Also, maybe some input issues. I’m using a custom Happ stick which gives me nothing but buttery smoothness offline, but I occasionally can’t get double button press things to work online. Tagging, drill claw, smart bomb, hyper combos.
Not sure if this was mentioned, but there is a fix to the first matchmaking bug on the OP:
** Online Ranked: if the other players leaves, you may be stuck in a “PRESS A TO ACCEPT” screen that does nothing. You will need to exit to the dashboard to fix this.*
When at the lobby and an opponent joins or vice versa, hit to go the Leave Lobby menu and wait. If the match starts, the match starts since the match always starts with no input from either player. If it doesn’t and the person leaves, you can select Yes and leave the lobby cleanly. I do this all the time and never hit this bug since then.
Only problem if both people do it and the match never starts… you’ll both end up waiting for the other to leave. No big deal and faster than a Dashboard -> Quick Launch for sure.
You can grab Jugg out of Head Crush even without guard cancel. At the end of the day, all HC is is a couple hitboxes, and if you can create a favorable overlap with a throw box that touches Jugg’s “get-hit box” (for lack of a better word) then you win the encounter and can throw through it before it hits you. Mag/Gief can bait out a HC by Flying low then Tempest DHC to FAB and Jugg will get grabbed.
However, online you see things related to rollback that makes it seem like you can throw through more things. For example, the game might display frames showing a character doing a Dragon Punch v. a character trying to Throw, but rollback to a state before the DP and show the throw.
That’s unlikely, because every other game that I’ve played on the XB360 has hacked leaderboards that have never been fixed. It’d sure be great though, but I can’t say the same for PSN since I don’t have a PS3.
Is there a specific example? I was thinking about testing Tron’s drill on DC vs 360, but that seems close… I thought chip damage was always a little random, but if it is always on the high side… =\
maybe the game is seeing the chip frames multiple times. I remember people saying things about character’s gaining life from rollbacks. And also, the game is letting multiple ‘A but not B’ scenarios play through as ‘both A and B’ – i.e. tag outs where both characters are getting ahvb’d and similar situations.
Well, if there was a reliable way to test to show that more chip is occuring, that’d be good. The best one I can think of right now is simply comparative chip between a blocked THC (1 meter) HVB between the systems.
No offense meant Preppy, I think maybe I didn’t make myself clear.
I said the tester should not mash A, and my hypothesis was if you didn’t hit A on that “warp tube screen” that it would continue on and you wouldn’t have to return to Dashboard to continue playing.
If that’s what you meant as well, then I’m not sure what to say. It seemed to work for me, but as I’ve learned from working in Software that means absolutely nothing
No, I understood. Mashing or pressing late or pressing never doesn’t matter in my experience - you’ll still get stuck. The “Exit to Lobby?” trick might work, though. =\