UMvC3 Bugs and Glitches thread

If they’re chicken blocking it seems to occur all the time with Skrull

edit: nvm

This video isn’t mine but I think I should share it.

Has anyone tested if the character with infinite FLY duration have infinite air actions?

It only makes sense that they would

Has this been explored any further? I know it just got evo-banned, which IMO was kind of pointless, but I did some checking into it and the basics(about how you can test it/use it with your team) are largely figured out.

Purpose: Information and videos about how the two glitches involved in the Two-Character Situation work

Info I can attest to so far:

1 - The second part of the glitch:

----- It’s just timing. After you’ve made a dead character “hittable”, a correctly timed A2-snapback(immediately before the 2nd character comes in) will make the third character come in as well.

----- This creates all sorts of shenanigans by turning the 2nd slot character into a controllable assist-character, with infinite install-hypers, flight, assist-level damage, and inability to block, and the third slot character into the new Point character.

----- If left in Neutral State(On the ground and standing still) for a few frames, the A2/2nd slot/Permanent-Assist character will ‘tag out’.

----- Once this glitch occurs, the A1 / Second Slot character that hopped in is generally considered dead. You can’t call assists or do team hypers even while he’s being controlled, and as soon as he tags out, you still can’t do any team-related actions involving him, and the match is over as soon as the new-point / originally-3rd-slot character dies.

2 - The first part of the glitch:

----- This is not just timing. In order for the opponent to be hittable post-KO, he has to get hit by certain attacks as he dies via block damage. Not every attack is capable of this, and by extension, not every character is capable of doing this(unless you count them using assists that can do it). The hit that kills them doesn’t have to be the hit that is “special”, and any hit is capable of hitting them after they block that hit; but often, that followup hit has to come immediately after/at the same time, or the special-KO-effect kind of “wears off”. Not always true, such as in the case of Haggar’s Atomic Press KO, which leaves them in that special, hittable state for a long time. As examples, if you attempt to KO a character with Jam Session + Shopping Cart assist, this glitch will never happen. It will never happen with Twister + Shopping Cart assist. It can happen with Reverb + Shopping Cart assist(reverb can induce this glitch), and it can happen with Jam Session + TK Overdrive assist from phoenix(TK Overdrive can induce this glitch). It will never happen with Just Reverb, because reverb does not hit them before the special state wears off; Dante needs to use an assist to hit them ASAP after the “special hit” that kills them.

----- Hopefully, we can compile a list of things capable of initiating this glitch. This can be difficult to test, and sometimes when two things are hitting at once you’re not sure which is causing it(Which requires cross-testing), but with the flood of videos, it can be helped.

Things that cause the post-hittable KO:

I know there are a billion more, but hopefully, we can figure out a good deal of them so we know what can work with teams not using Nova.

Keep in mind when you’re testing, that if you’re hitting the opponent with two characters(THC, Point+Assist), and the glitch happens, that means at least one of those things causes it, but not necessarily both. A good way to test things is with Jam Session, Cart assist, Unibeam, Plasma Beam, or doom’s Photon Array hyper, as all are multi-hit(which will allow it to pick up after your glitch-enabling attack) and none directly cause the glitch.

If my capture card was still working, I’d just make a video explaining what’s going on and how people can test and apply this for their own teams, but sadly, no such luck.

:smiley:

[media=youtube]nVxS_WB9TMw[/media]

Turns out you can use two lvl.3s at the same time if the inputs for both characters are the same. It technically requires 6 meters, but you only need 3. If you have 4-5, it’ll use them all. It will do the COMBINED DAMAGE of both hypers. ie. Amateratsu 400k+Chunli 410k=810k.

Not all combinations will work though. Usually one will hit and then the other will do nothing. Ones ending in crumples are usually a safe bet. Amateratsu’s works really well with a lot of other characters for some reason. Non-cinematic hypers should be pretty good too.

Here’s a video showcasing some combinations:

^^^ Its friggen Cross assaults and cross arts in UMvC3…Now i’ve seen it all.


So will that stuff be legal at EVO? Like building the meter off of chip without snapping in and fucking up the characters? I can see THAT as being a legit strat (albeit still busted) but I would understand it being removed.

Not mine, but extension on the dead snap glitch.

Let’s go UMVC3 Gambit glitch.

Did a lot more testing on this business.

The opponent dying during the on-block hitstop of most normals will cause the dead body glitch. Long story short, this means Death By Blocked Assist + Well Timed Normal will activate the glitch with pretty much anyone. Many specials work as well, such as Dante Reverb, or Phoenix TK Overdrive, but at the least, pretty much every character in the game can do Assist + sS, or THC -> XFC -> sS. This is very impractical, because pushblock chip negation can change the timing of their death, making the glitch fail.

The glitch itself is impractical, because the snapback timing is very tight, and essentially impossible to “get used to” because it changes depending on when the opponent dies, not depending on what you do/what you’re hitting with. Which means you have to eyeball a ~1-frame timing based off of something that happened ~120 frames ago. Also because you can avoid all obvious setups by taking the hit / XFGCing / Crossover Counter.

The “gambit glitch” ^ above, works with any cinematic, and has the same ~one-frame timing as the snapback glitch. Hit the dead body with a cinematic on the last possible frame before their character comes in, and the game completely hangs, with no input from P2 and no way to bring P2’s characters back into the match(from what I’ve tested).

Other minor things not really mentioned, is that the snapback glitch doesn’t actually “occur” until the snapped-in character actually comes in. The 2nd slot character that hops in immediately is considered a normal character until then, and can block, etc.

Basic video of that + universal Assist + Normal setup:

Ghetto video of it being done with Frank’s Cinematic; more details in youtube video’s description.

My thoughts on the snapback glitch…

Haggar DeadMan Snapback No Assist

Video Quality D: but anyways here yall go

>_<

Anyone want to explain this?

At 9:12, Wolverine comes out on the completely wrong side of the screen on incoming. Nova did not and could not have crossed up Doom’s corpse in that time. So what gives?

same thing happens here http://www.twitch.tv/bifuteki/b/420594670?t=1h30m44s

Was messin around in arcade mode and discover a glitch that may render an anchor useless.

Basically it’s like the snap in glitch, but the anchor comes in alone, leaves, and then the second character comes in. Then after the second character was KOed the fight was over. I have no way of recording and I’m trying to reinact it.

This was done on Bonne Wonderland. Player 1. Left side on Magneto.

@Evil_ToasterofFP: that happened because he punished the TAC before doom touched the ground, the game used dooms incoming positioned (somewhere midscreen) as an anchor point for wolveine to come in. Known glitch.

@RagingDemonStorm: Known effect of the deadbody glitch. one of the main reasons why it was banned.