Skullgirls Bugs & Glitches Thread - Check First Post

It’s for my purposes, because it’s not reeeeally beating it. I brought up the term, I am aware of this.

I know Argus Agony does, I played around it for a while with a lot of stuff, including Swagon.

Inferno Brigade, Cat Scratch Fever, and Gradius head, in theory, should because they all have invincible start-up and are supers that last a good amount of time.

And I’m pretty sure Valentine’s counter will counter at full-screen. The counter lasts a while, and the Swagon is really fast.

I know the Shoryuken Wiki isn’t the “official” source but the Skullgirls wiki doesn’t address this specific issue…
Anyway, the wiki states

Is dashing (with 2 punches) backwards supposed to be included in this? It’s rather frustrating when playing as Double. She keeps throwing out s.LP at extremely inopportune times.
Oh, and 360 version.

Speaking of block animations, I just sorta explored that yesterday. After some testing I found something that may be a bug as it was something Mike was careful to take out for for Solobella but is still available because of custom assists. Skip about halfway down if you just wanna find the bug(maybe) itself. First, some info

The blocking animation prevents the defending player from walking backwards, but will not prevent any other action.’ is correct but there is a kind of exception that will keep people from jumping back as well.

Its possible to trap any character in the grounded block animation caused by a whiffed normal so long as they’re holding any direction to block. This includes people holding upback and I guess its because the game prioritizes blocking over jumping. Yall have likely seen this already in your own matches, and I imagine its to make sure that a person holding upback can’t get off the ground and escape a low hit if theres an incoming attack.

However it is possible to still escape from the whiffed block animation with any **new **input. So pressing upback again while in that block animation will allow you to finally jump back (holding nuetral/forward jump would allow you to bypass it entirely). If this wasn’t the case, the game would approach SFxT levels of stupid with rediculously good jab pressure.

Now if you’re clever Cerebella player, you might have gotten the idea to just whiff a normal in front of the opponent and cancel into throw for a seemingly unescapable setup. Well, too bad. Cancelling into any of her cmd throws instantly ends the blocking animation and allows them to jump immediately. Also since nobody can cancel into normal throw it would seem that tieing people down with block animations and grabbing is a non issue, right?

Nope. The trouble comes from custom assists. While the opponent is placed into the block animation by the point character, an assist is still capable of throwing them. Since ground throw is an assist option for every character this becomes a possibility for any team combination, but is exceptionally powerful when using Bella’s diamond drop and merry-go-rilla as they cannot tech (you can tech normal assist throws fyi).
This basically this creates situations in which the only way to escape a throw reset is to either hold neutral/forward jump as you come out of blockstun (risky because you may run into the the atk they were trying to whiff) or input an action which is unthrowable such as a reversal or a reinput jumpback (risky because it may require strict timing or may be punished).

To summarize, you can force the opponent into a block animation with a whiffed normal and grab them with an assist. A tight enough setup is not escapable by holding up-back even if you know a grab is coming. Its not an inescapable situation, but it is a very solid one that I’m not sure was intended given that it was very specifically removed from solobella.

If you wanna see this for yourself, the easiest examples I can think of are:

Bella: s.lp s.lp s.mp >(call throw assist)> HP Lock n’ load

Works because Lock n’Load forces the block animation for the entire startup. May have to delay the assist call a slight bit after MP to make sure blockstun/hitstun ends before the grab.

Also, I tested bella cmd grab assist with

Painwheel: s.lk (call assist) qcf+p (hold)

Works because the opponent goes into the guard animation while the fireball charges up at close range. Just make sure they’re in the right range to get grabbed by whichever assist.

This might be hard to fix (if it needs fixing at all) as the game definately needs those block animations so theres a reason to not just hold upback under pressure. Like I said the normal grab assist can be teched so those aint broken at all. Maybe make it so calling a bella grab assist immediately ends the guard animation just like it would if you tried to cancel into the grab as bella on point?

Blandaid, all of your info and conclusions are accurate, but I dont understand how it’s a bug. The difference between blockstun and block animation has been a staple of Capcom fighting games since World Warrior.

I’m drunk and don’t understand a single fuckin shit thing you posted, but do you know this game has pushblock? JabwalkJabwalk doesn’t work at all.

When I found it I honestly didn’t think it was anything more than a sick setup, but Mike specifically took steps to make sure a solo cerebella couldn’t do anything like this. Since you can use assists to do something that seems to have been purposefully removed from the game, I’m thinking it could be a bug.

Wouldn’t it be identical to:
Bella: s.mp > HP Lock n’ load xx diamond drop
? I remover the jabs because Im not sure if that would push them out of range, but the idea is the same. You’d delay the kara cancel of the LnL to make sure the blockstun had ended and they’d be in block animation. Even without the blocked s.mp, just be in medium range and whiff s.LP xx merry gorilla. Fake block to grab. I’ll go verify these now, but that’s how I believe it will behave.

EDIT: Whoops, no it wont. startup frames of command grabs and supers dont cause the flinch, so you can upback out of any solo setup like that.

No. While on point, all of bella’s cmd grabs (including her super) have some kind of property that will cause the opponent to automatically cancel thier block animation and allow them to instantly jump. If they’re holding upback, they jump out of that setup just fine.

However bella’s assist grabs have no such property, so the point character can keep the opponent on the ground with a whiffed normal while bella assist snatches them up. In this case, they cannot escape by just holding upback.

EDIT: On second thought, theres no actual property for bella’s grabs to stop the block animation. Its just that they dont cause a flinch on thier own and override the previous attack. All of them have some startup, so you’re allowed to jump before they become active. So really this isn’t a bug since the assist grabs aren’t actually circumventing anything that wasn’t intended to exist. My bad.

Pretty sure Mike knows about that, since im also pretty sure he was the one who told everyone how to escape it :3

I hope it doesn’t go since i play Parasoul/Cerebella :>

I don’t really know how it happened, but I was having a match and mid combo I was mashing out Cerebella’s lvl 3. There was a big enough break for me to get it, but my opponent continued the combo, and IPS sparks started going off on Bella, and it made a weird noise and color before the lvl 3 connected.

Your opponent attempted a 1-frame reset (or just did an American reset) and the IPS carries over in those cases. Not a bug.

But… it SEEMED like a bug. Since I was all yellow with super armor, doing a super. It is at least noteworthy that it can carry over into a character using super armor.

American reset?

pretty sure american reset refers to when you drop a combo, but your opponent isnt holding back, and start a new combo because of their inattentiveness.

… This offends me.

Haven’t been able to do it again but Double fell out before the drill part in Fortune’s Super.

Eh…those are Canadian resets.

After finally having someone over to play around with it, I do agree that it’s not really a bug, but just emergent behavior of the system, but I do think it’s rather questionable whether it should stay. It’s hella dirty. Thanks for posting it up, it was news to me.

lol it’s true.

nah. it’s american. every time i’ve seen a rufus ultra drop the opponent mid ultra, and they get picked up again, that’s the term they go to immediately.

These are bug reports for the patched version of SG you brought. I forgot to tell you about one while I was playing earlier, and then discovered another while you were elsewhere.

When I teched forward past the opponents character and followed up with a throw, the throw would go in the wrong direction. This was as Peacock. Happened in the corner, and fairly close to the corner.

The training mode menu gets a bit funky when you try to continue going down for the wrap around. This is during the actual training gameplay. Not sure if it happens during the setup window before it. Neglected to test for that.