Skullgirls Bugs & Glitches Thread - Check First Post

What’s happening here?
Type of glitch: IPS
[media=youtube]jM6hEwLWEso[/media]

The same as posted by me here, shown with a Vid by guitalex(?) somewhere, and guess-exlained by me here.
Mike answered this in response to the Vid, but I don’t find that atm. There is some mislabel or whatever which causes this behaviour (if the opponent lands during Airball and then gets hit by another hit of it, it triggers IPS).

Thankfully(?) it doesn’t happen too often, so it doesn’t really hurt.

Console : PS3
Console model : slim
Hard drive size : 250? i forget
Game mode glitch occurred in : Training, Versus

Once-per-jump (or twice for flight) actions like double jumps, airdashes, cereplane, and airball appear to have their flags reset only when you jump. If you use one, land, and then get launched into the air by an opponent, you can’t use it if you recover in midair. You have to jump from the ground in order to re-enable the air action. This applies to each individual action used, so if you used up your double jump but not your airdash, you can still use your airdash after recovering in midair. I tested this with Fortune, Cerebella, Valentine, Peacock, Filia, and Painwheel’s limited use air options, against launchers or air combos from Parasoul, Fortune, Painwheel, and Filia.

So it turns out I’m not actually free to lame-ass Parasoul crossunders, yay! Except I’d rather be free to that then have this glitch exist. Oh well.

@FatFace McGraw, that’s not a glitch, it’s a feature.

Also , continuing with the blockable Excellebella, it can be blocked by Double anywhere.

Dunno if this was ever answered but Ms.Fortune’s standing jab whiffs on a crouching Cerebella if done too close.

I found another one where if your first jump-in involves Ms. Fortune’s j.MK and it is done too low, it advances the combo stage to 5 when you land as opposed to just 2 like normal.

I think that was established before, and it has something to do with the little dot you see in advanced hitboxes. iirc, it’s intentional.

Just had Excellebella blocked again, in a real match, this time by Valentine. Had her backed into a corner, knew she’d jump, didn’t matter. I’ve seen half the cast block it in a real match, so I’m now operating under the assumption that they all can.

Sorry for posting three times over several days, but I recorded the blocking of Excellebella.
[media=youtube]zRxLOeU7tl4[/media]

Huh, that is strange. Has it happened in real match play? Could just be a dummy bug or something.

It’s happened three times to me in a match post-patch, once against Double, Valentine, once against Filia. It used to happen pre-patch against Filia, but I just assumed I was seeing things.

Excellabella is 1f throw-that-will-only-connect-on-the-way-up, then 1f blockable-hit-vs-air. The throw portion is the unblockable, the hit portion is for comboing.
If you happen to leave be grounded during the throw frame and jumping during the hit frame, you can block it. (ABA’s keygrab is a similar throw-then-hit, so if ABA times it poorly you can block it.)

I actually can fix it by implementing it a different way, I recently realized, but too late now. :^P

not sure if this is a glitch or just a little neat quirk. but you are able to dhc the frame peacock gets hit by here own bomb super.

Spoiler

[media=youtube]RL6CXWnRbPE[/media]

Actually, anyone can DHC on the exact frame they get hit. It’s… kind of odd. But it’s happened to me before.

Oh, I’m about to exploit the heck out of that.

Console : PS3
Console model :CECHG01
Hard drive size : 40 GB
Game mode glitch occurred in : Attract
Team and assists you used (if you remember) : N/A
Team and assists opponent used (if you remember) : N/A
Stage being played : N/A
Type of glitch : Sound
Other : During Attract mode, the music doesn’t properly line up with the video. The switchover from choir aahs to the fast-paced main theme happens about 1s before when Marie flashes on the screen with the caption “The Skullgirl”, instead of when it starts to show the cast (as in all the Youtube videos showing how attract mode is supposed to look).

Well I guess to wrap this up (SRK forums’ll be down for a week):

  • Fortune low j.MK -> combo stage 5 isn’t intentional, but it does have to do with the fact that her point touches the ground during that move and then comes off it.
  • Attract mode lining up just has to do with the loading speed of your console, nothing we can really do. >.<
  • Bye!

Just learned this the hard way lol. Also whiffs on Filia if standing too close.

Console : Xbox 360

Console model : Kinect

Hard drive size : 4GB

Game mode glitch occurred in : Game’s intro, combat mode, and loading screens

Team and assists you used (if you remember) : Every Character

Team and assists opponent used (if you remember) :

Stage being played : Everystage

Type of glitch : Gameplay, Sound and Other (like hardware freeze)
Other : Loading screens last a lot of time

I just downloaded this game for my friend’s Xbox 360 and we have a lot of troubles. In the intro’s cinematic the transition between images it’s too long, the musics de-syncs from the images that are supposed to be showed.

The loading screens are long, i’ve played this on PS3 and the loading time is not nearly as long as it is on xbox.

Finally, when we are playing in combat mode, sometimes the the sprite disappears and the boxes showing the hitbox of the character are showed.

When i was downloading the game i noticed the download was around 80% and it suddenly finished alowing us to play the game. I don’t know if this has something to do.

Thank you.

hey mugi. i play it on 360 have since it came out, and the loading screens are always been long, and when the hitboxes show thats all normal, as for the music desyncing in the opening, i have never had that happen to me. you also have to remember mugi that xbox doesnt have the patch yet either.