Just picked this up in the steam sale. I think I have a sound bug that is not related to the known online issue on PC.
When the game launches it has sound up until I press start on the titel screen, all sound cuts out. If I alt-tab out even system sounds do not work. When the game is quit system sounds will come back.
Anyone seen anything like this?
It does around 100some damage
this is a problem that I haven’t caught but I seen it on youtube
I believe this has to do with how the game is coded. And with people changing their colors it would be hard to code it so the AI uses custom.
Eternal
331
Looks fine to Capcpom.
Also here is a glitch I bet they didn’t fix in SFxT2013:
Cody’s s.LP with knife, if you get the chain canceled version (E.G. a rapid cancel light attack.) the damage is messed up. The chained version of his s.LP (with knife) is 30 instead of 40. This only applies to his s.LP though, doing chain canceled c.LP with knife the damage stays at 40 (minus of course damage scaling)
It’s annoying because you CAN simply link the s.LP with knife into s.LP with knife and get the full damage, but if you are slightly off on your timing you’ll get the chain version for less damage. Plus it sucks for using his knife for chip damage because instead of 10 chip damage it becomes 8chip per hit.
Here’s a weird glitch in the Vita version of the game. In the Sagat trial where you have to do his super art the triple kick on the touch screen won’t let the super come out. Just the EX. Weird. It even registers as three kicks, still no super art. Even though I have a full ex bar. I had to charge the move to pass the trial.
In the vita version there is also a lot of slowdown after ‘fight’ disappears from the screen.
Looks like Vita version need some view of fixes
Ok so 2013 training mode is bugged.
In Vanilla you could record something then play it back and test your setups on different characters. Now if you go to character select and choose different characters, your record is lost! They need to fix this.
Umm in training if the CPU has infinite meter and uses a cross something…Shit idk what it’s called. The thing were both team mates are out fighting at the same time… Anyways if they use that the timer on it won’t run out and both the CPU characters will stay out at the same time.
<blockquote class=“Quote” rel=“kataridragon”>Umm in training if the CPU has infinite meter and uses a cross something…Shit idk what it’s called. The thing were both team mates are out fighting at the same time… Anyways if they use that the timer on it won’t run out and both the CPU characters will stay out at the same time.</blockquote>That’s not really a bug. You’re talking about Cross Assault: that mechanic uses the meter as timer. Once your 3 bars of meter are gone, one character will go in the back. But in training mode, Cross Assault can’t “end” because the meter gain was set on infinite. Change the meter gain to normal once CA is activated, the meter will drain as normal so CA works properly.
That would be true except it doesn’t work that way for the player when the players gauge is set to infinite. So while your post is true it doesn’t explain the descrepency between the players infinite meter and the CPU/dummy meter in training.
evillee
338
Is it just me or the v2013 character specific changes don’t work in trial mode? I was using Paul and his Mountain Raze was sending the opponent to far on hit.
Wantonx
339
<blockquote class=“Quote” rel=“evillee”>Is it just me or the v2013 character specific changes don’t work in trial mode? I was using Paul and his Mountain Raze was sending the opponent to far on hit.</blockquote>
I wondered if something like this would happen. I haven’t tried any myself but I thought they might have to rework some of the trials.
Trials revert to 2012 when you go into them like AE did with SSF4 they just don’t tell you.
Guy has no Bushin Chain jump cancel in trials mode…
Anybody else notice that Paul’s Rocket Punch thingy has a weird launcher like zoom in on counterhit?
Links
341
Saw it once, on a stream where PR Rog was using Paul. It’s not a glitch, though - it’s in the change notes.
I think it’s because in tekken,this move have also a zoom,but i don’t know
That move has been zooming in in tekken since like 1997 lol I’m glad they added that classic
eco
344
People, right after reading this, you should go to www.eventhubs.com and see the video about 0 frame links… and… i am not joking!!! 0 FRAME LINKS! And after that it may be a good idea to look at your characters frame data (theres a link to sfxt 2013 frame data in the 0 frame link article too) with “new” eyes, taking into consideration this glitch.
Links
345
<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/38146/eco">eco</a> said:</div>
<div class=“QuoteText”>People, right after reading this, you should go to www.eventhubs.com and see the video about 0 frame links… and… i am not joking!!! 0 FRAME LINKS! And after that it may be a good idea to look at your characters frame data (theres a link to sfxt 2013 frame data in the 0 frame link article too) with “new” eyes, taking into consideration this glitch.</div>
</blockquote>
It’s been discovered that not all normals have this property. Check out this thread for the dets. Street Fighter x Tekken v2013 FRAMEDATA (incl. DLC Chars)
M.D
346
Still having incidents where the opponent doesn’t lose health when hit.
<blockquote class=“Quote”>
<div class=“QuoteAuthor”><a href="/profile/9219/M.D.">M.D.</a> said:</div>
<div class=“QuoteText”>Still having incidents where the opponent doesn’t lose health when hit.</div>
</blockquote>
Check his gem setup. He might be using Fortitude gems.<br>