I don’t know if this is just an online thing, but Val’s Savage Bypass will switch my inputs, even if I prevented her from switching sides. An example is air backdashing with Peacock’s j.hk. Val’s does the move in the air and runs into Avery. I’m on the ground, trying to do a qcb.hk, but I instead get an airplane coming from the other side of the screen. This was PS3 slim, online with a ggpo setting of 1(1-2 suggested). Actually, I seem to get a lot of crossed up inputs, against other characters than Val. I’ve airdashed over someone, landed and tried to summon an hp item drop, but ended up getting hp gun firing in the wrong direction.
- Val’s poison now reaches Painwheel at full height j.MP.
- Fortune’s axe kick can’t be done because of what Jet Set Dizzy Likes This said, when you turn around you’re moving backward.
- Someone asked about Sparring mode a while ago. Sparring Mode now saves the game state when you turn it on and restores it when you turn it off, so you go back to the exact spot in your match where you were.
Is the short DHC time on Parasoul’s egret bike super (QCF+KK) intentional? Just wondering, it just feels awfully early to have to commit to a DHC. Towards the end the screen stays black and I can’t DHC out.
If it helps, I generally am trying to DHC into Gregor Samson (Filia’s QCB+KK)
The DHC time on Hyper Egret Force is exactly what I wanted it to be, you have to commit just as the last bikes are created. However, the fade-out for the black BG is pretty long overall (15f, vs 5f fade-in) and you can’t DHC while it’s fading out, you have to have done it before it started to change. I’ll see if shortening the fade makes it more apparent when it’s possible to DHC in general.
For the IPS question, blah xx LP shot, (stage 3) s.LK->s.MK->s.MK xx LP shot, (stage 5) j.HP, s.MK. It isn’t just normals which start chains, ALL normals that hit from stage 3 on count. The rule is “don’t start a chain with an attack that you’ve previously hit with during a watched Stage”, not “don’t start a chain with something you’ve previously started a chain with.” For instance, if that Stage 3 chain were s.LPx2->s.MKx2->s.HPx2 you wouldn’t be able to start a chain with LP, MK or HP from then on.
I doubt you remember, but that’s actually why I thought DHCs were broken on release day – it’s the first thing I tried to DHC from.
I’m playing the PS3 version using a boring old Dualshock 2 pad, and I found some odd input behavior, not sure whether it’s intended or not.
When playing Filia I do a lot of air dash -> j.HP, and I only use a 2-character team, so I tried mapping one of the shortcut buttons (L2) to LP+HP to make it easier to input. Unexpectedly it seems that as long as L2 is even slightly depressed, the game won’t register inputs to either LP or HP, so instead of doing a hair dash I just fly face first into the opponent’s fist like an idiot. I also tried mapping LP+MP to free up HP, but then it stopped responding to MP, so it seems to affect whichever buttons are mapped to the shortcut. It also doesn’t matter which shortcut I use, since I got the same problem when I mapped dash to L1.
That’s not a bug. There are only six buttons in the game. If you have LP and MP held down, how can you press them again without releasing them first? Same thing should happen with any other fighting game.
This may be a bug, but I’m not particularly sure how important now that Fortune’s head call cancel is gone.
If you’re holding HP and call the head with LP or MP but only tap the LP or MP, holding down HP will count as holding them down, even though there’s no way to call the head with HP to begin with. Is that normal?
I would agree with you if L1 and L2 actually stopped registering “pressed” as soon as you released them, but since they’re huge analog buttons that’s not what happens in practice.
Thing is, the input for the buttons being held down is active.
The game will only accept one input for each button at a time. If you hold down dash with LP+MP any LPs or MPs you hit while held will not result in an attack because pushing a button when the input is already active has no effect. It’s not a bug.
SF4 had (has?) all kinds of problems because the buttons count as separate. In SG, they don’t, so for example anything that includes MP counts as MP. If you set one macro to LP+MP+HP and another to LK+MP, holding the 3P one will prevent the assist macro from working.
It’s not a bug, and can’t really be fixed any other way that doesn’t have another type of worse problem. Might I suggest reversing your macros so that dash is on L1?
Sorry, I wasn’t clear enough in my last post. I am tapping the dash button, releasing it, and then tapping HP, which does nothing despite the fact that I’m not holding down the dash button. It does nothing unless I wait for a relatively long time before pressing HP, at which point I can hardly call it an “instant” hair dash anymore.**
After playing around with it, it seems to have a smaller input-eating period after release than L2 does (which makes sense since it’s a smaller button, I guess), so I’ll play around with it and see if it works out. Thanks.
This is a minor gripe…I dont think it’s really a “bug” per-se, but it might be intentional.
But if you throw Double as Valentine, it makes her go into a crumple state, however I found that Double’s crumple state hits the “grounded” state faster than everyone else. I find this the most when I try to do throw -> s. HP. I have the timing pretty much down in my head, but its pretty lenient with all the other characters. With Double though, if I’m just a tad bit late, she will be airborne when I do the s. HP on her. I might just suck though, but it would be cool if someone could check.
Like 9 times out of 10 I can do throw -> s. hp on anyone and they will never be grounded before I hit them, but with Double she just seems to enter that grounded state a bit faster than everyone else.
Edit: Also my friend said he really appreciates you explaining the IPS to him! It helped me too since I had no idea why it was occurring either. Thanks!
not a bug at all… learn double specific combos
May not be a bug, but I don’t know of anywhere to get Mike’s opinion any more…
So… is not being able to run through assists when they’re posing before leaving intentional? I kinda wish it didn’t work like that… >_>
not sure what happened here, excellabella seemed to be blocked on the way up.
i dont think thats a gltich at all, you just didnt catch them in the frames where they are unable to block. i pretty much think you need to make them jump up into it for it to be effective most times. ive seen it a lot due to not timing it correctly.
[LEFT]Template[/LEFT]
[LEFT]Console : Xbox 360[/LEFT]
[LEFT]Console model : Local Versus[/LEFT]
[LEFT]Hard drive size : 20 GB[/LEFT]
[LEFT]Game mode glitch occurred in : Local Versus[/LEFT]
[LEFT]Stage being played : Random Select chosen after Characters and Assists selected[/LEFT]
[LEFT]Type of glitch : Gameplay/UI/Other[/LEFT]
[LEFT] [/LEFT]
[LEFT]Other: “Play Again” will load a random stage again instead of keeping you playing the rematch on the same stage. Not a big deal in terms of game breaking, bugs & glitches (could just be for suggestion thread?) but people may not want to wait to load, and/or of course just want to play on the same stage for the rematch, go right back into it that moment without a pause in the action.[/LEFT]