Skullgirls Bugs & Glitches Thread - Check First Post

This is a feature. It allows you to play a lot of stages randomly without having to go back and change it, IT’S COOL AND I LIKE IT.

I JUST a few days ago made it so Double’s taunt is run-through-able, because it wasn’t even when she didn’t exist anymore, I guess I can do it to everyone else.

Excellabella vs. Painwheel I’ve seen before, lemme look into it a bit more.

Random changes stages each time on purpose, if you want to stay on the same stage then choose one. (^.^)

Thanks for the responses.

What if 2nd player chose it before you? You had no choice in it. I do like 2nd player choosing as well, none of this only 1st player gets to do it.

I like that you like it, but regardless of the 3 of us liking our reasons, the best thing is more choice, beyond what we like. Alright no worries, backburner, and probably majority vote needed then for a change. I’m just saying, anything to load less on potentially longer loads XBOX with varied small HDD sizes is what I’d like to see, it also makes streamed sets have pauses-loads-more fat to cut out if necessary for youtube content providers/rehost.

  • Oh, would you consider it for Tournament Mode?
    Tournament players are a picky bunch, and would rather the same old just as in other games than new, and even if improved, its now different so they hate it. “It’s my rematch, and I want it now!”

Versus a team that has Double.
Opponent tags to Double. First hit of Double’s tag hits the opposing main character but Double gets knocked out of her tag animation (lets say bc of assist attack or another projectile that happen to be still in play by the opposing team). The opposing main character that got hit by doubles tag (first hit) does a ground bounce animation as if the tag animation was uninterrupted (as if the vertical ‘tag’ attack by Double hit the opposing opponent for the 2 hit of the tag).

Valentine versus Parasoul
Valentine activates Counter Venom (Preparation). Parasoul is in the air during that time and does a j.hk. Counter Venom activates (administration) but since it was a multiple hit normal that has energy extension(like BB Hood’s s.hp), Valentine gets hit out of the administration of the venom. Maybe increase invulnerable frames to last until the last frame of the animation animation of the super?

That’s only online, offline both can choose. I appreciate your point of view, but the simple answer is it isn’t changing because it’s extra work to do on a feature that doesn’t need changing in order to fix balance or anything. If the load times on 360 are improved, it’ll be a lot less of an issue.

Eyo! These are both good bugs, but Valentine can only be hit during her counter after the active frames are done, so if she gets hit by Parasoul that means she missed. I’m okay with her not recovering completely for free if you miss…

OH GOD YES! the amount of times doubles taunt animation just completely fucks me over is ludicrous. i watched my abismal play and found that one of the huge things that i was suffering from was doubles stupid taunt basically acting as another shield assist after i make her wiff… either way its very annoying.

-dime

Still have trouble understanding. So even if you actually get the counter to activate [since the opponent attacked you during its activate frames], you can still get hit by an opponents attack (by energy extension left over from normal that activated the counter or things like George’s day out that just happen to be on the screen) while the counter automatically attacks with the reserved vial that you have?

I will do some testing. Dont have equipment with me right now to record :^/

The counter is invincible until after the active frames are done. You can’t BEAT it, but it can miss or she can be hit in the recovery, which I don’t mind at all.

I’m surprised she can even miss with that counter. It kinda makes it not worth using due to the whole, “i predicted my opponent, loaded my vial before hand, accurate inputted the super at the right time, made sure i had 2 meters, and i still missed.” thing it had going on. lol.

at least with vial-less supers, none of the other issues really hurt it, and even then, countervenom cant do midscreen combos, and the damage is not that great compared to what you can do with normal level 2.

Hey this probably isn’t a bug as much as it is character specific shenanigans, but I figured if I was gonna post it ought to be here.

Against Cerebella, do Fortune’s three rekkas (or 2 rekkas into slide) into headless claw super. It hits fine by itself, but the final hit preemptively forces Bella through Fortune and causes a DHC’d super to face the wrong way. For example DHCing from claw super into Diamond Dynamo may cause it to only partially hit in addition to giving up the corner. On the other hand, a DHC into Filia’s Gregor Sampson ( which would whiff regardless) now places her at a position to combo bella before the tech.

This is an issue specific to just Fortune vs Bella and can be avoided with a DHC before the final hit (which hits for a good chunk of life). Just doing raw super won’t cause this problem so it seems as though it has something to do with Bella getting hit/juggled out of the air.

She can miss with poison counter vertically, but a lot less often now. And yes, it does less damage than what you can do with two levels and a combo, but it’s a COUNTER so it has other uses. It still does a good chunk. Plus it’s the only thing in the game that can beat Car.

In other news, I had coming-in-backward happen to me on stream last night, which meant I finally had something to analyze so I fixed it for GOOD, rather than just in theory, at 6AM last night. (^.^) Yay!

For those curious, to cause the problem what has to happen is: Opponent kills you and crosses up your corpse while remaining facing the original way (say, by jumping over them at just the right time without attacking) AND you do a normal attack on the first possible frame coming in. So you can prevent it completely for now by delaying your incoming attack by a frame or more. :^P

Doesn’t Diamond Dynamo beat car (sorta)?

Dynamo is only invincible on start-up, the Swagon is invincible for its entire duration and hits four times.

Well, yeah, but if you pull off Swag Wagon and I pull off Diamond Dynamo, I win. That means DD beats it, right?

What?

If you do Swagon and Dynamo at the same time, Swagon will win. Swagon is not the type of super you should try to challenge, it’s the type you try to bait and punish.

Why don’t you go and test it out before you talk about something you don’t know about.

You mean like this?

[media=youtube]qxviuYDJjWw[/media]

Invincible start-up =/= beating out a fully invincible super.

If you’re talking about activating Dynamo RIGHT as the car is about to hit you, so that you just pass through each other, and then continuing with the Dynamo as Double reappears in front of you, that’s just a straight-up punish, you’re not “beating out” the super. It’s not very different from just blocking the super and then punishing Double with a Dynamo when she reappears.

The only super in the game that “beats out” the Swagon, in that it’ll completely STOP the Swagon when it physically meets it, is Valentine’s counter.

Note the order.

Note the sorta.

Of course it doesn’t work after invincibility runs out, but if you use them at the same time then DD comes out on top. That’s what I’m saying.

If you use them at the same time, it depends on the distance. It’ll punish the Swagon up close, will get beat out at distance. And, in any case, it’ll be a punish. You’re not outright stopping the super, the super continues.

If you’re really taking this type of punish to be “beating out” then Argus Agony, Inferno Brigade, Cat Scratch Fever, and Gradius Head all “beat out” the Swagon.

Do they? Also, does Vals counter super work against Swagon at full screen?

And why do you keep putting “Beating out” in quotes? I never said that, I said “Beat it (sorta)”… Micheal Jackson.