Is it Kazuya? I notice he likes to block for no reason before
This was Ryu
When both your characters are on the screen, the opponent autoblocks everything if your characters are on both sides of the opponent. I think itâs to prevent unblockables. It happens with cross assault too if the opponent is sandwiched between two characters.
I see - makes sense I suppose, so Iâd have to delay the cross up so that it isnât auto blocked?
Yeah, that or go for an empty cross up low if that gives your partner enough time to run out.
Confusing but not game-breaking, Asukaâs Alternate costume has a color mixup for her âparts 4â on the selection screen: http://imgur.com/fwcgJ
The normal color palletes display incorrectly on the selection screen, other colors show up correctly though.
-Why do the last bosses need to use the launcher in single player mode?
-In some scenes, only the female news reporterâs mouth moves when she talks. In other scenes, nobodyâs mouth moves.
-Why donât opponents on single player use different costumes or colors (put together by you).
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 havenât 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.
There is a typo error on Cross Assault, listed as Cross Assualt, just take a screencap on Vita:
Looks fine to Capcpom.
Also here is a glitch I bet they didnât fix in SFxT2013:
Codyâs 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)
Itâs 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 youâll 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.
Hereâs 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 wonât 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 âfightâ 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 somethingâŚShit idk what itâs called. The thing were both team mates are out fighting at the same time⌠Anyways if they use that the timer on it wonât run out and both the CPU characters will stay out at the same time.
<blockquote class=âQuoteâ rel=âkataridragonâ>Umm in training if the CPU has infinite meter and uses a cross somethingâŚShit idk what itâs called. The thing were both team mates are out fighting at the same time⌠Anyways if they use that the timer on it wonât run out and both the CPU characters will stay out at the same time.</blockquote>Thatâs not really a bug. Youâre 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 canât âendâ 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 doesnât work that way for the player when the players gauge is set to infinite. So while your post is true it doesnât explain the descrepency between the players infinite meter and the CPU/dummy meter in training.
Is it just me or the v2013 character specific changes donât work in trial mode? I was using Paul and his Mountain Raze was sending the opponent to far on hit.
<blockquote class=âQuoteâ rel=âevilleeâ>Is it just me or the v2013 character specific changes donât 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 havenât 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 donât tell you.
Guy has no Bushin Chain jump cancel in trials modeâŚ
Anybody else notice that Paulâs Rocket Punch thingy has a weird launcher like zoom in on counterhit?