argus most likely starts a new chain, or is at least considered the end of a chain, however the teapot is the first hit of the new chain; since it was already used during stage 5, it triggers ips.
What I’m getting at is that the effect of the item drop should be consistent, since it happens at the same point in the combo. It should always trigger IPS. The first two times were both cancelled into a super, but only one triggered IPS. The third time eliminated supers from the equation, but didn’t trigger IPS. I think it might be sometimes considering the drop to be chained from j.hk, for some reason. The time with Argus might have just been one of those times where it wasn’t. Need to test some more*.*
I’ll take a better look at it, but as a guess I’d say it has to do with you doing the new item drop during the hitstop from Avery.
I’ve also come across some irregularities in the IPS
In the corner I do this combo with filia:
c.LK, MK, HP, j.HP, j.HK, airdash, j.LK, j.MP HK hairball.
If I leave it at that, everything is fine and dandy. However if I try to dash cancel at the end, I get IPS to trigger on about the last hit or 2 of hairball. I just double tap to dash cancel hairball if that has anything to do with anything. It also doesn’t seem to always trigger IPS, but happens often enough to where its a problem.
I found some kinda messed up stuff. The easiest way to check it is going to training and setting the dummy to block all and pushblock the first hit, and pushblock always. I’m calling it Double-push.
Cerebella’s s.mk, j.hk, j.hp, Diamond Dynamo (if done from a distance), Diamonds Are Forever, Filia’s s.lk, s.mp, and Parasoul’s s+f.hp (which only works when you do s.lp, s+f.hp, then hit s+f.hp at the right time after the first push) all get pushed twice. It wouldn’t be so bad if it was just the computer, but this can be done by hand as well without much difficulty. Also, the j.hp or the j.hk (left my notes elsewhere) won’t be double pushed by airblocking opponents.
Also, if you attack a jumping, autoblock, pushblocking dummy the second the land on the ground, they will get hit.
And lastly, I may have found an unblockable… but I can’t be sure. As Cerebella against Peacock, a c.mk, j.lk (these two combo), pause, crossup j.lk will only be blocked occasionally (with auto block and pushblock on). This manuever never hits on other opponents, haven’t checked every one because I don’t think it really is important (as in it probably isn’t an unblockable), they block it successfully even with varied timing.
The double-push is a legit bug, you can push again for 1f after a pushblock that had blockstun remaining during it. The push-once dummy only does it if your blockstun is the pushblock length, because technically your blockstun reaches 0.
(If you’re really concerned, record a blank dummy recording, just push Select 3x, and set it to play on reversal. They’ll only push once.)
The jumping dummy getting hit on landing is pushblock->regular fall state->landing->jump startup. You can’t block during jump startup, but you can block during the landing frames if you weren’t attacking. Though I did just notice that jump/all guard/push once will doublejump after pushblocking, hah.
The last one isn’t an actual SF4-style unblockable, it appears that the training mode block direction passed to the character may be laggy by 1f if the character would have to turn around on the frame they blocked. Bah.
I think there is some sort of training mode bug that causes the dummy to dash… Like do a combo and immediately land, then dash and the dummy dashes as well.
Oh yeah, the dummy did double jump when I was doing stuff. Why didn’t I find that weird?
But, yeah, can that Double-push be fixed? Also, I couldn’t find any other moves that activated double-push. Are there any that can be done by hand, but don’t register on the dummy?
Well, anything can be fixed, but that would entail submitting another patch.
If you manually ended up pushblocking with 26f of blockstun left, you could theoretically do this off any attack with more than 26f of blockstun as long as you pushblocked on the correct frame (after hitstop). The dummy does it on the attacks they do because they have exactly 26f of blockstun and it pushblocks as soon as possible.
Few more stuff. Using Cerebella.
second s.hk hit doesn’t connect with Valentine or Double crouching.
s.hk doesn’t hit Cerebella after c.mk if not done immediately. Also, j.hp refuses to hit Bella after a c.mk if there’s any amount of glide. Both hit crouching-dummy Bella though.
Also, is the j.mk not hitting high an actual bug, or done intentionally?
Fortune’s axe kick isn’t an overhead if it’s in the air (from a rekka is the only overhead), so everything is possible
its not really the same thing though since axe kick is a special move and j.MK is just a regular air attack. id wager a bet its the only non command air normal that isnt overhead actually.
j.mk for peacock
From the Facebook page:
“Yo. Been wanting to bring this to someones attention, Skullgirls is not categorized under anything in the PSN store. Not even fighting game or arcade game. Makes it rather difficult for people to find unless they have heard of the game beforehand.
Someone should fix that.”
I haven’t been able to check this myself, but this is not really a good thing if it’s true
I checked, it’s true. Brought to the appropriate peoples’ attention, we’ll see if anything changes. :^P
Hmmm… when I first started this game, I swore up and down that Excellebella WASN’T unblockable during the opponents early jump frames. Looks like I was kinda right. Excellebella won’t always be unblockable on a jumping opponent. In practice mode, it has been blocked by Peacock, Painwheel, and Filia (didn’t check Parasoul, Ms. Fortune, or Double). This seems to need the opponent to be on the very edge of the hitbox, and I found it easiest to see on Painwheel and Peacock. Simply set the opponent to jump/autoblock, and try to catch the opponent at the very edge of your hitbox. Valentine and Cerebella seemed to always get hit, but I could be wrong/missed the right positioning.
Console : PS3
Console model : CECHQxx (160GB fat model before they started bringing in the slims)
Hard drive size : 160GB
Game mode glitch occurred in : Training
Team and assists you used (if you remember) : Cerebella, Filia, Peacock
Team and assists opponent used (if you remember) : Ms. Fortune, Parasoul, Double
Stage being played : Medici Tower
Type of glitch : Freeze
Other : ----
When I hit HOME, gameplay is paused. There are no idle animations or anything. When I hit HOME again to return, it gets stuck in the faded screen as it’s trying to return to the game and I am forced to restart my PS3.
Not sure if this is SG specific, but it’s very annoying.
@worldjem - all the time? (O.o)
Not all the time, but occasionally.
It also happens when I’m playing online with the same frequency.
I just tried it again and it happened.
I’m in training mode, same characters, I hit HOME and scrolled over to the message box, then hit HOME again to go back to the game and it froze. It’s stuck at the loading circle thing before it would return to the game.
Console : PS3
Console model : Slim
Hard drive size : 160GB
Game mode glitch occurred in : Training
Type of glitch : Sound
[media=youtube]Y-FhXlHcrcY[/media]
This is pretty minor but sometimes in training mode Fillia/Samson’s voice only plays on the right side regardless of where she is on screen. All other sound effects and voices are normal though and the problem goes away after exiting training mode.