Infinity MUGEN Team

IMT Projects => Super Marvel vs. Capcom: Eternity of Heroes => Topic started by: Acey on June 04, 2010, 12:13:44 PM

Title: SMvC: EoH Version 6.1 Bug Thread
Post by: Acey on June 04, 2010, 12:13:44 PM
Ok, here is the thread to report bug and general fixes with the EoH game. Feel free to light up this board. It can only make the game better.

Click here for the Game Release Thread (http://www.infinitymugenteam.com/Forum_345/index.php?topic=30356.0)

Remember, any palettes (even the default) not being the color you want is not a bug. Feel free to voice your feeling about it though.
Title: Re: Super Marvel vs Capcom - Eternity of Heroes Version 6.1
Post by: ratmon on June 04, 2010, 12:51:50 PM
Umm I ran into some errors and I though mind as will post them.

Charlie's shadow floats to the sky sometimes
in one of Charlie special the background stays
Ms.Marvel got stuck once when I hit her with Gambit's cards
One of Spiderman winning pose just kept walking and nothing happens

Title: Re: Super Marvel vs Capcom - Eternity of Heroes Version 6.1
Post by: DizzyTheConquer on June 04, 2010, 12:55:10 PM
One of Spiderman winning pose just kept walking and nothing happens


Don't Marrow do that sometimes too?
Title: Re: Super Marvel vs Capcom - Eternity of Heroes Version 6.1
Post by: ratmon on June 04, 2010, 01:25:39 PM
I just past the game as storm and when the credits came out it said characters, then the name of the stages came out with the creator. Then stages, music, and con.
Title: Re: Super Marvel vs Capcom - Eternity of Heroes Version 6.1
Post by: atomicbuster on June 04, 2010, 02:17:46 PM
Since you lost the posts from the last 3 days, and I haven't seen a Bug Report thread, I'll repost what I said 2 days ago. Move it if necessary.

Ken - If you tap repeatedly his standing attacks (ex. MK, MK, MK, MK) only the first frames come out, not the actual attack. The attack doesn't come out until you stop pressing it and the frames are allowed to continue.

Blanka - The ticks for his normal attacks seem misproportioned, making them seem slow. His crouch HP has strange knockdown properties. His df+HP can combo for 20 hits. His diagonal rolls have odd trajectories. His hypers are not very effective.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: DizzyTheConquer on June 04, 2010, 05:36:59 PM
The game crashes whenever I picked or about to face off with captain america
Title: Re: Super Marvel vs Capcom - Eternity of Heroes Version 6.1
Post by: Acey on June 04, 2010, 06:33:51 PM
Charlie's shadow floats to the sky sometimes
One of Spiderman winning pose just kept walking and nothing happens

I have been unable to douplicate these bugs, if you get any more details on when they happen let me know.

* Fixed Ken's multi-non attacks, also messed with his combos and made his fireball hit opponents directly in front of him.
* Fixed Blanka's DF, HP Infinite attack. Also, I have recieved a few complaints that Blank feels slow, since he actually is slower in his attack animation than many others on the roster, just get in those quick first light hits and the combos will follow, regardless of speed.
*Fixing Captian America's crash created by the hyper background fix from release 6.0 bug report.

These ones listed above intrigued me so I jumped on them now.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: ratmon on June 04, 2010, 07:53:37 PM
Charlie was not the only one that this has happen with. It happen with sabretooth and onslaught. For charlie it was the first time a played arcade I was psylocke he use one of his special(not sure which one) the background wouldn't change then all of a sudden his shadow when threw the ground and floated away. Sabre and onslaught both happen on survival mode. Onslaught was two against two and sab was teams of 4.

Another bug I went in to was with Anakaris, he made ryu make clones. It happen when he use his Coffin Rain bow special.
This also happen when I fought dan and a team match.

I don't think this is a bug but ryu ai is really annoying.
'
And for the spiderman thing, I was playing as him and I defeated someone they were both by the edge of the right screen and he just started walking like he was trying to get to a spot.


Edited: I just ran into three other problems.

1.Omega Red does not do any damage on team arcade.
2.Gambit's Royal Flash could be done on air, then sometimes he get stuck in the ground
3.When Huitzil is beaten sometimes he gets bizaar and seems like he is jumping or something.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: lantern48 on June 04, 2010, 08:30:31 PM
First off, what a fan-f**k**'tastic game you ALL have made.  ^:)^ I could go on and on about all the wonderful things in this game, but the highest praise I can possibly give is to say this - If SMvC: EoH was a retail release, I'd buy it.
Bravo!  :w00t:


6.1 release thoughts:

1. The bosses were way too hard in the 6.0 release - nice job toning them down, but they perhaps fall a wee-bit too easy now. A very slight notch up in difficulty and they'll be just right.

2. Punisher comes across as quite overpowered. His seemingly endless array of ranged attacks coupled with the speed they can be pulled off and combo'd with, are to me, game breaking.
I beat 6.1 first try with Punisher with no difficulty whatsoever - spamming range attacks cheaped me through most of it. Suggestion: nerf.

3. Shutting the game down has caused a few freeze ups on my PC. Although, I'm not sure if it's related to my security or something else, so I'll see what happens with continued play.


Thank you ALL for a great game!
After I play some more, I'll share some further thoughts if you guys are interested in hearing 'em.

Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: novasod on June 04, 2010, 10:08:44 PM
With the release of EoH 6.1, and the sudden deletion of the old bug thread, I've decided to begin my testing anew, starting with Ryu, and working my way down the list.

Ryu: When his LP Hadouken is performed at point-blank range, he can get in a LP afterward without the opponent able to defend it, and then he can continue into chains, combos, etc.

After Launcher: He can chain each of his aerials up to two or three times.

For a LP special, his LP Dragon Punch is way too high. And you know what? The damage of his MP DP is lower, and the damage of his HP DP is lower still. That's just wrong.

Post Merge: June 04, 2010, 10:28:23 PM
Ken: He can chain his C.LP up to 50 times.

He can chain his C.MP up to 42 times.

He can chain his S.MP up to 2 times.

He can chain his S.HP up to 3 times.

He can chain his C.LK up to 10 times.

He can chain his C.MK up to 7 times.

His Close S.MK and his S.HK have too much of a start-up time to used in chains. They need connect with the foe much faster.

By pressing the same kick twice, right another, the first kicks just stops, and the new kick begins immediately after.

After Launcher: He can chain his LP up to 5 times.

MP up to 10.

HP up to 3.

LK up to 5.

MK up to 3.

HK up to 3.

After firing a MP Hadouken at point-blank range, he can connect with a LP, like Ryu and his LP Hadouken.

The damage of his HP Dragon Punch is way too high.

Post Merge: June 04, 2010, 10:35:16 PM
You know, a lot of the bugs I tend to find involve a normal being able to chain itself, sometimes infinitely. Perhaps it would be easier to just go in there and program in specific chains for everyone. That way, they wouldn't be able to do, say, a LP infinite, because their programming wouldn't let them so much as chain a second one.

Post Merge: June 04, 2010, 10:47:35 PM
Akuma: No problems whatsoever. Honestly, Vyn is one heck of a coder. His coding should be the framework for the project. His characters feel...clean. Just one reason for this though, (and just one,) at least in Akuma's case, is that Akuma cannot chain his normals by themselves at all. He can only chain normals into different normals, and that alone takes care of a lot problems.

Post Merge: June 04, 2010, 11:04:03 PM
Evil Ryu: All right, I did find a problem with both Gouki and Evil Ryu, but it's a minor one. They can do their grabs when not close to the opponent, just by pressing F or B+HP. They should only be able to start their throws when close enough to do so, and not otherwise. Other then that, they're both role-models for all of the other characters.

Voilent Ken: He has the old "S.LP while moving forward" infinite. He can punch his foe for as long as he wants.

His Medium and High kicks have the same problem as Ken's, minus the interruptions I talked about earlier.

His launcher takes him too high to do any good raves.

He can do a S.LP after a point-blank MP Hadouken.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: Acey on June 04, 2010, 11:19:08 PM
Yup, fixed Ken only 4 hours before you posted. Man, I'm good. Those are some high numbers though.

Keep em comming, this is some great stuff.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: novasod on June 05, 2010, 12:24:23 PM
Dan: While moving forward, can chain his S.MP up to 10 times. If he has the foe cornered and times the MP right, he can get an infinite.

Can chain C.MP 2 times.

Moving forward, can chain S.HP 3 times.

Can chain C.LK up to 6 times.

Moving forward, can chain S.MK up to 4 times.

Can chain C.MK up to 4 times.

Can chain S.HK up to 2 times.

If you repeatedly mash his S.HK over and over, the foe will be knocked back into the air all the way to the other end of the screen.

No launcher problems.

He can get an infinite with his Gadouken. Just keep using it over and over with the right timing.

His Dragon Punch in genaral does too much damage. It doesn't matter if it's useless as an anti-air. It should do more then the other DP's, yes, but as much damage as it does now. And he's Dan.

His QCF+KK Super does WAY too much damage for a Lv.1 Super. That damage needs to be toned down.

Post Merge: June 05, 2010, 12:51:25 PM
Sean: Can chain his S.LP while moving forward up to 9 times, 10 if his foe is cornered.

Can chain C.LP 5 times.

Can chain S.MP 3 times. (Move forward.)

Can chain S.HP 2 times. (Move forward.)

Can chain C.LK 7 times.

Can chain S.HK two times. (Move forward.)

Can chain C.HK two times, though the timing for this is very precise. You won't always get it.

After launcher: Can chain MP three times. Can also chain MK three times.

QCF+PP (Hadou Burst) needs to a lot more damage then it is now. It's current damage count is pitiful for a Lv.1 Super.

F,DF,F+PP (Shoryu Cannon), after the first hit of the move, the opponent can block the rest of the attacks.

Post Merge: June 05, 2010, 02:00:17 PM
Sakura: Sakura causes the music to start later then it should. Start a match with someone else, then start one with Sakura, and you'll see the difference.

Her throws can be whiffed like Gouki and Evil Ryu. Air throw too.

She can chain her S.MP up to 7 times. (Moving forward.)

She can chain her C.LK up to 5 times. For light attacks, 4 times should be limit. They shouldn't go over that, and medium and heavy attacks shouldn't be able to chain into themselves at all.

She can chain D+HK up to two times.

After Launcher: Her MP can be chained twice. So can her MK.

Post Merge: June 05, 2010, 02:17:34 PM
Just an FYI, the dash effects, exact dash proprieties, dash sounds, jump sounds, and superjumps sound vary from character to character, and someday, they should be unified and be exactly the same for most everyone.

Post Merge: June 05, 2010, 02:34:09 PM
Guile: His HP throw does far too much damage for a throw.

He can chain his C.HK twice.

His S.HK doesn't have enough range. When used after a LA-MA chain, the attack doesn't have enough range to continue the rage. Something needs to be done about that.

After Launcher: Stationary MP can be chained 3 times.

Moving MK can be chained 4 times.

His Supers have the MvC2 sound effects. Sort of like music. Do you know what I'm talking about?

Post Merge: June 05, 2010, 02:55:38 PM
Charlie: He has the ol' "LP Whilst Moving Forward Infinite".

He can chain his C.MP up to 4 times.

Can chain S.HP 3 times.

Can chain S.MK 4 times.

Can chain S.HK 3 times.

Can chain C.HK 3 times.

Either Charlie's damage it too high, or Guile's is too low. I'm not sure which it is.

His Moonsault Kick should be changed to either QCB+K or QCF+K. As it is right now, the command is too hard to pull off.

Post Merge: June 05, 2010, 05:55:03 PM
Zangief: His parry may have been removed, but there's still a few problems with him.

After dashing, if you keep the forward button held down, his dash will turn into a run. Considering that his dash can work like a grapple and break defense, having both that and the ability to run ala KOF, both things noone else in EoH can do, is too much. The grapple-dash fits him, but take out the run.

He can't use his Heavy Normals in chains. Not any of them really. He should be able to use them in chains.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: lantern48 on June 05, 2010, 08:49:14 PM
Unfortunately for me, shutting down the game causes my computer to freeze up. I'll have to wait till the next release to play it anymore. My computer locking up when I'm done playing, is just too big of an issue to keep 6.1 on my drive.


Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: Acey on June 05, 2010, 09:35:30 PM
Unfortunately for me, shutting down the game causes my computer to freeze up. I'll have to wait till the next release to play it anymore. My computer locking up when I'm done playing, is just too big of an issue to keep 6.1 on my drive.

Sounds more like a general mugen issue, how are you exiting the software?
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: Rage on June 05, 2010, 10:54:05 PM
Sounds more like a general mugen issue, how are you exiting the software?

I too have weird problems shuting down. the screen flashes like when a program interrupts mugen when its on full screen and then it turn black and stay for a long period of time b4 shutting down. the only way to stop this is the open the task manger and force close mugen. I never had this problem with the other version of EOH

i use the regular close menu option and when its glitching ill right chick on the tab telling it to close b4 i use the task manger.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: novasod on June 05, 2010, 11:26:00 PM
Haggar: After pressing a button during his special FF grab, he can press a button again, and and he'll stop what he's doing, and perform the newly inputted throw instead. Time this right, and you can essentially double the damage of Haggar's FF grab.

He can chain his C.HK 2 times.

After Launcher: Can chain MK 2 times.

Shouldn't he have both a PPP and KKK spinning clothesline, like Zangief? Because right now, he just has a PPP version.

Shouldn't his Spinning Piledriver animation be able to whiff, like Zangeif? Because right now, he'll only start the move when within range. Just doesn't feel right to me.

Post Merge: June 05, 2010, 11:38:57 PM
Blanka: His Moving J.MP doesn't hit the foe in any case whatsoever.

All 3 of his rolling specials need more speed.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: lantern48 on June 05, 2010, 11:39:47 PM
Sounds more like a general mugen issue, how are you exiting the software?

I use Esc.
I didn't have this problem with the previous version and I'm not having a problem with my regular (EVE screenpack, Rc7 ex plus alpha) version either.

Also, 6.0 loaded quicker.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: novasod on June 05, 2010, 11:57:07 PM
Sagat: As it turns out, his Tiger Shot (projectile) infinite is still there. You can do them with the right timing. Of course, I play with the speed set at normal, so they might be easier for me.

When close enough, Sagat, when doing F+HP, will do his throw animation even when he's not in proper range. As long as he's close enough to do that, he'll do his throw animation when trying to do Tiger Blows, because they end with 'F'.

Can chain C.LP up to 8 times.

His S.HK does far too much damage for a normal, so the damage count of that move need to be much toned down.

If his Tiger Cannon (QCF+PP) misses, the Super background will still remain until Sagat connects with another Hyper.

Post Merge: June 06, 2010, 12:21:23 AM
Balrog: Let me just get this off first; where the heck are his specials? All he has are his B~F+P, B~F+K, and what used to be his D~U+P. What happened to his B~DF+P, B~DF+K, and Hold PPP/KKK? I don't miss the B~DF+K (unless it were the SF4 version that was actually a different move,) but the PPP/KKK had it's uses. And the B~DF+P? That dang thing hit low, and as such, allowed Balrog to mix things up, and more. It was an essential part of Balrog's game. Why is it gone? Why are all of those moves gone?

(Now that my mini-rant's over...)

After he does his HP throw, he can follow-up with just about any attack.

He can chain his S.HK (whilst moving forward) up to 6 times.

His dashing punch specials need more damage. (Especially with the lack of them...)

After the first two punches of his QCF+PP, the second hit won't connect with the third. The opponent is able to block the third. All of the punches should be able to link together properly, yet they don't.

Post Merge: June 06, 2010, 11:33:20 AM
M.Bison: Can chain his S.MP two times.

Can chain his C.HK two times.

In chain combos, his light attacks won't chain into his medium attacks.

Post Merge: June 06, 2010, 11:53:26 AM
Cammy: Has no backward or forward superjump, only a straight-up superjump, though she can still change direction during it.

After Launcher: Can chain MK two times.

Post Merge: June 06, 2010, 12:25:11 PM
Dee Jay: When pressing F+HP or F+HK when close enough to his opponent, he'll whiff his throw animation. He won't throw them though, because he's not close enough yet.

Can chain S.LP up to 6 times at least.

Can chain S.MP infinitely with the right timing. (Move forward.)

Can chain S.HP two times.

He can't chain his chain combos into specials and supers.

After doing any Air Slasher (Projectile) at point-blank range, there's enough time for Dee Jay to use certain normal attacks without his foe being able to guard against them.

His Supers do too much damage.

After doing a Mega Air Slasher, (QCF+PP) he can use pretty much any other attack during it, while the foe is getting hit. This wouldn't be as much of a problem if the move didn't so much damage, but even then, I'd sill recommend fixing up that bit.

After his Climax Beat, (QCF+KK) he can get in a Maximum Jackknife. (F,DF,F+K, used to be D~U+K, anti-air.) I don't think he should be able to do that.

Post Merge: June 06, 2010, 12:45:50 PM
T.Hawk: He has the same 'throw-whiff' problem as Sagat and Dee Jay. Same for his air-grab.

Can chain his C.LP up to 9 times.

After Launcher: Can chain MP up to 3 times.

This is just a suggestion, but you might want to take out his QCB+PP. Why? Well, he already has QCF+KK. Both summon giant birds of fire that fill up the screen, and they're pretty similar in effect, so it's quite redundant to have both. But why take out QCF+KK? Simple. Whereas QCF+PP allows you to at least evade the bird by super-jumping, all you can do with QCF+KK is block. That's why.

Post Merge: June 06, 2010, 02:52:29 PM
Adon: No real problems, which is kind of surprising. Anyway, the only bug I found is that for whatever reason, for a short time, his Jaguar Kick wouldn't shoot out it's projectiles, though I have no idea what triggered that. It only happened once. Ah well.

Post Merge: June 06, 2010, 03:12:47 PM
Rolento: His S.LP can be chained up to 5 times. (Moving forward.)

His S.MP can be chained up to 5 times.

His C.LK can be chained up to 5 times.

After a C.HK, he can follow-up with either C.MP, C.LK, C.MK, or C.HK.

His LP, MP, and HP Patriot Twirls can each chain into his S.HP, which is a launcher.

If you position him right, before you do his Tuck n' Roll, (QCF+K) he can prod the foe with S.LP's more then 10 times after the move, though you need proper positioning and timing.

He can chain his Throw Knife/Grenade special at least 4 times.

If his Patriot Finalizer (QCF+KK) get's blocked, Rolento will be stuck in place and unable to do anything, until he gets hit.

Post Merge: June 06, 2010, 03:14:51 PM
And, I've noticed that LP and LK links vary from character to character. Some can chain them up to 4 times, some can't at all. I recommended just getting rid of self-LP/LK links all together, in order to balance things out. You have 6 attack buttons that can be chained together anyway.

And also, some characters can't chain LK into LP. Just an FYI.

Post Merge: June 06, 2010, 03:34:34 PM
Poison: She has the "LP Whilst Moving Forward Infinite."

She can chain her Whip Wave (QCF+P, Projectile,) repeatedly, perhaps infinitely.

After a Bison Kick, (QCF+K), she can get in additional attacks.

Her Thunder Whip Super does too much damage.

Post Merge: June 06, 2010, 03:35:35 PM
Also, throw damage should be better unified too. Some throws do much more damage then others, and vice-versa.

Post Merge: June 06, 2010, 04:18:37 PM
Ibuki: When she tries to chain a Standing normal twice, the second attack is the Crouching version, except for MP, which is vice-versa; the C.MP automatically chains into her S.MP.

S.MP can't chain into anything after used, and no Medium attack can chain into S.HP.

I'm pretty sure her Tsuiji Goe (F,D,DF+P) is supposed to let you fire off one of her Kunai's during the move, but you can't seems to do that here, which makes the move worthless otherwise, because it just leaves you jumping in to the air unable to attack or defends yourself at all.

Post Merge: June 06, 2010, 05:01:09 PM
Oro: Has the same self-chaining problem as Ibuki, though there's no case of 'MP Vice-Versa' this time.

Why does he have 6 Supers? Isn't that, you know, a lot?

Post Merge: June 06, 2010, 05:01:53 PM
Gill: Has the same chain problem as Ibuki and Oro.

If an opponent ducks, his S.HK won't hit, when it clearly should.

Post Merge: June 06, 2010, 05:08:00 PM
Here's another universal problem I've noticed; when a Super guards or misses, the full voice-clip that goes with the Super comes out, but if the Super successfully hits the foe, the voice-clip stops.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: .:K.I.N.G:. on June 06, 2010, 08:40:19 PM
Adon: No real problems, which is kind of surprising. Anyway, the only bug I found is that for whatever reason, for a short time, his Jaguar Kick wouldn't shoot out it's projectiles, though I have no idea what triggered that. It only happened once. Ah well.
they don't come out if you are getting a bit near to the enemy, they only come out after getting further from the enemy....also they shouldn't come out if one of the projectiles still existed/got suck at the end of the stage bounds.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: bigredguy on June 07, 2010, 08:46:49 AM
Dan's hyper moves link into eachother, which is wrong. The same hyper can even be linked with itself 3 times, which apart from being VERY wrong, also does a silly amount of damage.

Same story with Ken.... his hypers also link with eachother, and the same can be linked with itself.

Ken's power air hadouken hyper only does about as much damage as a standard air hadouken. Damage needs to be increased.

When playing against charlie with ken, twice in the same match i used a HK sweep on him and he drifted up into the sky. If i didnt manage to hit him before he went too high, he never came down.

The Punisher's AK-47 move (qcf+lp) can be linked with itself infinately, in the same way Sagat's tiger shot used to.

Evil Ryu's shinkuu tatsumaki hyper takes off about as much as a standard hadouken... also needs damage increase.

Morrigan still has her palette problem. This was present in the original author's release i know. Her normal palette is fine, but her second one looks like one big error filled mess. It even ruins the colour of her projectiles etc

Symbiote Onslaught...... PLEASE reduce or remove the amount of chip damage his mini sentinel bombers cause when blocking. He does it over and over and OVER again and every time i face off against S.O. blocking these alone must account for half of the damage i suffer, at the very least.

More later....
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: novasod on June 07, 2010, 11:43:14 AM
Morrigan: She has the "S.LP Whilst Moving Forward Infinite,".

After Launcher: She can chain her MP twice. She can also chain her MK twice.

If her F,D,DF+PP Super doesn't connect, you can hear the MvC2 Super sound music.

Post Merge: June 07, 2010, 11:45:25 AM
Also, I have a question for you, Acey. Do you just make a fix and call it good, or do you test the fix yourself to see if it really fixed the issue? No offense, just curious.

Post Merge: June 07, 2010, 12:18:03 PM
Lilith: Her Superjump doesn't have the MvC2 FX at all.

When pressing S.LP twice, it automatically chains into S.MP.

When pressing S.MP twice, it automatically chains into C.HP.

Her S.MK can't chain into anything after being used, when it should.

Her S.HP shouldn't knock down. It's not for the sake of accuracy; it's for the sake of efficiency. Otherwise, she won't have a Standing Hard attack attack that can chain into specials and supers. That's what her S.HP should be able to do.

After her S.HP, she can followup with any Crouching normal except for C.MP. She shouldn't be able to do that.

She can't chain her chain combos into specials, though her chain combos are fairly awkward as is.

Her QCF+K needs more damage.

After Launcher: Can chain MP twice, and can chain HP twice.

Post Merge: June 07, 2010, 12:50:02 PM
Jedah: After Jedah does a throw, anytime either character onscreen is right on the left or right edge, a rather annoying noise will keep repeating over and over until that character moves away from the edge of the screen that they're on. True story.

When Jedah is close enough to his foe, he can try to do his air-throw while his opponent is on the ground. Naturally, Jedah will just stop in midair.

After the second or third hit of his QCB+PP, the rest of his (literally) bloody heads won't chain together. The opponent can guard against them.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: bigredguy on June 07, 2010, 06:04:41 PM
Good stuff you're finding there, nova. If all of these things are adressed i've no doubt the game will be improved massively. Can see you've put in a lot of work finding these bugs :thumbsup:
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: Acey on June 07, 2010, 06:52:47 PM
Good stuff you're finding there, nova. If all of these things are adressed i've no doubt the game will be improved massively. Can see you've put in a lot of work finding these bugs :thumbsup:

 ^^(PM)^
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: novasod on June 08, 2010, 12:30:01 AM
Donovan: He has the same 'auto S.Attack to C.Attack Chain' problem as Ibuki, Oro, and Gill, all of whom, Donovan included, were made by Kong. Not all of Kong's characters have this problem, but the fact is that some do.

Right after his C.HK, he can chain into either his S.HP, C.HP or S.HK. If you wait for the foe to complete his/her fall, but not for them to get up, he can followup with either a C.LK, or a C.MK. Your choice.

His With-Sword Lightning Sword (QCB+P with sword,) needs to do more pushback, in order to be useful, especially if it can't be used in chains. But so long as the move has better pushback, it'll have it's uses.

The manual says he has a B~F+P special called 'Sword Grapple', yet he can't actually do it.

Post Merge: June 08, 2010, 10:46:29 AM
John Talbain: After his HP ground throw, he can get in additional attacks before his opponent falls back to the ground.

His Close S.MK can chain into his Far S.MK with the right timing.

His C.MK can chain itself twice with the right timing.

After a C.HK, he can followup with either C.LP or C.LK, and each can chain into additional attacks.

He can get in additional attacks after his HCB+P special, Wild Ride.

His KKK technique isn't listed in the manual. On that matter, neither are Ken's B~F+HP or B~F+HK specials. Anyway, back to Talbain.

His Mirage Body may cost 2 stocks, but can be quite cheap nonetheless. All you have to do to drain an opponent's entire bar is to spam LK repeatedly.

Post Merge: June 08, 2010, 12:13:12 PM
Anakaris: He has no throw. That worked in Darkstalkers because most characters had their own unique features, but that isn't as much of a case here. Here, he should have a throw.

After his DF+MK knocks down, he can followup with either C.HP, DF+MK again, or LP. If he uses the LP, he can chain that at least 22 times, and anytime during this long chain, he can chain into either DF+MK again or C.HP.

His Royal Curse (Air Projectile, QCF+K,) does NOT turn his opponent into an imp like it should. Far from it. After the move successfully connects with the foe, he/she is unable to do anything. What's more, when you try to walk up to them, there's some sort of invisible 'force' that slightly slows Anakaris down, and when you knock them down, the foe duplicates, and there's a second character standing right next to the original, or just where the opponent currently is. It depends on whether you knocked them down on the opposite side of the initial projectile or not.There's probably even more random stuff that could be done. You could probably even go into that mode that lets 3 to 4 characters be on-screen at once and do that move, and then your teammate could do who-knows-what, depending on who they are.

Bottomline, that needs to be fixed pronto. But don't forget his other problems too.

Post Merge: June 08, 2010, 01:13:57 PM
Hutzil/Phobos: Can chain his C.LP 7 times.

Can chain C.LK 14 times.

Can chain C.MK 9 times.

His. Far S.HK is too good. It covers a rather large chunk of the screen, and nothing can stop it. Therefore, I propose having his Close S.HK also be his Far S.HK. In other words, have his current Close S.HK be the only S.HK. It isn't as good. Think about it.

After Launcher: Can chain MK two times.

His Aztec Missile (QCB+P, projectile that starts out straight but slowly 'drops' downward,) has problems. The biggest one would be that even though the combo counter doesn't say so, he can get an infinite with it. He can also use it after a Frozen Lazer hits. Electric Charge (QCB+K, slow projectile meant for racking up damage,) into Frozen Beam into Aztec Missile can be painful. in addition to all that, instead of doing the infinite, he can choose to do additional attacks instead. Simply put, like Anakaris's Pharaoh's Curse, Aztec Missile needs fixing.

Oh, and the move has no FX for missing and hitting the ground. Weird.

Post Merge: June 08, 2010, 01:54:26 PM
Pyron: His left eye sometimes quickly flickers to red and then back to blue. Is that supposed to happen?

He has no throw. I was pretty sure he had a throw in Darkstalkers, but you could always use his Command Throw from there instead, since he doesn't have that here. Either way, there is no excuse to him not having a throw. You should give him one.

Can chain C.LP at least seven times.

Can chain C.LK at least 8 times.

Can chain S.MK at least 3 times, but the timing is quite tricky.

After Launcher: Can chain his MP 3 times. Can also chain MK two times.

After his F+MP or F+HP, he can get in a S.LP, which can naturally link to other stuff. And since he can also chain the LP from a F+LP--F+MP--F+HP chain, the total damage of the entire chain could be rather high...

I don't know how, but after doing who-knows-what, he can't do his ground Magma Ball (QCF+P, projectile) anymore. Honestly, in this case, someone seriously has to help me out, because while I do have my suspicions, (might have something to with his F+P command attacks,) I'm not sure what causes it.

Can followup his F,D,DF+P (Fire Wheel) with just about anything else, including, but not limited to, a second F,D,DF+P.

Post Merge: June 08, 2010, 06:26:31 PM
Kenji: No real problems. Seriously.

Post Merge: June 08, 2010, 06:32:07 PM
Hydron/Nool: His HP throw is too good. It already deals a higher initial amount of damage then many other throws in EoH, but the opponent is put into dizzy state afterward, allowing Hydron/Nool to get in additional attacks. Either significantly tone down his HP throw, or take it out, as he does have a HK throw, (which isn't listed in the manual when it should be,) which is not nearly as cheap as his HP throw currently is, though the damage of that one needs to be turned up a bit.

Post Merge: June 08, 2010, 11:52:43 PM
Hayato: Much like 2 of Vyn's other creations, Gouki and Evil Ryu, Hayato can try to do his throw when not within proper range. This makes certain commands such as 'QCF+HP' (not LP or MP, but HP,) nigh impossible to pull off.

He needs a general damage increase.

His S.MK can't be linked into.

So far, it seems that his Crouching normals can't really be used in Chains.

Other then that, a fine piece of work. Like I've stated before, Vyn's characters are some of the best in EoH period.

Post Merge: June 09, 2010, 12:09:51 PM
I've noticed that some characters can chain into their C.HK into S.HK, C.HP, S.HP, specials, and supers, while others can't. As with everything else about the game, this too needs to be harmonized, though which route you'll take in doing so is up to you.

Post Merge: June 09, 2010, 12:35:52 PM
Amingo: His ground throw seems to randomly alternate between doing the throw as normal, or changing direction and then throwing to the other side. I really don't know why.

Like Jedah, when you're within range to do his air-throw and try to do it when your opponent is on the ground, you'll just stop in mid-air.

Another of Kong's creations, his Standing normals, except for his S.HP, will chain into their Crouching versions when you try to self-chain them.

During his QCF+PP Super, (Versus Law, a bunch of cactus assault the foe,) there's a chance the opponent will go somewhat below the screen. They can get out by jumping.

Post Merge: June 09, 2010, 12:56:56 PM
Rock: When he does his ground throw when get cornered, his opponent will get thrown into the corner, and while the opponent is in the air, Rock can get in additional hits.

He has the same air-throw problem as Jedah and Amingo, fellow creations of Kong.

His C.MP and S.MK can't be chained into.

Post Merge: June 09, 2010, 01:07:02 PM
I've just done a quick run though of every single character made by Kong that I had already tested, for their air-throw. I have come to the conclusion that every character made by Kong who has an air-throw stops in mid-air when trying to do it when the opponent is one the ground. Except for Ibuki. She just gets into her jump animation and remains in the same place until someone hits her.

This really needs to be looked into.

Post Merge: June 09, 2010, 01:32:10 PM
Roll: Made by Kong. Has an air-throw. Has same air-throw problem.

After  her ground throw, she can chain into C.MK, or use C.HK two times.

After her C.HK, she can chain into C.MK, or use C.HK two more times.

Her C.HP doesn't have enough range to be used in Chain Combos.

Her Chain Combos can't chain into specials or supers.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: novasod on June 10, 2010, 09:57:51 AM
Megaman: Whenever the opponent is lying down on the ground, he can get in a Buster shot. After a sweep, a throw, you name it.

During his HP throw, Megaman can attack the foe while they're still in the air.

His Air HK doesn't send the opponent down fast enough.

After Launcher: When launching Bass, Megaman can't 'connect' to Bass well.

After a point-blank LP Buster Shot, he can get in additional attacks.

Tornado Hold will only be able to hit the opponent after traveling a certain distance.

After a point-blank Quick Boomerang, Megaman can get in additional attacks.

He can get an infinite with his Metalman Weapon, with the right timing.

All of his Supers except for Rush Adaptor need more damage, especially his Mega Misogi. (QCF+KK.) For a Lv.3 move, it does the same same damage that Lv.1's currently do. That should not be the case.

Post Merge: June 10, 2010, 10:28:34 AM
Protoman: If he reverses his throw when cornered, the opponent will get thrown into the corner. That's only natural, but the bug is that Protoman can get in additional attacks afterward.

Can chain C.HP twice, with the right timing.

After Launcher: Can chain MK 3 times.

All of his Supers, his Lv.2 included, need a BIG damage boost. Seriously.

Post Merge: June 10, 2010, 10:57:56 AM
Bass: If his throw winds up with the opponent cornered, Bass can get in additional attacks.

His.S.HP and S.HK don't enough range to be used in Chain Combos.

His C.HP can't be linked from a S.LP--S.MP Chain.

His S.MK can only be chained into from S.LP, and the only normals it's self can chain into are C.MK, S.HP, and C.HP.

His Dark Flash (QCF+P, multiple buster shots,) can be chained into Buster Barrage. (QCB+P, one big charged shot.)

His Cresent Kick (QCB+K, works like Guile's Flash Kick,) doesn't knock the foe off of the ground. As it is, Bass can get hit falling down, and the foe was only pushed back a bit. It should knock the foe off of the ground like other, similar anti-airs do.

His Dive Bomb (QCF+K in air, Bass dives straight downwards-diagonally-forward,) can be used over and over as an infinite.

Post Merge: June 10, 2010, 11:19:27 AM
Something else I've noticed; Standing Normals can always chain into Crouching Normals, but the majority of the time, Crouching Normals can't chain into Standing Normals. I think that this shouldn't be the case, if you know what I mean.

Post Merge: June 10, 2010, 12:34:04 PM
Cutman: Can't attack during his dash, which leaves jumping as his only means of even trying to counter the opponent's attacks when dashing. Let him attack during dashing.

Can chain S.LP 7 times.

Can chain C.MP at least 2 times, with the right timing.

S.MK can't be chained into.

Cutman can't alternate between punches and kicks in his chains.

He The only special he can chain into is what is essentially his Dragon Punch.

His jump attacks have too much stun time.

After launcher: Can chain MP 3 times.

His Drill Cutter (QCB+P, multi-hit advancing move,) lets him do additional attacks afterward. Or, he can just keep using Drill Cutter over and over again for an infinite.

After Boomerang Cutter, (QCF+P, projectile, signature attack,) he can follow-up with either C.MP, C.LK, C.MK, or C.HK.

Post Merge: June 10, 2010, 12:44:45 PM
Found another Ryu bug, which I'll put in my Ryu post from earlier as well, for future reference. For a LP special, his LP Dragon Punch is way too high. And you know what? The damage of his MP DP is lower, and the damage of his HP DP is lower still. That's just wrong.

Also, the damage of Ken's HP DP, and Dan's DP in general, are just plain too high. Will add those also.

Post Merge: June 10, 2010, 02:49:47 PM
Ice-Man (Or should I say, Infinite-Man?) (CAPCOM): Has the ol' "S.LP Whilst Moving Forward Infinite,' bug.

Also has an infinite with S.MP whilst moving forward.

Also has a third infinite with S.LK whilst moving forward.

On top of having three self-chain infinities, he can chain his C.MK up to three times.

His C.HK launcher isn't listed in the manual, nor does it have the same FX as his C.HP launcher.

Like Cutman, another of Excursion's creations, Iceman's Air Normal stuns are too long and need to be shortened.

After Launcher: Can chain MP 3 times.

His Snow Fall (QCB+P,) shouldn't take energy to perform.

His Icebeam Super (QCF+KK,) doesn't send the opponent across the screen like big beam supers should. This allows Iceman to literally kick 'em while they're down, or punch them, with any Crouching Normal except for C.LP. It needs to be fixed up.

Post Merge: June 10, 2010, 11:19:12 PM
Metalman: Effect-wise, his throw is iffy. You'd think if a guy was being ripped to shreds, there would proper ripping and shredding noises to accompany that. Strangely, those are absent.

His C.HK should leave the foe on the ground longer then it currently does, and the foe should actually be moved back a bit.

He can't chain into his specials. You could at least let him chain into his Dragon Punch.

After Launcher: Can chain MP two times.

Can get an infinite with QCF+HP, unless the opponent rolls out of harm's way. If they stay in place, they're a dead man walking, (or hurting,) but if they roll backwards or forwards, they'll be fine. Just thought I'd point that out.

His QCF+LP won't hit the foe if used at the edge of the screen that's opposite to the opponent. The closer Metalman gets, the more hits, it'll actually start connecting with the foe, and amount of hits will increase the closer he is to his opponent.

The damage of his Supers needs to be toned down.

Post Merge: June 11, 2010, 01:53:28 AM
Crashman: For whatever reason, his throw leaves a bomb behind, and this particular bomb serves no truly useful purpose.

Has the ol' 'S.LP Whilst Moving Forward Infinite' bug.

Can chain C.LK 5 times.

Can chain S.MP 3 times.

His S.HP can't be linked from a S.LP--S.MP chain.

He can't properly use specials and supers in chains. At least let him connect his Dragon Punch.

Has no Middle Dragon Punch.

His Super damage needs to be toned down.

His Crash Bombs Supers can chain into themselves.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: fatalfreak on June 11, 2010, 04:40:14 AM
1. The bosses were way too hard in the 6.0 release - nice job toning them down, but they perhaps fall a wee-bit too easy now. A very slight notch up in difficulty and they'll be just right.

2. Punisher comes across as quite overpowered. His seemingly endless array of ranged attacks coupled with the speed they can be pulled off and combo'd with, are to me, game breaking.
I beat 6.1 first try with Punisher with no difficulty whatsoever - spamming range attacks cheaped me through most of it. Suggestion: nerf.
To me, that's good, so we won't have hard time to defeat the boss.  ;D

btw, I noticed a bug/error in Cyclops and Adon.
1. When characters like Wolverine make combos against Cyclops, he starts freezing.   :-??

(click to show/hide)
(click to show/hide)
(click to show/hide)
(click to show/hide)

2. When Adon trys to hyper jump  :2 :8 , somehow he does strong  :bk instead of jump  :-??

Maybe these bugs might happen only mine, and I apologize for reporting these bugs, but hopefully creators fix these. 
Thank you creating this game!!!  :cool
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: novasod on June 11, 2010, 11:17:51 AM
Tron Bonne: If her throw winds up with the foe cornered, she can get in additional attacks.

Seeing as she's made by Kong, she has the same air-throw problem as any other Kong character with an air-throw.

Can chain S.LP three times. As for any other kind of ground chains...

Can't do ground chain combos. Period. She can somewhat do them in the air, but they're iffy.

Air LP can't combo into ground normals.

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

Post Merge: June 11, 2010, 11:41:14 AM
I've noticed that stun-time for jump attacks, and for normal moves in general I suppose, vary from character to character. They need to be better unified.

Post Merge: June 11, 2010, 12:02:36 PM
Servebot: Made by Kong. Also has his trademark air throw problem.

Why are his ground punches and kicks copy's of each other? The only excuse I can think for this is if that's how it was for Servebot in MvC2. (Not really sure.) Even if that is the case, someone (CAPCOM) was still lazy.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: I_Burner on June 11, 2010, 01:57:08 PM
One small bug I noticed for Sentinel: Holding forward while trying to do a crouching HK does nothing. He should still do a C.HK when doing this, but instead he just sits there.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: Acey on June 11, 2010, 02:05:39 PM
One small bug I noticed for Sentinel: Holding forward while trying to do a crouching HK does nothing. He should still do a C.HK when doing this, but instead he just sits there.

Is it only Sentinel that does this? Are you using a USB keyboard?
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: zombiejerky on June 11, 2010, 04:18:35 PM
(http://i213.photobucket.com/albums/cc146/ZombieJerky/mvcbugs/glitch.jpg)
Haggard is so strong he sent silver samurai out of orbit now silver samurai is a satellite

Their a way to fall out of the screen with hulk ,you did his meteor thing close to the edge or thats what happen to me
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: Nestor on June 11, 2010, 10:07:18 PM
Punisher have infinites based on his special moves, they're very easy to do:

(http://i109.photobucket.com/albums/n46/Sub-zero99/EoH4-1.png)

(http://i109.photobucket.com/albums/n46/Sub-zero99/EoH5.png)

(http://i109.photobucket.com/albums/n46/Sub-zero99/EoH6.png)

Firebrand have infinites based on his special moves Tornado Wave and Projectiles (this one in Aerial Version only):

(http://i109.photobucket.com/albums/n46/Sub-zero99/EoH7.png)

(http://i109.photobucket.com/albums/n46/Sub-zero99/EoH8.png)
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: novasod on June 12, 2010, 03:37:09 PM
Another thing I've noticed: Characters have different heights for both launching, and being launched themselves. These distances should be better harmonized.

Post Merge: June 12, 2010, 04:02:52 PM
Captain Commando: After his Kick Throw, the opponent is forced to air-recover. They can't choose to fall the ground and either lay there or roll, because otherwise, they'll be subject to Captain Fire.

Can chain S.LP 14 times with the right timing. (Whilst moving forward.)

After Launcher: Can chain MP 3 times, at least. Once, I was able to get up to 4 times with his HK launcher, but only once.

His Super have the MvC2 music effect instead of the EoH sound effect.

His Captain Storm (QCF+KK, Ranbu, the whole Commando squad gangs up on the foe,) does too much damage and needs to be toned down.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: Worksa8 on June 12, 2010, 04:07:21 PM
Yeah, Punisher is kinda broken...It wouldn't be so bad if he couldn't chain pretty much every projectile he had...
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: novasod on June 12, 2010, 04:07:34 PM
By the way, it might be a good idea to list all Command attacks in the manual. You know, F+MP, DF+HP, etc.

Post Merge: June 12, 2010, 04:42:28 PM
Baby Commando: Considering his taunt is also his pose as Commando's striker, shouldn't he say during his taunt what he says during that pose? (Ba-boo!)

Can chain S.MP at least 6 times. (Whilst moving forward.)

Can chain C.LK 9 times.

If he has a PPP Lariat, (which he does,) shouldn't he also have a KKK lariat? (Which he doesn't.)

Considering that his Arm Cannon (QCF+P, projectile,) can be both ducked under and jumped over, as opposed to just one of the two, it needs either more space, or better recovery time. (Though not so much as to make it an infinite...) Your choice.

For various reasons which I can't explain since I am no coder, Baby Commando doesn't feel very well coded...



Post Merge: June 12, 2010, 04:49:50 PM
Yet another thing I've noticed is that damage in general varies from character to character. Yes, different attacks should  have different damage counts, but there should be a consistent damage ratio to balance everything out. The biggest example would be the supers. Some Lv.1's do noticeably damage then other Lv.1's, and some do noticeably less damage. As I said previously though, it's not just Supers, and at some point, this whole thing should be addressed.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: I_Burner on June 12, 2010, 05:27:31 PM
Is it only Sentinel that does this? Are you using a USB keyboard?

So far, I've only had this issue with Sentinel, and only with the HK (no issues with any other basic attacks). I use a Logitech PSX-style USB controller for playing Mugen (not wireless), and I haven't tested it with the keyboard yet.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: novasod on June 14, 2010, 12:03:25 AM
Strider Hiryu: Seeing as he was made by Kong and has an air throw, he naturally has that same air throw problem.

Can chain C.HK 2 times.

His QCB+P does the same thing as his QCF+P.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: ExeLord on June 14, 2010, 10:39:57 AM
I've played this long awaited version :)
It's all good for me, but as was said something must be done with Punisher and new Juggernaut's hyper with running across the screen seams a bit overpowered to me. The stage with NYC Bank(Rhyno Rampage?) misses sound.
There's 3 characters I really want to see in this game: Remy, Lord Raptor(Zabel) and Mummy Commando also missed Rose. Hope someday they'll be made for mvc:eoh.
Bit dissapointed that Fireman and Isaiah Bradley wasn't in game, but oh well, there must be some reasons for that.
It would be great improvement if Ironman and Warmachine would be less alike, different basic attack may do that separation job.
Thanks for all the work you've done, all of the team, keep it up! Good luck for ya  %%-
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: Magma MK-II on June 14, 2010, 10:48:04 AM
I was finally able to download and play it, and I must say this game is quite fun to play!

Some bugs I've found:

-Sagat always attempt to grab opponent when near;
-Lilith can't combo;
-Blanka can't air combo;
-Glitch on corner of cottage stage (some characters moves glitch in this stage);
-Jedah and Storm have sound glitch (the sound will start to crackle);
-Anakaris has glitch when uses qcf+k in air;
-Thanos has glitch on crouch weak kick and headbutt (they can make some infinites, for the weak kick you can spam it on a fallen enemy);

Some pics:

(http://img684.imageshack.us/img684/5900/haggarglitch.png)
The cottage stage.

(http://img809.imageshack.us/img809/5636/anakarisglitch.png)
The Anakaris glitch. It always happen after you use his curse attack.

On a side note, I would like to know why the Shuma-Gorath in this game isn't the one which had been updated lately.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: ExeLord on June 14, 2010, 02:29:20 PM
Found bug with Banshee, maybe it's bug in manual, may be in character, but here it is:
When you trying to use Cassidy Death Wail - nothing happens, when you using Super Wail Banshee uses Cassidy Death Wail(I guess 'coz I don't know that character witch looks like Banshee, but woman). And finally when you in Flight state you may use Super Wail, but not Cassidy Death Wail. Also found out, that CDW could be used in air, I tried to do it after double jump and it worked.
---
Super Wail works fine on lvl1, Cassidy Death Wail doesn't works on lvl1 and what I've descripted above happens on lvl3
---
Violent Ken have an issue, it keep saying Danger until you win or lose if he reached dangerous state.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: novasod on June 14, 2010, 11:11:03 PM
Lou: After his throw, (MP & HP throw are the same thing,) he can follow-up with either his Crossbow, (QCF+P, projectile,) Bazooka, (QCB+P, another projectile, or Shiva Knife Throw. (QCF+K, yet another projectile.)

If you try to self-chain his C.LP, it'll chain into his C.MP.

Against certain opponents, not all chains into his C.MP will work.

Can superjump right after a S.MP, like the move was launcher, although it isn't a launcher.

Can get an infinite with his S.HP.

After a C.HK, he can chain into his Crossbow.

Can't chain into his specials and supers.

His Air LP and Air LK don't seem to be able to be chained into his ground normals.

Can get an infinite with his Crossbow.

The stuntime for his Crossbow is the main reason as to why an infinite can be gained with it, so you have enough time to instead followup with other attacks.

When doing a Siva Knife Throw at point-blank range, additional attacks can be made, including, but not limited to, a second Siva Knife throw. So far though, it doesn't seems like you can't get an infinite with this.

Can chain his Melee super (QCF+PP, multiple projectiles in succession,) by itself, provided there's enough energy to do so.

Post Merge: June 14, 2010, 11:47:06 PM
Jill: When you try to attack during her dash, the dash just stops. Also, while her dash isn't a 'hop', (like John Talbain, Felecia, etc.) she can't jump during it.

When you try to self-chain her S.LP, C.LP and S.LK, they'll chain into S.MP, C.MP, and S.MK respectively. Also works in air, and this applies to Air LK as well.

Her C.MP, a launcher, doesn't have the MvC2 launcher effect.

Can chain S.MP 4 times. (Whilst moving forward.)

Can chain S.HP 3 times.

When it comes to her normals in general, the Medium attack does more damage then the Heavy attack, especially the Standing Medium Kick.

Can chain C.MK at least 20 times, probably more.

Her Air LK and Air LP have problems connecting to ground normals.

After Launcher: Can do LP--MP chain twice. Works best when pressing LP twice. See the reason as to why above. You can also do just MP--LP--MP, if you choose. All of this also applies to Air LK.

Can chain MK three times.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: FerchogtX on June 15, 2010, 01:24:09 AM
Hi there! nice to see you again...

Well, this is more feedback than bug report, but I hope this can help you... Overall I liked the game, but there are bits of details that, if fixed, will give this a good place on mugen full game rank.

Graphically, I liked it, the screenpack is good, themed correctly according to game's main path, some stuff is still coded for LR. In general it doesn't look so bad... the main issue comes when you actually PLAY... the ingame engine is not too defined, the main vs system is missing, so you feel (unfirtunately) that you are still playing a normal mugen with lots of mvc type chars. The new effects look good (I liked them), but the gamepley still need a lot of work to be really pulished.

I've played for a couple of minutes, and I find this so far:
General Stuff
Gameplay related:
Per Caracter Issues

I just say, keep on going, I'm really sorry, as a MvC2 - vs games fan, I see this is still far from a full game enviornment, but is good to see you are still working. Don't faint, no one said this was easy.

See ya!!! :D[/list]
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: novasod on June 15, 2010, 01:48:48 PM
Son Son: Made by Kong. Also has an air-throw. Also has same air-throw problem associated with Kong's characters.

After a C.HP, she can followup with at least 10 C.LK's.

After her Sheinbu, (QCF+P, projectiles(s),) she can followup with her F+HP, with the right timing. You have to look closely to see whether or not there was enough time for the foe to guard against the F+HP.

F,DF,F+P and 'P rapidly' are listed in the same manual as the same attack, Seiten Kengeki. However, only F,DF,F+P does Seiten Kengeki. 'P rapidly' performs a different attack.

QCB+HK doesn't do anything. Only QCB+LK and QCB+MK perform Wallclimb.

Post Merge: June 15, 2010, 02:32:19 PM
Arthur: Has no taunt.

His Superjump doesn't have the MvC2 Superjump FX.

When you press either S.LP, C.LP, S.LK, C.LK, Air LP, or Air LK very quickly, the attack will chain into it's respective Medium counterpart.

With the right timing, you can bypass C.LP's chaining issue, and chain it at least 6 times.

C.MP can't be chained from C.LP, S.LK, or C.LK.

His C.MK can't be chain into.

His chains in general, both ground and air, aren't very 'connectible.'

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

After doing a Superjump, you can hit the opponent almost as soon as you leave the ground. This causes Arthur to continue to soar upwards and complete his jump, (not to be confused with flying past the stage boundaries, which is not the case,) while the opponent doesn't go with him.

His Dragon Punch, with either weapon, will only hit the foe on the ground if right up close most of the time, and it does little damage. This move needs to be improved.

Some of his supers do too much damage. Refer back to the Damage Harmonization I talked about earlier.

His stage's song; I can get the music, it's a remix of that reoccurring Ghosts 'n Goblins First Stage Theme, but what the heck do the lyrics (which are in English,) have to do with Ghosts n' Goblins?! Honestly.

Post Merge: June 15, 2010, 08:40:24 PM
Firebrand/Red Areemer: Can get an infinite with his S.MP, with the right timing. (Whilst moving forward.)

His C.HP can't be chained from a S.LP--S.MP chain.

His Magic Darkfire freezes the opponent long enough for additional attacks to made. This wouldn't be so bad, - it was probably what the move was designed for - if you couldn't use Magic Darkfire again. This allows for Magic Darkfire to be used as infinite.

When his Tornado Wave (QCF+K, projectile,) is used at point-blank range, he can get in additional attacks.

He yelled and screechy plenty in SvC: Chaos, so how come he only does so in his Supers here? He has various screeches and yells in SvC: Chaos, yes? So just get them from there. It's like the upcoming Don Quixote film, the one without the windmills. It doesn't feel right.  Since Red Areemer can have a voice here, he should be yelling and screeching plenty.

Post Merge: June 15, 2010, 08:46:23 PM
That's it for the CAPCOM characters. Time for the Marvel folks.

Post Merge: June 15, 2010, 08:52:27 PM
Captain America: When you pick him, the game crashes.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: ExeLord on June 16, 2010, 09:26:10 AM
Bug with Captain America:
Played Ryu VS Cap., I was at left side, he was at right side, then he done Final Justice hyper on me and at right side of screen appeared fat stripe across screen with fuchsia color.
---
Played Silver Samurai vs Strider, when I used Warp, Strider used his Legion hyper. In a process of unwarping I've got a hit and game crashed.
---
Oro vs Samurai, when Samurai was low on health I wanted to use hyper for finishing blow, used kishin riki(the one one he grabs and trows enemy from sky) - game crashed when Samurai reached floor.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: DARKTALBAIN on June 16, 2010, 12:07:13 PM
Bug with Captain America:
Played Ryu VS Cap., I was at left side, he was at right side, then he done Final Justice hyper on me and at right side of screen appeared fat stripe across screen with fuchsia color.
---

I could not get this error to happen

Does this happen all the time for you? What stage was it? Or does it do that with all the stages & that hyper for you?
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: ExeLord on June 16, 2010, 02:22:22 PM
It was on WWII Stage(Poland), I've tried to recreate this error, but that wasn't happening. I was thinking that it was one time bug, but it wasn't and it wasn't Cap's bug - it's stage. Try to move enemy to the right, then trow him and you'll see this line across the screen. I've tried with Captain A and Ryu.
---
It happens only in right edge, tried to trow Sakura with Captain Commando and the bug was there.
Also mentioned that Oro's bug happens only when that hyper is finishing.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: novasod on June 16, 2010, 06:19:10 PM
Captain America: Redownloaded the game. Doesn't crash when picking him anymore. Moving on...

Why does he have a double-jump? Agile characters, or characters that have a special power to do so, I can understand, but Cap is not agile, nor does he have such special powers. Unless he had it in the CAPCOM games, (not quite sure,) he shouldn't have it here.

After a C.HK, he can follow-up with either C.LP twice, C.LK twice, C.MP once, or C.MK once.

After a Launcher: Cap has trouble keeping the opponent with him when attacking after his launcher. After 2 or 3 attacks, you'll notice that CPp keeps getting higher while the opponent obeys the natural laws of gravity and drops to the ground. I'm pretty sure a launcher is supposed to keep the foe close to the character that started the launcher when a Launcher combo starts, and until it's finished. Or course, I could be wrong.

His shield comes back to him eventually. One of the more unique parts of Cap was being able to fight without his shield. You did lose your projectile and some range, but you gained in speed, and it was a nice option for those who wanted it. Now you can only do so for a limited amount of time. Think about that.

An unarmed Dragon Punch does more damage then the shielded Dragon Punch, especially the HP version. That needs to be toned down considerably.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: KPT25 on June 16, 2010, 06:41:02 PM
Captain America had double jump in the entire versus series...i wouldn't even be surprised if he has double jump in MVC3 as well

Unshielded Stars and Stripes is a multi hit attack,so it could be possible extra hits deal extra damage
And the shield could be probably a mugen limitation,i'd rather see what Acey mentions about it
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: novasod on June 16, 2010, 11:36:49 PM
Spiderman: Has the ol' "S.LP Whilst Walking Forward Infinite" bug.

His C.HP won't hit when right up-close to his foe.

After a C.MK, he can follow-up with either C.LK, S.LK, C.LP, or S.LP. Or he can just use C.MK three more times.

After a C.HK, he can get in either a C.LK, or a C.MK, which for whatever reason can't successfully connect to the moves I stated above when chained from C.HK.

Are his Webball specials supposed to do no damage?

I'm pretty sure that in the official games, the second hit of his Dragon Punch was a followup, and not automatic.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: ExeLord on June 17, 2010, 05:27:07 AM
novasod, in official games webball does a little damage and opponent is webbed a 'lil longer. Though EOH one may be done like this on purpose.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: Acey on June 17, 2010, 10:16:20 AM
I just need to reiterate, that I really appreicate all the work put into this thread.  :thumbsup:
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: Magma MK-II 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).
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: novasod 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.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: Acey 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.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: novasod 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.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: ExeLord 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.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: novasod 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.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: Acey on June 17, 2010, 05:49:01 PM
Everything reported from this point and earlier has been logged. 06-17-10
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: novasod 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.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: novasod 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.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: zombiejerky 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
(http://i213.photobucket.com/albums/cc146/ZombieJerky/duhattack.jpg)
Sorry I keep on messing up the print screen the hole thing should be  red
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: Magma MK-II on June 28, 2010, 10:37:55 AM
I have noticed a major thing with Captain Marvel's sprites:

(http://img683.imageshack.us/img683/9113/capmarvelglitch.png)

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)
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: swanky 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).
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: Magma MK-II 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).

(http://img811.imageshack.us/img811/6752/sentinelstageglitch.png)
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: novasod 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.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: Acey on July 11, 2010, 01:00:23 AM
You have no idea how much we appreciate your methodical testing. (or maybe you do)
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: novasod 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.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: lolitsanthony 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:
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: novasod 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.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: novasod 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.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: novasod 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?
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: zombiejerky on July 20, 2010, 12:33:32 PM
Heavy stab towards the wall does this ( or a least on this stage)
(http://i213.photobucket.com/albums/cc146/ZombieJerky/mvcbugs/hayatoscreen.jpg)
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: novasod 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.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: novasod 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.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: Acey 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.

Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: novasod 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.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: Acey on July 26, 2010, 05:08:41 PM
Okay then; yet something more that should be harmonized.

I agree, and I imainge that some characters might even be able to cancel out of the forward dash too quickly into an attack as well.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: novasod on July 26, 2010, 05:21:29 PM
I agree, and I imainge that some characters might even be able to cancel out of the forward dash too quickly into an attack as well.

Aren't they supposed to be able to cancel out of dashes into attack?

Post Merge: July 26, 2010, 10:58:16 PM
Magneto: Made by Kong. As such, we can assume without even testing (though I myself had to,) that he has the same airthrow problem and 'kick 'em while they're down' bugs as we tend to see in his characters. (In this case, you can hit your downed foe with any crouching attack except for C.LP.)

S.HK does too much damage when all 3 hits successfully connect. May not seem like much at first, but compare the total damage to the individual damage of each of his other normals. It's also a launcher, (without the launcher hit effect I might add,) which makes it even more imperative that the total damage of his S.HK be toned down. On another, semi-related note, 3 launchers (S.MP, C.HP, S.HK) is a bit much... (Oh, and his S.HK launcher isn't listed in the manual.)

Air B+HP and B+HP do pink E-M Disruptor's. Honestly, the only real difference between these and the special of the same is the color, and they make perform Air MP and Ground HP Hyper Grav hard to perform, as you'll usually do the pink E-M Disruptor instead. I'd suggest taking these out.

You can use specials and other hypers during X Magnetic Tempest. This makes the move potentially too strong, but there's a simple solution, and that's disabling being able to use both specials and hypers until X Magnetic Tempest has finished.

Post Merge: July 28, 2010, 12:19:45 AM
Sentinel: Taunt renders him invincible for most of it. This also brings to light that it's possible other characters also have this. I'll stay on the lookout for this sort of thing in the future character I test, but until the next version of EoH comes along, I don't plan to retest characters, so just check back with everyone and their taunts.

Made by Kong. Same airthrow problem.

If he uses his throw when his foe is against the wall, he can get in additional hits.

The last parts of his Air HK are unblockable. At least his S.HK lets you block low, but there's only one kind of guard in the air.

Can't chain into specials. (Not that they're ample chain material to begin with, but, ah well.)

Supers don't do enough damage (Especially Hard Dive,). Can't combo into them either.

Post Merge: July 28, 2010, 12:50:34 PM
Juggernaut: C.MP does more damage then C.HP.

Punches and kicks can't chain into the other, only into other punches and kicks.

His launcher needs work. As things are, the air attacks after the launcher can't connect to the opponent fast enough, and the opponent has time to guard. His superjump needs to be higher, and his aerials need to be faster, just fast enough to connect after a launcher.

His Juggernaut Punch suffers from the same case as Banshee's 'I no speak English,' bug. His intro is English, his taunt is English, and he was created by an English speaking comic book company, yet during this special, if you listen closely enough, you can hear him say "ORA!". Also says this during his Earth Pound Super. Yeah, please change that.

His Juggernaut Crush and Earth Pound Supers do too much damage when all of the hits successfully connect.

After the final hit of Juggernaut Crush lifts the foe into the air, Juggernaut can jump up (not to be confused with superjumping,) and deal additional hits. I'd advising cutting out that aspect of the move; it does enough damage already. (More then enough...)

His Juggernaut Assault Super doesn't do enough damage.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: novasod on July 29, 2010, 12:22:14 AM
Sabretooth: Noticed another things about taunts. Some put you in an aerial state. What I mean by that is, take Ryu for for example; if he gets during his taunt, he'll react to the move like he was in the air. Now compare him to Sabretooth. When he gets hit, he reacts to the move like he's on the ground (which he is,). Really now, there should only be one or the other here, not both.

Has a weird graphical effect during his dashes.

Can't cancel his forward dash into attacks.

General damage ratio is too low.

C.LK suffers from that ol' Sludge self-chaining problem. You try to self-chain it, it'll just chain into C.MK.

As the opponents falling down from his C.HK sweep, you can hit them...

...Or, you can wait till they're on the ground again, and kick 'em while they're down, with either C.LK, or C.HK again.

S.LP does more damage then S.MP.

Can chain S.MP into S.LK. (Latter attack won't connect after the former attack, but still...)

His chains in general are...iffy, to say the least. I'm not entirely sure what works and what doesn't. You'll have to look into that. ( I do know that chaining S.MP into S.LK shouldn't be possible, even if the S.LK won't connect after the first attack. But, that's just one aspect of this issue...)

Air LP can't properly chain into ground normals.

His C.HK sort of does the 'slam' effect that should only be doable to air foes, to ground foes as well. The foe gets sort of pushed back, and the normal isn't comboable to ground normals as far as I know.

After launcher: Opponent doesn't get back into airguard on the way down, allowing for the launcher to hit again before the opponent touches the ground, though it doesn't launch this time.

Doesn't have superjump effect.

Doesn't go the same height as the non-launcher superjump.

LK and LP have Sludge self-chain problem; they automatically chain into their medium counterparts.

MK can chain twice, (when pressed twice of course.)

Berserker Claw and Wild Fang have the same graphical effect as his dashes.

Can't properly chain into or specials or supers. Berserk Claw, the only special of his that has the potential to be chained into anyway, can be connected from normals, but there's enough time between the normal and Berserker Claw for the opponent to block the Berserker Claw.

Supers don't do enough damage.

His Wild Fang Maul super is just...awkard. He does the regular Wild Fang, but when he gets close enough, he suddenly does the attack animation of a Ranbu. It just doesn't look right, to say the least.

*Facepalm.* Seriously, my honest advice to you Acey is to either do a major overhaul of Sludge's Sabretooth, or get yourself a different one. I'm not going to sugarcoat this; sorry Sludge, but you did a poor job making Sabretooth, and there might be errors and problems that even I haven't found. He's just that bad.

Post Merge: July 29, 2010, 12:56:03 AM
Omega Red: Made by Kong, has same Kong airthrow problem. And while the following is hard to do with Red, he can also kick 'em while they're down with C.LP.

Suffers from 'Me no speak English', though in this case, it might CAPCOM's doing, and if so, is somewhat forgivable. He says 'ORA!' during his intro, but as I've just stated, if it's CAPCOM's work, (and it probably is,) then at least there's some sort of excuse. (Japanese company and all that.)

Both of his throws, when winding up with the opponent in the corner, lets Red get in additional hits.

C.MP does more damage then C.HP.

Air LP--S.LP combo isn't counted by the combo counter, when it should be. This may seem like it at first, but do the combo quickly enough, and there isn't enough time to guard. So yes, it is a combo, and it should be counted.

His Air HP does way too much damage for what it is.

After Launcher: MK can chain two times.

Chains are rather incomplete. You should look at those.

Can chain Life Drain into Coilslam. That's just too much. Aside from obscene damage for no cost, he should only be able to use one of those two followups, not both.

Supers do too much damage.

Post Merge: July 29, 2010, 01:29:23 AM
Spiral: Made by Kong. Has same Kong airthrow problem. Can kick 'em while they're down with C.LK or C.MK. Can get additional hits after throws if either throw winds up with foe in corner.

Can't chain punches into kicks.

After launcher: No airguard for foe after said foe comes down after being launched.

Post Merge: July 29, 2010, 10:47:08 AM
Silver Samurai: Just my opinion, but I think his taunt should last longer.

Made by Kong. Same airthrow problem, and can kick 'em while they're down, C.HK.

If his throws wind up with foe in the corner, is SS is close enough, he can get in a C.HK with the right timing.

General damage ratio is just a bit too high.

S.LP does more damage then S.MP. And at first, it may seem like S.HP does even less damage then S.MP, but in fact, it's a target combo; press HP again for the second part, and the damage becomes higher then S.LP.

Can't chain punches into kicks.

His elemental swords are insane. I don't care if they cost one stock, they can stun the opponent and keep doing that, and reach obscene amounts of damage in short periods of time, especially the electric sword. Either tone them down, or make them Lv.3's. Remember, sometimes accuracy is not for the best.

QCB+PP Super needs more damage, even more so since the damage ratio is too high as I previously stated.

Ice sword super does way too much damage, even with the ratio.

Post Merge: July 30, 2010, 12:28:15 AM
Wolvenom: Can kick 'em while they're down with C.LK.

His superjump effect is off. Needs to be enlarged, and the sound effect needs to be louder.
Title: Re: Super Marvel vs Capcom - Eternity of Heroes Version 6.1
Post by: novasod on July 30, 2010, 01:15:57 PM
Mr.Fantastic: Can get an infinite with his S.LK. (Whilst walking forward.) It's either that, or he can chain it for who knows how many times. Either way, it's a problem.

He can't do the backward or forward superjumps; only the neutral one.

C.HK Launcher bypasses defense if used after a an initial launch, if Reed doesn't jump up, and the opponent just comes back down, and the launcher launches again. Essentially an infinite.

C.MP can't properly chain into anything. C.HP is the only thinks that works, and even that doesn't function correctly; there's enough time for the opponent to guard before the C.HP.

Can't chain into specials or supers.

Stretch Strike does too much damage on it's own, but on top of that, you can in additional hits. It even hits low. That move needs to be toned down.

Fantastic Blitz is listed in the manual as a Lv.3 super, when it is in fact a Lv.1 Super.

Post Merge: July 31, 2010, 01:41:19 AM
The Thing: Can kick 'em while they're down, with C.LK, C.MK, and C.HK.

After a throw, if the for winds up in the corner, Thing can get in additional hits.

Can chain his S.LP at least 6 times.

Chains aren't quite complete.

His Air LP, MP, HP, and LK had a very hard time connecting to ground normals, and it's very hard for S.HK to be chained from Air Normals in general.

His S.HK launcher doesn't have the launcher FX. Additionally, it can be self-chained three times...sort of. After the initial punt launch, there is enough time to use it again before the opponent can guard, if he/she can at all after Thing's HK launcher. You can use this launcher three times before you're finally out of reach.

His Ground Smash special is nearly useless as is. It's worse then the normals. It's pretty much one, but slow, and without the damage to make up for that. But it looks like it could have overhead status, so give it that, and it's good.

This isn't SF3, or any other game where EX moves are a standard feature. There shouldn't be any moves here that take up a fraction of a stock of power. Flashy yellow FX is fine, costing a fraction of a stock is not. Please apply this line of logic to any and all 'EX moves' that Ben has.

His Charge juggles. That would be fine if it didn't already do enough damage on it's own, but it does. Remove the juggle.

'Me no speak English': Charge. 'ORA!'.

His Power Backhand and Power Punch specials aren't all that useful as they are. Slow and without the damage to back that up. But they look like the use autogaurd, so give them that and there good.

Truck Dump super doesn't do enough damage.

It's Clobberin' Time doesn't do nearly enough damage on it's own, but with the right moves and timing, you can get in additional hits. My advice; vastly raise the damage, and take out any and all juggle possibilities of It's Clobberin' Time.

Post Merge: July 31, 2010, 10:57:00 PM
Human Torch: If his throw winds up with the foe in the corner, he can get in additional hits.

He can try to use his throw anytime by pressing B+HP.

His S.LP and S.HP need bigger hitboxes. See, I always use Ryu as my test dummy, and every attack so far that should hit him has been able to with no problem, but he doesn't even have to duck for S.LP and S.HP to miss him. They really do need bigger hitboxes.

Problems with airdashing: If you attack during it, you'll be on the ground instantly after the attack ends. If you attack after it...you don't attack. If you try to attack after the airdash, during your 'fall', you won't be able to do so. Everyone else with some sort of airdash can do so, and therefore, I don't see why Torch can't.

Air HK--S.HK doesn't work, when it seems like it should.

Nova Blast and Infinity Flame (AKA. Fantastic Fire,) do too much damage.
Title: Re: Super Marvel vs Capcom - Eternity of Heroes Version 6.1
Post by: Etneciv Reivaj on August 01, 2010, 09:25:01 PM
Still no Chunli  :'( :'( :'(
Title: Re: Super Marvel vs Capcom - Eternity of Heroes Version 6.1
Post by: novasod on August 02, 2010, 01:25:45 AM
Still no Chunli  :'( :'( :'(

That's less of a bug, and more of an executive decision. ;)

Post Merge: August 02, 2010, 01:55:28 AM
Dr.Doom: Made by Kong. As such, has same air throw problem, can kick 'em while they're down (with C.LK, C.MK, or C.HK,), and get additional hits after his throws if they wind up with the foe in the corner. He even has an issue that some, but all, of Kong's creations have; if you try to self-chain his Standing Normals, they'll automatically chain into their crouching counterparts.

He can't teleport, contrary to the manual which says otherwise.

Post Merge: August 03, 2010, 12:29:24 AM
Silver Surfer: No throw.

No taunt. When he tries to taunt, he'll get into a different frame for a split-second, then get back to normal.

No voice period, aside from two of his supers, and the voice in those suck anyway.

He can run ala KoF.

C.HP needs a bigger hitbox.

C.MK does too much damage. Simple solution though; reduce the total damage to that of the first hit, and you're good.

Has the 'ol 'S.LP Whilst Moving Forward Infinite' bug.

Can cancel C.HK launcher into superjump before the C.HK connects to the foe.

After Launcher: Can chain MP two times.

His Cosmic Force, Cosmic Pillar, and Blast all lack sound effects when initially used.

Supers do too much damage.

I have the distinct feeling that Silver Surfer is rather incomplete...
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: zombiejerky on August 04, 2010, 03:30:50 PM
If you use Amingo send his medium troop out and attack the guy falls threw the floor
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: novasod on August 06, 2010, 12:29:22 AM
Wonderman: His damage ratio is a bit too low (except of his supers,), for the most part. Read somewhere below for further details.

Can chain C.LK at least 6 times.

Can chain S.MP--S.MP autocombo at least 5 times.

After launcher: Can chain MP three times.

His  LP, MP, and FP Dragon Punch are all the same.

His Wonder Wave (CHARGE!) does far to much damage for a special.

On the opposite side of the spectrum, his Tectonic Shock (think a variant of Juggernaut's earthquake move,) doesn't do enough damage.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: zombiejerky on August 13, 2010, 10:51:01 PM
Small characters cheap hard to hit... and block to much ( Thats not a bug)
Also Thanos cant throw backward
Both of Deejays throws work both ways
Colossus way to strong and combos way to easy


Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: lolitsanthony on September 02, 2010, 01:39:03 AM
Love the game, love the roster, but gameplay should be tweaked. For example, some characters cant super jump (had a list, I forgot, sry) and dan is really glitchy. When contact is made with shinku gadoken, the opponent doesnt flinch. also, gouki, ken, and ryu can only do one hadoken in the air. in the versus games, as long as you do the command, they can keep doing hadokens, and kinda float down. also, make spiderman a little smoother. He feels kinda clunky
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: Acey on September 02, 2010, 11:04:59 AM
Love the game, love the roster, but gameplay should be tweaked. For example, some characters cant super jump (had a list, I forgot, sry) and dan is really glitchy. When contact is made with shinku gadoken, the opponent doesnt flinch. also, gouki, ken, and ryu can only do one hadoken in the air. in the versus games, as long as you do the command, they can keep doing hadokens, and kinda float down. also, make spiderman a little smoother. He feels kinda clunky

Thanks for the feedback, all the chars have super jump, just try doing the command a little faster.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: lolitsanthony on September 04, 2010, 06:25:57 PM
Yeah you're right, just spent like 20 mins in training mode lol. What speed do you recommend I run EoH on to make it feel like more like im playing a versus game, since they are usually a lot faster than street fighter? And I get out a notebook and write some more notes down to help the game out a little more.  :cool
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: Acey on September 05, 2010, 12:05:36 AM
Yeah you're right, just spent like 20 mins in training mode lol. What speed do you recommend I run EoH on to make it feel like more like im playing a versus game, since they are usually a lot faster than street fighter? And I get out a notebook and write some more notes down to help the game out a little more.  :cool

What ever the default setting is, Fast 3 I think.  :thumbsup:
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: alexinfinity on September 06, 2010, 05:46:30 AM
 :(|)I have encountered sme problems with the game freezing in the middle of battle (I was using Gambit if that helps). I also can't use puches if I change them to a different keys. I don't know if you can fix these issues, or if it is just something wrong with the M.U.G.E.N. system, but I thought you should know anyway. :-??
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: zombiejerky on September 12, 2010, 02:22:40 AM
Yeah its mugen 
Updated:
Akuma can attack after his level 3 special with medium low kicks up to 8 times
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: kingmedaing on September 21, 2010, 02:54:48 AM
why does adon spam his kicks so much and why are they unblockable
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: unlitdarkness6 on November 06, 2010, 09:56:56 PM
Why does this take so long to download? Is there any other way i can download, Torrent or rapidshare or megaupload or SOMETHING?!
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: ExShadow on November 06, 2010, 10:49:51 PM
Why does this take so long to download? Is there any other way i can download, Torrent or rapidshare or megaupload or SOMETHING?!
Do you know what a gig is, and how big it is?
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: Tha Lando ( Le CROM ) on November 06, 2010, 11:16:11 PM
Why does this take so long to download? Is there any other way i can download, Torrent or rapidshare or megaupload or SOMETHING?!
YEEAAh about that... no matter what ya use or whatever link , a gig... you best off DL and then go fix a sandwich, some kool aid, and some chips, sit down , watch a movie,  and eat, then  go outside take a short walk, smack a squirrel on da nose then steal its nuts , run back home  go to he bathroom , when finished go to the cpu and praaaaay  [-O< that not only did it finish or near finishing  but that it didnt stall and have to do it all over again. o.O# :'(
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: Acey on November 07, 2010, 01:26:12 AM
It's too big for Megaupload but if anyone wants to host the torrent we're cool with that.
Title: Better, faster way to download 6.1?
Post by: unlitdarkness6 on November 07, 2010, 02:55:56 AM
Both links from the site and from the wiki are taking insanely long to donwload and i fear stall out too soon with no way for me to refresh the download. Ive tried countless times and the highest i've gotten was .5 percent before it teetered out. Can anyone give me a link to solve this problem? A torrent? or Direct link rapidshare or something? Im recieving at a rate of 495 million bytes and not being able to download this is kind of annoying  :D

A torrent for this would be amazingly great! And needless to say I would SEED it! ;D


*edit* Its now 4 30 am and i got to 1.1 percent with 1 minute left and it stalled!  :o I was dling strong at 800 kbs (a gig and some change is nothing hence my complaint, im looking at you CHR) and now this. All i am is an eager fan waiting to play, this would seriously need a torrent for a good and more widespread release!

Post Merge: November 07, 2010, 08:21:12 AM
Alright after dealing with this all night ive finally got it tested.

Nobody dashes correctly after ff

marvel man (of silver surfer origin) freezes sometimes after the (yellow shadow ex?)  dash.

Looks good keep it up

Post Merge: November 07, 2010, 06:03:08 PM
Magneto cant air combo punches

Also all of the hypers for just about everyone and especially with wolverine are very very sensitive. They dont require two punch buttons to execute and makes it pretty much unpredicatble when its going to come out.

Also i cant get unmasked wolvie masked. And the deadpool char doesnt gel at all. I have a version of him on my mugen and hes awesome.

http://www.youtube.com/watch?v=MWRgyOy8W4s# (http://www.youtube.com/watch?v=MWRgyOy8W4s#)

Just a thought. This guy should take the present ones place.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: novasod on November 20, 2010, 12:32:50 AM
Alright...No idea if I'll do anymore of these after tonight until the next Beta, (whenever that is,) but for now, here are both Captain Marvels, with this particular post being about Genis.

-Can't use S.LK while dashing.
-Has the ol' 'S.LP Whilst Moving Infinite' Bug.
-Can selfchain S.MK at least two times.
-Can selfchain S.HP two times, with the right timing.
-After Launcher: Can selfchain LP 4 times, Can selfchain MP two times, Can selfchain MK two times (4 if a straight-up superjump.)
-This might just be personal preference, but his beam doesn't seem as usefull as it could be; instead of pushing back the foe a bit like most ranged attacks do, it just leaves them in the spot they were, more or less. But, do with that attack as you will.
-His Supers might be doing just a bit too much damage.

Post Merge: November 20, 2010, 12:49:47 AM
And now for the original Captain Marvel himself, Mar-vell.

-Like father, like son/clone-thing; can't use S.LK during his dash.
-Can do ground attacks right after a launcher attack, and connect with them; I'm pretty sure this shouldn't be possible.
-Whereas Genis' supers do too much damage, all of Marvel's Supers except for 'You Have Lost' do too little damage.

Post Merge: November 20, 2010, 01:16:41 AM
And now for the spin-off character; Ms.Marvel!

-Her damage ratio is, at times, a bit too high, though there are exceptions.
-This seems to run throughout the Marvels in general; can't use S.LK while dashing.
-Has the ol' 'S.LP Whilst Moving Forward Infinite' bug.
-C.MK can only be properly chained from a standalone S.MP.
-After launcher; Can self-chain MP twice, can self-chain MK twice.
-Okay, most of her specials do too much damage; most of the damage of her special's damage-counts need to be lowered to a more reasonable level.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: Acey on November 20, 2010, 01:39:15 AM
There will be a future release of course.  :thumbsup:
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: novasod on November 20, 2010, 03:41:55 PM
There will be a future release of course.  :thumbsup:

In December, perhaps? (Saw your current signature.)

Post Merge: November 20, 2010, 04:11:11 PM
And now...THANOS!

-You can tell he's made by Kong, when Thanos chains automatically into his crouching normals by trying to selfchain his standing normals.
-Can chain C.MK into C.LP, or, when after opponent is downed, into C.LK at least nine times in a row.
-If his opponent winds up in a corner after Thanos uses his throw, Thanos can get in additional hits.
-After launcher; Can chain MK 4 times.
-Can selfchain Titan Crush (QCF+P,) up two times; three if you keep spamming the command while the foe is in the corner.
-Light Boulder (QCB, LP) can be chained up to three times if spammed at close range, whilst Medium Boulder can be similar used up to 4 times. This is because you can spam the command, and keep resetting the move before it can actually finish once. Fix that problem, and this problem will be solved. ;)

Post Merge: November 20, 2010, 05:18:25 PM
Next up, Shuma Gorath.

-Upon pressing the Taunt button, he does do a taunt, but instead, a 'MYSTIC STARE!'. That needs to be fixed.
-His dash doesn't have the proper graphical effects, only goes a short distance, and you can't attack during it. At all.
-Is made by Sludge; as such, his standing, crouching, and air (after launcher) Light attacks all automatically chain into their respective medium followups when you try to selfchain those Light atacks.
-His super-jump is MESSED UP. Aside from not having the proper graphical effect...I don't know how to describe this. On two separate occasions, I did a superjump, and fiddled around with the directional corrections; a weird 'clicking' noise popped up, and Shuma Gorath floated downward, off of the screen. I have no idea why this occurred or how to trigger it, and I haven't been able to do it since no matter what I do or how hard I try. I suppose it'll just be something to watch out for unless I can pinpoint the cause.
-C.MK can be followed up with either another C.MK, or a C.LK.
-C.HK can self-chain, for a total of two hits.
-S.MP can only chain into S.MK. Even if you try to just do a C.MK, it'll do S.MK instead. And no, it won't chain into anything else, not even a special or super, which really needs to be fixed, as he doesn't have any other real means to combo into specials and supers.
-His comboing in general is rather stiff and limited, jump--ground attacks combos included (but not limited to just that,).
-The damage of at least his normals is mixed around; Heavy is lowest, Light is medium, and Medium is highest. It goes without saying that this needs to rectified.
-His Light and Medium 'Spike Ball' specials can keep on connecting with the opponent again, and again, and again, with the only hope of escape being until the opponent is just too high for the attack to hit, and by then, a lot of damage will have been inflicted upon the foe.
-Separation Attack does too little damage, while Clone Call does too much.

Shuma has quite a few problems, and while he isn't as bad as Sabretooth, you might be better off just trying to find a different, better Shuma Gorath.

Post Merge: November 20, 2010, 05:39:54 PM
And now we have the son of Mephisto himself...Blackheart.

-Made by Kong: Has same airthrow problems.
-When the foe is downed, Blackheart can followup with either C.LK or C.MK.

I think that after Blackheart, there's only 2 or 3 characters left, so I might as well do them at some point and finish my whole testing report for this current Beta up.

Post Merge: November 20, 2010, 08:57:33 PM
Next up, The Sentry.

-Has the ol' "LP Whilst Moving Forward Infinite' bug.
-If the opponent's in a corner, and Sentry is close the the opponent, after a S.HP, Sentry can get in additional hits.
-After Launcher: His HP can't connect properly. It needs to have less startup time, at least after a launcher.
-His Sonic Boom ripoff does too much damage for a special, and needs to be toned down in damage. Additionally, it's too big a non-super projectile; it's too big to jump over, and you can't duck under it. It's hitbox needs to be reduced. To best test it, see if Ryu can jump over upon downsizing it.
-His Flash Punch (D,U+P) can only be done in the air. Fortunately, charge time on the ground counts towards the air version, so you can do it soon after you jump.

Acey, I have to say, out of all your characters, this one, despite it's bugs, probably has the best 'feel'. It's still not on Vyn's level, but but I think that you are getting better, and that The Sentry is proof of that. Nicely done, and keep on going. :thumbsup:

Post Merge: November 20, 2010, 09:31:41 PM
And finally, what I think is the last character of this current build yet to be tested by myself, that ol' grizzled trigger-happy viglante that I'm sure many know and love, The Punisher! [-X

-Captain Marvel Syndrome; can't use S.LK during his dash.
-His regular jump is rather high...This might just be personal preference, but it might be more effective if the jump wasn't so high; even Ryu can't jump that high, and he's certainly more agile then then a 30+ year old vet with a uzi and who-knows-what-else.
-Has the ol 'LP Whilst Moving Forward LP Infinite' bug.
-The damage of his specials--except for the mine, can be kind of high, and should probably toned down in their damage count.
-His auto-rifle, machine gun, and knife throw specials can all be used as infinites, though the knife throw infinite reacquires the most timing.
-After his Rush Combo special, (QFC+K) he can get in additional hits.
-All of his Supers except for (surprisingly,) the Symbiote Super, do too much damage.

And unless there's someone or something I've forgotten, that's it for for this beta; I am 99% sure that I have covered every single character available in this current build...which just leaves me with the next build. (Any general plans for release Acey?) Until that gets released though, I'm done testing; I hope that this has all proved useful, and that this will be used to improve MvC: EoH. ;)

Post Merge: November 20, 2010, 09:57:10 PM
One last little thing I noticed when messing around, having Green Goblin against Spidey; When Green Goblin uses his 'Get 'im Boys!' Super on Spider-man, Aunt May's attacks don't connect with Spidey, leaving Spiderman dizzied after the Super ends, and he's stay dizzied. This needs to be fixed, and for all I know, it may apply to other characters too.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: pokechao on November 21, 2010, 03:43:35 PM
so far the only 2 bugs i found were that Evil Ryu Creates a duplicate of himself when guard pushing and sometimes crashman is stuck in his running statedef
Title: In regards to 6.1 Charlie and Final Bosses
Post by: Gone2Far on December 10, 2010, 08:05:12 PM
I've been noticing that when I play against Charlie in story mode (and perhaps other modes?), he has the tendency to fly off screen. Usually this happens right after you low kick him on the ground; you would either see his hurt sprite fly off the screen, or he would completely disappear off the screen, leaving his shadow to float around. Special mention was that it happens when I'm using Violent Ken, Ryu, or Ken. Also, I don't know about what you guys think, Charlie's AI is crazy good. I can beat him, but I mean he's noticeably much more likely put you into permastun combos. However, it does prove to be a challenge and much fun.

Another issue I've come across was that when I fight the last bosses, there's a point where they would be purely invisible with just a shadow on the ground. Any type of damage you would cause would be an instant kill. Then right after, you would face the same boss, but for real this time.

And the last issue that I could find was that when I was playing as Deadpool on survival, the game crashes after the 7th round. I've only played this mode once, so this may be just a coincidence.

Sorry if this is the wrong section to post these findings, so I'm asking if the moderators could put this into the right section if it does turn out to be in the wrong section. Keep up the great work with the game, everything is turning out great!
 
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: emhel06 on February 07, 2011, 06:46:05 AM
theres a bug that galactus (boss) cant kill cause he show only his arms and i cant attack his body, head or somthing. help plss thanks

BTW THIS GAME IS COOLER THAN EVER!
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: Alien_Symbiote on May 06, 2011, 01:56:11 PM
theres a bug that galactus (boss) cant kill cause he show only his arms and i cant attack his body, head or somthing. help plss thanks

same here.
sometimes he only show his arms, sometimes with his body, but unfortunately never with his head :-??

another notes, i saw firebrand attack before announcer said "engage"  >o:-(

also...seems like some character has smarter AI than the other, exp : ryu, blanka, megaman, etc...maybe just my feeling thought.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: Hashpie on May 22, 2011, 04:10:44 PM
I found a bug with Haggar when he does his spinning piledriver. Instead of holding on to me when he went up into the air, he tossed me so high that I went off the screen and couldn't come down. Also, is he supposed to make you dizzy whenever he punches you once (he also couldn't attack me while I was dizzy)? Both of these things happened while playing with Ryu btw.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: prnzokoshiro on July 02, 2011, 03:10:09 PM
I only have one request... please cut Hydron/Nool's QCB+KK hyper damage in half.  It's like a final atomic buster that gets you anywhere on the screen except maybe up super-close, unless you superjump in anticipation before it's even activated, and does waaaay too much damage.  If this has already been fixed, sorry I didn't see it and thank you!

edit:  also, if nobody mentioned, Oro's hyper QCF MP+HP crashes the game, if it catches them while they're off the ground (which it probably shouldn't, anyway)

edit2: I know this is not a bug, but I don't see anywhere else to put it that isn't locked:  can you loosen the time on his DP move with quarterstaff swipes, increase the time to 30 in the batch file ?  That would be awesome, also please tighten the D,D, punch or kick moves that Rockman and Silver Samurai have, to about 12?  And give Rhino and Pyron another super, if you could... you can even steal my edits when I release them or the ideas, I'd be flattered!  Thanks guys, your annual releases are definitely something to look forward to.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: junkerde on August 21, 2011, 09:06:14 PM
just one small request, please dont molebox the game, theyre maybe just one character with a bug and youll have to redownload a gig worth of stuff again. i tried the latest one, so many bugs plus its on the old winmugen, random freezes. its not worth my time downloading another gig just for a small update. or atleast create a patch that will update certain parts to the game like xdelta patch or something.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: jwilliams08 on November 06, 2012, 12:06:08 PM
Servbot: By Kong has same air throw glitch.  *Iceman ThumbsDown!*

Shochoku Rush needs more Servbots, yes this means unique Servbot states for this move.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: matias66 on November 27, 2012, 09:29:49 PM
I can't download the game, it just keeps loading but i don't receive nothing.
Wanted to know if the link's broken or if you are updating the game. I want to play this one so bad, for the screenshots it seems so cool, great work :D
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: Acey on November 28, 2012, 11:40:37 AM
I just checked the link on the main site (links to the wiki for the download), it works.
Title: Re: SMvC: EoH Version 6.1 Bug Thread
Post by: magnetorn on August 12, 2013, 09:51:56 PM
When Cyclops constantly suffers attacks that causes fast multiple hits (like Omega Red's air HP or the Magnetic Tempest) he gets stuck and squirming (I haven't tested other characters yet because I have little time to play).
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