MvC2 Xbox 360/PS3 bug database & reporting thread

it does more than 1 pixel, I want to say it does 3 pixels but not 100% positive on that.

mando doesn’t act properly. He’s going through shit he shouldn’t. Anyone else experience that?

I can’t do guiles TK flash kick @ the same height as the DC. On the 360 version, I have to go higher.

Maybe its input lag Shoultz-- you wind up going 2 frames higher before it sees the Flash K… dunno.

oh yeah, THIS IS A DEFINITE!!! the chip damage is almost twice as much

just look at hail storms and ahvb supers that shit does chunks of chip!!!

Preppy you got this?
btw gg the other day on ranked! :tup:

I can just point out a few bugs from the 2 times i played it:

  1. On the options screen, there is no color edit mode
    ------- Conjecture: there should be a color edit mode.
  2. Game was coded worse than PS2 ver.
    ------- Conjecture: this would run 100000x better on the wii.

Apparently PS3-only: Disconnects are not counted as losses.

PS3: I’ve had the scoreboard not record a win.

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.

…Is it just me or can you throw through more stuff now?
I just forward threw Juggernaut out of his super with Morg. Is that supposed to happen ever?

Yeah, you can do all sorts of things (to a blocked jug super) via guard canceling.

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.

someone needs to fix the hacked leaderboards… 2 hackers now…

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.

Wow, I thought that dsp low blocking thing was a joke a first.
Lol.

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… =\

nizmor, stop starting capcom! I try to let you switch at begining but you never do. It feels like I got a free snap and saved a level. I feel bad

re: chip,

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.

I’d test both online and offline.

I’m feeling that hailstorm chip damage is more random than never…
I got some INSANE damage by chipping already… and that’s weird…

That theory that says the game may be registering the chip damage twice because of rollbacks is, to say the least, plausible.

I did some testing comparing hailstorm chip damage on dreamcast and PS3 and haven’t found any evidence it’s any different offline…

but it’s fact that sometimes it chipps like hell online, I have the impression it really does a lot more damage than it should sometimes.

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 :slight_smile:

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. =\