Skullgirls Bugs & Glitches Thread - Check First Post

it stutters during intros, online search, etc. wish the loading was faster… but I’m loving the game. it’s amazing!

Hitboxes, we knew beforehand. Don’t have to report it anymore, it’s all the same thing which is your HD speed. (^.^) It’ll get fixed a different way, but doesn’t affect gameplay at least.

Fighting on the main menu…dammit, I thought that was fixed. Ah well. :^P

[LEFT]French…I believe you they’re terrible, but I dunno, I never even saw the non-English versions and can’t speak French. Is it possible to set your console to English? :^) (Now you know what we all went through with early SNK games, haha.)[/LEFT]

Well, that’s what causes them to happen, but it’s still the game doing it, rather than GGPO. We will fix this.

Noted.

Though for the menu-control thing, on PS3 you can change which controller your controller is (heh) by holding the PS button down and changing it in the small menu that shows up, not the XMB. So if you aren’t in control, change yourself to whatever number is.

I think it’s okay to have the echoes. It’s a very clear indicator when and where there was lag. Though, I guess from an aesthetic perspective, it’s annoying.

It’s more the fact that you get two or three different lines from the same move or the announcer sometimes.

I found one. I was going through Story Mode, and was going up against Ms.Fortune. She takes her head off at some point in the match, but then she gets caught in a LP loop. She just stood there, until I hit her, throwing out LP forever. She was standing on the head, I think it was by her back foot. Nobody probably cares, because it’s the computer, but I thought I’d throw that out there.

I guess that’s true, like when it goes “Cry-CRY, KRIEG”.

Not sure that it’s a glitch but there’s just a minor problem when player 2 ends a match and selects Return to Main Menu and when you go to main menu and if player 2 disconnected for having to leave player 1 can’t scroll through the menu or select anything. It’s simply solved by just changing p1 to slot 2, just wondering if you had noticed. I’m on PS2 btw

Also I was wondering about the green hitbox that shows up occasionally on a character. Only happened once to me against Ms. Fortune and a Parasoul. I remember seeing it briefly on a stream before the game was released too.

So, I was playing with Ms Fortune, and my friend was Valentine. Just a 1v1 match. Fortune was headless and, every time Valentine did her Level 1 (MAJOR SURGERY) and it hit, I think I could do an attack with my head, causing me to fall out of the Super. Sometimes it’d happen after V’s first ninja dash, sometimes her 2nd dash, V would just stop doing her Super, and I’d fall out of her super.

Okay, found a really annoying bug thats already gotten me killed.

The game favours forward techs over backward techs. What i mean is that when you are put in a move that gives the OTG bounce state (first pink then blue), if you input a forward tech immediately, then try to do a backward tech, you will still get the forward tech even though that wasn’t the last input you did.

But if you try the same thing in reverse - first inputting back tech then try forward tech all times after that - you will still get forward tech

Small glitch I found in training mode. In the corner if I performed Ms. Fortunes j.HK xx El Gato (H version) on Parasoul she would disappear for a brief second. Not sure if it happens on other characters, stages, or outside training mode though.

Also in online sometimes the sound doubles up.

During tutorial mode throw break chapter Cerebellum can’t perform any action (Which I’m guessing is intentional) EXCEPT her bf charge K move (Which I’m guessing isn’t intentional lol).

AI bug?

I’m having a lot of issues. I sent some tweets to @Skullgirls about it, but thought it would be a good idea to go into greater detail here. I’m playing on 360.

When I start the game up, I can’t skip any of the logo screens. When I get to the main menu, I have no control over it. I have to hit the guide button, then exit it. Now I can make a selection. I select tutorial, and pick chapter 1-1. The screen goes black, but the music still plays. After waiting for over a minute, I hit the guide button. It came up very slowly, and then the loading screen started. I have to do this every single time I load up a section of the tutorial. When I went into the pause menu to change my buttons, I had to hit the guide button to regain control after changing a single one. When I exit whatever tutorial I’m on to go back to the chapter select, I have to hit the guide button before I can do anything.

Similar things happen when I play online. I can’t invite anyone to play a game, because I can’t access my party or friend sections of the guide. When I try, I just get booted back to the main guide screen. When I’m on the character select screen, I have to hit the guide button before I can do anything.

Story, arcade, and training modes are unplayable for me. I can’t select a character without hitting the guide button first, which boots me back to the previous menu.

I’m using a Madcatz SE. I tried using a Hori and had the same issues. Both sticks work fine for AE and other fighting games being played from my hard drive. There are no other controllers plugged in, but I do have a wireless headphone/set base plugged into the back USB port. I’ve tried deleting the game and re-downloading, which didn’t solve anything.

Despite all the garbage with having to hit the guide button constantly and not being able to play singleplayer, I’m having an absolute blast with the game. There’s no buyer’s remorse here. Skullgirls is amazing, and I can’t wait to be able to play it without these issues.

EDIT: Okay, more stuff. When I start the game, I sit through a loading screen for the main menu. Once it pops up, I instantly get kicked to another loading screen.

I managed to get an invite out to a person in my party, and it takes me to the versus menu after sending the invite. When he tries to invite me, I get a “network shutting down” message. The only way to get out of this screen is to go to the dashboard. So now I can’t play singleplayer or multiplayer.

Found a possible glitch/exploit with peacock. Apparently if you use peacocks teleport while calling an assist, the assist moves with you. This allows you to do fullscreen left/right mixups with a medium range assist.

Example:
Go to training mode and pick a team of Peacock, Double, and Cerebella. Set cerebella’s assist to Lock and Load (Heavy), set double’s assist to Titan Knuckle (heavy punch) and put peacock on point.

Make sure there is a full screen distance between you and your opponent. Call Lock and Load assist and teleport behind them. The assist will teleport closer and THEN attack, allowing you to do a full screen left/right mixup. Now do the same thing with doubles titan knuckle assist. You will notice that it is JUST short enough that it does not work. It still moves closer, but not close enough to hit.

Proof of concept:
[media=youtube]ECtBIV_JXGg[/media]

The actual corners of the stage seem to mess with this somewhat. Not sure what the deal is yet. A friend of mine thinks its because the screen doesn’t “move” when you teleport in the corner. I dunno. /shrug
Proof of this concept not working in corners:
[media=youtube]RNNKsG-qPEM[/media]

Seems like a minor glitch but could potentially be useful for peacock. Figured i’d report it even though it doesn’t seem completely gamebreaking.

If this ends up being a useful glitch, can i have it named after me? lol

OK, I’m in training on that bright neighborhood stage with the “lalalalalalalala” song in it.

I tag in and walk in either direction and my sprite is replaced with hitboxes for a second before flashing back to the sprite.

I’m in training mode and I have player two constantly chicken blocking (rubber band around a ps3 controller’s analog stick). Anyways, I have double’s HK hornet bomber as an assist and sometimes when I call it the opponent gets hit by it. Sometimes the first two hits will keep him in block stun until he hits the ground, then the third hit connects. Other times the first hit connects during the start-up of one of his jumps. It’s not like hornet bomber is a low so it shouldn’t be hitting him. I can’t get it to work with double on point, it only happens when used as an assist. Also, I tried poking the second player with mids to see if there was every a time and when you can’t block, but he was never hit. I’ve changed the controller, moved the rubber band around to the other side, and left and re-entered training mode with the same results. Is this a bug?

I’m on the Regular Xbox 360 with the original 160 gb hard drive and the loading times are extremely slow…sometimes I have to wait over 2 minutes of loading just to start up a local versus game. If anyone has any suggestions on what to do about this it would be helpful. Thank you.

Edit: I actually fixed this by deleting a bunch of stuff off my hard drive and redownloading the game.

To everyone who has mentioned the stutter on the credits, I’m 150% sure the stutter is there because the sketches that go alongside the credits are being loaded.

In normal speed I don’t notice any stutter, but when I speed up by holding X it pauses a bit before every picture. As a result, this isn’t really something I’d prioritize.

Noted, will see if I can get it to be the last one you did. Shouldn’t be too hard.

The screen edge pulls the assist closer to you as it moves; they are still trying to land back where you called them but are limited to staying onscreen. Guess this is why teleports in MvC2 lock the screen. :^P Noted, but not quite sure how to fix it.

No! Well, kinda. You found a thing I left in to make holding up-back worse. :^)

  • As in MvC2, blockstun ends when you land, even if there was supposed to be more (hence chicken blocking is a valid tactic).
  • Jump startup is 3-4f, and during it you can’t block.
  • Assist attacks won’t put the opponent in pre-block stance ever, only point character attacks from reasonably close will. <- This is the kicker.

So what happens with that setup is, they airblock the first two hits, land, exit blockstun, enter jump startup and get hit by the 3rd hit. It will never happen with Double on point because up-back will put them in pre-block instead of jump startup. Similarly, any mid or high assist can hit them out of prejump even when holding up-back. And if you are a character with a far reaching mid attack like Parasoul (F+HP), Cerbella (F+HP), or Double (HP), if you stand outside the proximity block range so the opponent will not go into pre-block from your attack, you can hit the character holding up-back as they land/rejump, without needing an assist. Projectiles can do this, too.

It is important to note that if you hold BACK rather than up-back you can block all these things even your original example, regardless of whether you enter preblock or not, so it doesn’t create any unblockable situations. This only serves to make mindless up-back slightly weaker as an answer to everything, since it tends to be a strong braindead choice in similar games. Holding up-back while waking up into a not-quite-meaty assist or projectile will just get you hit, rather than being a catch-all option.

On some stages the ! mark on peacock’s qcb+HP is showing just fine, but on some stages it doesn’t show at all.

Ok it’s not a bug. The character shadow in the town stage is the same color as the item drop shadow. So you cannot see the !