure if this would qualify as a bug. At any rate, if a super is begun before the KO, but the flash happens after the KO, the freeze is longer and no meter is used. Classic example: kim doing a super after he kills with a foot stomp. That particular super can be started after the KO, guaranteeing no meter is ever wasted.
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Eagle Kyosuke super fireball reflect glitch. Eagle’s reflect(dp+p) can send back ALL of Kyosuke’s super fireball hits into one massive yellow ball of death. On top of that, Eagle can get raged for it. Since the reflected ball is not a super, it can stun. Can it ever stun, too. It’s basically a guaranteed dizzy, delivering roughly 80 stun. If you are Eagle and Kyosuke does this super from far away, REFLECT THAT SHIT. You set up a nice guessing game, since the reflected ball can be sent in various directions.
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Continue a combo after the KO. Only ever seen this possible with yamazaki in C groove. Custom combos obviously do not count. When you are Yama and you’re opponent is low on life, do a lvl 2 grab super, and when it scales to 0 damage to prevent the opponent from dying early, cancel into dust kick. The dust kick will KO the opponent, but you can cancel the dust kick into serpent slash and hold it for a tiny bit. Since the grab super has the OTG property, and you cancelled into dust kick xx serpent slash, it isn’t yet over. What happens is that the slash adds a hit to the combo, even though the opponent is obviously lying dead already.
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Maki alpha counter bug? After her alpha counter, she jumps back and crouches for a few frames. If she is hit in this crouching state by anything, she will fly back, and can be juggled. If the counter whiffs, she’ll end the spin kick and jump back as normal. But you can normal jump or even walk up to her in time to start a combo as she’s still crouching. An example is with yamazaki. He does a sweep at max range, maki alpha counters and whiffs. Then yama does j. hk, s. hp xx fierce knife. When he recovers from the double slash, he can super, catch her and continue to combo. That’s right, combo a super after the knife. Although fairly difficult, and not likely to happen, it allows big damage in a single combo.
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Kyosuke’s final grade remix bug. When he does this super, all hits are supposed to connect, much like raging demon. But after the first hit, he jumps back and is not invincible. If you can deliver a hit after he jumps back but before the second hit connects, the super will be stopped. You go flying into the air and are knocked down. If you can connect Iori’s winecup super(pillar thingy), Kyosuke can stay stunned long enough for Iori to combo. Here’s the fun part, Kyosuke can still be in the air, frozen purple, but you can perform ground combos on him. As long as the combo hits high enough to connect.
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Iori maiden masher bug. Easily executed with iori/blanka or iori/rolento. Much like the final grade remix bug, this is about interrupting an uninterruptible super. Take Iori, stand full screen and do a bunch of fireballs. Against blanka, you would do one jab fireball followed by 6 fierce fireballs, Blanka is now roughly at 68/70 stun. Then you do one last jab fireball, followed by maiden masher - lvl 3. There is no timing involved for Iori’s side, just do everything as early as possible, and full screen. All that is left is for Blanka to hop back twice, not too early either.
Since the maiden masher travels faster than the jab fireball, you can catch up to it and surpass the fireball. When you perform the glitch properly, blanka moves the screen back, enough to give you time to get in front of the fireball. The super does 1 hit, holds the stun at 68, but then the fireball connects with blanka, DIZZY!!! The super is uninterruptible(and iori does not get hit), so iori keeps going, empty handed. When blanka starts to wake up from the knockdown, he gets sucked across the screen into the super, instead of seeing little birdies. -
kattobi cancel? Back in full force since sfa3, the act of kara cancelling a normal into CC activation is a kattobi cancel. Bug or not, it sets up some weird stuff. Ex: guile does jab sonic boom(from full screen), then s.rh kara cancelled into CC activation, then does another s. rh as soon as the sonic boom hits. Result: Guile covers about 3/4 of the screen and combos off of the sonic boom. Sonic Hurricane has great information on kattobi cancels, check it.
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2p corner glitch. Knock the 1p down in the corner so that their feet are off screen, or facing it at least. Then cross-up(corpse hop/jump/roll) like you normally would. Hazzah! You just put yourself in the corner against a knocked down cornered opponent, something which is normally forbidden.
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Red impact charge bug. With vega(claw), you can walk forward into his red impact. Step one, charge back. Step two, get your claws knocked off. Step three, IMMEDIATELY after picking up your claws, press f, b, f + p for the red impact super. So if you get your claws knocked off and walk forward to pick them up, you already have that first f, just press b, f + p. Too easy!!!
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Kim handcuffs(on cammy only). It involves kim doing his air super and cammy doing a spiral arrow. If their feet connect, cammy will be frozen in the air. The easiest way to do it is both players stand full screen, kim superjumps. Cammy reacts to the superjump up with rh spiral arrow. Kim does the level 3 air super at the peak of his jump, nothing special. That’s it, cammy should freeze, and kim is free to charge up and taunt till the timer runs out. If he wants, any air special/super that kim does will connect and knock her out of the cuffs.
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Same character select glitch. Pick your 1st char. Go to random, then go back between random and end until the last character you see in random is who you want to clone. Pick the desired clone character manually, then go back to end. Random will ‘hold’ the last character it was on. AS SOON as you go from end to random, press a button to get the character it was holding. If you do it correctly, you can pick cammy, then go to random until you see sagat. Pick sagat normally, then use the glitch to pick sagat again. Note: you have to setup the random/end thing to the cloned character before picking the cloned character normally.
Notes: for glitch 2, if you take iori/iori or vice/vice and they both do a reversal command grab, both characters will freeze and become unresponsive. In iori’s case, standing up, and vice, laying down. Just another form of handcuffs. Except these handcuffs have no key.
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