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Author Topic: SMvC: EoH Version 6.1 Bug Thread  (Read 28258 times)

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Offline Magma MK-II

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #50 on: June 17, 2010, 10:57:37 AM »
I had a strange glitch in a match with Tron vs. Blanka. I've used her hyper where she calls the Servbots, then blanka used his shock attack. When the Servbots hit Blanka, they started turning into Tron (yes, dozens of Trons popping up into the screen).

Offline novasod

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #51 on: June 17, 2010, 11:18:42 AM »
I had a strange glitch in a match with Tron vs. Blanka. I've used her hyper where she calls the Servbots, then blanka used his shock attack. When the Servbots hit Blanka, they started turning into Tron (yes, dozens of Trons popping up into the screen).

Hm...You might want to use Blanka's shock attack against similar attacks from other characters besides Tron, to see whether or not just Tronne's attack is effected, or if Blanka's shock attack has serious problems.

Offline Acey

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #52 on: June 17, 2010, 12:41:48 PM »
Hm...You might want to use Blanka's shock attack against similar attacks from other characters besides Tron, to see whether or not just Tronne's attack is effected, or if Blanka's shock attack has serious problems.

In moves like hypers often creators will forget to account for what would happen if their helpers (servbots) get knocked down or put into a custom state) Nothing Blanka can do about that but we can fix it on Trons end and anyone else who has a dangling helper. So please keep an eye out of these type of things.

Offline novasod

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #53 on: June 17, 2010, 01:52:32 PM »
Venom: Can't attack or jump during his dash.

His airdash has a fancy shadowtrail effect when it shouldn't.

Jill was made by Sludge. Lillith was made by Sludge. Venom was also made by Sludge. So it's no surprise that he suffers some similar chaining problems as those two. When pressing either S.LP, S.LK, Air LP, or Air LK twice in a row, the second hit will automatically be the Medium counterpart. Read 'Jill' for a bit more detail on this kind of problem.

C.HK has problems being chained from more extensive chains.

C.LP can chain at least 5 times.

C.MK can chain 3 times.

After a C.HK, you can followup with a second C.HK, or C.LK.

He can't connect his Air LP and Air LK to ground normals.

His S.MK can't be chained from Air Normals.

After Launcher: Can chain MP 3 times.

The general damage of his specials needs to be toned down.

His HP Webthrow has too much lag.

Before the last of his Venom Fang Super, (not the Special, the Super,) there will a slight pause, and after the pause, the music volume will increase.

Offline ExeLord

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #54 on: June 17, 2010, 02:30:33 PM »
As was mentioned Charlie sometimes fly high in the sky in the moment when he must hit the ground after taking damage. This also happens with Evil Ryu.
Both becomes frozen in damaged position, you know \/ form and health bar red indication doesn't moves. They are flying straight vertically to the unreachable heights.
What consumer society is?

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Offline novasod

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #55 on: June 17, 2010, 02:46:42 PM »
Green Goblin: Can get an infinite with his Air LP. (Whilst flying forward.) Alternatively, if you're at just right hit, you can automatically alternate between S.LP and Air LP, whilst still getting an infinite.

Can get an infinite with his Air MP. (Whilst flying forward.)

Can get an infinite with his Air HP. (Whilst flying forward.)

Can chain his C.HK at least two times, though the timing is tricky.

Can potentially get infinities with his Pumpkin Bombs, any of the 6 total versions.

His Laser special (QCB+P, beam,) can get an infinite. This is because of the stuntime, so you could probably do just about anything else after one Laser instead, such as a Pumpkin bomb...

Please, take Aunt May out of his Goblin's Attack Hyper. (QCB+PP.) May takes FAR too long to get on screen and attack the opponent, and she really doesn't belong in that attack. Ruins the feel. Right after the Goblins finish their assault, that's when GG should come down and say his line; "Today is the day that you die!".

Post Merge: June 17, 2010, 03:52:34 PM
Rhino: If his throw winds up with Rhino cornering the foe, he can get in additional hits.

Can chain S.LP at least 9 times.

His Hard normals can't chain into specials.

Besides that issue, Rhino's chains consist of a fully functional MvC Magic Series. All that is needed is for Heavy normals to be capable of chaining into specials and supers, though Light normals can do so. Like with using Vyn's characters as a general role-model, use Rhino as an example for how to setup those chains. Spend some time doing all sorts of different chains with Rhino to get a feel for it, though remember to fix his Hard Attack--Special problem at some point.

After either his Rhino Charge or Rhino Gore get blocked, the opponent can very easily counterattack Rhino, especially with throws. This needs to be changed.
« Last Edit: June 18, 2010, 06:41:07 PM by novasod »

Offline Acey

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #56 on: June 17, 2010, 05:49:01 PM »
Everything reported from this point and earlier has been logged. 06-17-10

Offline novasod

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #57 on: June 18, 2010, 03:33:59 PM »
Ironman: Can attack during his backdash. So can other characters made by Kong. This wouldn't be a problem if everyone else could do so, but they can't.

Has an air-throw. Is made by Kong. Has same air-throw problem.

If either of his throws winds up the the opponent being cornered, he can get in additional attacks.

Has the same self-chaining problem as seen in Ibuki and others.

After the opponent is grounded, from say, a throw or a C.HK, he can follow-up with LK nine times.

Technically speaking, he can chain into his specials, but the ending normal and the special can't connect as a combo. I reckon it has something to do with start-up lag and recovery time, be it the normals, specials, or both. Loosening up those too much though could possibly lead to infinities without the proper programming.

After an initial launch, Ironman's S.MP becomes unblockable until the foe comes back down the ground, allowing him to potentially use his launcher over and over until the foe is defeated. And for all I know, other characters may also have this problem. Something to check.

Post Merge: June 18, 2010, 03:56:57 PM
Warmachine: Same problems as Ironman, but with one notable exception. He does not suffer from the same self-chaining problem, but he instead faces a different ailment. His Smart Bomb is not done with Ironman's QCF+K motion, nor is it done with LK+HP like in the manual. Instead, it's done with QCB+K, the motion for Flight. Flight itself was not assigned to a different motion as far as I can tell, thus preventing War Machine from using Flight. Smart Bomb needs to be reassigned to the QCF+K motion like Ironman, so that Flight can be used.
« Last Edit: June 18, 2010, 03:56:57 PM by novasod »

Offline novasod

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #58 on: June 23, 2010, 01:00:09 AM »
After a 3 day haitus, here's...THE INCREDIBLE HULK!

Hulk: Partly made by Kong. Has air-throw. Has same air-throw problem.

Can chain S.MP infinitely. (Whilst moving forward.)

After his C.HK fully finishes, he can get in at least one C.MK.

S.P is unchainable from Air Normals.

After Launcher: MK can be chained 3 times.

His HCB+P, which looks like a grab, needs to bypass the opponents guard, like a grab should. Otherwise, it's nearly worthless.

His D~D+K special really should be D~U+K. It's far more convenient that way, for multiple reasons.

His voice doesn't seem as 'Hulk-ish' as it should be. It's not all that convincing.

Offline zombiejerky

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #59 on: June 26, 2010, 12:54:06 AM »
If your silver samurai facing a wall and activate an elemental attack against a enemy then use the Hyakurestu Tou ( press P repeatedly very fast lol) with huge hit boxes its possible to do a huge combo

Sorry I keep on messing up the print screen the hole thing should be  red
« Last Edit: June 28, 2010, 11:03:51 AM by zombiejerky »

Offline Magma MK-II

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #60 on: June 28, 2010, 10:37:55 AM »
I have noticed a major thing with Captain Marvel's sprites:



This weird sprite appears in his winpose. This is also the sprite which appears in the prologue AND in the manual. (that Doc Strange screen with many characters)

Offline swanky

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #61 on: June 29, 2010, 04:10:07 PM »
Not sure if anyone reported this or if this only happens within a certain char setup, yet, on Mutant Hunting, after the fall from the bridge, if you super jump I noticed that the pillar behind the bride is following the boat on its path throughout the river (saw it while superjumping).

Offline Magma MK-II

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #62 on: June 30, 2010, 01:28:33 PM »
Not sure if anyone reported this or if this only happens within a certain char setup, yet, on Mutant Hunting, after the fall from the bridge, if you super jump I noticed that the pillar behind the bride is following the boat on its path throughout the river (saw it while superjumping).


Offline novasod

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #63 on: July 10, 2010, 11:39:19 PM »
I'm back. Sorry, but I needed a break from testing the game. Doing at least 1 character a day for 60+ characters takes it's toll. But I think I'm ready to test again. And starting this off is...

Hulk 2099: Take a good look at his head during his stance. The head just doesn't mesh together with the body well. Compare it to any number of the other characters. Their heads look natural. Hulk 2099's doesn't, at least in his stance, and various other animations. It's like you made the body and the head separately...

He has no taunt.

His C.MK can chain 3 times.

Like many other characters, his chains aren't complete.

His QCF+K (It's like Hulk's Gamma Charge,) can't hit the opponent when done up close.

His QCF+K can be done two or three times with the right timing. You have to wait until the foe has landed on the ground, but not too long.

After a QCB+K, (Groundslam move, ala Goro from KoF,) he can get in additional attacks, especially with the Light and Medium versions.
« Last Edit: July 13, 2010, 11:43:00 PM by novasod »

Offline Acey

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #64 on: July 11, 2010, 01:00:23 AM »
You have no idea how much we appreciate your methodical testing. (or maybe you do)

Offline novasod

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #65 on: July 11, 2010, 11:20:47 AM »
Unmasked Wolverine: Is partly made by Kong. As such, his airthrow (only available when masked,) has the same airthrow problem.

After his HP throw, he can get in additional hits, so long as as the opponent winds up in the corner.

When the foe is lying down on the ground, and Wolvie is close, he can chain C.LK at least 9 times.

Chains aren't complete. (As usual. You should make sure everyone has the full magic chains.)

During a Berserker Barrage, if you press D+HP during the move, the oppoent won't be sent flying, and Wolvie can followup up the move with anything he wants, be it another Berserker Barrage, or something else. This all requires precise timing though.
« Last Edit: July 12, 2010, 01:54:42 PM by novasod »

Offline lolitsanthony

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #66 on: July 11, 2010, 06:42:55 PM »
In my opinion, the game looks great and all, but, you guys focus too much on the look of the game. You should focus on what counts the most,the gameplay. Everything is else is great: the roster, the menus, stages, music, lifebars, a few bugs, but you guys should correct the gameplay, its a little choppy. You should make it simulate MvC2. Oh and also a little aside, can you give ryu and Ken new voicepacks? it sounds like their voices were lowered an Octave, same with spiderman. But dont give em CVS, just put a cleaner version of Alpha/MVC2. sry for the long post, lawl  :w00t:

Offline novasod

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #67 on: July 12, 2010, 02:16:24 PM »
Vyn's Wolverine: The 'controls' for his specials are too strict. For example, in order for Berserker Barrage to work, you need to input the command oh so precisely. They need to be loosened up a bit.

His Dash Claw does too much damage.

His Drill Claw doesn't have the same command as the other Wolverine.

Other then that, Vyn's Wolverine, like the rest of his works, should serve as roll model for everyone else. In his works, little to nothing is wrong, the chains are complete, and the characters feel good. That isn't just a matter of fixing bugs. That's a matter of how good it feels to control the characters, and, heck, to just play as them. Seriously, they're that good, and the best of the characters in the project.

Post Merge: July 13, 2010, 11:41:35 PM
Cyclops: After either his MP or HP throw, he can get in additional hits, especially if his foe winds up in the corner.

When his opponent is down, he can followup with either a C.LK, C.HK, Optic Sweep, or Cyclone Kick.

Chains aren't complete.

The only special of his that doesn't too much damage is his Optic Blast. (Not talking about Supers here.) Optic Sweep downs the opponent, so that automatically pumps the total damage potential, but everything else does too much damage on it's own. Rushing Punch has two consecutive followups, which, when all are done, make for too much damage. His Rushing Slam does too much damage just with it's single hit. And his other three specials do too much damage as well when all of their multiple hits successfully connect.

And this brings to mind another point; at some point, you should go back to everyone and make sure that the damage ratio is standardized for everyone, so that there aren't any Cyclopes repeats. But you can't just lower or increase the damage in general and expect that to fix everything. You have to check each individual throw, airthrow, normal, command attack, special, and super as well, to make sure that the damage is balanced, without being too low or too high. Just some honest advice.
« Last Edit: July 13, 2010, 11:41:35 PM by novasod »

Offline novasod

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #68 on: July 14, 2010, 11:42:33 PM »
Beast: Has the ol' 'S.LP Infinite Whilst Walking Forward' bug.

He also has a similar situation as his previous bug with his S.MP.

If you hold down Up while doing his C.HP, he'll launch into the air, even though C.HP isn't his launcher. (That's C.MP.)

Chains aren't complete. (As usual.)

After his Gadget Explosive, he can get in additional hits. In addition to that, the hiteffect doesn't look all that great. The FX doesn't seem 'right', there's little to no sound, and it doesn't really like the foe is being hit with an explosion. I'd suggest touching that up after you fix the properties of the move.

After his LP or MP Kick Push, (Charge!,) he can get in additional hits, albeit in different ways. The LP version just leaves them open, while the MP version takes Beast into the air, and there's enough time to properly connect jumping attacks.

Post Merge: July 16, 2010, 10:37:31 PM
Iceman (Marvel) : Made by Kong. As such, not only has airthrow problem, but chains are incomplete. And I don't think I need to point out 'incomplete chains' anymore. As I've said before, you should go back to everyone and make sure the chains are complete.

After either his HP throw or his air throw, the opponent end up freezed, and open for additional hits.

When the foe is downed, he can use either C.LP, C.MK, or C.HK.

His C.HK launcher can't be defended against in the air, allowing him to use the move over and over without actually having to jump up into the air.
« Last Edit: July 20, 2010, 01:23:16 AM by novasod »

Offline novasod

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #69 on: July 18, 2010, 11:56:05 PM »
Storm: Made by Kong. Airthrow has same airthrow problem.

Certain attacks, such as her S.HP or HK throw for example, cause a strange effect reminiscent of a certain Jedah bug; once the catalyst is done, when either she or her opponent are on an edge of the screen, a strange, repeating noise occurs.

After her opponent is downed, she can get in an additional attack.

Post Merge: July 20, 2010, 01:20:47 AM
Colossus: Made by Kong. Airthrow has same airthrow problem.

When the opponent is down, Colossus can followup with either C.LP or C.MP.

As with some (but not all) of Kong's other characters, if you try to chain a Standing Normal by itself, it'll automatically chain into it's Crouching counterpart.

His Hammer Throw looks like the kind of move that should bypass defense, but it doesn't seriously. What's the point of this move if you already have LK Power Tackle, as LK Power Tackle shares a similar purpose with Hammer Throw? So let me ask you this; are you fine with Hammer Throw as is, or would you not mind having it bypass defense?
« Last Edit: July 20, 2010, 10:46:11 PM by novasod »

Offline zombiejerky

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #70 on: July 20, 2010, 12:33:32 PM »
Heavy stab towards the wall does this ( or a least on this stage)

Offline novasod

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #71 on: July 20, 2010, 11:30:12 PM »
Banshee: Has no taunt.

There is a rather distinctive aural error with his throw. If you listen closely to his 'wail' you can hear him say well enough, 'ORA!'. Unless Mr.Banshee has been taking Japanese, our Irishman shouldn't be saying that. And since CAPCOM didn't create him themselves in the official VS games, there is absolutely no excuse for him to say 'ORA!'.

His special 'LP&MP+Any Direction' airdash isn't listed in the manual, and should be.

His hitsounds don't sound as 'loud' as some of the other characters, and thus proves that the hitsound for each character are currently not universal. They should be. Might be a good idea to harmonize those too later, in addition to all of that other stuff.

C.LK can chain up to 7 times.

He can chain C.HK into any other Crouching normal. (This is not a case of 'kicking them while they're down'.) C.HP is fine because it's not a previous part of the chain, but the others just shouldn't be there.

After Launcher: Can chain MP two times, and HK three times. And HP and HK don't slam down the opponent to the ground like they should. Also, when the launcher itself, C.HP, hits a second time after the opponent is launched once, the move bypasses the opponent's guard, though it doesn't act as a launcher again for that second time.

His Sonic Scream is overpowered. In addition to being fairly quick and doing good damage to boot, it has a rather largehitbox, the MP and HP versions particularly. Even the LP version covers it's fair share of area. Seriously, the size of this projectile, and it's hitbox,  needs to be toned down. Use other projectiles, such as Hadouken, for a guideline.

His Sonic Disrupt, likes his throw, also illustrates his struggle with the English language. (ORA!)

Supers do too much damage.

His Cassidy Death Wail, apparently in the game according to the manual, can't be performed.

In general, this character, like Poison I suppose, feels much like a beta, compared to actual betas like Rhino that feel good despite not even having all of their moves yet. If my rather extensive lists of bugs I found while testing him indicates anything, it's that he needs some serious work.

Post Merge: July 22, 2010, 12:30:28 AM
Rogue: Made by Kong. Has same Kong airthrow problem.

Can 'kick 'em while they're down' with C.LK.

It'd be nice if her Divebomb Power Dive Punch could be used the air, that is, the part where she dives at the enemy, ala Ralf from KoF. As with Ralf, her grounded Power Dive Punch isn't all that useful, as she takes too long to hit the enemy, and she 'aims' at a specific area. It would be considerably more useful if she could do the diving part in the air. Think on that.

Post Merge: July 22, 2010, 10:04:16 AM
Gambit: Can get in additional hits after his throw, as long the opponent winds up in the corner.

Can 'kick 'em while they're down' with C.MP, C.MK, and C.HK.

His C.MP does less damage then his C.LP.

His C.MP can be chained up to 4 times at the least with the right timing, because the stuntime of the move is clearly too long.

His launcher can't be guarded against after launching the foe until the foe lands, like Banshee and Ironman. To simplify things, I'll just this from now on 'the launcher problem'.

His specials do too much damage. The damage of the Light versions should be the damage of the Heavy versions, and the lower versions should do less damage then that.

Supers too much damage. They need to be toned down.
« Last Edit: July 22, 2010, 10:15:03 AM by novasod »

Offline novasod

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #72 on: July 24, 2010, 12:28:28 AM »
Psylocke: Chains aren't complete.

(This may or may not be a bug.) Her MP Psi-Blast...has interesting properties, sort of. Normally, if a character tries to jump over it, they get hit. Same goes with F,F jumps if a character has one. But, with Ryu at the very least, you can jump over the projectile if you use airguard. That's right; if you use airguard, you'll get into the airgaurd sprite, but you won't actually guard the projectile. You'll just pass over. I'm not sure if this is possible with everyone, but with over 100 characters, I don't think I'll be testing that possibility.

(This may or may not be a bug.) After Launcher: Funny thing about air HK. If you press HK twice, you'll do her air HK twice. If it was just that, I'd call it a bug, but if you press HK a third time, she'll do her air HK again, (but due to ingame physics will only connect the first hit,) but the third air HK will always end with her saying 'Hi-ya!, which she never says during her air HK otherwise. So, either this is a bug, or it was programmed by the creator, Sabaki. Either way, it's kind of cheap...

Supers don't do enough damage.

Post Merge: July 24, 2010, 01:13:07 AM
Marrow: Bugs up the wazoo...

Made by Sludge. So naturally, if you try to selfchain LP, C.LP, LK, or C.LK, it'll automatically chain into it's medium counterpart, at least for the most part...

...For with the right timing, you can alternately do the 'ol' S.LP whilst moving forward Infinite' bug.

Can also get an infinite whilst moving forward with S.MP.

And S.MK.

You chain S.MP into her throw.

C.HK: Kick 'em while they're down with either C.LK or C.MK.

Her C.HP launcher causes the opponent to lose their airguard ability until they land again. Thankfully, the launcher won't launch again until the opponent lands either, though it's not even supposed to hit, as the foe should be able to airguard. If a character wants to do damage after a launcher, they should have to jump afterward, not wait for the opponent to to come down.

After Launcher: Can chain MP two times. Can chain MK three times.

Super don't do enough damage. Also, you may recall I mentioned 'Super Damage Harmonization' once. Jut though I'd bring that up again.

After her QCF+KK Super, she can get in at least one additional hit.

Chains are incomplete. And even if K--P becomes completely booted, she can't properly chain into C.LK.

Post Merge: July 24, 2010, 11:16:50 PM
Cable: Before I begin properly, let me first state that regarding our recent talk about chains, you should really decide whether everyone can start chains from LK, or not.

Anyway, made by Kong. Same airthrow problem.

After throw, can get in additional hits if opponent winds up in corner.

Made by Kong. Can 'kick 'em while they're down', with either C.LK or C.HK.

His launcher takes both him and the foe into the air too high.

Post Merge: July 25, 2010, 02:26:30 PM
Deadpool: Can't attack during his forward dash. As for the back dash, some characters can attack during it, others can't. Acey, what's the standard supposed to be for backdashing? (Not a rhetorical question. Please respond Acey.)

Can 'kick 'em while they're down' with C.LK. You know, I wonder, with so many occasions of this, I'm beginning to wonder whether you're supposed to be able to attack down opponents. Acey, once again, please respond.

Can get in infinite with C.LK, with the right timing.

His C.MP does more damage then his C.HP.

His S.HK launcher doesn't have a launcher effect.

His HK can't connect to the foe after a launcher. Deadpool ends up too low when using HK after a launcher, so that's why.

His 'Sword Slash' and 'Guns' specials do too much damage. So does his 'Ninjas!' Super.
« Last Edit: July 26, 2010, 04:49:21 PM by novasod »

Offline Acey

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #73 on: July 26, 2010, 04:00:03 PM »
Acey, what's the standard supposed to be for backdashing? (Not a rhetorical question. Please respond Acey.)

On the ground forward dash should be able to open into a combo, back dash can't be cancelled at all.


Offline novasod

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Re: SMvC: EoH Version 6.1 Bug Thread
« Reply #74 on: July 26, 2010, 04:52:21 PM »
On the ground forward dash should be able to open into a combo, back dash can't be cancelled at all.



Okay then; yet something more that should be harmonized.

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