When Alisa gets hit with jin’s MA mp on counter hit her body gets stuck in the air neck level in slow motion for 3-4 seconds. It’s extremely distracting.
I don’t know if it has been mentioned before, but when you raw launch and it gets blocked. The camera will shift very close to the characters.
Oh this alisa glitch also happens when law parries you but while your stuck in the air his entire follow up misses lol
I was playing with Cole/Megaman against a Guile/Zangief team. Dude did a Tag cancel on me into a juggle Flash Kick combo to take my remaining health. When he hit with the flashkick, I got life back. It wasn’t a lot, but it was enough to avoid chip KO.
I went through the thread and didn’t find any mention of it, my apologies if this has been mentioned before. But it seems that Guy’s standing LP consistently whiffs when attacking a crouching Hugo. You can just stand there jabbing away and it goes through Hugo’s head as if it’s made of thin air. Which might be an apt description of Hugo’s intelligence, but rather annoying game-play wise.
Just for the record, I’m playing on the X-Box, and have the game updated to the latest version.
Well, I think I can explain this. I believe that certain moves in this game actually have a separate property that prevents them from hitting crouchers no matter what the size of the hitbox. I think this because Hugo definitely has a hurtbox around his head (do a jumping attack on him while he is crouching to see for yourself), but tatsus from Ryu and Ken still whiff on him even though it looks like they should be hitting him.
So I believe that they made moves like Guy’s standing LP or tatsus whiff on crouchers no matter the size of the opponent’s hurtbox for consistency purposes.
Blanka’s lightening doens;t always appear. Don’t know if it’s just a graphical glitch
That makes sense… thanks. Of course, I’m a big supporter of applying the WYSIWYG principle to fighting games. As such I’m going to have to dock SFxT a few decimal points of its final grade because of this design decision. But at least I can understand the reasoning behind it.
Has anyone else been getting BP glitches? I play a match and if the guy DC’s then I lose about 100BP. Sometimes I even lose like 300BP. Because of this glitch I went from 1000BP to 200BP, and its coming to the point where I don’t wanna play anymore because it pisses me off. I’ve never disconnected a match in my life so I know its not me.
It’s happened to me at ssf4,hopefully only during one week.
Wow, damned if you do, damned if you don’t.
The story of Capcom’s life.
Has anyone encountered a bug, when using the official xbox controller, specifically the analog sticks, where diagonal inputs are still not recognised consistently. I’m aware of the patch which alleviated the diagonal bug somewhat - the one where neutral jump out-prioritised the diagonal jump, but my problem now is with crouching blocks. When going to a down back position, the game either registers only BACK or only DOWN, neither of which is sufficient to block low.
For me, this is the only thing keeping me from properly enjoying the game now. I play online quite a bit and receive frequent messages along the lines of “you’re pretty good, but why don’t you block low?”. I’ve played sf for years on an xbox controller and I have never run into something like this on any other fighting game either so I know it isn’t just me.
My friend is quite familiar with the sf4 engine but he doesnt play “seriously”. The first time I got him to try out sfxt, he was screaming at me, swearing that he was blocking low and nothing was happening, so we went into training mode and I told him to block low, just as he would on sf and it would successfully block 3/4 times. That’s an absolute joke. 75% success rate on low blocks, that’s reassuring…
Does anyone know of any fixes or any plans to fix this?
This is very odd to me… though I’m a stick player, I have tried playing SFxT using the xbox controller, and although I noticed that the inputs were a bit iffy (this was pre-patch), I always found that, if I slowed things down and was careful with my inputs, it wouldn’t register incorrect inputs. It was as if the leniency was off, is all. What you seem to be saying is that even when you are 100% sure you’re pressing down-back on the stick, the input display on the screen will still read down or back, but not both.
My first instinct is to say that in the heat of the moment, you’re not inputting the down-back direction “properly” (I know you say it worked in SF4, and I believe you, but let’s assume here that SFxT’s directional inputs work differently when xbox controllers are used). My second instinct is to blame your controller. Have you tried another controller?
I found an interesting bug with Akuma. If you do his taunt, and your opponent rolls through you (say after you knock down the opponent after a DP), Akuma will turn around and cancel the taunt, but the particle effects from the taunt won’t disappear. They’ll stay there until you perform any action (walking, attacking, ducking, jumping, etc).
Here is a quick video demonstrating the bug:
[media=youtube]e7nuRY-8PFI[/media]
Nothing game-breaking, just something small that was probably overlooked. It’d be cool if the particle effect bug was permanent though.
This is on the PC version, which is still only on version 1.02, so I don’t know if this has already been secretly patched out or not.
Has anybody had problems doing combos that normally work on the whole cast but don’t work on some of the big characters like Kuma?
Ibuki can’t do at point blank: cr lp x cr lp x st mk on Kuma if he is standing, but it works on everyone else. Kuma’s hurtbox in particular seems to evade many combos from alot of characters when it would normally hit on most of the other characters. Though I have had this problem with all the big characters.
I know this issue hasn’t been addressed in this thread, but is Capcom aware of this and are they planning on fixing it?
I have had that problem too actually, but ONLY against Kuma. When I use Nina’s Geyser, Kuma magically flies too far away to hit and I drop the combo. Made me quite frustrated, but I realize I use that combo a lot, so it reminded me to mix it up a bit.
I created this video a while ago of Ibuki’s main problems which include a few glitches. I might as well post it here since this is the glitches thread. I really hope that Capcom is aware of these glitches. They need to be fixed in the new patch!
[media=youtube]yN61F8ljYUM[/media]
Haven’t seen anyone note this before here so I’ll say it here:
When using the Immense Power Level 2 Gem whose activation conditions are to ‘Use a Super Art’, if you do Akuma’s Raging Demon, the Immense Power Level 2 Gem will not activate, despite the Raging Demon being classified as well…a Super Art. It will only activate should you use his Misogi instead.
I think that it really limits the usefulness of the gem on him in my opinion and I hope that Capcom address this issue in the new patch.
EDIT: Recently made a video highlighting this problem.
[media=youtube]-Sf1nD5VlyQ[/media]
Was playing a match with Marduk. Opponent had a little more than a pixel left. Did a command grab to win the match, and he took no damage. the lifebar did nothing.
Nothing seriously, but I wanted to check if this was a glitch. In training, I set the dummy to no block, have Law combo into his spin kicks, then tag in Julia for a Cross up Reset using j.MK. For some reason, the dummy blocks this. Is this what should happen? Is there some autoblock feature (ignoring gems) that I’m unaware of?