Skullgirls Bugs & Glitches Thread - Check First Post

After a dhc from Parasoul to Cerebella (sniper shot on airborne opponent -> diamond dynamo) I can’t use Parasoul’s Egret Charge assist during Cerebella’s follow-up combo.

edit: I think it occurs when dynamo starts hitting during sniper shot’s hitstop

mike posted this on dust loop, i think it answers your issue Age_of_Fools

"However, hitting with a projectile after the character is no longer the point counts as your assist call, even if they were the point when they created it, same as MvC2. An easy test there is Parasoul combo to LK Napalm Trigger xx Sniper shot vs standing, DHC to Cerebella throw whiff. If you DHC before the shot hits, it will use up your assist call…afterward, and you still get one. Or if you use MP Napalm Shot to Sniper DHC after the shot hits, you can see that you get an assist call to use until the tear OTGs them and uses it up.

Hope that makes sense."

Odd, glad it’s known/intentional.

I’m Not Dead, Juss Dormant~

I Still Ruv You, Mike_Z & Thanks For Busting Ass~

GET HYPE FOR THE PATCH~

Found a display glitch during the tournament today. During character select I pressed the back button to deselect Parasoul, at the same time the other play brought up the button config window. My two selected characters remained in front of the button config window until the window was closed.

Console : PS3
Console model : One of the newish slim models
Hard drive size : 120 or 250 GB model I think.
Game mode glitch occurred in : online versus unranked
Team and assists you used (if you remember) : No idea
Team and assists opponent used (if you remember) : Solo Val
Stage being played : Multiple; autumn neighborhood stand and Marie stages for certain. Versus play used ‘random’ set stage.
Type of glitch : UI/video overlay
Other :

http://img846.imageshack.us/img846/921/20120605013455.th.jpg
http://img444.imageshack.us/img444/8532/20120605013755.th.jpg
http://img580.imageshack.us/img580/9149/20120605013801.th.jpg

Some during the matches, definitely NOT on the first match, the number 15 displayed in the middle of the screen and remained there. Number remained on the screen through two matches, the interim ‘waiting for opponent’ loading messages, and even remained over top the main menu when I exited out. Numbers did not move or go away until the game was existed through the XMB.

OK, gonna make it look all official

Console : 360
Console model : 360 core or pro I don’t recall
Hard drive size : 20 GB
Game mode glitch occurred in : All
Team and assists you used (if you remember) : Any
Team and assists opponent used (if you remember) : Any
Stage being played : Any
Type of glitch : Gameplay

Characters cannot backdash out of preblock when using 2 punches to dash (at least when using a shortcut button, it was hard to tell when doing it manually was me missing the timing or the glitch). Still works if you press back twice.
I’ve asked Mike Z twice (once on these forums and once on a Q&A) and was given the impression that you should be able to do it.

It’s easy enough to test yourself so long as you have 2 controllers.
Pick your characters and have the training dummy be Painwheel, go to a corner and try to backdash after her J.HK. You should see your character throwing out the lightest punch you pressed/ have bound.

Yeah, we know something’s busted when you move a menu down the first slot. Thanks!

is this normal? http://www.youtube.com/watch?feature=player_detailpage&v=loHOg86Yg8k#t=814s

I know that level 3 acts strangely on assists.

it also stops if you kill the person mid super. i am guessing thats what happened.

Fixed for the patch, was mistakenly not allowed on the ground. Thanks!

If you hit the assists, do they stop being run-through-able?

I don’t know if this will make a difference.

Yes, they become solid again.

Is Fortune’s head being allowed to move during Valentine’s counter super intentional? It’s seems really out of place.

Same with the head being able to attack before Fortune actually get on the stage.

probably one of those things similar to peacock being able to control item drop during super counter

the head being able to move immediately was intentional iirc

Oh hey, those are both fixed - she can no longer move the head, and Peacock’s item drop goes away since the counter is basically ‘getting hit’.

Is the “she can no longer move the head” only directed at the vs. Vals super, or also at the Tag in?

The super. The tag in is intentional, but I may look at it again.

If one were to ask me, I’d keep it the way it is. Fortune seems to be hit by the patch the hardest + is a fucking good solo character so some incentive to put her in a team is neat.

As much as I dislike Solo Fortune, I’m against removing any reason to keep a character solo. I’d like for there to be more reasons to play Solo than less