Skullgirls Bugs & Glitches Thread - Check First Post

Oh, we knew what the cause was immediately - the EU and US releases aren’t the same version of the code. :^P
This problem was the initial reason for beginning work on the patch…so…my apologies that it’s been several months? Eh-heh.

is the diamond supossed to miss in max range?
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and btw: @Mike_Z I will frame that $5 you gave me as change for the SG tournament.

Pretty cool if it can be consistently reproduced.

Playing 3v3. Dhced from Valentines ekg into diamond dynamo. Did I think 5.4k if you dhc after the last hit. If you dhc before the last hit you get 4.5k. However if you Dhc at the last hit while valentine is overlapping the enemy but before the final beep sounds and the hit registers you get 6.5k. The fuck? I’ve replicated this in training mode several times. What the dilly yo? Where is the damage boost coming from?

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Damage comes because the hit is re-scaled to the 80% the DHC gives.

taken from the gameplay thread.

Ah cool. Didn’t know that was what was going on. My bad.

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OH SNAP! He posted again!

(an actual thing now)

Sometimes when I do Ultimate Showstopper against a jumping character, it connects. They always have to be really close to the ground and doing an attack, but it seems like it grabs them straight out the air. I even can land it on people who just jump the whole time, making it seem a little like the super might not be able to be jumped if timed correctly. I know they are still in the air because the Super flash, it freezes them in air-attack animation.

Sounds like the character is “on the ground” but needs to complete their air animation to me. Might be the reason why in the patch when filia dashes after an air to ground hair ball, the dash animation is the air version…or not. That would mean that the game looks animation state for move transitions, but doesnt for everything else. I’m pretty sure I’m wrong, but that could lead to cool tech.

That’s happened to me before. IIRC, I had just killed my opponent, probably with a DHC, and then raw-tagged back to Painwheel. Then suddenly my opponent’s Painwheel came in with her tag attack and threw me. My brain couldn’t comprehend what had just happened, haha. We tried to reproduce it in training mode a few times but couldn’t.

Mortuary Drop isn’t techable and the 2nd part is blockable, so they’re just tricky resets. I knew about that stuff before we shipped, but it’s cool so I figured why not leave it. :^) Another interesting thing is that a hit that would normally have a special property (knockdown, sliding, crumple, etc) doesn’t have it if it hits them out of the bag, so you can do odd combos.

360 vs air: The 360 is active for 4f directly after the flash, so if they are in the air and land during those 4f they won’t go into any landing animation, they’ll just get grabbed, so it’ll look like they got grabbed out of the air. Jump-land (2f) is throw invincible if you are holding Up, and jump startup is always throw invincible…so if someone is holding Up before the flash they’ll always be able to escape - you can check this yourself, there’s no way to 360 someone who is holding Up constantly. Jump-land if you are in the middle of an air attack is not throw invincible no matter what, so if you 360 through a jumpin it’s guaranteed.

Tag-in after death…uh. Lemme look into that. I think what’s happening is the attacker is tagging on the same frame the dead character is ‘tagging out’ and some information gets left behind wrongly. >.<

isnt USS active for several frames?im pretty certain if the character is in the air and they land on the ground within its active frames then they get grabbed. ive had plenty of times where it looks like the opp is almost touching the ground and you can grab them as they are landing.

edit : looks above

snap i was right.

So it cannot be escaped if they are attacking less than 4f from the ground? Wingo!

Also, that Mortuary stuff is cool. Need to familiarize myself with the weirdness.

and that is why using a command run to absorb an air attack and then cancelling into showstopper is so awesome. i really need to do it more than i do atm tbh.

Umm, when fighting Marie, sometimes she goes down to ground level whenever she moves or does an attack, then reverts to her stationary “normal” elevation. This happens during her first form.
I used a PS3 slim and I was using Filia.
I constantly kept using s.LP, s.LK, s.MP, c.MK, c.HK, Hairball HK, Gregor Samson. Sometimes I switch c.HK with s.HK.
Whenever I use this chain a few times, she begins going up and down (Which is funny) :rofl:

I notice that sometimes, the Diamond part of Deflector with Bella doesn’t stagger; very noticeable when it happens vs a Peacock >:(
Has this been corrected?

Isnt that caused by the projectile hitting peacock right before Cerebellas fingers hit her? Or is this not a point blank situation?

Hmm, maybe I am close enough for the hit. Thanks for clearing that up.

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Folks found this.

Is creating or joining a room taking forever for anyone else? I also get errors alot which is wierd cause it was just working fine. Is there a problem with the servers?