I just got the coolest glitch earlier this morning. The stage (random) never loaded during an online match and all I got was the “waiting for join confirmation” screen as a background.
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<div class=“QuoteAuthor”><a href="/profile/79100/OutlawSkullman">OutlawSkullman</a> wrote: <a href="/discussion/comment/7989145#Comment_7989145" class=“QuoteLink”><span class=“ArrowLink”>»</span></a></div>
<div class=“QuoteText”>I don’t know if this is only in trainig mode or not but…<br /><br>
When I block the laser part of Argus Agony and do Diamonds are Forever or Alpha Counter into Diamonds are Forever<br /><br>
it sometimes does 6000, 9000, or 11625 damage!. but 90% of the time it’s just 3000<br /><br>
I think it has something to do when the diamond gets slowed down from running into shots so much, that it causes peacock to be hit by the diamond multiple times or maybe its when the diamond hits peacock and 1,2 or 3 projectiles at the same time.<br /><br>
That would explain why it does 11625 sometimes because that would be 4 hits of 3000 and the 4th 3000 gets scaled down<br /><br>
I can’t find a way to do the extra damage every time since Argus Agony’s shots are kinda random after the first laser.<br /><br>
By the way this was tested at full screen distance and when both teams had 2 characters(most likely doesn’t matter) and it sometimes happens when you use Daimonds are forever against Parasoul’s Level 3. <br /><br>
One more thing, it happens way more often when peacock is at the very edge of the stage(not screen). like 50% of the time in this case.</div>
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I think that DAF does less damage when it hits projectiles.
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<div class=“QuoteAuthor”><a href=“http://forums.shoryuken.com/profile/79100/OutlawSkullman”>OutlawSkullman</a> said:</div>
<div class=“QuoteText”><p>That still doesn’t explain why the diamond
from DAF is hitting peacock multiple times(sometimes) remember this as
full screen distance and both teams have the same number of characters.</p>
<p>And the combo on my side reads 2 hits for the 6000, 3 hits for the
9000 and 4 hits for the 11625(4th hit gets scaled), so something is
causing it to hit multiple times and thats the glitch.</p></div>
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<br><br><br>Did you check the rest of this thread? I could have sworn that or something very similar was asked and answered.<br><br>If I remember correctly, the diamond technically doesnt go through projectiles. The way it was coded when the diamond object hits another projectile they cancel each other out and another diamond replaces it. Because of this, if the diamond hits a player on the same frame it gets canceled out by another projectile it, not only will the canceled diamond hit you, but the new one will as well. Since the lasers coming out of peacock take up a lot of space and the diamond is pretty big, peacock may end up getting hit by several canceled diamonds.<br>
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<div class=“QuoteAuthor”><a href="/profile/79100/OutlawSkullman">OutlawSkullman</a> wrote: <a href="/discussion/comment/7990630#Comment_7990630" class=“QuoteLink”><span class=“ArrowLink”>»</span></a></div>
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Btw, sorry for me not looking through the whole thread, I read the pages that where made after the patch was released, assuming that any glitches found before the patch were fixed already. and I don’t remember seeing Diamonds are forever talked about.</div>
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Don’t worry about it, after the site switched over to this software, searching is nigh impossible. No one will hold you responsible for not reading every page in this thread.<br><br>You could probably PM Mike_Z or @Mike_Z if this function works to see if he will answer.<br>
IPS glitch with Cerebella<div><br></div><div>c.lk, c.mk, j.mp, j.hk</div><div>j+d.mp,</div><div><br></div><div>this should activate IPS, but it doesn’t.</div>
Hi so. I have an interesting issue.<div><br></div><div>When netplaying, I apparently freeze my opponent’s console. I’m on a wired connection with ports forwarded. My ps3 is also DMZ’d. This occurs with no other network activity.</div><div><br></div><div>Halp.</div>
<font face=“Arial, Verdana”><span style=“line-height: normal;”>I found another IPS glitch with Cerebella. Using s.hp assist with Peacock.</span></font><div style=“font-family: Arial, Verdana; line-height: normal;”><br></div><div style=“font-family: Arial, Verdana; line-height: normal;”>c.lk, c.mk, j.mp, j.hk,</div><div><font face=“Arial, Verdana”><span style=“line-height: normal;”>c.lk, c.mk, </span></font><span style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em;”>Kanchou,</span></div><div style=“font-family: Arial, Verdana; line-height: normal;”><div>Pummel Horse, assist, c.mp, Kanchou,</div><div>Pummel Horse</div><div><br></div><div>The second PH should activate IPS. This is the only way to activate this (though you could probably add a loop or two after the first Pummel Horse, both Pummel Horses have to land after a Kanchou to be considered the first attack in the chain). This is the only way to make a Pummel Horse illegal, and while it should work, it’s impossible.</div></div>
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<div class=“QuoteAuthor”><a href="/profile/22679/Zidiane">Zidiane</a> said:</div>
<div class=“QuoteText”><font face=“Arial, Verdana”><span style=“line-height: normal;”>I found another IPS glitch with Cerebella. Using s.hp assist with Peacock.</span></font><div style=“font-family: Arial, Verdana; line-height: normal;”><br></div><div style=“font-family: Arial, Verdana; line-height: normal;”>c.lk, c.mk, j.mp, j.hk,</div><div><font face=“Arial, Verdana”><span style=“line-height: normal;”>c.lk, c.mk, </span></font><span style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em;”>Kanchou,</span></div><div style=“font-family: Arial, Verdana; line-height: normal;”><div>Pummel Horse, assist, c.mp, Kanchou,</div><div>Pummel Horse</div><div><br></div><div>The second PH should activate IPS. This is the only way to activate this (though you could probably add a loop or two after the first Pummel Horse, both Pummel Horses have to land after a Kanchou to be considered the first attack in the chain). This is the only way to make a Pummel Horse illegal, and while it should work, it’s impossible.</div></div></div>
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maybe grabs and hit-grabs are excluded. Do Painwheels hit-grabs work the same?<br>
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<div class=“QuoteAuthor”><a href="/profile/26180/Dravidian">Dravidian</a> said:</div>
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<div class=“QuoteAuthor”><a href="/profile/22679/Zidiane">Zidiane</a> said:</div>
<div class=“QuoteText”><font face=“Arial, Verdana”><span style=“line-height: normal;”>I found another IPS glitch with Cerebella. Using s.hp assist with Peacock.</span></font><div style=“font-family: Arial, Verdana; line-height: normal;”><br></div><div style=“font-family: Arial, Verdana; line-height: normal;”>c.lk, c.mk, j.mp, j.hk,</div><div><font face=“Arial, Verdana”><span style=“line-height: normal;”>c.lk, c.mk, </span></font><span style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em;”>Kanchou,</span></div><div style=“font-family: Arial, Verdana; line-height: normal;”><div>Pummel Horse, assist, c.mp, Kanchou,</div><div>Pummel Horse</div><div><br></div><div>The second PH should activate IPS. This is the only way to activate this (though you could probably add a loop or two after the first Pummel Horse, both Pummel Horses have to land after a Kanchou to be considered the first attack in the chain). This is the only way to make a Pummel Horse illegal, and while it should work, it’s impossible.</div></div></div>
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maybe grabs and hit-grabs are excluded. Do Painwheels hit-grabs work the same?<br></div>
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I don’t know, but Cerebella’s Excellebella is burstable.
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<div class=“QuoteAuthor”><a href="/profile/22679/Zidiane">Zidiane</a> said:</div>
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<div class=“QuoteAuthor”><a href="/profile/26180/Dravidian">Dravidian</a> said:</div>
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<div class=“QuoteAuthor”><a href="/profile/22679/Zidiane">Zidiane</a> said:</div>
<div class=“QuoteText”><font face=“Arial, Verdana”><span style=“line-height: normal;”>I found another IPS glitch with Cerebella. Using s.hp assist with Peacock.</span></font><div style=“font-family: Arial, Verdana; line-height: normal;”><br></div><div style=“font-family: Arial, Verdana; line-height: normal;”>c.lk, c.mk, j.mp, j.hk,</div><div><font face=“Arial, Verdana”><span style=“line-height: normal;”>c.lk, c.mk, </span></font><span style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em;”>Kanchou,</span></div><div style=“font-family: Arial, Verdana; line-height: normal;”><div>Pummel Horse, assist, c.mp, Kanchou,</div><div>Pummel Horse</div><div><br></div><div>The second PH should activate IPS. This is the only way to activate this (though you could probably add a loop or two after the first Pummel Horse, both Pummel Horses have to land after a Kanchou to be considered the first attack in the chain). This is the only way to make a Pummel Horse illegal, and while it should work, it’s impossible.</div></div></div>
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maybe grabs and hit-grabs are excluded. Do Painwheels hit-grabs work the same?<br></div>
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I don’t know, but Cerebella’s Excellebella is burstable. </div>
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Guess we’ll have to test it out. For all we know excellebella is the exception…<br>
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<div class=“QuoteAuthor”><a href="/profile/26180/Dravidian">Dravidian</a> said:</div>
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<div class=“QuoteAuthor”><a href="/profile/22679/Zidiane">Zidiane</a> said:</div>
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<div class=“QuoteAuthor”><a href="/profile/26180/Dravidian">Dravidian</a> said:</div>
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<div class=“QuoteAuthor”><a href="/profile/22679/Zidiane">Zidiane</a> said:</div>
<div class=“QuoteText”><font face=“Arial, Verdana”><span style=“line-height: normal;”>I found another IPS glitch with Cerebella. Using s.hp assist with Peacock.</span></font><div style=“font-family: Arial, Verdana; line-height: normal;”><br></div><div style=“font-family: Arial, Verdana; line-height: normal;”>c.lk, c.mk, j.mp, j.hk,</div><div><font face=“Arial, Verdana”><span style=“line-height: normal;”>c.lk, c.mk, </span></font><span style=“font-family: ‘lucida grande’, ‘Lucida Sans Unicode’, tahoma, sans-serif; line-height: 1.7em;”>Kanchou,</span></div><div style=“font-family: Arial, Verdana; line-height: normal;”><div>Pummel Horse, assist, c.mp, Kanchou,</div><div>Pummel Horse</div><div><br></div><div>The second PH should activate IPS. This is the only way to activate this (though you could probably add a loop or two after the first Pummel Horse, both Pummel Horses have to land after a Kanchou to be considered the first attack in the chain). This is the only way to make a Pummel Horse illegal, and while it should work, it’s impossible.</div></div></div>
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maybe grabs and hit-grabs are excluded. Do Painwheels hit-grabs work the same?<br></div>
</blockquote>
I don’t know, but Cerebella’s Excellebella is burstable. </div>
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Guess we’ll have to test it out. For all we know excellebella is the exception…<br></div>
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I don’t know, I think Painwheel’s scythe grabs can be bursted as well. The only possible way this can logically happen is if, for some reason, the Pummel Horse is considered a continuation in the chain after Kanchou. And that’s even a stretch, because another normal (lk or mk or mp or j.mp or j.hk, in my example) will trigger burst.<div><br></div><div>I would normally be inclined to think it was simply something I was overlooking, because IPS is pretty good, but the j+d.mp I found immediately before makes me doubt that it isn’t a glitch.</div>
Dont know if this would be a bug or a glitch… Or just weird… But at least on my ps3 system on arcade nightmare… I just played against 3 solo peacocks in a row…
Now ok, fine but it becomes obvious that this isnt “random” there seem to be a bunch of preprogrammed teams or a bunch of programmed duos designed to be able to. Work with certain assists that can also work with 3. But man this isnt random at all… I get solo peacock all the time as well as solo bella and solo parasoul… Almost never any other solo character though. Also, double is the MOST ANNOYING character to fight as well… Shot xx car at any time… Annoying. Filia is also really annoying with her blocking everything and then just deciding NOT to block sometimes.
Also, i can never ever throw nightmare computer unless they are recovering or in the middle of a move…
That needs to go… Te computer should break around 40-60% of the breakable throws… Not 100%
This is easily the best (most human like) ai ive ever played in a fighting game… But there is always room for improvement.
Tough yes it needs to be said… Thanks for making this ai so good… I can practice certain things against it and have them work on people as well… So theres alot thats good here… But since i can never throw the computer, that creates a hole in my muscle memory combos and reset setups… Since its rarely advisable to attempt to throw the computer.
Just bought the game on steam and it’s just awesome.
But I noticed a problem : in Valentine’s Tutorial, you can’t achieve the HK Savage Bypass. I mean, I did it a lot of times and the lesson wasn’t complete, still asking me to do the HK Savage Bypass.
Anyway, thanks for this game, it’s just fucking crazy.
Hey, not sure if this thread is still being monitored by MikeZ and the crew, but I just wanted to post this somewhere in case someone IS still reading it.
So I was playing the Skullgirls beta earlier tonight on Steam in versus mode, quick match. I went solo Filia against a solo Squigley. I won the game 2-0 with 75 seconds left on the clock in the last match, and there was a huge lag spike when “That’s a wrap!” came up… I can only surmise my opponent yanked the cable when he lost. After the lag went away, I got the “Victory! Recording fight results” dialog box, and it stayed on the screen indefinitely. After going to get a drink and coming back, I tried mashing the stick/buttons, and I was instantly booted back to the frontend menu…so I’m not sure if the fight results got recorded or not (not that I care about the record…I’m actually sorta glad there’s no visible leaderboards or anything which constantly remind me of how scrubby I am).
Anyway, just wanted to report this, as I’m pretty sure an indefinite modal dialog is not exactly expected behavior.
Console: PC
With who: Everystage
What’s Wrong: The stages do not load right. When I play side by side with my Xbox, the stages on PC look “Frankensteined” Animations glitches, background is mangled.
Attempted Fixes: Deleted everything from Steam and reloaded, Problem still exists.