Experiencing any bugs in MVC2?

I’ve had a glitch similar to the incorrect sprites on assists. I picked my team, then in match the life bars were for the team I’d picked in the previous match. Otherwise everything was as normal. It was just really confusing.

I got a video.
[media=youtube]p150m_Bv3zE[/media]

The game is by Capcom with development by Backbone. On the Capcom Unity forum they said they’ll check out this thread too.

I think they know how to get a hold of every one of us if they need to. We’ll see how things go. :smile:

I saw a weird graphics glitch in which the lightning on Storm’s s. HP was all black. >_>

i noticed all the same lag problems as everybody, but going to custom match and joining a game with less than 40 ping makes a huge difference. even the lag on the character selection screen is much less. i can often get matches with ping under 25 and those can go really smoothly. people are saynig here choose games with less than 120 or 100 ping, but go even lower.

i might be mistaken but i believe the game runs at 30 FPS? if that’s true, then about 33 ping should equal 1 frame of lag: not too shabby at all and very playable.

fockin god like dawg! hope backbone makes this sheeeet right and mvc2 online will be around for a very long long time :bgrin:

the only annoying bugs that happen a lot for me are:

  • someone joins my ranked/player match and it won’t start. after that, it’ll just go back to the main menu but i’ll only see the background. i have to restart to dashboard after

  • in player matches, i’ll get dc’d from the room or it’ll be my turn and the game won’t start unless i leave, then people can play again

my NAT is open so i don’t know what’s the deal

Is this game faster than the Dreamcast version? I can’t answer this question myself, since I am not a great player on the Arcade/Dreamcast versions (or any other version).

However I think one person here said the game seemed faster, and the 1UP review said the game was faster.

I know the Super Street Fighter 2 Turbo: HD Remix demo on the 360 was faster than the arcade, and after this was brought up the team responsible saw a line of code or something from the Dreamcast that did cause the game to run faster than it was supposed to.

Since this is also a Capcom game based of the DREAMCAST code, I was wondering if the same code that made the SSF2T game run faster was in this game.

Just a thought.

Twice so far, I have seen two characters caught in beam supers when switching out.

I shot Morrigans Soul Eraser (Beam Super) at Iron Man, who switched in Cable right before the super flash. Cable came in and both he and Iron Man were hit with the super. Iron Man should have jumped out and been completely invincible.

Today, I alpha countered Cable in while being hit with a hyper viper beam by my opponent. My point character(who only had a few pixels left) instantly died, and Cable came in and took the rest of the beam. I had thought the counter failed and I had been chipped, but cable came in anyway.

ahh will have to try again… gonna revist all ironman setups haha

that shit happened in the xbox and ps2 versions didnt they?

:tup:

OK, I definitely have phantom losses. Playing last night, I lost to TheRay666, DK Express, RatBugasti, and Charlie Goblyn. But I picked up 4 bonus phantom losses. :sad:

Oh, and Turbo 2 online actually seemed better than Turbo 2 offline - so I may recheck Turbo 2 - that may have been my other Xbox as opposed to anything else.

cyclops MOB from about 20% screen is UB after the flash. Confirming what beats posted up.

ruby hearts qcf+pp super from about 15% screen is UB after the flash.

There’s also a glitch online where if the opponent kills you with a multiple hit move, it freezes the game. Had it happen twice so far and both times I could not access the guide button. Xbox had to be restarted.

Alot of these UB’s are happening after supers. hmmm

This is probably not a bug thanks to widescreen(?), but since I play in 4:3 – you can press buttons when your character is not onscreen yet (after character death) and the moves come out. I know you think that’s normal, but the window is too long. I tapped jab nearly immediately after my character died because I thought it’d be fun, and was either going to block or short when I was coming in - and yet jab came out as soon as I showed on screen, after I’d thought that blocking was a good plan. :lol:

It might be worth looking into seeing what that window now is. On the other hand, I was in 4:3 mode, so maybe there’s some new allowance for moves when you’re off-4:3 screen. =\

ruby glitch still works on x360, thought they took that out?

Ghost doesn’t hover like it did on the ps3 demo. It still goes into the ground.

I have this real annoying bug. I can’t play this game at all, the joystick just goes crazy with the game, can’t move up because it’ll move down and it randomly presses buttons. I know it’s not my joystick because I’ve tried it with BlazBlue and KOF12 and it works fine.

It would probably be helpful if you pointed out what kind of joystick you had.

Well it’s custom made and it’s using a Gamestop 360 pad.

Glitched Juggernaut super unblockable :rolleyes:

have spent about an hour in ranked today not being able to play

due to either

conecting and game is full which should take you back to select screen not menu

or joining and not being able to start so host leaves and i cant leave or it freezes and then having to reset to dash board
having a ready/not ready toggle would help immensely so there is no questioning if they are pressing A or not

also came across the character bug against a japanese player amingo turned into cable and was dropping other cables on screen then froze console