strange glitch i found
What I did was, combo into mystic stare, tac into magneto, flight, tac sideways, then sentinel just comes in with an american reset
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Looks similar to my TAC Mole (just without H&H mode).
I did something like that once with somebody and Viper (I think it was Doom.) I don’t remember all the details but I was comboing my opponent in the corner (right side), did a side exchange into Viper, got the wallbounce but then Viper came in on the left side, offscreen. I think the other guy’s character just stayed in his corner though, so the combo just dropped and we were at fullscreen from each other. No idea what caused it and I didn’t really feel like figuring it out because TAC’s frighten me
Afaik what causes the glitch I produced was:
Tac occurs and hits, instantly followed by the mystic stare explosion so it registers the TAC tag switch but as it’s doing the switch, the explosion continues to combo and then… magic?
Here’s a sound glitch I’ve found with Chris.
Snap back the opponent right next to the corner, then immediately throw a B or C Grenade.
The sound will stutter for a bit and the grenade will disappear.
I had Sentinel on point. I tried to cr.M when my opponent called Spencer’s high grapple assist. I think he hit me at the same time with his point character (Wesker I think, but I don’t remember which normal he used) during my super armor state, and Sentinel ended up glitching into the air standing. After a brief moment of trying to move, he then entered an air dashing state, going the direction I was mashing.
I don’t personally own UMvC3, so I can’t recreate the situation for video.
I’m just in training mode now and I’m comboing into normal throws using Sent Drones. The very frame the first Drone hits you can throw them and it counts in the combo.
… Just done it with Dorm’s Dark Hole assist and Wolverine’s Beserker Barrage assist, so I’m guess it’s universal to be able to throw on the same frame as a first hit from and assist or your own projectiles in some cases.
Edit: So just on a hunch I decided to try it on a few blocking characters and it works with that to.
So you can grab someone on the first frame of them being put into hit or blockstun? What’s up with that?
i would expect someone would make a video of this to go on the front page because this sounds completely broken tbh. im kinda surprised nobody has picked up on this yet actually. imagine the setups possible with it!
After a bit more testing:
Playing about in training mode I noticed that regardless of my method of testing it, you can throw someone on the first frame on which they are put into hit or blockstun. It also works with command grabs. The damage of the assist is also counted into the throw damage, and the hit starts the combo meter going.
Okay to follow this up just now, testing again it with the dummy set to auto block, in or just near the corner, and trying it with Iron Fist’s Rising Fang assist, you can pseudo hit them with the assist and after Wolverine’s grab animation (mashed or not), the opponent gets wallbounced automatically, allowing a follow up combo. The damage taken is counted as chip as the dummy auto blocks it for some reason and 1 frame of blocking animation appears as the throw begins. The wallbounce which Rising Fang creates counts in the wallbounce limit and another one in the same combo isn’t allowed.
When set to no block, the damage from Rising Fang is counted in the throw, and counts as a hit and the wallbounce still occurs after the throw.
This also occurs with Wesker’s Ghost Butterfly assist and Nemesis’ Clothesline Rocket assist and probably more.
The same thing does not occur with Spencer’s Armor Piercer assist, or Ghost Rider’s Chain of Rebuttal assist, they can count in the combo but don’t wallbounce after the throw. I don’t know if this can occur with a ground-bounce assist or not, but it didn’t work with Iron Fist’s ground bouncing assist. The characters I mentioned are the only characters I’ve tested it on so far with wall and ground bounce properties.
Possible glitch:
I was playing online today, and I threw ammy out of her coldstar assist. I’m not 100% sure what I saw, but it looked like the throw animation had no opponent, and when the camera pulled out, the dog was on the ground, and the point character was out and about able to act normally.
Has anyone else seen this?
Alioune made a video about this back in MvC3. It was featured on SRK front page but surprisingly, nothing really became of it. Maybe it was impractical. Your additional findings regarding the wall bounce makes it apparent that it’s more of a glitch and less a logical consequence of the game engine. Should’ve been patched but sadly probably won’t happen at this point.
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After searching, it seems that no one else mentioned this (?). I think Sentinel’s Hard Drive hyper is glitched. See, if it’s Sentinel vs Sentinel and both do Hard Drive, I can’t block if I try to XFC it. It cost me matches already, so I’d like to know if it’s an actual glitch/crossing me up (I made sure both jumped at neutral jump height though)/ etc. Also, I can’t do XFC->Hard Drive. Really strange. :tdown:
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Adding a couple small glitches. Sorry, I’m not setup to capture video…
Taskmaster’s air H arrows (the downward arrows) crosses up in left corner and not the right corner. Was like this in vanilla as well. Are there any other corner specific crossups?
Frank’s zombie throw (the charge one) doesn’t disappear when the match ends, so the zombie will appear in Frank’s victory scene and pass through Frank. It’s in real time, so aim the zombie midstage by the time of the victory scene. The same effect applies to Felicia’s and Firebrand’s helper supers. Neat! Most projectiles/auxilary objects are cleared when the match ends but I guess those stay because they are like their own character. I tried to get the zombie to appear in other characters’ victory scenes but it disappears
Ahhh right, thanks for that
As for that, are you by any chance considered on the other side of Sent when you XFC, therefore you are considered not blocking, and so your input is actually backwards if you’re trying to do XFC into HD? Just a possibility.
Tried 214-XX and it still didn’t come out. Yeah, I thought he was crossing me up too.
Edit; Oh yeah, there’s also that other glitch where Sentinel cannot cancel into Hard Drive if he’s too close to the opponent and in the startup of an air normal, but someone else found that.
I think that’s because you can’t cancel certain normals in their earlier frames. Like Sent’s air H feels that way.
Trish round harvest vs Akuma Messatsu-Goshoryu. Akuma can move around with round harvest incircling him but not being hit. Looks like Akuma has a hula hoop.
That hyper nullifies projectiles. ALL projectiles. The sword just tracks Akuma because it is required to track him, but it has already been nulified, so it just follows him around all day. On the plus side, Akuma now has a pet sword!
Zero Buster Charge animation glitch:
I don’t have a video of this, but it happened 3 times during a single session of casuals so it can’t be too hard to replicate, but I don’t know the exact conditions. All i can provide for conditions are:
-I was playing Zero(Ryuenjin)/Dante(Jam Session)/Magneto(Disruptor) and my opponent was playing Spencer.
-Stage was Metro City (I think it was this stage every time it happened)
-Xbox 360 version
-Offline Vs play
All that happened was after my buster reached a level 3 charge the animation disappeared. You could still hear the charge sound effect and I could still fire the buster, but the charging animation completely vanished. This happened to me once a long time ago and I (mistakenly) believed I had actually lost my buster for no reason. I’d like to verify what causes this because if it is actually only on a certain stage then I’d rather avoid that stage in tourney play.
Happened to me against spencer too, don’t know why either