Yes. You still have to go through the pushblock animation, which is longer than Cerecopter. Try setting her to do s.HP->Cerecopter, back her into the corner, and pushblock the s.HP. If you continue to hold Back, or if you don’t pushblock at all, you will block the entire 'copter. If you are not holding Back at the end of the pushblock animation, though, you will recover immediately get hit by the middle of the Cerecopter, which is otherwise not possible to have happen.
Cuz nobody told me. And yes, it is, why not. :^P And for the dummy, er, that’s odd but I’ll check it. Try recording yourself walking forward then, haha. Or just end the dummy recording at the super and put it on block all…
hey mike… it would be good if you or someone could go over in video form all the different ways to use training mode or link to where you said it in that 1 stream from pauls house (dont know where to find it)
ithink it would help to get people in the scene if we had a quick and comprehensive guide to show all the uses of t-mode like 1hit jump for frame advantage and all the multiple things we can do with save states… we have to market skullgirls strengths right? no use having a rushdown character at the edge of the screen and no use having a godlike t-mode that only the pros know how to use proficiently.
Not that it matters but maybe you can tell me why this is happening. I am trying to do a combo and somtimes I’ll drop it but but then continue the combo and suddenly IPS will trigger on a move I haven’t even done yet. Im kinda confused why this is happening. Here is the combo with the drop
Standing, crouching, and command normals of the same button (i.e. lp, hp, etc) count as the same move. The delay may have turned your chain into a link during combo stage 4/5, which means that’d be the third time you used s.lk in a chain.
The combo dropped though. So it would have still been only the second time. Plus I tried delaying it that much when the combo doesn’t drop and it doesn’t kick in IPS…
if its pre patch then ips carries on when doing 1 frame resets… or 1 frame drops in this case. if its post patch i have no idea.
its rage inducing to do a throw reset and have ips kick in on your first hit. that is out in the patch though, so im pretty sure you are playing pre patched version.
-edit… well post patch, thats strange, probably a buggy throwback to pre patch imho
I’ve had a similarly strange experience; did a random Hairball, it hit, then one hit whiffed, then it hit again and suddenly IPS activated.
Have been completely unable to reproduce this though.
P1: Filia
P2: Peacock
Filia does c.MP xx TKd Air H.Hairball
Sometimes it combos normally, but if you do the Hairball very low to the ground it … combos normally (going up to 5 hits),
but randomly activates IPS for the last 2 hits (and keeps IPS if one continues the combo, and dummies burst, so it’s not just a visual/audio glitch)
I have NO idea what causes this, but it’s extremely strange … at first I assumed (see above) that it whiffs one hit of the Hairball and then continues the combo anyways, counting the further hits as a 2nd Hairball… but it’s actually not whiffing anything (H.Airball has just 4 hits, +c.MP are the 5) and just randomly activates the IPS mid-special.
Got an opponent with 110+ ping in ranked, I was about to increase the delay but when I pressed down to reach that spot, the game confirmed my joining (I probably pressed a button at the same time) and put me at character select. No problems picking characters and random stage, but once the match was actually started, the background was the “Waiting for join confirmation” screen with the Final Atrium music. After the match (it played normally aside from the background not moving), I was sent back to the "Waiting for join confirmation’ screen. The music stopped and I was unable to make a room afterwards. Attempting to make a room would give me the regular background, no words on it.
Maybe, I’m too tired and my training options are set weird, but certain combos cause infinite detection to trigger and the dummy to burst when I’m pretty sure they shouldn’t
I remember doing a few while experimenting, but the only one I remember is:
Filia- s.lp, c.mp, c.hp, s.hp causes infinite detection to trigger, while c.mp, delay, c.hp, s.hp does not.
does the c.hp on an opponent hit in the air by c.mp after my first chain immediatly put me at stage 4 or 5. It didn;t look like it.
Messed with arcade on ridiculous difficulty and found a weird AI bug. As had a team of filia, cere and parasoul, opponent was val and another char, Val comes out, I cross up j.hp, she activates her super counter and is successfull and then… Is stuck in the guard animation. Sadly I couldn’t record, was pretty funny tho.
On the new patched I did Double’s level 3, and it killed the opponent (Filia) but since it’s a cinematic it kept going anyway, but then a Lenny bomb hit Double (and maybe Filia, can’t remember) out of it, and they both lived. By the time the bomb went off Filia was well past death.
So Filia was on point and had 0 health? Well since the opponent doesnt die until the cinematic is finished and Double can be interrupted after a certain time, I suppose it’s possible…
Painwheel’s HP and MP Gae Bolga Stinger does not hit Cerebella at point-black range. At least, not on full charge.
Her HP stinger completely misses while her MP misses 2 of the stingers.
Painwheel’s stingers do hit other characters, so this has to be fixed right? It’s just hitboxes though :x
Any idea what’s going on here?
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Just messing around in training and noticed this. IPS triggers, the first time, but not the other two. At first I thought it might have something to do with Lenny, but the naked item drop means it’s something else.