MvC2 Xbox 360/PS3 bug database & reporting thread

romming to dizzy is no issue. one of the main points of the team I play (mag/IM) is to ROM to right before dizzy, then MTxxPC. I’ve only messed up a few times out of many many games.

I’ve been doing add lk,mk pretty consistently. I’ll try again though, for you. I don’t really play sent, but I’ll try double RPs too

I dont play Mag so I couldn’t say if his Rom is messed up, but I hear some people saying it’s easier and some people saying after the air dash things go weird…

That would really suck if older and newer Xboxs handled the game differently. I know they changed some stuff in newer Xboxs to reduce red ring of deaths, anyone with the knowledge to say whether that’s a possibility or not?

XB360:

About cables AHVB unless it’s already there but I didn’t see the specific wording looking at Preppy’s (Kwun’s) post.

Super jump block against it does not block (besides normal jump as mentioned). I am not sure if his is the only super that it doing it but I suspect other characters as well that have similar instant supers.

Cable seem to have an unblockable now somewhere just before he lands on the ground from being in the air where one can fire the gun (HP) and just as the bullet just comes out, cancels into AHVB. Under normal circumatances, this can be blocked because the opponent would of be able to block it and essentially would block the AHVB which followed after. With the gltich, which is possibly relating to the currnet issue with AHVB being unblockable is the it is almost impossible to block the HP if it was cancelled into AHVB. The the animation of the super would show that the opponent was hit by the gun when it was possible to block. This was verified by other game players (Kwun I think you know them as Dan____ and Heavy### in game name on XB-Live in person). This case seems to be repeatable when the opponent is already in the air. I believe it is also possilbe if the opponent is on the ground, if the character is tall enough that they could be hit by the gun.

Another thing noted is the game volume is reasonable soft as I gotten the PS3 version of this as well and the sound is louder.

Cable’s j. FP counts as an overhead attack on some characters. That may be why they’re getting hit by that. Other then that CAble’s super does seem to be unblockable at certain points. Even offline.

actually cable jumping FP has always been n overhead since the dc version. large characters like sent are fockin prone to this.

yeah, no doubt. i didn’t mean to imply that it was something new. Only the ridiculous unblockable ahvb is new. I still don’t understand how that could have happened in the translation.

In theory:
A) Capcom already made their money
B) They are counting their money
C) If we’re lucky they’ll patch all the menu freezing glitches

^-- Your post seems bogus, wrong, misleading, and unhelpful.

I think if we take it in good faith that Capcom is also interested in fixing this up to be tournament ready, we’re going to have a hell of a lot more productive and valuable discussion.

It seems like the game is either a) dropping more frames than the DC version, and/or b) treats the offline mode the same way as the online mode and still applies the Lag Input settings.

Both of these scenarios would explain the ish-- to me it seems like the latter is the issue, seeing as a lot of inputs feel delayed as opposed to dropped, as well as the fact that the slow-down issues appear identical on- and off-line.

Also, as far as the Magneto LK link glitch-- can anybody confirm that this applies to any other type of link? For instance, can Morrigan link more s.LP’s than usual. Or with any other usually tough links, is there a difference on 360/ps3.

The reason I ask is bc I’m wondering whether the bug is universal, or simply a cheat they employed to make ROM-ing easier in the face of lag.

That’s a BS post, because if Capcom shafts it’s die-hard fans, we’re not gonna sit here and take it. The issues with the game are bushleague bozo-no-nos and they’re going to have to do whatever they can feasibly do to fix it, just to save face among the people who have continually supported them.

In talking to people who play-tested the game, these game-crashing bugs weren’t a problem in the earlier builds, and if you take Capcom’s word at face value, they weren’t present up to the very end. I don’t know Backbone’s take on the issue, but Capcom’s stated mission for the game was to get it up to snuff with priority going to the Tournament-caliber characters.
**
Edit: **Just saw Preppy’s post. Haze realize it’s nothing personal-- we just want this to be reserved for people who are taking the time and effort to add positive input with the aim of pointing out issues and providing possible solutions. Believe me, Capcom KNOWS they fucked up, how could they not.

I just don’t expect much at this point. If I’m wrong then I’d be psyched, everytime i get AHVBed out of a jump/dash, I die a little inside :crybaby:

Maybe that wasn’t the most productive post but I already feel played by Capcom for buying MVC2 on XBL in the first place. I was so psyched for about a year for that game to come out, I bought an Xbox just for it, and now I wish I hadn’t. This shit about unblockable AHVBs, wow, we all found out about that day one. They had how long to test it and never noticed one of the best supers now being unblockable?

I hope their patch is for gameplay but it sounded like they are more concerned with menu bugs and microphone shit. Either way it’s all speculation, fingers crossed by I’m not holding my breathe.

i don’t know alot about game coding but i wonder exactly what the mvc2 DC game coding is? and what the xbox 360 game code standard that is used?

next question is how does the xbox 360 “translate” DC game code to xbox 360, cuz i’m sure somewhere along those lines all of our problems arise.

its like a blackmon for jamaca going into the deep white hoods of Kentucy. shitt ain’t gonna translate well. he may go into Mcdonalds for food but is gonna walk out with Big Mac with fish patties instead of hamburger, catch my drift…

we ordered perfect port dc mvc2, what we got was Xbox360 ver 1.1 mvc2 (1.0 from xbox 1st gen)

where do we go from here, hell if i know

i agree that some of this stuff should of been easy catches to find but its all in the past now. The game will more than likely get a patch @ this point but the real question is, how many things can we find wrong with the game before they start the process?

No sense on dwelling @ the past now. Go find somethings that fuck the game up as a tournament standard and contribute. The more SRK finds, the more likely that the game will be extremely better on the first patch. IMO, a 2nd and 3rd patch @ the point in time don’t look likely but I’m just speculating on that.

I’m personally hoping for an update to the netplay itself. I live in FL and our connections fucking suck against NY and CALI. We played j360 and babywovlie the other day and the connections just weren’t that good unfortunately :crybaby:.

Another suggestion, that would make life MUCH easier: In Ranked Quick Match, you should have the option of “waiting” for a match with a certain ping. Save time as opposed to refreshing over and over again trying to catch the one guy with a really low ping. I could set it to <50ms, and be straight until the match starts.

This may be a dumb question, but what is the “actual” speed of marvel for the 360?

By which I mean, there are 3 different settings, I’ve been playing and practicing on Turbo 1, but I’m wondering if that’s why I can dial some combo’s offline but online in ranked I miss them (since I don’t think you can set the speed there).

Or, I could just be a noob :slight_smile:

I have it on fantastic authority that you’re drop dead wrong. :tup:

'Nuff said.

This is one of those cases where we both can be glad you’re wrong. :lol:
I don’t think much needs to be said: let’s get productive data gathered. Make Capcom’s life as easy as possible. :tup:

this didn’t happen to me the first couple weeks but it’s been happening to me too a lot in the past fe days. i hope it’s not bad for the xbox, anyone know?

I had my first freeze resulting from a rage-quit the other day, hadn’t seen it before. And it can’t be good for it.

Haven’t seen this posted, so I’ll go ahead and do so.

I think you can avoid the “Player quits, stuck on a blank screen with ‘Press A’” glitch.

I’ve noticed that, if I’m not mashing A to try and get through screens as quick as possible the blank screen pops up with the press A, if I do not press A here it doesn’t freeze on that screen and instead takes me back to the menu.

My theory is that it was just created as a loading screen, and it’s not supposed to have a “push button” event. When you do push the button, it takes you nowhere and so the game gets stuck there. If that makes any sense.

This is true.

Proof from a match

[media=youtube]gs0zYGzRRUk[/media]

[media=youtube]jWmoP6ge0-k[/media]
(Rom on two characters)

[media=youtube]D13U7_KjUu0[/media]

(Rom on Servbot)

well that first match is very good
but for some reason, doing rom with MP instead of MK is way easier in PS3/360 version… I’ve also been doing it this way… and sure works.

glitch seems to happen when you try to do it the traditional way, with lk, mk.