Infinity MUGEN Team

IMT Projects => Mega Man: Robot Master Mayhem => Topic started by: laspacho on January 30, 2020, 12:08:01 AM

Title: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: laspacho on January 30, 2020, 12:08:01 AM
Bug Report thread:

Please report any bugs found.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on January 30, 2020, 01:17:16 AM
Guts Man's QCF+KK (in the air) has him stand in the air after use.
Oh yeah for some reason, you have to connect a normal then cancel it into the super in order for it to work. Using JUST the ariel super with no cancels doesn't seem to work. I should mention that too lol.

Edit: Also same feedback goes for his QCF+PP.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: laspacho on January 30, 2020, 01:33:42 AM
Whelp I guess if you can fix it up I'll re upload the game in the morning.  lol
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Jelux Da Casual on January 30, 2020, 09:54:11 AM
Wood Man and Toad Man don't seem to be behaving with the AI scaling. Was watching my friends stream and Wood Man was going ham on easy.
Fixed
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on January 30, 2020, 09:55:58 AM
Wood Man and Toad Man don't seem to be behaving with the AI scaling. Was watching my friends stream and Wood Man was going ham on easy.
Its not a bug per se, they Ai haven't been changed yet.
I tried to watch the stream but I was too late :(
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on January 30, 2020, 10:08:14 AM
- Axl misses the hit low sprites (his hit low animation uses the high hit sprites) @Rage (read the missing move from the manual bellow)

from Discord (Raghby):
- Axl's Ray gun projectile is invisible.
- Black arrow should probably have the tracking kick in a bit after it's fired instead of the moment it's fired as in it's current state if the opponent jumps behind Axl as he's firing it'll instantly come out the barrel of the gun backwards just to hit them.
- The move list doesn't mention his ability to turn invisible with DP+K.

- The rocks and servbot in Quint's Stay True super seem to have hitboxes but don't actually hit anything.
- Also the opponent goes invincible in the middle of trying to combo them with the super possibly due to it OTG-ing to combo with it I guess.
(https://media.discordapp.net/attachments/319049781798240256/672324845593165824/mugen007.png?width=569&height=427)

- I find it odd that HK Quint buster can be charged but only has an uncharged and lvl2 charge variant.
- Also his HK Quint Buster at full charge shouldn't damage him I feel.

He can't float down low enough during his Quint Adaptor super to hit some characters with it's laser while they're just standing there.
(https://media.discordapp.net/attachments/319049781798240256/672325489997774858/mugen008.png?width=569&height=427)
(Its kinda intentional. The laser is meant to hit jumping enemies. Use the drill to hit ground enemies.)

- Axl's Axl rush super can be blocked after the first hit connects.
- The sound-effects for Proto-man's big bang strike only trigger after he's done firing the beam.
- If Breakman Sonata whiffs he just keeps flying in one direction like this for awhile.
(https://media.discordapp.net/attachments/319049781798240256/672327016384561153/mugen011.png?width=569&height=427)

- Megaman's Super adaptor(Called Jet adaptor in the movelist for some reason) super shouldn't make the lifebars disappear as both players are still in control during it. Also I don't think I get the point of it.
- He's completely invincible during the Hyper Megaman super.

- From how the animation's look Enkers J.HK should be the one that knocks down while the J.HP should be the one that doesn't.
- Hitting roll out of her lovely attack super doesn't make her stop flashing purple like she does during it.
It does go away eventually however

(https://media.discordapp.net/attachments/319049781798240256/672331872243679232/mugen014.png?width=569&height=427)

I hit Quint's copy vision copy as it was about to disappear and now it's just standing there and he's unable to use the move again.
(https://media.discordapp.net/attachments/319049781798240256/672335015866007556/mugen017.png?width=569&height=427)
Did this with Protoman and hit the copy while it was like this with his Big Bang Strike and the game pretty much broke.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on January 30, 2020, 12:41:05 PM
=========== | POST RELEASE UPDATE LOG / BUG FIXES | ============

2020.01.30 ----------------------

GUTS MAN
- Fixed Air hyper cancels
- Fixed Death From Above land hit time

AXL
- Fixed invisible projectile
- Fixed Black Arrow behaviour
- Fixed Axl Rush hyper

QUINT
- Fixed rocks in Stay True hyper
- Fixed lifeadd in Quint Buster full charge
- Fixed Copy Vision helper

PROTO MAN
- Fixed Big Bang sound
- Fixed Break Sonata

MEGA MAN
- Fixed Super Adaptor lifebar
- Fixed Hyper Mega Man invincibility

ENKER
- Toned down the AI a bit

ROLL
- Fixed Cute Bomb hyper palfx

(I've fixed only what was a bug and not a feedback. We will be thinking about the other feedback for a future update)
Thanks everyone
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: laspacho on January 30, 2020, 12:55:48 PM
I have uploaded the newest rev of Rmm.  Same download link as before.  :)
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on January 30, 2020, 04:18:20 PM
Some issues I've found

TOAD MAN
- Infinity with CHP (thanks Gate)
- Missing guard sound in some moves
- Wrong guardpspark in some crouched attacks
- SHK has a too fast recovery time and weird clsn
- Stomping misses the special dust fx
- Weak stomping comes down too fast


BASS
- Infinity loop if you use Bass Buster on air and keep pressing K
- Bass Barrie has shadow


I've already fixed those bugs, now lets wait for Laspacho to upload it.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: laspacho on January 30, 2020, 04:22:24 PM
I'll upload it right now.  I'll update the thread when it's complete.  :)
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on January 30, 2020, 04:23:49 PM
Thanks. Since there was some Infinity (pun), I think it is better to update right now
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: laspacho on January 30, 2020, 05:20:06 PM
I have uploaded the newest rev of Rmm.  Same download link as before.  :)
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: laspacho on January 30, 2020, 06:02:58 PM
Burst man can move around before the round begins.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on January 30, 2020, 06:38:09 PM
Come see me live streaming the game
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on January 30, 2020, 08:43:48 PM
@laspacho  we will need to update the game AGAIN.
While I was streaming, I've found that the game isn't showing the sub-bosses - only Quint and Wily.
I've fixed it, just need to upload
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: laspacho on January 30, 2020, 09:15:29 PM
I'll re upload now.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on January 30, 2020, 09:17:06 PM
No, wait. I need to fix Shadow man too.
but I am watching a live right now :)
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: laspacho on January 30, 2020, 09:24:17 PM
Ok I'll come back in a bit after I see you updated him.  :)
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on January 30, 2020, 10:52:02 PM
@laspacho all set, you can upload it again :)

Build 3.0.3 - 2020-01-31
BOSSES
- Now you will fight the sub bosses, not only Quint and Wily
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: laspacho on January 30, 2020, 11:24:26 PM
I have uploaded the newest rev of Rmm.  Same download link as before.  :)
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Tyrannosuarex on January 31, 2020, 11:23:54 AM
iceman dodges in every action  :thumbsup:
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on January 31, 2020, 11:32:20 AM
- Enker can do his QCB + PP Super in the air if he uses some basic normals first, letting him stay in the air until he jumps

- snakeman's QCF + KK Should stop inmediatedly after he gets hit since he can potentially be out of his custom state and start hitting the opponent right away

I will take a look at this in this weekend.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Jelux Da Casual on January 31, 2020, 05:17:53 PM
Spot dodging is borked from I guess changing it to be active on double heavys only instead of double pairs.

Roll, Bass, Cut Man, Metal Man, Fire Man, Wood Man, Shadow Man, Pharaoh Man & Axl can't spot/slide dodge anymore

All of Ice Man's attack are now spot dodges

Burst Man can spot dodge only; slide dodging on weaks and Heavys activate his Water Tackle instead

& Metal Man's push block is on PP instead of what I would assume is supposed to be HP/HK.

Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on January 31, 2020, 05:24:47 PM
Quote
All of Ice Man's attack are now spot dodges
I've received a complain about this but its all ok to me, I can't reproduce it

some more:

- Snakeman's timer On his boost hyper is bugged in P2 side, not to mention he can stay in boosted state in round two if he finish the first round with said hyper unless

- lastly megaman still uses his japanense voice in one of his taunts and several characters lack proper winquotes
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: laspacho on January 31, 2020, 05:28:49 PM
Weird.  I have my downloaded version from the site that does this with iceman.  I just tried in the dropbox version and it's fine.  I'm re uploading the game now.  30 Minutes.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on January 31, 2020, 05:47:25 PM
Hum, maybe it's was a corrupted file?
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: laspacho on January 31, 2020, 06:04:49 PM
Probably something corrupted would be mu guess too?

I just re uploaded the game.  Everything is working fine now.

I used a better compression so the file size is smaller this time.  :)
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: laspacho on January 31, 2020, 06:20:28 PM
Uploaded and working.  I re downloaded it this time and tested.  :)
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on February 02, 2020, 03:57:41 PM
- crashman can use his power set in mid air (the ones who aren't intented for that) kinda like enker with his QCB + PP Hyper

- Proto man Hyper 1 crash the game (?) if executed in Co-op
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Tyrannosuarex on February 02, 2020, 08:50:51 PM
Played Crashman today.

Crashman Ground upper  :6 :2 :6 :k :k Super spends all your bars, you can do it with 1 bar or 2 or 3, whatever spend all you have and inflict the same damage.

Spread Drill  ( :2 :2 H  :k ) spam is on purpose? seems OP

Drill upper  :6 :2 :6 :p can be done after a launcher, also in air during a combo(after launcher), after doing the uppercut in that circunstances, you can perform any power set in air, letting crashman walk in the air.

Fixed
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on February 03, 2020, 12:04:36 AM
Thanks buddy. I will take a look at this
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on February 03, 2020, 01:03:29 PM
=========== | POST RELEASE UPDATE LOG / BUG FIXES | ============
All major bugs fixed

2020.02.03 ----------------------
BUILD 3.0.4

ENKER
- Fixed Hyper Geiser

BURST MAN
- Fixed moving at intro

SNAKE MAN
- Fixed QCF + KK hyper
- Fixed Nimble hyper (counter and effect)

MEGA MAN
- Fixed japanese voices

CRASH MAN
- Fixed air powerset
- Fixed Grand Upper
- Fixed Power set Drill

TOAD MAN
- Toned down AI
- Scalable AI

FIXED DODGES

FILE SIZE OPTIZATION

@laspacho we are good to go
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: laspacho on February 03, 2020, 04:38:01 PM
Zipping and uploading Rmm now.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Jelux Da Casual on February 03, 2020, 04:56:49 PM
v3.0.4 still using old title screen track from Rockman 25th Anniversary Rock Arrange
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: laspacho on February 03, 2020, 04:59:36 PM
v3.0.4 still using old title screen track from Rockman 25th Anniversary Rock Arrange

I'm still uploading the new version.  ;)
The prior version is still there at the moment.  It will be about 20 minutes until the upload finishes.  I'll come back here and update my post when the upload completes.  :)
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Jelux Da Casual on February 03, 2020, 05:02:57 PM
I'm still uploading the new version.  ;)
The prior version is still there at the moment.  It will be about 20 minutes until the upload finishes.  I'll come back here and update my post when the upload completes.  :)

Crap, I totes forgot to mention. Skullman's default palette is set to 8 instead of 1, which is why he always loads up green in arcade.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: laspacho on February 03, 2020, 05:16:18 PM
Crap, I totes forgot to mention. Skullman's default palette is set to 8 instead of 1, which is why he always loads up green in arcade.

I fixed it and restarted the upload.   ^^(PM)^
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: laspacho on February 03, 2020, 06:05:18 PM
The upload of the new Bug Fix Release of Rmm has completed.  Same link as before.   :thumbsup:
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: RockmanMario on February 03, 2020, 06:10:10 PM
Bug Report thread:

Please report any bugs found.
I downloaded the game but when I try to extract the files from the rar. file it gives me an error and if I try to launch the game from the rar file it tells me that the app cannot be executed. can somebody help me? (P.D: I am using Windows 7)
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: RockmanMario on February 03, 2020, 06:43:51 PM
Bug Report thread:

Please report any bugs found.
Well, what happens is that I downloaded the game from Game Jolt so I recently downloaded the game from this page, but now I am not even able to see whats inside the.rar file because my pc tells me that the file is corrupted or it has a damaged file. Again, my pc is a Windows 7, does that affect me?.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: laspacho on February 03, 2020, 07:18:14 PM
I downloaded the game but when I try to extract the files from the rar. file it gives me an error and if I try to launch the game from the rar file it tells me that the app cannot be executed. can somebody help me? (P.D: I am using Windows 7)
Well, what happens is that I downloaded the game from Game Jolt so I recently downloaded the game from this page, but now I am not even able to see whats inside the.rar file because my pc tells me that the file is corrupted or it has a damaged file. Again, my pc is a Windows 7, does that affect me?.

@RockmanMario  Do you have the most recent version of Winrar?

https://www.rarlab.com/rar/winrar-x64-580.exe
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Rage on February 04, 2020, 12:31:52 PM
Ice north pole hyper doesn't always behave correctly. Sometimes it scales with the opponent so when they jump it moves up. It shouldn't move, it's supposed to prevent the opponent from jumping.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: laspacho on February 04, 2020, 06:27:28 PM
Rmm 3.0.5 is now uploaded.  Please download from the same link.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Tyrannosuarex on February 04, 2020, 07:24:31 PM
Played other characters today, i find some issues.

Topman:

-Same as Crashman, after a launcher you can execute Trap Top  ( :2 :4 :p ) on Air combo, lettin him walk in air.
-Ultra Spin (  :2 :4 :k :k ) fails a lot when doing it in a combo, throw the enemy to the side and leave you exposed.
-his sprites looks misaligned on ground.


Bass:

-Sprites misaligned on ground.
-Too much damage on fireballs (compared to others robots, maybe intentional)


Iceman:

-Infinite on Jump HK or HP + Ice Clone
.

Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on February 04, 2020, 07:25:26 PM
Thanks, I will take a look at this.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Rage on February 05, 2020, 02:10:31 AM
When Quint dies and Saku Gane explodes too there are no little circles coming from him.

Ice Man. His HK is rendered useless and leaves him open. The opponent can block in between each hit making it unsafe and extremely punishable. Try freezing the cpu and hiting it with the HK.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Mistah Jorge on February 05, 2020, 08:42:09 AM
Something to add to that, i'd change the number of hits his HK should do up to 2 hits, 4 or 5 hits on HK alone is seriously too much
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on February 05, 2020, 08:51:33 AM
Something to add to that, i'd change the number of hits his HK should do up to 2 hits, 4 or 5 hits on HK alone is seriously too much
To be honest, I never liked that multi hit HK to begin with. Probably I will change this to a single hit.

Some points I got from my last stream:

- Fire Man needs an aerial projectile, or its almost impossible to defeat Metonger Z. Probably I will add an aerial hyper too

- Cut Man lacks many hitsparks/hitsounds.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Mistah Jorge on February 05, 2020, 08:58:53 AM
Wait, think about it, is there anyone else that has a multi-hit launcher?
It's unique, it'll probably be a good thing if just fixed.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on February 05, 2020, 09:06:24 AM
It was on my plans for changing since long time ago but I forgot. It leaves him too open and is not that useful.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Mistah Jorge on February 05, 2020, 09:14:45 AM
Btw, something weird i found on toad man, the special move where he does his jump attack thinghy sometimes when he lands he rolls instead of doing his ground pound, i still didn't find what causes this, but this happens indeed from time to time
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on February 05, 2020, 12:33:13 PM
@Tyrannosuarex
Thanks for the report. I've fixed everything you said, minus Bass. I double checked and he is neither misaligned (Top Man was) neither does too much damage. Special moves should do something close to 90-120 of damage, and his strong tripple buster does that, but is slow.

I will wait for more reports before approving the next upload.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Tyrannosuarex on February 05, 2020, 12:41:15 PM
To be honest, I never liked that multi hit HK to begin with. Probably I will change this to a single hit.

Some points I got from my last stream:

- Fire Man needs an aerial projectile, or its almost impossible to defeat Metonger Z. Probably I will add an aerial hyper too

- Cut Man lacks many hitsparks/hitsounds.

Funny cause he is the most powerful shotter for me at the moment, his specials do so much damage.. even more than Bass..

I treated and defeated Mattonger Z easily with fireman , just spam the fire charge thing  :2 :4 :k for 1st form, for second form,  jump and combo LK MK HK +  :2 :4 :k

Big Metool just use  :2 :2 M  :k power set and do it in his face.
Willy same tech vs Mattonger Z

also i played as Enker, I didn't find bugs, pretty agile and fast character, but lacks damage, i can´t defeat hyper storm.. he is unbeateable in some patters, win some rounds counter attacking with :4 HK and jump HP. Definitely need improvement, he is the first character I can't end the Arcade with.


Looks like everyone needs at least one powerful attack to defeat the bosses, maybe Bass doesn't need the nerf on his  :2 :4 :p
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Mistah Jorge on February 05, 2020, 01:08:12 PM
Pro tip, try using  :2 :6 :p instead, deals more damage (fire man)
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Rage on February 05, 2020, 02:14:22 PM



also i played as Enker, I didn't find bugs, pretty agile and fast character, but lacks damage, i can´t defeat hyper storm.. he is unbeateable in some patters, win some rounds counter attacking with :4 HK and jump HP. Definitely need improvement, he is the first character I can't end the Arcade with.




hyper storm -  spam the Drop Spike. even when he is sucking use it. When you land while sucking, u will have time to block if you holding back. Spam Drop Spike with hyper attacks. Some times while he's blowing you can still hit him with the far Drop Spike. Also enkers Drop Spike bests his Jump off screen jump. All you have to do is use Drop Spike a little bit after he jumps.

Now, Yellow devil, I cant beat with enker. I just quit the game if he comes up and start all over.  :D  :'(

a damage boost couldn't hurt tho lol
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Rage on February 05, 2020, 02:39:00 PM
Iced man's HK is good multi hit be cause it helps build meter. It's actually very good.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Tyrannosuarex on February 05, 2020, 04:37:19 PM
hyper storm -  spam the Drop Spike. even when he is sucking use it. When you land while sucking, u will have time to block if you holding back. Spam Drop Spike with hyper attacks. Some times while he's blowing you can still hit him with the far Drop Spike. Also enkers Drop Spike bests his Jump off screen jump. All you have to do is use Drop Spike a little bit after he jumps.

Now, Yellow devil, I cant beat with enker. I just quit the game if he comes up and start all over.  :D  :'(

nice trick, i beat all bosses(included yellow devil) using that and the  :2 :6 :k move , so enker is viable  :D

But now i can´t beat Hyper Storm/Yellow devil with Heatman  ~X(

following the rules another bugs:

*Shadowman locked me in a infinite when he performs that wall jump hyper, the hyper never ends, just happened one time.

I don't know what caused it, I just remember that he did it to me in height, he even took me off the screen and had me there until I closed the game (before he defeats me), but he loves that Hyper, he always does it to me so it was a very rare Bug.

Heatman marks on his legs disappear when he punches.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Jelux Da Casual on February 05, 2020, 05:03:45 PM
hit Yellow Devil with Enker's Mirror Shield:

"Error message: State machine stuck in loop (stopped after 2500 loops): 5000 for Yellow Devil RMM
Check your states for infinite ChangeState loops."

My first full crash.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on February 05, 2020, 05:11:47 PM
@Jelux Da Casual can you give me more info? Which move YD was making?
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Jelux Da Casual on February 05, 2020, 05:23:58 PM
@Jelux Da Casual can you give me more info? Which move YD was making?

oh, I was standing under him and made contact with the eye directly.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on February 05, 2020, 05:33:43 PM
Its kind hard to reproduce, and even harder to fix.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Jelux Da Casual on February 05, 2020, 05:53:35 PM
Its kind hard to reproduce, and even harder to fix.

Was standing underneath him after he was done doing the morph balls. Clean opportunity to do it there.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: laspacho on February 06, 2020, 01:47:16 PM
Psykai, the voice actor of Air Man, made a full arcade run with... Air Man :)

In the Psykai Airman video I saw a bug in the Metalman and Airman fight.  At 15:23
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on February 06, 2020, 02:18:19 PM
got it
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Jelux Da Casual on February 06, 2020, 03:26:56 PM
In the Psykai Airman video I saw a bug in the Metalman and Airman fight.  At 15:23

I see it. He went to use an aerial Air Shooter, but was interrupted by Metal Man's hitbox.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on February 06, 2020, 04:00:25 PM
Hum, I think I will make a live bug fix at my channel :)
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on February 06, 2020, 04:30:24 PM
Come and see me online fixing the bugs :)

 Jelux: video embedded.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: laspacho on February 06, 2020, 04:34:28 PM
Come and see me online fixing the bugs :)

Sure.  :)

Elecman does not have a graphic for the continue screen.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Rage on February 06, 2020, 11:34:24 PM
Tengue man needs to be the same one from RMM is shadows mans lvl3
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on February 06, 2020, 11:35:01 PM
Tengue man needs to be the same one from RMM is shadows mans lvl3
I am aware of this but I have no plans to change it, sorry.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Jelux Da Casual on February 14, 2020, 09:44:36 AM
Tengu Man's QCF+PP hyper can be triggered by pressing PPP.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Rage on February 16, 2020, 06:18:23 PM
crash man seems to be broken in the same way as Ice Man  :-?? someone else wanna check him out in the DB to confim.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on February 16, 2020, 07:01:46 PM
Tengu Man's QCF+PP hyper can be triggered by pressing PPP.
I can't recreate this bug.

crash man seems to be broken in the same way as Ice Man  :-?? someone else wanna check him out in the DB to confim.
I haven't saw this bug, but I remember his blue palette was giving an error and I've disabled it. But someone had enabled it again.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Rage on February 16, 2020, 10:22:18 PM
Really, \-/o  my DB is up to date....what is going on, because he's still bugged when I access the DB....so really annoying I hate making videos....I'll post a video tomorrow
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: laspacho on February 16, 2020, 11:43:27 PM
I just tried Crashman myself.  Yea something is up with him.  It seems like I can't use any specials or hypers for some reason.
(The Dropbox un released version of Crashman.)
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Mistah Jorge on February 17, 2020, 05:08:13 AM
Wait, i've just spotted this: megaman's win pose where he changes color i thought i made it change colors once but he keeps changing, did i screw up?
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on February 17, 2020, 05:10:34 AM
No I changed it back. I wanted him to keep changing colors
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Mistah Jorge on February 17, 2020, 05:21:05 AM
Oh, nothing problems here then.
Here's another one, i intend to fix this one myself, his lazer in hyper mega man looks "disaligned" but i think it needs bindtoparent or whatever it's called.
(https://i.ibb.co/dQr0hyw/Screenshot-2020-02-17-10-12-02.png)
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Rage on February 23, 2020, 09:53:53 PM
Sorry havent had time to make the video crash but laspo confirmed it.

Also Axl dogde/ slide commands are wrong. there PP instead of PK
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Rage on February 27, 2020, 10:50:17 AM
Tengue Needs his Fire from his flying separated from his character sprites to fix pallet issues.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on February 27, 2020, 10:52:37 AM
Tengue Needs his Fire from his flying separated from his character sprites to fix pallet issues.

It's not a bug per se, but requires a lot of work to fix it and I ain't willing to do it for now - or at all, because it's too much time consuming, so it will stay at is, sorry
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Rage on March 14, 2020, 01:25:37 PM
I got questions that where asked of me.
Quote
Do level 3's work on bosses, Hyper Storm H, Metonger Z, and such?
I only checked Quints and it doesn't, haven't checked others. I think Quints is a custom state so that's why. I haven't given the player an answer the question.

Quote
Damage scaling player vs AI. Seems some characters have to work harder to get a kill. Characters with really hard AI do less damage.
To this I replied, " but that's good right, you don't want to die in an instant when facing a CPU on hard?"

there retort:
Quote
But in the player's hand the character is worthless, they can't dish out any damage.

I've yet to reply

Quote
Some of the game's super attacks are made weaker due to damage scaling. An example would be a four-hit combo such as light punch, light kick, medium punch, and medium kick into Enker's rush down hyper. Sorry, I don't know attack names. That hyper is stronger by its self than in a small combo.

I've yet to reply
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on March 16, 2020, 03:18:22 PM
Quote
Do level 3's work on bosses, Hyper Storm H, Metonger Z, and such?
No and they aren't intended to work against bosses.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Mistah Jorge on April 28, 2020, 03:01:45 PM
I guess i'm going to dig this out of it's grave then...

Enker feedback:
- Enker (A.I. only) can combo "Rising spike" ( :6 :2 :6 :p) into another "Rising spike"; - not only that it can keep looping itself a lot if Enker's A.I. has good RNG (or in other words, if Enker's opponent is very unlucky)
- Player controled Enker can't combo any air normal into "Rising spike", only the A.I. can do it. - it's a bit of a bummer, but the point above is much more important

I'm trying to come back to this project, but i'm having issues finding will to do it, so excuse me for my absence
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Condukta on May 12, 2020, 02:08:51 PM
In Watch Mode, Axel any others do not attack
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on November 15, 2020, 06:59:20 PM
Today I've received a feedback about the game in portuguese, so I will use a translator to translate it to english:

Okay, I will send here a feedback of what I found interesting to report, sometimes they are small things, so I will post the most "unimportant" things first:

"Minor" notes
-In one of the winquotes Quint says "Sakugane" instead of "Sakugarne"
-In one of Shadow Man's winquotes, he says "don't hesitant" instead of "don't hesitate".

-It may be my impression, but in one of Bass's "victory poses", he seems to float slightly (I'm not talking about the one where he is surrounded by a purple aura), I don't know if it was intentional or not.
-The Ice Man doesn't have that Super Jump effect underneath him (those green lines that appear below the character when he does the Super Jump).
-Maybe I shouldn't question a small detail like that, and that must have been your design choice, but I missed the narrator a little bit saying "Perfect" when you beat Perfect.

"Average" notes:
-Wily's "Master of Robots" command is reversed in the manual.
-The roll bouquet of flowers, using the strong punch, is inconsistent, it seems that in some rounds it works, but in others it doesn't, and not if it was on purpose, but there doesn't seem to be an aerial version of it.
-If Roll uses the Mega Buster in the air, it speaks Japanese instead of English
-In the "Continue?" from Mega Man, he has a smiling face, instead of a "disappointed" one

"Bigger" notes:
-The Top Man can use his Power Set skills in the air if he starts an aerial combo, if he uses the "Spring Coil", he ends up being "stuck in the air" (as if he were floating) until he jumps.
-In the same way that you can use the Spring Coil in the air, Proto Man can use his Hyper "Proto Man Sonata" in the air, it doesn't always happen, but I already used it, and the enemy was stuck in a frame without hitbox, that is, the battle basically ended there.

Balancing:
-In general I see a problem in two sub-bosses: Hyper Storm H and Metool Daddy, both spawnam Metools, that in this game I consider them a bit boring, they can only be blocked if you use Low Guard, being both Metool Daddy and the MSM can use blows that need High Guard (ex: that "Gamma Wave" from the MSM) right after summoning the Mets, which basically means that you will have to take all the damage; sometimes 4 Mets come towards you, depending on the distance between them, if you take damage from one, you will fall, rise, take damage from the other, fall, rise, take damage from the other, until the Mets are over (maybe this problem is because of my incompetence, since I have the habit of rolling when I get up in that game). Destroying the Mets sometimes sucks, like Needle Man, it felt like you either attacked too early and missed the Met or that you attacked too late and will take damage. The HSH, for me, is the worst Sub-Boss in the game, when I played Quint, I think I needed half an hour or more to defeat him, because his Buster is weak compared to other Busters in the game, hence to generate more damage, it would be necessary to use Sakugarne and Servbot with every break that the MSM takes to inhale or exhale, which leaves you exposed for when he jumps. Both MSM and Metool Daddy have the movement to jump high and land on the ground, which in my opinion is a little overwhelming, even if you avoid the boss, if you are a little close to him, you will still take damage from the Wave of Impact, and I don't know if there is a way to predict where they will fall. I know that MSM has a double life bar in his game, but I think he should be nerfed, or at least he should do less damage, despite being a thug. Quint in particular has a problem dealing with these two Sub-Bosses, I can't say for the other two.


I know that messing with something that has already been done can be a bit boring, but would it be possible to replace the sprites of some characters if your team found them good enough?

(https://i.imgur.com/hY30yPC.png)

I tried to redo this Fire Man sprite, changing the palette and modifying the image itself, if I know myself well, I know that I am good at procrastinating, but I would like to know if you would accept some new sprites, even if I am not part of the group of development.

-----
Some points I was already, some not. Some I agree, some not.

About the Mets issue, I was planning to change the guard to not be low, because I really want to keep the guard against the stomp moves to be high. But won't it be weird to have something attacking your legs and you guarding high?

About Fire Man's sprites, I like that shoulder pad (and he has it on the original), but I don't like the new face too much.

What do you guys think?


Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: laspacho on November 15, 2020, 10:52:15 PM
I just fixed the two winquotes.  Simple enough.
I didn't notice the Iceman effect, that would probably be a quick fix.
Yea in the game manual pdf the Wily command is reversed.
I never noticed the roll bouquet thing, that's up to you to tinker with if you want to O Ilu. 
The Roll Japanese line would probably be quick to replace with a English line.
The Megaman on the Continue screen is fine lol.  He can smile away.  It would be quick to change it to something else though.
The two Topman bugs are a good find and will need to get fixed.
The balancing stuff, it's a boss so it should be hard.  If you want to tinker go right ahead though.

Fireman.  I'll admit the bigger shoulders look nice.  I'm not a big fan of the new head.  I have no plans to revisit Fireman's sprites.  I think my time would be better spent on a new character.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on November 16, 2020, 08:52:23 AM
- Fixed Top Man weapon bug
- I wasn't able to reproduce Proto Man bug (reading the code, it was impossible to happen). But I've moved some triggers around.
- Fixed Ice Man bug
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Mistah Jorge on November 16, 2020, 09:12:52 AM
Yeah, i don't know about the head, but the shoulder pads sure are nice, not gonna lie.
Changing the metool's guard from low would be a godsend, no really it would.
Yo, i've been compiling the known bugs in a text file, shall i add these in?
I think it would be easier if everyone on the team could grab an accessible text file, you agree?
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on November 16, 2020, 09:15:46 AM
@Mistah Jorge you can post it here (i've moved this discussion to the right area), so we can edit the post as we handle the bugs).

- Roll's bugs fixed.
- Ice Man fixed.
- Bass intro changed (it was not a bug per se).
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on November 16, 2020, 09:23:43 AM
Enker feedback:
- Enker (A.I. only) can combo "Rising spike" ( :6 :2 :6 :p) into another "Rising spike"; - not only that it can keep looping itself a lot if Enker's A.I. has good RNG (or in other words, if Enker's opponent is very unlucky)
- Player controled Enker can't combo any air normal into "Rising spike", only the A.I. can do it. - it's a bit of a bummer, but the point above is much more important

1- Fixed.
2- Yes, it can :)
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Mistah Jorge on November 16, 2020, 09:34:27 AM
Oh, i just noticed, thank you.
By the way, i've just found out by accident what causes a bug that annoyed me for quite a while.
There's a bug that makes some characters (i have yet to confirm if this happens to every character) play the animation 5050 even tho it was playing already to begin with.
Anyways this is what causes it:
Code: [Select]
[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim)
value = anim
persistent = 0
I do understand what this piece of code's supposed to do but i think it needs a check, it's in the common state 5050.
I'm looking into fixing this as i'm writing this post but for now replacing "[5050,5059]" with "[5051,5059]" didn't break anything (because 5050 is a standard animation anyways).
I'm trying to make a better but also not bug inducing fix that includes every possible animation a character might have between [5050,5059] tho.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on November 16, 2020, 09:41:33 AM
I just tried Crashman myself.  Yea something is up with him.  It seems like I can't use any specials or hypers for some reason.
(The Dropbox un released version of Crashman.)

Weird enough, some files of this character were deleted - this is why nothing was working.
I've replaced it by the last released version.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Mistah Jorge on November 16, 2020, 09:58:36 AM
All right, i'm posting the text file, i was going to add in what was allready found on the forums, but i'll paste it here instead... these are what i have found while heavy play testing.
I'll leave balance changes out because frankly it's all opinions based and i can't be sure everyone agrees on those.
(click to show/hide)
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on November 16, 2020, 10:00:59 AM
@Mistah Jorge

Thanks! I got a suddenly inspiration to work on Mugen today and I should be fixing all those points (excluding the characters that are with you).
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Mistah Jorge on November 16, 2020, 11:05:21 AM
That all right, just leave something for me :P
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on November 16, 2020, 11:06:29 AM
Maybe I won't be able to fix everything today, so you can take Cut man and Needle Man :)
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Mistah Jorge on November 16, 2020, 11:56:03 AM
There's a bug that makes some characters (i have yet to confirm if this happens to every character) play the animation 5050 even tho it was playing already to begin with.
Anyways this is what causes it:
Blah, blah blah
Anyways, i grabbed the state from the common states on the original mugen 1.0, replacing the occurence of the code above with this fixes the problem...
Code: [Select]
[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, Const720p(4), Const720p(-8))
trigger1 = SelfAnimExist(anim + 10)
value = anim + 10
persistent = 0
I'll be fixing this particular problem on characters that O'Ilusionista isn't dirtying his hands with already.
I'm not sure if the project uses Const720p(#insert number), so after after some testing i found out that it's okay to straight up delete them if you guys want it or not... either way i'm keeping them until someone objects with a reason.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on November 16, 2020, 12:02:21 PM
I think we can get it from WinMugen version if needed.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: laspacho on November 16, 2020, 08:07:11 PM
 :o
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on November 16, 2020, 08:21:38 PM
@Mistah Jorge I wasn't able to reproduce this:
Quote
Roll:
   » Roll can call beat even if there's one on the screen already (those blue bird things, not really a problem tho, but i think it's unintended);
Because...its impossible to happens, look at the code:

Code: [Select]
triggerall = numhelper (1201) = 0 &&  numhelper (1211) = 0 &&  numhelper (1221) = 0All the three helpers can't be on the screen to her to be able to use that command. If one of them is on the screen, she can't do it.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: laspacho on November 16, 2020, 08:47:52 PM
I ripped the announcer from power battles saying "Perfect"
If you would like to add it to the screen pack.  :)
https://www.dropbox.com/s/o3dtro98usjda2d/Perfect.mp3?dl=0
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on November 16, 2020, 09:10:22 PM
I ripped the announcer from power battles saying "Perfect"
If you would like to add it to the screen pack.  :)
https://www.dropbox.com/s/o3dtro98usjda2d/Perfect.mp3?dl=0
I don't think is how it works (sorry, I am kind rusted) - we need to include a code to play it.

@Mistah Jorge While I am fixing some of the bugs you mentioned, I need to correct something you said about crouching attacks:
Unless they aim the head, they should hit low. Anything that hits the stomach and bellow should hit low. And crouched attacks should need to be blocked...crouched, unless its a overhead.

If there is any character which crouched attacks doesn't hits low (triggering the hit low animations), it needs to be fixed - unless its a high hitting move.

Quote
Should not be able to spam water lilys in the same place; (How can some one even fix this? i have no clue!)
Annoying, but doable - check if there is a helper with that ID on that place.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on November 16, 2020, 09:58:13 PM
============= 2020.11.16
WIN QUOTES FIX
- Quint, Shadow Man

CHARACTERS

ICE MAN
- Fixed super jump Fx

ROLL
- HP Flower Pot fixed, added envshake and land fx
- Aerial Mega Buster voice fixed

TOP MAN
- Power Set in air fix
- Now both Top Spin and Tornado power sets can be used on air

BASS
- Win Pose realigned

ENKER
- Fixed Rising spike

CRASH MAN
- Fixed a general file crash thanks to dropbox

BURST MAN
- Power Set in air fix
- Now Salt Water Power Set can be used on air
- Salt Water Power Set has new landing fx
- Fixed A.I. j.HP

MEGA MAN
- Fixed buster shot

ELEC MAN
- Fixed Thunder Bolt damage
- Fixed Thunder Bolt fx bind time
- Damage Dampener added
- Living Lighting and Spark Arrow hypers damage reduced
- Added static fx in Spark Tower and Thunder Bolt

ALL CHARACTERS (excluding Cut Man, Needle Man and Skull Man)
- Fixed guard flag for crouched attacks
- Crouched attacks triggers low hit animations

Phew, last time I worked that much on Mugen was...months ago.


--------

@Mistah Jorge please add this to all basic crouched attacks of the characters which are with you (Cut Man, Needle Mand and Skull Man)

guardflag = L
ground.type = Low

Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Mistah Jorge on November 17, 2020, 01:07:33 PM
@O Ilusionista
I'm sorry, I really don't want to annoy you or anything after getting inspired, but i need point out this man and right after you did all of that... it's a big change that should probably be discussed first.

All of the crouching attacks, even punches?
(click to show/hide)

Are you sure this is a good change?
This change worries me because it really breaks the tradition, even tekken follows this standard (even tho in tekken games high hits misses completly crouching opponent regardless of size, between other different things specific to the game)
Quote
unless they aim for the head.
This however is absolutly true.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on November 17, 2020, 01:20:02 PM
@Mistah Jorge You are not annoying me.
To be honest, many of (most of) the crouched attacks were like that already - they hit low and must be guarded low.

Open KFM and you will see: all his crouched attacks hits low and must be guarded low, with exception of the crouched hard punch - because its aim for the head (the neck, to be more precise), so it will trigger a low pain animation while it can be guarded standing. All the others should be guarded low.

This is something I was about to fix since long time ago (version 2 I think) and I always forgot.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: Mistah Jorge on November 17, 2020, 02:47:22 PM
Yes, that's true... what worries me however is just the change in gameplay, the game's played kind of like a tipical 90's capcom fighting game up to now, right?

This combined with what i wrote in the long spoiler above is the only thing where i see an issue with and it's not like it's really that big of a deal to me.
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on December 03, 2020, 10:27:44 PM
============= 2020.12.04

CHARACTERS

- Fixed grab fx/flip in Proto, Roll, Heat, Needle, Toad

TOAD MAN
- Improved both grabs

QUINT
- Added teleport animation if he loses the first round
- Sound FX on teleports
- New grab - Time Clone
(https://i.imgur.com/uc5JwK9.png)

BURST MAN
- New grab - Big Burst
Title: Re: Megaman Robot Master Mayhem 3.0 Release - Bug Reports
Post by: O Ilusionista on February 03, 2021, 10:18:05 AM
TO FIX:
Chillpenguin needs: the dodge, slide, power set error, and two bug fixes. A hyper fault and text error in the read me.
In the read me the moves are not correctly displayed for the hypers. The D,DB,B + 2P - Shotgun Hailstorm (low) command input is incorrect. The D,DB,B + 2P on the ground is the hanging attack which isn't called out in the read me.   The D,DB,B + 2P in the air is Icicle Drill.

Chills air d,df,f+k,k hyper is causing the game to crash
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