Infinity MUGEN Team

IMT Projects => X-Men: Second Coming => Topic started by: ZVitor on October 20, 2010, 05:51:09 PM

Title: ProjectX Bug Thread
Post by: ZVitor on October 20, 2010, 05:51:09 PM
Hi all.
here is the thread to report bug and general fixes to Px chars already released and later to px games. Feel free to light up this board. It can only make our chars better.
Hit us with your best shot.

Note: post in this theards could be edited or deleted to make it clean and easy to us read






Title: Re: ProjectX Bug Thread
Post by: Manic on December 12, 2010, 01:47:05 AM
While playing as Mystique vs Strong Guy, Strong Guy did a rolling attack at me, and froze the game. :D
Title: Re: ProjectX Bug Thread
Post by: uncagedBMC on December 12, 2010, 02:29:12 AM
Using Namor's taunt causes him to freeze
Title: Re: ProjectX Bug Thread
Post by: Manic on December 12, 2010, 02:30:45 AM
Not really considered a bug, but there's an IGN logo in the ending on the bottom right of one of the pictures. :P
Title: Re: ProjectX Bug Thread
Post by: ratmon on December 12, 2010, 02:32:55 AM
Omega Red could sometimes land on a invisible floor.
Title: Re: ProjectX Bug Thread
Post by: ZVitor on December 12, 2010, 02:44:15 AM
Omega Red could sometimes land on a invisible floor.
AI or player, you remember what he did before that?
Title: Re: ProjectX Bug Thread
Post by: HyperVoiceActing on December 12, 2010, 02:48:10 AM
Probably because I'm too use to MUGEN but it's weird having the punch and kick buttons switched
Title: Re: ProjectX Bug Thread
Post by: Jelux Da Casual on December 12, 2010, 02:56:38 AM
Here's your Nightcrawler Problem:

Quote
Error in states\Nightcrawler.cmd
Error loading Chars/Nightcrawler/Nightcrawler.def

Died parsing command = "Special4b"

Also, Bastion suffers from the same problem ol S. Onslaught used to have. He's he's during certain attacks and you hit him, the attack immediately repeats.

Ex: in wing form with Gambit, I hit him while with crouching MP while he's shooting a mid-screen blast just outside of contact range, and he does the exact same blast. repeat for victory.
Title: Re: ProjectX Bug Thread
Post by: Acey on December 12, 2010, 03:02:01 AM
Nightcrawler fixed, update link posted on main thread.
Title: Re: ProjectX Bug Thread
Post by: yosifun on December 12, 2010, 03:35:40 AM
While playing with Magneto vs. Cyclops, Magneto was stuck in a loop (I think it was a get hit loop), can't remember how it happened.

Thanks for Nightcrawler fix  :)
Title: Re: ProjectX Bug Thread
Post by: Manic on December 12, 2010, 03:44:17 AM
If you lose against the Sentinel Attack's second round, the large Sentinel will just stand there for a bit of a moment. (No win pose, I guess?)
Title: Re: ProjectX Bug Thread
Post by: Rick Wheela on December 12, 2010, 03:46:38 AM
Ok Here's my thoughts

First off, EVERYONE, THIS FREAKIN GAME IS TIGHT!!!!!!!!!!!

Words cant tell you all how much i enjoyed playing this...

But to the feedback, here's what i think

I think all characters sound effects like punches kicks and whooshes need to all use the same thing unless because of a certain move.

Also if a person hits you with a hard punch, then it should sound like a hard punch sound. Not like a light hit sound.

Anyway also One thing that me and some others were talkin about is that some of the DC vs Marvel characters still have problems chaining combos

This is because they still have the outdated chaining that Scruffy used to use. So i reccommend Dark Cipher Lucius or Sabaki or Zvitor to go in and polish up those combos.

This is for any one of those characters that used the Dc vs Marvel template, so that their combos will be effective like Sabaki's or Dark's Gambit.

I think that another thing you guys should consider is letting one person go in and make some changes to make the character's game play more similar.

They are already similar but withe chaining and the way things are done with some, you just end up enjoying some characters more than others because of this.

But the game is freakin MIND BLOWING!!!

With Wolverine, after he does the hyper where he dashes at you and if it connects he does a combo, well alot of people can block the second hit and i thought that if he connected with the first hit that he was supposed to be able to hit you all the way thru, not where your able to block afterwards.

I think that Wolverine and Omega Red and maybe a few others voice over should be turned up a lil more.

And thats all i will post for now

Now dont take what i said as an insult because i luv this game!! ITs so awesome. I just think those things needed to be looked at is all...

Everyone who worked on this game did a great Job, this game out beats pretty much alot of full games in mugen right about now.
Title: Re: ProjectX Bug Thread
Post by: Jelux Da Casual on December 12, 2010, 04:08:54 AM
...Anyway also One thing that me and some others were talkin about is that some of the DC vs Marvel characters still have problems chaining combos

This is because they still have the outdated chaining that Scruffy used to use. So i reccommend Dark Cipher Lucius or Sabaki or Zvitor to go in and polish up those combos.

This is for any one of those characters that used the Dc vs Marvel template, so that their combos will be effective like Sabaki's or Dark's Gambit.

I think that another thing you guys should consider is letting one person go in and make some changes to make the character's game play more similar.

They are already similar but withe chaining and the way things are done with some, you just end up enjoying some characters more than others because of this.

This is intentional. The idea is for them not to play the same, otherwise what's the point? You probably haven't been keeping up with the gameplay types. http://www.infinitymugenteam.com/Forum_345/index.php?topic=32533.0 (http://www.infinitymugenteam.com/Forum_345/index.php?topic=32533.0)
Title: Re: ProjectX Bug Thread
Post by: Rick Wheela on December 12, 2010, 04:12:33 AM
Oh ok but isnt deadpool agile type

and so is wolverine, so why cant i link together combos all the way with them on the ground like i can in the air....

Well i dunno, the game is still tight as BLEEP!!!
Title: Re: ProjectX Bug Thread
Post by: Jelux Da Casual on December 12, 2010, 04:25:19 AM
Oh ok but isnt deadpool agile type

and so is wolverine, so why cant i link together combos all the way with them on the ground like i can in the air....

Well i dunno, the game is still tight as BLEEP!!!

I don't know what to tell you. With Wolverine, I can nail a 8-hit combo before launching for the air combo so...
Title: Re: ProjectX Bug Thread
Post by: UltraRoboninja on December 12, 2010, 05:28:53 AM
Dunno if this is intentional, but if Bastion is in his 2nd form at the start of the round (round 3 I guess is the only time this can happen), he attacks before the round begins.
Title: Re: ProjectX Bug Thread
Post by: ! on December 12, 2010, 06:42:22 AM
My only beef with the game is i cant connect Wolverine's down three kicks :-?? but good job still  :thumbsup:
Title: Re: ProjectX Bug Thread
Post by: .Batzarro. on December 12, 2010, 07:39:20 AM
I went through training and tried out every character. Two things I really noticed. First, with Nightcrawler, his teleporting beat-up hyper that goes on in the air, he misses one of the punches completely. It doesn't make a sound or register as a hit in the combo. Secondly, this one is a biggy. When you do Namor's tease, you can't control him at all afterwords. Now, I only did this in training so not sure if it happens in arcade.

Some sprite work on characters did look a bit odd as well, especially all of Psylocke's new stuff. Not that it really looked bad but it didn't fit in right with the character at all and really stood out. Does Hope do anything for Cable also.? Don't think I've seen her do anything.
Title: Re: ProjectX Bug Thread
Post by: rozeros on December 12, 2010, 08:19:02 AM
Ive tried everything in the [Video Win] category in mugen.cfg, and still i can't run the game. It runs only on 320x240x(any depth value) but then crashes after the PX logo. Last infos of the mugenw.log =

Initialize OK
Set up graphics...timer...OK
Initializing character info...OK
Initializing select screen...finding characters...OK
Entering main loop.
Playing storyboard Intro.def: scene

It can't load the intro.

Title: Re: ProjectX Bug Thread
Post by: aquelegordo1 on December 12, 2010, 08:20:20 AM
i cant run with sound,always crash on my computer... <_<|...|
Title: Re: ProjectX Bug Thread
Post by: Arkady on December 12, 2010, 08:25:25 AM
love the game, haven't played the updated (with nightcrawler version) yet, but  have seen some bugs
* psylocke = created a accidental clone after doing the DB+KKK hyper, (plus not a bug but has a very long stride walking forward= looks unco-ordinated)

stuff that ain't bugs, but are questions??
* hope?? does she perform anything (again not a bug, but want to know, cable is sooooo coool in this)
* wolverine wall climb? and how is is done, the instructions for moves don't state it
and the alias/ names for some of the characters are  sort of wrong
* magneto = states max eisenhardt, but that is his birth name, not his current and most well known name, should be Eric Lehnsherr
* omega red = stated arkady gregorvich, should be arkady rossovich, (gregorvich was a kgb cover name)
* rogue= anna marie "raven" (it has been stated as her surname recently)

love the game either way, and the palletes are amazing especally bishop's, namor's, cable, but especially quicksilver's, well done jet

Title: Re: ProjectX Bug Thread
Post by: yosifun on December 12, 2010, 09:31:13 AM
Just finished the game for the first time, in an easier level but it's a start.

Bastion - he really abuses his special where he makes an aura, once you're cornered you're doomed.
Psylocke - for a ninja she's really slow, I suggest making her quicker like her Capcom version.
Cyclops/Iceman - the opposite, I think they should be a tad slower.
Colossus - he abuses his grab a bit too much.

Well, that's for now, didn't have the chance to fight them all.

GREAT GAME! :w00t:
Title: Re: ProjectX Bug Thread
Post by: Acey on December 12, 2010, 09:42:10 AM
stuff that ain't bugs, but are questions??
* hope?? does she perform anything (again not a bug, but want to know, cable is sooooo coool in this)
* wolverine wall climb? and how is is done, the instructions for moves don't state it
and the alias/ names for some of the characters are  sort of wrong
* magneto = states max eisenhardt, but that is his birth name, not his current and most well known name, should be Eric Lehnsherr
* omega red = stated arkady gregorvich, should be arkady rossovich, (gregorvich was a kgb cover name)
* rogue= anna marie "raven" (it has been stated as her surname recently)

All names came directly from the Marvel website.

Hope has no attacks in the game, your not missing anything there.  ;)
Title: Re: ProjectX Bug Thread
Post by: novasod on December 12, 2010, 10:42:31 AM
Here we go again...

Cyclops :cool;
1.Can selfchain C.MP at least 10 times.
2.When the opponent is falling from a C.HK, Cyclops can self-chain C.LP 2 times. The same thing can be done after a S.HK if you've cornered the foe; S.HP too; after his throw also, though in that case, he can chain it three times instead of too; alright, screw it--just about anything that downs a foe, in the right situation, Cyclops can chain C.LK at least two times. Seriously, something needs to be looked into here. (He shouldn't even be able to use C.LK once in these cases.
3.If Cylops uses his launcher, doesn't go up after them, and waits for them to come down, the opponent can't airguard, and can thus be hit on the way down. But, I thought that maybe this was a gameplay feature, so I did the same thing with my opponent, Namor; when he did it to Cyclops, Cyclops was able to airguard on the way down. I'm not sure the problem's the characters, or Cylops' launcher, but something here needs to be fixed.
4.After Cylop's 'Shoryuken BLAST' special, Cyclops can juggle the foe. I'm pretty sure that his needs to be fixed pronto. :cool
5.Is the 'Hurricane Kick BLAST' special supposed to do that damage? It does more damage then the Shoryuken, and at least twice as much as his Beam special. I think it really needs to be toned down in terms of damage.

Despite all these problems, (which, of course, should be fixed ASAP,) Cyclops feels rather good, and once you get these bugs kinked out, he'll be even better. :cool
Title: Re: ProjectX Bug Thread
Post by: ratmon on December 12, 2010, 10:55:48 AM
He did a hyper move the one with the pheromones(he could do it in air) which missed. It happen twice, I don't recall what he did the second time.
Title: Re: ProjectX Bug Thread
Post by: novasod on December 12, 2010, 01:05:57 PM
Quicksilver:
1.Can't be hit during his taunt.
2.Can self-chain C.LP seven times.
3.Can self-chain S.LK at least 4 times.
4.Using S.MP over and over again whilst moving forward can net you a rather easy infinite. (FIX ASAP.)
5.You can pretty much do the same thing with S.MK. (READ ABOVE.)
6.After the foe is downed but while they're falling, you can juggle with the right techniques.
7.When the foe is downed completely, you can follow up with multiple C.LK's and C.MK's.
8.Okay, I'm pretty sure that 'air-guard coming down from launcher' problem is character specific; if a character isn't capable of doing so, it's not the opponent's launcher's fault, it's their own. So yeah, I found a Namor bug early; Cyclops and Quicksilver are just fine in that regard though. Remember though, it's not that Namor can't airguard, he can; just not coming down after being launched without the opponent following him.
8.After Launcher; Qucksilver can self-chain LP,LK,MP,&MK twice each.

You know, it's amazing how a character can have so many bugs and still feel great. But bugs does Quicksilver have, and these need to be fixed.
Title: Re: ProjectX Bug Thread
Post by: DizzyTheConquer on December 12, 2010, 01:24:07 PM
-When Birdy is fighting, at Round 1, her stance isn't animated until she moves.

-Mystique's AI is somewhat cheap. The only person I can beat Mystique with is wolverine.

-Bishop doesn't have the "nobardisplay" code when he does his victory poses.

-I think Deadpool's "Fear" Hyper is some messed up in the velocities, when I fought Cable, he went by Cable and sliced the ground, but this is when I did a 5 hit combo, if I'm not mistaken.

-I can't get an air combo with Nightcrawler or Rogue, their launcher velocity is messed up.

-Mystique's "Sniper Rifle" Hyper is unblockable when crouching.

-I don't know if this is normal, but Sub-Mariner's underwater hyper; one frame is missing.

That's all I can find, I'm having so much fun with this!!
Title: Re: ProjectX Bug Thread
Post by: Acey on December 12, 2010, 01:53:36 PM
You know, it's amazing how a character can have so many bugs and still feel great. But bugs does Quicksilver have, and these need to be fixed.
That's why we pay you the big bucks novasod
Title: Re: ProjectX Bug Thread
Post by: novasod on December 12, 2010, 02:19:30 PM
That's why we pay you the big bucks novasod

Thanks, and to make a correction, (Quicksilver Bug 5,) S.LK doesn't have the infinite; S.MK does.
Title: Re: ProjectX Bug Thread
Post by: Arkady on December 12, 2010, 02:23:55 PM
All names came directly from the Marvel website.

Hope has no attacks in the game, your not missing anything there.  ;)

i thought so (with hope) i tried all sorts of commands for cable haha

and with the names i checked magneto's is correct (like i said, birth name), omega red's isn't correct "Gregorvich" is actually his middle name (but i remember he uses it as a cover/alias, and surname is actually rossovich (also on the marvel site, hence my mispellt loginname)
and rogue doesn't show the surname (marie also is a middle name) i did read that raven was her last name somewhere (i think it was in a comic about 5 years ago= can't remember which though) but wiki does also state that too

p.s oh yeah i figured ou the wall cling (forward off the wall= so simple)
Title: Re: ProjectX Bug Thread
Post by: Acey on December 12, 2010, 02:43:06 PM
The game come with a command list text file, and all the commands are listed on the website as well.
Title: Re: ProjectX Bug Thread
Post by: ! on December 12, 2010, 04:07:39 PM
the sentinel attack stage with the aircraft has no music
Title: Re: ProjectX Bug Thread
Post by: DizzyTheConquer on December 12, 2010, 04:14:23 PM
 :2 :3 :6 :bp :bp :bp
(http://before3d.com/imagehost/images/mugen0.png)
Now this is just crazy in my opinion.
Title: Re: ProjectX Bug Thread
Post by: novasod on December 12, 2010, 04:24:22 PM
Namor ( ;D) :
1.Same air-guard problem as I described earlier regarding him.
2.After he does his taunt, he can't do anything unless the lowly scum opponent hits him.
3.Can self-chain C.LP at least seven times.
4.With the right timing, he can self-chain S.MP at least two times.
5.When the foe is completely downed, Namor can follow-up with either C.LK or C.MK twice each, or a mix of the two, but no more then up to two hits, at least in the corner. (I think.)
6.After Launcher: His MP,MK, and HP can't connect with the foe; they can only do so after the launcher period is over, and in that case, the hits can't combo off of the launcher, and the foe can guard the hits; might be character specific, but I'm not sure. If you need more clarification, just ask.

7.I just noticed; of the three characters I've tested in Project X so far, NO-ONE CAN COMBO INTO SPECIALS; the only one who can at all is Quicksilver, and that's because of his MP bug; the MP has too much recovery time. Seriously, it's a basic fighting game fundamental to be able to combo into specials and supers from your normals. Why can't you do this here?
Title: Re: ProjectX Bug Thread
Post by: C.R.O.M. - Shadaloo Lives! on December 12, 2010, 04:57:26 PM
The only problem I'm having is that Bastion won't go into his second form. I've beat it with Cable, Nightcrawler, and Quicksilver and he didn't switch forms. Am I the only one with this problem?
Title: Re: ProjectX Bug Thread
Post by: Tazzer on December 12, 2010, 05:02:27 PM
That's weird.. he always changes forms on me.   Although it doesn't happen until half-way through the second match (for me anyway).
Title: Re: ProjectX Bug Thread
Post by: ZVitor on December 12, 2010, 05:17:25 PM
im loving it guys, plz come with more.

:2 :3 :6 :bp :bp :bp

Now this is just crazy in my opinion.
its not a bug, it dont make more then 300 damage.

The only problem I'm having is that Bastion won't go into his second form. I've beat it with Cable, Nightcrawler, and Quicksilver and he didn't switch forms. Am I the only one with this problem?
F1???

Seriously, it's a basic fighting game fundamental to be able to combo into specials and supers from your normals.
why?
i preffer a fight where you use strategy, to use correct specials at right time then a combo oriented game.
Title: Re: ProjectX Bug Thread
Post by: novasod on December 12, 2010, 05:33:13 PM
Quote
why?
i preffer a fight where you use strategy, to use correct specials at right time then a combo oriented game.

I know, me too; I'm a big Samurai Shodown fan myself. But even SamSho, with it's very limited combos, has a few of them. I'm not saying that you should have 50 hit 'OMGWOWIEWOW!1!' combos, but even the simplest stuff wouldn't hurt, like say, just a normal into a special. I don't know, having those kind of combos is what I'm used to; heck, it's practically what just about everyone's used to. But at the same time, I suppose I'm not really bothered; in most fighters, I hardly use those combos anyway. Just something to think on I suppose.
Title: Re: ProjectX Bug Thread
Post by: Tha Lando ( Le CROM ) on December 12, 2010, 05:49:43 PM
while i found just about most the same bugs as everyone else so i have no comment on those. those are easy fixes with an updte so ahhh no bother. i just kinda got one thing about it that erked the living crap out of me was birdy hyper where she rolls in with the tank. lol. i blocked all the missles and bombs shebut i always still get hit when blocking the incoming tank itself. ever so often i would block it but things is it was wether i blocked high or lowthe tank woul still knock me over. I thought maybe its my pad... nope the i thought maybe its the characters i wasusing...did it to everyone . so i am thinkin thatsmust be part o thegameplay used for that hyper  :-?? lt me know if i am wrong and what should i do to block that move cause i be hold the the bloc hard s hell  and she still plows through it. lol
Title: Re: ProjectX Bug Thread
Post by: Nestor on December 12, 2010, 06:03:59 PM
Using Quicksilver QCB+P, then being attacked at the same time by Bastion. Don't remember if he used the rocket launcher or the electric orb on me.

(http://i109.photobucket.com/albums/n46/Sub-zero99/QS_Bug1.png)

I couldn't continue the match for obvious reasons :/.
Title: Re: ProjectX Bug Thread
Post by: Tazzer on December 12, 2010, 06:51:18 PM
When you Play Team vs (turns), If Birdy is anywhere but first in line on either side.. she won't show up at all.    Meaning, if you beat the first player on the opponent team and Birdy happens to be second or third or fourth in their team.. the match will start and her port will be in the life bar, but she herself won't be there on screen at all and you can't continue the match because you can't hit anything.  Anyone else come across this?
Title: Re: ProjectX Bug Thread
Post by: novasod on December 12, 2010, 07:13:11 PM
Beast  :rules: :
1.Can self-chain S.LP three times; 4 if you're moving forward while chaining.
2.Can get an infinite by self-chain S.MP repeatedly.
3.After downing the foe, but while they're falling down, you can follow-up with either C.LK or C.MK. Alternatively, you can wait 'till they're downed completely, and chain self-chain C.LK at least 6 times.
4.Cable was my opponent; Beast's throw does more then twice as much damage as Cable's throw. The damage on Beast's throw needs to be toned down ASAP.
5.S.Hp does a bit too much damage; compare it to Cyclop's. There isn't too much of a diffrence in speed or range, so why does Beat's S.HP do noticeably more damage?
6.Beast can chain into his 'Throw Vial' special; for example, you could do MP>Throw Vial>Full Chain, as that special is designed to let Beast combo off it. This needs to be fixed. (The first part; the special itself is just fine.) Keep in mind that to do it, what works best is a medium attack, solo.
Title: Re: ProjectX Bug Thread
Post by: Jelux Da Casual on December 12, 2010, 07:27:02 PM
Juggernaut is bull****. That's all I have to say.
Title: Re: ProjectX Bug Thread
Post by: HyperVoiceActing on December 12, 2010, 08:47:27 PM
Juggernaut is bull****. That's all I have to say.
Anything wrong with the character?
Title: Re: ProjectX Bug Thread
Post by: Jelux Da Casual on December 12, 2010, 09:09:19 PM
Anything wrong with the character?

Someome else said it better.

Quote from: MalaDingDong at MFG
Also, this may be a personal thing, but Juggernaut's AI is way too hard compared to everyone else, including Bastion. He also feels too fast...

He has practically no cool down time between his basics and specials, his super armor is way too tough, and it seems like all of his attacks have priority. He's definitely way harder than Bastion.
Title: Re: ProjectX Bug Thread
Post by: lideroptimus on December 12, 2010, 09:28:27 PM
Well, when psylock do a clone strike back, the clone stay in a fight, I don't know if is intentional.
Title: Re: ProjectX Bug Thread
Post by: C.R.O.M. - Shadaloo Lives! on December 12, 2010, 10:05:34 PM
F1???
No.
That's weird.. he always changes forms on me.   Although it doesn't happen until half-way through the second match (for me anyway).
When I beat him the second round he was just standing there like a statue and then the ending started.
Title: Re: ProjectX Bug Thread
Post by: Tha Lando ( Le CROM ) on December 12, 2010, 10:12:45 PM
Quote from: G Lux

He has practically no cool down time between his basics and specials, his super armor is way too tough, and it seems like all of his attacks have priority. He's definitely way harder than Bastion.

lol they shoulda made ole juggy last boss. NO ONE STOPS THE JUGGERNAUT!
for real tho.... yeah he is way faster, beatable but just speed heavier. better playin as him than against him. i got mad work against him as Quicksilver tho. so i guess its how you play against him. plus birdy keep him at bay.
Title: Re: ProjectX Bug Thread
Post by: Eclipse on December 12, 2010, 10:32:31 PM
Someome else said it better.

He has practically no cool down time between his basics and specials, his super armor is way too tough, and it seems like all of his attacks have priority. He's definitely way harder than Bastion.

Strange... I easily beat Juggs with Mystique or Birdy. Maybe it's more easy with gunners, I don't know...
Title: Re: ProjectX Bug Thread
Post by: Jelux Da Casual on December 12, 2010, 10:33:42 PM
Strange... I easily beat Juggs with Mystique or Birdy. Maybe it's more easy with gunners, I don't know...

I think it's only possible with gunners.
Title: Re: ProjectX Bug Thread
Post by: UltraRoboninja on December 12, 2010, 10:34:28 PM
Strange... I easily beat Juggs with Mystique or Birdy. Maybe it's more easy with gunners, I don't know...
Yeah, I beat Juggernaut easy with Quicksilver. I had a hell of a time beating Birdie though. Guess every character has their weaknesses.
Title: Re: ProjectX Bug Thread
Post by: Tazzer on December 12, 2010, 10:52:42 PM
I was able to beat Juggernaut with Nightcrawler.  Haven't had to fight him with anyone else yet though.
Title: Re: ProjectX Bug Thread
Post by: C.R.O.M. - Shadaloo Lives! on December 12, 2010, 11:00:33 PM
Nevermind, I re-downloaded and it's working now.
Title: Re: ProjectX Bug Thread
Post by: Dead Phoenix on December 12, 2010, 11:12:54 PM
Guess I'm not the only one havin problems with AI.  ;*)) Sabertooth spams the hell out of bezerker claw and his throw. I can't even get up with out getting thrown.
Title: Re: ProjectX Bug Thread
Post by: HyperVoiceActing on December 13, 2010, 12:20:54 AM
Colossus really likes the Grab and Spin move
Title: Re: ProjectX Bug Thread
Post by: Yung Kratos on December 13, 2010, 12:21:30 AM
i want to start some extensive playtesting i was wondering though if either acey or zvitor have any frame data for the moves that i could use as a point of reference to break things down.

Post Merge: December 13, 2010, 12:38:11 AM
cables time grenades do nothing after explosion they cause no damage and do no freezing to the opponent as if thers no hit box
he chains magic series by pressing the same button twice. example pressing jab twice gets you jab x short pressing short twice gets you short strong and forward twice gets you forward fierce.

will post more after i get out the lab

Post Merge: December 13, 2010, 12:49:18 AM
ok disregard the magic series problem it appears that it was an issue with xpadder on my end

ok so wolverine can self chain 7 shorts and seven strong's. However i don't see the strong's being that big of an issue as hes always been able to do that.
 he has no special ender in the air and drill claw is only performable in the corner.
again just my opinion but if your not gonna give him drill claw midscreen at least give him air tornado claw for comboability.
he has no claw slide.
he has no dive kicks.
Im not sure if these are design choices or mistakes but just some things i noticed.

also with storm and magneto no 8 way dash?
storms cr and standing roundhouse no longer launch?
lighting storm no longer combos into hyper?
lightning storm has atrocious start up ?
magnetos st round house and st mp no longer launch?

and exactly how many hits of super armor is strong guy supposed to take before hes launchable after he builds meter.
Title: Re: ProjectX Bug Thread
Post by: novasod on December 13, 2010, 12:53:25 AM
Iceman:
1.After the foe is completely downed, he can followup with either C.LK or C.MK.
2.After Launcher; can self-chain LP twice; can do the same with LK.
3.Can hit the opponent while he's frozen during the HP throw; this may be intended, but regardless, use this when the foe's in a corner, and you do full combos off of it, including using that launcher...
4.If the HK throw winds up with the foe in the corner, you can juggle with the right techniques. (Jumping attacks work particularly well...)
Title: Re: ProjectX Bug Thread
Post by: Jelux Da Casual on December 13, 2010, 02:31:35 AM

...various concerns...

Alot of what you mentioned on Wolverine are cosmetic choices, he was meant to be relatively different from his Capcom counterparts. In fact, almost returning character is different from their counterparts. About the launcher, yes everyone was toned down to just one launcher move. I preferred Storm's standing HK launcher vs her crouching HP launcher myself, but like Magneto's it was removed.

About strong Guy, once he meter reaches a certain level, he is no longer launchable. Pull him up as a dummy bag in training for the exacts cause I don't have it on hand.
Title: Re: ProjectX Bug Thread
Post by: Arkady on December 13, 2010, 06:42:22 AM
Colossus really likes the Grab and Spin move

colossus was the hardest one for me i went throught the whole roster and he just kept smashing me around, had to use rogue, with his own powers, just to take his butt down, god i love a challenge,
p.s. bastion was a little too easy, if you get the sh*ts with him, just walk up and grab him, he is vunerable to grabs, almost too easy to grab, especially after he does a move

still kicking butt, thanx project x
Title: Re: ProjectX Bug Thread
Post by: novasod on December 13, 2010, 11:02:03 AM
Magneto:
1.Can self-chain C.LP 8 times.
2.When the foe is downed completely, he can follow-up with either C.LK or C.MK.
3.Magneto can't airguard against Cyclops' launcher. (Might be more then just Cyclops' launcher; not sure.
4.After launcher: Perhaps Magento's launcher should have jump up a bit lower; as is, he can't properly connect his LP,LK, and MP, and it's hard to chain MK to MP or MK. Something needs to be worked on here.
5.With the right timing, if you're right up close to the opponent, after he does his 'Spikes' special, there's enough of a 'space' for Magneto to get in a normal with enough speed, and have it count as a combo, since the opponent can't guard against it. If you need more clarification, just ask.
Title: Re: ProjectX Bug Thread
Post by: Yung Kratos on December 13, 2010, 11:13:56 AM
Alot of what you mentioned on Wolverine are cosmetic choices, he was meant to be relatively different from his Capcom counterparts. In fact, almost returning character is different from their counterparts. About the launcher, yes everyone was toned down to just one launcher move. I preferred Storm's standing HK launcher vs her crouching HP launcher myself, but like Magneto's it was removed.

About strong Guy, once he meter reaches a certain level, he is no longer launchable. Pull him up as a dummy bag in training for the exacts cause I don't have it on hand.
Oh i understand that there are supposed to be differences between these and the mvc2 versions however. that means automatically if theres no 8 way air dash that cable wins everything for free. not only cuz he still has ahvb but so far hes the only character with 2 launchers and he has (albeit non 8 way) an air dash. while other chars like wolverine have no special move combo ender -_-. the st roundhouse launcher is also an issue of hit box she can only do a couple hits with the cr hp launcher but st roundhouse allows her to do full magic series.

and yeah the training dummy method is how i found out about the strong guy super armor. In a real match is there a tie in between armor and your regular hyper meter.?
Title: Re: ProjectX Bug Thread
Post by: jfa on December 13, 2010, 01:48:38 PM
hello, people of the project x...

I was playing a bit of your game, do not use many characters, give you some small feedback of these..

Magneto: As my favorite, Magneto was the first to chose, I am very disappointed, not fly, do a few attacks, it has the classic MvC2 ability to escape, is weak and slow. not connect combos, I think maybe I am influenced by having played many years with another version .. after discarding the idea to try other characters ..

Nightcrawler:Impressive, incredible, have improved much better than the public version, has good speed combos, teloport kick, Great ..
only two things ... 1º when do "teleport hyper" he seems to miss a beat( I saw it reported, but also tell you
 :cool), 2º may generalize to areas where teleports, one tries to confuse the opponent and sometimes gets confused when changing a target areas being left or right side.

Storm: This very well, perhaps too well .. causes much damage and easily connect combos, and special are great, this a step above the other fighters I've seen (and about three steps above magneto, magneto should be the best, no Storm  *Iceman ThumbsDown!*) uuuummm.. strange flying, like magnet, if you think that gives them an advantage, could limit the maximum height



Title: Re: ProjectX Bug Thread
Post by: HyperVoiceActing on December 13, 2010, 02:32:58 PM
I don't see what's wrong with making a Magento different from the Capcom version. I really enjoyed this game's Maggy.
Title: Re: ProjectX Bug Thread
Post by: Tha Lando ( Le CROM ) on December 13, 2010, 02:40:27 PM
I don't see what's wrong with making a Magento different from the Capcom version. I really enjoyed this game's Maggy.

 ^^(PM)^  agree immensely.  thats my whole point as well with mugen creating. I approve on making characters play different than the arcade/console game companies version. from my thoughts i was thinkin that is the whole perspective of mugen as a whole. cause then its not considered really creating, just emulation of tried and true.
I found many bugs and some i didnt even notice cause with certain characters i enjoyed the gameplay.  Plus every game is gonna have its bugs and faults. as well other peeps are gonna want to play a different style and see things personally they want indeed. i actually thought this mags was pretty cool.  Loved the juggernaut and quicksilver rocked for me. Flash vs quicksilver... test of the speedsters man. lol but i am sure the bugs will be worked out and updates will def improve what is now known to be fixed.
My namke is Lando33 and i approve of this reply. lol
Title: Re: ProjectX Bug Thread
Post by: UltraRoboninja on December 13, 2010, 03:27:09 PM
Magneto: As my favorite, Magneto was the first to chose, I am very disappointed, not fly, do a few attacks, it has the classic MvC2 ability to escape, is weak and slow. not connect combos, I think maybe I am influenced by having played many years with another version .. after discarding the idea to try other characters ..
Yeah, Zvitor makes characters comic book accurate, not Arcade accurate. Magneto is an old man in the comics. He's powerful but he shouldn't be a brawler like Wolverine. I love the changes he makes to his characters (especially Spider-Man).  :w00t:
Title: Re: ProjectX Bug Thread
Post by: jfa on December 13, 2010, 04:15:08 PM
Yeah, Zvitor makes characters comic book accurate, not Arcade accurate. Magneto is an old man in the comics. He's powerful but he shouldn't be a brawler like Wolverine. I love the changes he makes to his characters (especially Spider-Man).  :w00t:

if true,to get started, Capcom gave him muscles and taught karate, kung fu, taek won do, box, etc. ..
although it may be old, but their powers they did move very well.
he is a high-level mutant, I think it would lack power, is very vulnerable.
maybe he should have very poor physical defense, but their defense should be a good arsenal of powers...

once again clarified that the char does not seem bad, I hope someday to have the ability of these guys, just saying it is weak compared to other characters, forgetting that he is "Magneto".

I just try gambit, spectacular, saw difficulties to blow up and connect Aricombos certain enemies such as Cable and Rogue. I felt the same difficulties with nightcrawler, the elevation of the enemy is short.
I think it's a problem with Cable / Rogue, but perhaps the level can be blamed I agreed to these characters.

sorry for my english  :(|) :(|) :(|)

Title: Re: ProjectX Bug Thread
Post by: Yung Kratos on December 13, 2010, 04:22:11 PM
I don't see what's wrong with making a Magento different from the Capcom version. I really enjoyed this game's Maggy.
Actually i support the idea of magneto having a zoning heavy playstyle however that is not what he has here. what we have is magneto with mediocre options at all ranges instaed of any good options at a specific range.

im going to reiterate that Cable owns this game for free the only other characters that can see him are deadpool and night crawler but even when they bait and ahvb then tele cable can just airdash away to stop all ground offense.

Title: Re: ProjectX Bug Thread
Post by: Jelux Da Casual on December 13, 2010, 04:32:08 PM
Actually i support the idea of magneto having a zoning heavy playstyle however that is not what he has here. what we have is magneto with mediocre options at all ranges instaed of any good options at a specific range.

im going to reiterate that Cable owns this game for free the only other characters that can see him are deadpool and night crawler but even when they bait and ahvb then tele cable can just airdash away to stop all ground offense.



Agreed, Cable is extremely top-tier. He's got the higher end of both the Agile and Shooter types. Gambit can stand up to him also though.
Title: Re: ProjectX Bug Thread
Post by: ZVitor on December 13, 2010, 05:41:35 PM
i made magneto to be slow with strong special\hypers and not combo oriented,  like all shooters in game.
my perfect design for magneto is the one at Marvel nemesis game ps2. maybe some day i try it.....
....
cable really owns the game, he is the main char of story, and the only who can link 2 hypers (i tink)
...
about bugs, will explain again,
our options are hold release for 2 months while 5 people test, or release to all community be our testers.
this way we will got more test and more fast, i belive.
Title: Re: ProjectX Bug Thread
Post by: chegun on December 13, 2010, 07:18:10 PM
(http://img6.imageshack.us/img6/2412/47582033.th.png) (http://img6.imageshack.us/i/47582033.png/)

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I think everybody understand me
Title: Re: ProjectX Bug Thread
Post by: jfa on December 13, 2010, 07:27:38 PM
(http://img6.imageshack.us/img6/2412/47582033.th.png) (http://img6.imageshack.us/i/47582033.png/)

Uploaded with ImageShack.us (http://imageshack.us)
I think everybody understand me
that always happened in the video games, also change clothes, looks at the cross of the chest, where it is located?  ;D ;D ;D all characters have this "failure" or rather, liability.

the solution is 3D, but as I have seen many ambidextrous ..  :-??


Title: Re: ProjectX Bug Thread
Post by: Jelux Da Casual on December 13, 2010, 07:29:06 PM
(http://img6.imageshack.us/img6/2412/47582033.th.png) (http://img6.imageshack.us/i/47582033.png/)

Uploaded with ImageShack.us (http://imageshack.us)
I think everybody understand me

That's not a bug, that's quite normal. Take a look at MvC2, it does the same thing. Typical Sprites mirror when they change sides. Notice the gun changed hands too.
Title: Re: ProjectX Bug Thread
Post by: Dead Phoenix on December 13, 2010, 07:37:12 PM
Don't know if this was intentional but the Prime sentinels attack you before the match starts and so does Bastion in his second form.
Title: Re: ProjectX Bug Thread
Post by: Yung Kratos on December 13, 2010, 07:44:43 PM
i made magneto to be slow with strong special\hypers and not combo oriented,  like all shooters in game.
my perfect design for magneto is the one at Marvel nemesis game ps2. maybe some day i try it.....
....
cable really owns the game, he is the main char of story, and the only who can link 2 hypers (i tink)
...
about bugs, will explain again,
our options are hold release for 2 months while 5 people test, or release to all community be our testers.
this way we will got more test and more fast, i belive.

Well i can really see that you tried to go that route with maggie. and im behind it my suggestions is that you take that qcf kick move and have it activate at different distances and make jab activate right by you and have best recovery have strong activate midscreen with medium recovery and make it raise further into the air before heading towards the opponent. and make fierce go straight upwards but right next to the opponent. sort of like how that new portal move works with dormammu. i really like that you included a move in which magneto uses his environment and making it work something like what i mentioned really encourages players to use his zoning tools instead of fishing for ways to play as marvel 2 magneto. im gonna do some more testing tonight so expect updates.
Title: Re: ProjectX Bug Thread
Post by: novasod on December 13, 2010, 07:58:29 PM
Juggernaut:
1.After downing the foe completely, Juggernaut can follow-up with either at least 10 LK's, or 8 MK's, (probably more in each case,) or a mix.
2.After his Close S.HP, Juggernaut can juggle with the right techniques. (FIX ASAP.)
3.You should give his S.HK more recovery time; a move doing that much damage with good height to boot, shouldn't recover that quickly. Yes, as everyone has said, you should tone Juggernaut down in various areas, and this is a good place to start.
4.The same should be done with C.HK, for somewhat similar reasons.
5.Make his Air HP and Air HK knockback, like certain other characters. It's alright for characters like Cyclops
to not have those because their damage ratio isn't so high, but Juggernaut's is; for no cost of meter, the damage of a Heavy Air Normal to a Heavy Standing Normal is just too high. Hopefully, you'll do this.
6.QCF+P Special: 'Me Speak No English'. In other words, Juggernauts speaks the Japanese word "ORA!!" during that special; instead of an English word, or even just a regular ol' grunt. It's not necessary to change it, but I felt it was worth noting. (Does it during his QCF+KK Super too.)
7.His 'grab special that isn't actually a grab,' needs to be slower. It takes less then a second for a move with that much range for a physical special to come out and strike the foe; the move's too good.
8.Depending on any number of factors, sometimes the last hit (an uppercut,) of his QCF+PP Super won't connect with the foe.
9.Can combo into his 'Earthquake' and 'Grab that's not a grab' specials.

You want my advice, Juggernaut should be the slowest character in the game in all regards, but also the most damaging by far, and he has the best physical range besides Omega Red regardless. Just my two cents.
Title: Re: ProjectX Bug Thread
Post by: Yung Kratos on December 13, 2010, 08:00:07 PM
emma frosts clone move the clone goes outside of the stage.

Post Merge: December 13, 2010, 08:09:12 PM
rouge cannot do magic series.

Post Merge: December 13, 2010, 08:12:09 PM
bishop cannot do magic series either

namor also cannot do magic series.
Title: Re: ProjectX Bug Thread
Post by: novasod on December 13, 2010, 08:12:30 PM
emma frosts clone move the clone goes outside of the stage.

Post Merge: December 13, 2010, 08:09:12 PM
rouge cannot do magic series.

Isn't she a Tank? She should only be able to do a proper Magic Series if she's an Agile.
Title: Re: ProjectX Bug Thread
Post by: ZVitor on December 13, 2010, 08:22:19 PM
magic series?
what you guys are talking about?

....
btw, thanks so much novasod for your tests.
will not fix it to next chars releases, because im tired of mugen... but will check all later for XSC update.
Title: Re: ProjectX Bug Thread
Post by: Yung Kratos on December 13, 2010, 08:23:09 PM
Isn't she a Tank? She should only be able to do a proper Magic Series if she's an Agile.
no magic series has always been something thats available to all characters even juggernaut and hulk. some chars cannot do all 6 hits but chaining between both kicks and punches is available which is the problem in this case. the magic series-less chars can chan either punches OR kicks not both which i would guess is a mistake in coding.

Also if were talking vs series rouge is one of the best rushdown chars in vs. with lots of mobility.
Title: Re: ProjectX Bug Thread
Post by: ZVitor on December 13, 2010, 08:25:39 PM
man its not a capcom game.... and we dont have hulk here, check gameplay thread.
Title: Re: ProjectX Bug Thread
Post by: Yung Kratos on December 13, 2010, 08:29:53 PM
magic series is vs style chaining lp x lk x mp x mk x hp or hk lighter always goes to heavier and you cant chain kicks into punches of the same strength example lp x lk works but lk x lp will not.

man its not a capcom game.... and we dont have hulk here, check gameplay thread.

i understand its not a capcom but if its got magic series and some chars magic series isnt working correctly it would be a bug to report amirite?

Post Merge: December 13, 2010, 08:40:15 PM
quick silver has a infinite hold forward press mp
Title: Re: ProjectX Bug Thread
Post by: novasod on December 13, 2010, 08:49:17 PM
Look, if it's bothering you so much, just think of it as 'chains' instead of a 'magic series'. Two different things. Problem solved. (Or go a play VS game.)
Title: Re: ProjectX Bug Thread
Post by: ZVitor on December 13, 2010, 08:51:02 PM
i understand its not a capcom but if its got magic series and some chars magic series isnt working correctly it would be a bug to report amirite?
no really, tanks cant do that, because juggernaut making a 10hits combos is really weird - if you are a comics fan.
so he cant do that, but he can do same damage with 3 hits.... then game still ballanced... at movelist you can check your char gameplay.
Title: Re: ProjectX Bug Thread
Post by: -Whiplash- on December 13, 2010, 10:06:51 PM
bishop cannot do magic series either

I'm just saying, I can get him to do it pretty easily.
Title: Re: ProjectX Bug Thread
Post by: Yung Kratos on December 13, 2010, 10:20:01 PM
ok so let me get this clarification then. If under the command list your listed under tank you should not be able to do magic series. If so the only bug is that omega red does have access to magic series. and emma while in tank mode has acess to it as well. whip are you chaining kicks and punches together? im only able to chain either kicks or punches like tanks do.

Post Merge: December 13, 2010, 10:24:10 PM
ok found another infinite with emma if you hold forward and press lp as fast as you can but delay it so that the backhand animation doesnt come out you get an infinite.
Title: Re: ProjectX Bug Thread
Post by: -Whiplash- on December 13, 2010, 10:36:22 PM
whip are you chaining kicks and punches together? im only able to chain either kicks or punches like tanks do.

Mostly. I only have trouble doing it standing, but Crouching and in the air no problem, which is odd.
Title: Re: ProjectX Bug Thread
Post by: novasod on December 13, 2010, 11:02:11 PM
Strong Guy:
1.When the foe is downed completely,Guido can followup with multiple C.LK's and C.MK's.
2.If Guido's launched and comes down without the foe jumping after him, Guido will not be able to airguard against a second launcher before hitting the ground.
3.After Launcher; it's kind of hard for him to chain those Air Normals together.
4.After his 'Incoming!' special, Guido can juggle with the right techniques, especially if the foe winds up in a corner.
5.After his 'Blanka Envy' special, he can follow-up with additional attacks, including (but not limited to) S.MP and 'Incoming'! (I don't think it'll work he does 'Blank Envy' right up close though, considering that 'Blanka Envy' goes straight up after striking in that case.)
6.If the opponent guards against his 'Touchdown!' Super, he'll automatically perform his throw, which the opponent won't be able to evade. (I think.)
Title: Re: ProjectX Bug Thread
Post by: Yung Kratos on December 13, 2010, 11:14:44 PM
while testing bishop combos i found you could get cr. short into itself 6 times. nut anywho on the cathedral stage i was seeing how many i could get in a row in the corner i fell through the strage. by pressing jump i managed to get back on the map.

also @ whip crouching i could get jab x short but after that i could only continue with the kick chain not the full set of options.

Strong Guy:
1.When foe is downed completely,Guido can follow-up multiple C.LK's and C.MK's.

i see alot of these posted by you, are these otgs states your reporting do they look natural or glitched Ive noticed some moves almost cause intentional floor bounce and have a set number of hits. like icemans st fierce and mystiques acrobatic attack. I mean zvitor correct me if im wrong but i think OTG is an intentional part of the game.
Title: Re: ProjectX Bug Thread
Post by: -Whiplash- on December 13, 2010, 11:25:19 PM
while testing bishop combos i found you could get cr. short into itself 6 times. nut anywho on the cathedral stage i was seeing how many i could get in a row in the corner i fell through the strage. by pressing jump i managed to get back on the map.

also @ whip crouching i could get jab x short but after that i could only continue with the kick chain not the full set of options.

Well what do you mean by that? I can go C. Jab followed by all the crouching kicks, thought the hard kick is hard to chain, it is possible.

I'm not sure what you mean by options,(as in into launcher?) but I see why you say he can't do it, he can just [/]sorta[/I] do it.
Title: Re: ProjectX Bug Thread
Post by: novasod on December 13, 2010, 11:27:15 PM
Quote
I mean zvitor correct me if im wrong but i think OTG is an intentional part of the game.

If it is, then you should only be able to do either one C.LK, or one C.MK; not multiple ones, and not a mix of both either. (Balance and all that.) Your thoughts Zivitor?
Title: Re: ProjectX Bug Thread
Post by: Yung Kratos on December 13, 2010, 11:42:06 PM
what i mean is other options is he cant go from short back to either strong or fierce or go from strong to either forward or roundhouse you can only do either sets of chains not go in between them. With the exception of jab then the kick chain. I also just noticed that rouges crouching combos feel like links lol.
Title: Re: ProjectX Bug Thread
Post by: novasod on December 14, 2010, 12:21:45 AM
Nightcrawler:
1.Can self-chain C.MP at least seven times.
2.Agile characters are supposed to have the lowest damage ratio, yes? So why is his damage ratio higher then Cyclops? Seriously, it's unfair; Nightcrawler not only does he deal out more damage, but he's faster, and has more damage chains. He should really be doing less damage then Cyclops, as befits his speed, agility, and comboability.
3.Same 'On ground follow with crouch attack' thing...
4.Like Namor and Strong Guy before him, he can be hit by a second launcher on his way down from being launched without the opponent jumping after him.
5.Can self-chain S.MP two times. (Three if you're moving forward whilst doing it.)
6.Increase the speed and damage of Nightcrawler's S.MP. S.MK is faster, has a bit more range, does a bit more damage, and is actually comboable from Air Normals, whereas S.MP isn't. All of this makes S.MP sort of worthless compared to S.MK, with the only redeeming factor being still usable in chain combos. To sum it up, Nightcralwer's S.MP needs improvement.
7.If either of his throws wind up with the opponent in the corner, he can juggle with the right timing and techniques.
8.Not sure if this is a bug, but I'll put it out there anyway; During his 'You will not enjoy this...' Super, between strikes 3 and 4 on the combo-counter, Kurt bamfs upwards to either the left or right side depending on what side you started the Super, and...does nothing. He just sort of bamfs there, moves his knee a bit without really attacking, and then bamfs away, for no good reason. But, this doesn't hamper the move at all. I'm just wondering if that's a bug, or if the 'Bamf of Nothing' was intentional.
Title: Re: ProjectX Bug Thread
Post by: ZVitor on December 14, 2010, 12:27:17 AM
that is comming more fast then i thought, plz guys continue.
in next days i should release mystique, wolverine and sabretooth, so plz test this first, and maybe i fix some critical thing before release.

If it is, then you should only be able to do either one C.LK, or one C.MK; not multiple ones, and not a mix of both either. (Balance and all that.) Your thoughts Zivitor?
i didnt tested this floor attacks doing multiple hits, actually i didnt looked for infinity combos too, that will be really useful.
...
i will do that, only one attack to enemys at floor.

....
Title: Re: ProjectX Bug Thread
Post by: Yung Kratos on December 14, 2010, 12:31:27 AM

i will do that, only one attack to enemys at floor.


well maybe you can work it out so that some characters can relaunch out of an otg since your gonna be tweaking that. Relaunches are teh bizness
Title: Re: ProjectX Bug Thread
Post by: novasod on December 14, 2010, 12:41:59 AM
well maybe you can work it out so that some characters can relaunch out of an otg since your gonna be tweaking that. Relaunches are teh bizness

If you're talking about Launching from a OTG followup, remember balance; something like that might not contribute much to it/balance; think about the damage total for no cost of meter that could come out of that. But if that's not what you were talking about, then sorry for misunderstanding you.
Title: Re: ProjectX Bug Thread
Post by: ZVitor on December 14, 2010, 12:58:42 AM
you guys tink i should remove or keep the c.lk/c.mk hitting enemy at floor?

(what mean otg???)
Title: Re: ProjectX Bug Thread
Post by: Yung Kratos on December 14, 2010, 01:02:05 AM
otg means off the ground like floor bounce wall bounce combos. I agree that there should only be one otg hit per combo but after that you can continue your combo via juggle or relaunch. i mean unless theres no scaling or plans to add scaling then relaunches arent gonna do anything but be cool  :cool
Title: Re: ProjectX Bug Thread
Post by: Jelux Da Casual on December 14, 2010, 01:03:39 AM
you guys tink i should remove or keep the c.lk/c.mk hitting enemy at floor?


sure, as long as they're not infinites, what's the harm.
Title: Re: ProjectX Bug Thread
Post by: Yung Kratos on December 14, 2010, 01:07:06 AM
Decided i was gonna focus on wolverine since zvitor is on a schedule

first thing i found was that you can link your jab x short chain for a loop in the corner its much harder to do than the other infinite s and loops as it is a link not a cancel. so far ive got 21 hits.

Post Merge: December 14, 2010, 01:16:40 AM
ok im dumb i just realized that dive kick was qcf standing not jumping i thought it was deleted. lol
Title: Re: ProjectX Bug Thread
Post by: novasod on December 14, 2010, 01:17:49 AM
sure, as long as they're not infinites, what's the harm.

Having the gameplay focus more on the combos then other stuff, that's what. Think about it; someone like, say, Nightcrawler, could do a C.LP, C.LK, C.MP, C.MK, C.HK, (downs the foe,) then when the foe is downed, C.LK, C.MP, C.MK, C.HP, (launcher), and then all 6 Air Normals in succession. Seriously, if that doesn't sound like a recipe for high damage for no meter to you, trust me, it's worse then it sounds in that case. Just a one-hit follow-up is fine, but anything more then that, well, one thing leads to another, and before you know it, the above can happen.
Title: Re: ProjectX Bug Thread
Post by: Jelux Da Casual on December 14, 2010, 01:22:02 AM
Having the gameplay focus more on the combos then other stuff, that's what. Think about it; someone like, say, Nightcrawler, could do a C.LP, C.LK, C.MP, C.MK, C.HK, (downs the foe,) then when the foe is downed, C.LK, C.MP, C.MK, C.HP, (launcher), and then all 6 Air Normals in succession. Seriously, if that doesn't sound like a recipe for high damage for no meter to you, trust me, it's worse then it sounds in that case. Just a one-hit follow-up is fine, but anything more then that, well, one thing leads to another, and before you know it, the above can happen.

I didn't know you were talking about doing the whole "hunter" combo while on the ground, that's outrageous.

Speaking of nightcrawler, either something is amiss about his launcher, or certain characters have extremely fast recovery time in the air. Example: fighting Iceman, Iceman recovers from C.HP before Nightcrawler can get to him for an air combo.
Title: Re: ProjectX Bug Thread
Post by: Yung Kratos on December 14, 2010, 01:36:28 AM
Having the gameplay focus more on the combos then other stuff, that's what. Think about it; someone like, say, Nightcrawler, could do a C.LP, C.LK, C.MP, C.MK, C.HK, (downs the foe,) then when the foe is downed, C.LK, C.MP, C.MK, C.HP, (launcher), and then all 6 Air Normals in succession. Seriously, if that doesn't sound like a recipe for high damage for no meter to you, trust me, it's worse then it sounds in that case. Just a one-hit follow-up is fine, but anything more then that, well, one thing leads to another, and before you know it, the above can happen.

Like i was saying if there was scaling you wouldnt even want to hit your opponent that much youd just wanna do a 3-4 hit series launch 2-3 hits special or super.  shoot you wouldnt get to the meat of your combo before it was scaled to 1 point of damage. i mean with out scaling things could get ridiculous. like right now i can get like 40-50% by doing st. jab > short > strongx3 > forward x2 > launch > sj. jab > short> strong > fierce. I havent caught anyone with it but i know i could 100% the ai with a 3x ahvb combo. the damage problems you speak of come from the lack of scaling not the combo options.

@ glux

I notice that too ive seen it in other mugen chars maybe theres some type of generalized code they use for launchers that doesnt mesh with certain animations and hitboxs

Post Merge: December 14, 2010, 01:55:21 AM
ok ive found with sabretooth that in the corner if you do is punch chain you can go for an extra hit afterwards. only one though. the problem with this is that if i launch aftger putting him in the juggle state i cant hit the opponent
Title: Re: ProjectX Bug Thread
Post by: novasod on December 14, 2010, 01:56:47 AM
Due to Zvitor's request, I'll be doing Mystique, Wolverine, and Sabretooth next, in that order. The latter two will have to wait 'till tomorrow, but for now, we have...Mystique!
1.Can self-chain C.LP 5 times.
2.Can self-chain C.LK 8 times.
3.If S.HK is used with the foe in a corner, you can juggle afterward with right techniques. (Oh, and as it turns out, you can acntually do the juggle anywhere, though you have more potential if the foe's in a corner.
4.Has the 'downed' thing too, though she can also hit 'em during their fall. In fact, she has a better chance of doing that then the usual method.
5.Tone down the damage of her S.HK>S.HP target combo (the whole thing,); seriously, she's an Agile, not a Tank.
6.Same 'hit-by-launcher' problem that the previous characters who had it have.
Title: Re: ProjectX Bug Thread
Post by: Yung Kratos on December 14, 2010, 02:21:09 AM
also sabretooths j fierce and j roundhouse cause knockdown to standing opponents.

Im gonna go test to see if this is prevalent in other characters.

Post Merge: December 14, 2010, 02:23:27 AM
ok so so far i see that wolverine has the knockdown problem but gambit does not.
Title: Re: ProjectX Bug Thread
Post by: novasod on December 14, 2010, 02:28:53 AM
also sabretooths j fierce and j roundhouse cause knockdown to standing opponents.

Im gonna go test to see if this is prevalent in other characters.

Post Merge: December 14, 2010, 02:23:27 AM
ok so so far i see that wolverine has the knockdown problem but gambit does not.

Yes, it's prevalent in other characters, and no, it's not a 'knockdown problem'. The moves were designed to be like that. If a character's Heavy Normals can't do that, then they can't do that. Seriously, of the 10 characters I've tested out so far, each has at least one Standing Heavy Normal which does knockback, and most have two. Same goes with most Air Heavy Normals. If you still it's a bug, (though I'm sure it's not,) ask Zivitor.
Title: Re: ProjectX Bug Thread
Post by: Yung Kratos on December 14, 2010, 02:35:46 AM
im not testing standing heavy attacks that cause knockdown im testing for jumpins that cause knockdown. Because of how they look when they knockdown it looks like he forgot to code a different effect from air to air or air combo heavy attacks than a jumpin heavy attack.

Post Merge: December 14, 2010, 02:45:47 AM
OK completelist of characters whos heavy jumpins have knockdown

-Iceman
-Beast
-Colossus
-Wolverine
-Emma
-Deadpool
-Quicksilver
-Namor
-Maggie
-Mystique
-Omega Red
-Sabretooth
-Birdie
Title: Re: ProjectX Bug Thread
Post by: ZVitor on December 14, 2010, 07:31:19 AM
yes, air knockback is optional, but will check if some of this chars must have it.
Title: Re: ProjectX Bug Thread
Post by: novasod on December 14, 2010, 11:36:56 AM
Wolverine:
1.Has OTG thing, and can hit them during the fall too in certain cases. (Like his throw.)
2.TONE DOWN S.HP DAMAGE. For an Agile, it does far too much damage, and this is even more evident when used in chains...
3.Can self-chains his MP>MP target combo 4 1/2 times. (4 times, and then the first hit of the the target combo.)
4.He doesn't seem to be able to chain into any Ground Medium Normals from Air Normals; the Medium Normals will come out, but the opponent will have time to guard, so it won't actually be a combo.
5.Remember the recurring 'After Being Launched' airguard problem? Yeah, he has that too.
6.Can combo into his Berserker Barrage and Tornado Claw from just about anything, I've listed it as a bug.(just normals, not Specials or Super of course, with the right timing. Since you don't seem to want that kind of comboing in your game, (and no-one else I've tested so far seems to have it besides Juggernaut; yeah, just checked him, go back to page 5 for more details) Keep in mind that this sort of thing might exist in other characters. I'll list them as I test, but you might want to look your characters over in that regard.
Title: Re: ProjectX Bug Thread
Post by: Yung Kratos on December 14, 2010, 01:17:23 PM
Wolverine:
1.Has OTG thing, and can hit them during the fall too in certain cases. (Like his throw.)
3.Can self-chains his MP>MP target combo 4 1/2 times. (4 times, and then the first hit of the the target combo.)
4.He doesn't seem to be able to chain into any Ground Medium Normals from Air Normals; the Medium Normals will come out, but the opponent will have time to guard, so it won't actually be a combo.
5.Remember the recurring 'After Being Launched' airguard problem? Yeah, he has that too.


@1 which move causes otg I'd like to mess with that some myself

@2 I'm in agreement  about the chain I thing being able to do 4 hits max would be acceptable not 9

@4 I think this ties in with the knock down problem i talked about before. a heavy attack will cause enough hitstun to allow a medium or another hard attack


@5 are you timing yourfollowups correctly I'm nailing my post launch combos100% of the time

Post Merge: December 14, 2010, 02:30:53 PM
yes, air knockback is optional, but will check if some of this chars must have it.

Also I forgot to address this.the knock down glitch I'm talking about is not air to air attacks. I'm talking about air to ground. Jumping on your opponent while there standing causes it.
Title: Re: ProjectX Bug Thread
Post by: novasod on December 14, 2010, 03:38:01 PM
Quote
are you timing yourfollowups correctly I'm nailing my post launch combos100% of the time

I suppose I'll have to be specific; after being launched, and if Wolverine comes down without the opponent jumping after him and doing some hits, Wolverine will not be able to airguard against a launcher, if the opponent hits Wolverine with a launcher before Wolverine lands.

Other characters have this problem too. Look back for those.
Title: Re: ProjectX Bug Thread
Post by: Yung Kratos on December 14, 2010, 05:08:30 PM
so what your saying is that wolverine cant air tech so he can be infinite juggled by launchers.

Post Merge: December 14, 2010, 05:34:35 PM
also ive edited my last post so that it is more readable typing on an iphone is such a pain *Iceman ThumbsDown!*
Title: Re: ProjectX Bug Thread
Post by: B-5 on December 14, 2010, 05:36:55 PM
How do you make Wolverine climb walls?
Title: Re: ProjectX Bug Thread
Post by: novasod on December 14, 2010, 05:53:36 PM
Sabretooth:
1.He's an Agile, but can only do 3-Hit Chains like a Shooter. What's up with that?
2.Can self-chain S.MK at least 6 times.
3.OTG thing; can hit them during their fall too.
4.If his throw winds up with the foe in the corner, Sabretooth can juggle with right techniques.
5.After launcher; Can self-chain LP and LK twice each.
6.Same airguard--launcher problem as certain others have.
7.If his Berserker Claw ends with the airborne opponent and Sabretooh very close to each other, such the opponent right behind Sabretooth, Sabretooth can juggle with the right techniques.
8.After his Deadly Run, if it winds up with Sabretooth having cornered the foe, he can juggle the opponent with the right techniques, though you don't many options in that case.
9.Wild Fang is like 7 and 8, (corners particularity,) except instead of having to juggle, (you actually can't do that in this case,) you can just followup with Talon Fury.
10.With the right timing, you combo into Wild Fang from either S.MP or S.MK.

So that's the three characters that Zivitor requested to be tested. Unless Zivitor would like another set to get priority, I'll just do whomever among the rest.

And Yung Kratos: I don't know if there's a problem with air-tech, but the following is definitely true; 'he can be infinite juggled by launchers.' Well, sort of. If you press back, you can avert that, as he'll 'bounce' backwards after the second launcher hit instead of gaurding; he's supposed to airguard, not get hit by a second launcher.
Title: Re: ProjectX Bug Thread
Post by: Yung Kratos on December 14, 2010, 06:15:39 PM
I think the knockdown problem im seeing is also related to that infinite juggle state your seeing. they look like what your finding is all on my list of characters with the knockdown glitch. my guess is that air to ground and ground to air on these characters is what needs to be looked at. there doesnt seem to be a differentiation between ground to air, air to ground both when they hit others and in your case when they get hit.
Title: Re: ProjectX Bug Thread
Post by: ZVitor on December 14, 2010, 07:17:04 PM
thanks guys.
to his releases will not fix everything, just easy ones.
later i come back to fix all.
...
after some point of project i decided make that thing with different gameplays, i like that, but somes chars missed some combos and others dont should do somes. will fix all later, thanks for report.


How do you make Wolverine climb walls?
close to all in air hold F
just like wall jump, but release F after he be at wall.

same to nightcrawler.



Title: Re: ProjectX Bug Thread
Post by: Yung Kratos on December 14, 2010, 11:51:39 PM
after some point of project i decided make that thing with different gameplays, i like that, but somes chars missed some combos and others dont should do somes. will fix all later, thanks for report.

No problem I am glad to help and if there is anything else you need looked at specifically feel free to ask.
Title: Re: ProjectX Bug Thread
Post by: Jelux Da Casual on December 15, 2010, 12:33:33 AM
K, I'm sure everyone knows it but no ones actually said it. Sentinel Sky Attack has no stage music. But then there's this.

You know what? My favorite track isn't in the game right now. "Cyclops - On the Blackbird".
http://www.youtube.com/watch?v=K6Fhd10i1HA# (http://www.youtube.com/watch?v=K6Fhd10i1HA#)
They used your "CPS2 Original - Storm" for that stage...
Why it not get used?
Title: Re: ProjectX Bug Thread
Post by: ZVitor on December 15, 2010, 04:25:18 AM
was a minor error at stage . def file, we will fix to next version
Title: Re: ProjectX Bug Thread
Post by: yosifun on December 15, 2010, 04:39:25 AM
I actually liked this great music here:
http://www.youtube.com/watch?v=SD5yEtpRZCM# (http://www.youtube.com/watch?v=SD5yEtpRZCM#)

Why isn't this being used anywhere? You should definitely use it somewhere, maybe in the ending/intro video.
Title: Re: ProjectX Bug Thread
Post by: Acey on December 15, 2010, 10:33:36 AM
I actually liked this great music here:
http://www.youtube.com/watch?v=SD5yEtpRZCM# (http://www.youtube.com/watch?v=SD5yEtpRZCM#)

Why isn't this being used anywhere? You should definitely use it somewhere, maybe in the ending/intro video.

That music is a very different style than any of the other music in the project.  :-??
Title: Re: ProjectX Bug Thread
Post by: ZVitor on December 15, 2010, 10:58:13 AM
and from 6.400 views aleast 400 are mine, i cant hear that song again
Title: Re: ProjectX Bug Thread
Post by: novasod on December 15, 2010, 02:42:34 PM
Birdy:
1.Repeatedly self-chaining C.MP whilst moving forward can net you an Infinite. (FIX ASAP.)
2.Has same OTG thing; Can also hit her foe during their fall.
3.Can self-chain S.MK (whilst moving foward,) at least 13 times.
4.So I usually use Cyclops as my test dummy, right? I often use both him and his class, Shooter, for a nice mioddle ground in terms of speed and Damage Ratio balance. Anyway, Birdy and Cyclops are the same type (Shooter,) so they should do about the same damage, though Birdy is a bit faster with a bit less range, at least in terms of normals, so she should do a bit less damage. Turns out that in a number of cases, she actually does more damage then Cyclops; it's like Nightcrawler, though not to the same extent. The point is, she should be doing less damage then characters like Cyclops to balance things out, though she is a Shooter, so her Damage Ratio should still be higher then Agile's. Tell me if you want more specifics.
5.Has the 'Air-Gaurd Against Launcher Problem', and (not that is a bug,) she also knockback Heavy Air Normals; the point of that, is there may indeed be a connection there...
6.After Launcher; Can self-chain LP, LK, and MK two times each. Additionaly, it's a bit difficult to do Air Chains.

Also, this doesn't really need to be changed, but, her voice is incredibly dull, and at times sounds like one of those Computer voices from those typing programs. It wouldn't be so much of a deal if there weren't so many quality, lively voices present in many of the other characters, but there are. Not to mention that, for someone who's never read a comic with Birdy in it, her SC sprites seem to portray her as a character's whose voice should often be anything but dull. Just something to think about.
Title: Re: ProjectX Bug Thread
Post by: Yung Kratos on December 15, 2010, 03:07:34 PM
i also found with birdy that she can only do tank chains and that cyclops has a broken magic series like bishops (only part that works is jab > short )and also cannot combo any standing move into crouching and vice versa.
Title: Re: ProjectX Bug Thread
Post by: novasod on December 15, 2010, 03:44:47 PM
Gambit:
1.His primary type is Agile, but he does more damage then Cyclops in most cases. Tone down his Damage Ratio.
2.Has OTG thing.
3.It's rather difficult for Gambit to perform Air>Ground chains.
4.If the opponent's in the corner when Gambit use Kinetic Card, Gambit can juggle with the right techniques.
5.His Superjump operates sort of awkwardly, though it's possible that it's supposed to be like that.
Title: Re: ProjectX Bug Thread
Post by: Yung Kratos on December 15, 2010, 04:16:24 PM
i found a bug with sabretooths lp>lp chain it combos from the second hit into the first but not the first into the second. more detailed desctiption is that the horizontal punch combos to the vertical but vertical is first.
Title: Re: ProjectX Bug Thread
Post by: novasod on December 15, 2010, 04:34:33 PM
More Gambit Bugs:
1.Can combo into specials.
2.Has the 'air-guard against launcher' problem.
3.when he Tech-hits, the games says (and I mean in voice acting, not text,) 'Tech Hit.' I'm pretty sure no-one else has this.
Title: Re: ProjectX Bug Thread
Post by: Yung Kratos on December 15, 2010, 04:41:42 PM
i just found that wolverines tornado claw hits overhead on cable not sure about other characters. a dp that hits overhead SMH  o.O#
Title: Re: ProjectX Bug Thread
Post by: Eclipse on December 15, 2010, 04:45:33 PM
Also, this doesn't really need to be changed, but, her voice is incredibly dull, and at times sounds like one of those Computer voices from those typing programs. It wouldn't be so much of a deal if there weren't so many quality, lively voices present in many of the other characters, but there are. Not to mention that, for someone who's never read a comic with Birdy in it, her SC sprites seem to portray her as a character's whose voice should often be anything but dull. Just something to think about.

To be honest her voice was computer generated, it's more like a place holder cause I didn't found a voice actress in time to the release and maybe it wouldn't be much pleasant if I used my own voice...  :-@
She suposed to be a funny character and ever when her get a real voice maybe she'll sound kinda of silly... :P
Title: Re: ProjectX Bug Thread
Post by: Yung Kratos on December 15, 2010, 06:53:28 PM
while testing gambit i found that he cannot combo any standing moves into crouching moves im finding this alot so im going to make a list of all characters who cannot chain crouching into standing and report back.

Title: Re: ProjectX Bug Thread
Post by: ZVitor on December 15, 2010, 07:02:32 PM
is not possible link stand - crounch attacks in that game.


3.when he Tech-hits, the games says (and I mean in voice acting, not text,) 'Tech Hit.' I'm pretty sure no-one else has this.
dammint, missed this one.
...
and AI say it a lot!
Title: Re: ProjectX Bug Thread
Post by: Yung Kratos on December 15, 2010, 07:45:18 PM
characters who cannot combo standing into crouching and vice versa.

-Storm (also has broken magic series)
-Psylocke
-Iceman (also he does not have magic series unsure if this is intentional as he is not a tank)
-Beast(is capable of going standing to crouching but not the other way around)
-Colossus
-NightCrawler
-Gambit
-Wolverine
-Cyclops
-Cable
-Deadpool (also has broken magic series but different from other characters with busted Magic series for example he cannot do lp> lk but can do lp>mk)
-QuickSilver
-Strong Guy
-Namor
-Magneto
-Mystique (i almost missed this one cuz her st lk looks like a cr lk)
-Omega Red
-Sabretooth
-Birdy (i got lp to cr lp to work a link but the distance and the followup after were inconsistent)

Also during the course of this testing i found a glitch were if you stand next to an opponent with colossus and do a dash lp you will teleport behind the opponent.


Post Merge: December 15, 2010, 07:47:13 PM
is not possible link stand - crounch attacks in that game.

Hold on wait what? is this something youre working on or is there a reason for completely removing high low mixups from your game.
Title: Re: ProjectX Bug Thread
Post by: novasod on December 16, 2010, 12:50:14 AM
Rouge:
1.Has OTG thing.
2.Has 'air-guard launcher' problem.
3.When being launched, she doesn't get launched very high. (Also, he doesn't have knockback Air Normals, so they might not be the problem...)
4.After Launcher: Can self-chain LP 3 times, and LK at least 6 times.
5.You don't have to do this, her 'Divebomb' special might be more beneficial if it was an Overhead; it definitely looks like that sort of attack, for one thing, and it wouldn't really hurt anything.
6.Can combo into specials.
7.She can do three-hit chains. Why is this a problem? Because shooters can do it too, and they do less damage. She's a Tank, yes? So take away some of her combos to balance her out. Namor can also do this, so you should probably do the do the same thing to him.
8.For curiosities sake, I switched my test dummy from Cyclops to Colossus after the initial bug-testing, just this once. I found that in certain cases, Rouge does more damage then Colossus, with the biggest (but the the only,) case being their S.HP's; Colossus clearly has the slower S.HP, yet Rouge's S.HP clearly does more damage. Rouge may be a Tank, but she's more like Namor; she should be less agile and slower then Shooters and Agiles, (which she is, more or less,) but there are fellow Tanks which are slower and have more range. She should be doing a bit less damage them then, not more. To sum it up, Rouge's Damage needs fine tuning.
Title: Re: ProjectX Bug Thread
Post by: yosifun on December 16, 2010, 02:25:06 AM
When I tried the air counter with Wolverine (not the one with spinning claws), the sprites of this specific animation looked awkward, here's one:
(http://img826.imageshack.us/img826/2201/pxwolverine.png)
Title: Re: ProjectX Bug Thread
Post by: novasod on December 16, 2010, 11:36:51 AM
More Rouge Bugs:
1.Remember how I said she can combo into specials? Turns that her sweep (C.HK) is one of the normals she can combo from. Since I'm pretty sure you can't do that even in fighting games that have regular combos, I figured it would be worth noting on it's lonesome here.
2.I have no idea how to replicate this, but I'll try to describe it. I was playing with Rouge in Arcade Mode Against Nightcrawler, and when I had Nightcrawler close to a wall, he threw me with his HK throw. Rouge never came down to the ground until much later; she was stuck to the wall right above Nightcrawler in her 'Been Thrown' animation, kept on moving up and forth repeatedly, (though the distance between the two points that she moved between was very small,) and she kept taking damage until her lifebar was completely empty... and even after that, it took some time before the game declared Nightcrawler the winner, and Rouge finally came down to the ground. Seriously, I have no idea how to do this again, but I still figured it was worth putting out.
Title: Re: ProjectX Bug Thread
Post by: ZVitor on December 16, 2010, 12:38:24 PM
probably a bug at NC throw....
will check
Title: Re: ProjectX Bug Thread
Post by: novasod on December 16, 2010, 05:38:10 PM
Psylocke:
1.Has OTG thing.
2.If her HP throw winds up with the foe in the corner, she can juggle with the techniques, even right after throw's done and she's still in the air. (Though of course, she can still wait 'till she lands.)
3.Found out more about the 'air-guard launcher' problem. (I kept finding more and doing more research, so bear with the wall of text please.) Not only can Psylocke not guard against it in the air, but she can't guard against it on the ground either. To be more specific, Beast and Cyclop's are both C.HP attacks. Psylocke can't guard against them on the ground by just gaurding while standing, but she can guard against on the ground by guarding while crouching. On the otherhand, Wolverine's launcher can be guarded against by guarding while standing, but that's because it's Wolverine's S.HK; it's a standing attack. To sum it up, some of the Crouching Launchers in X-Men:SC hit low. I know it's not all because Psylocke's C.HP Launcher doesn't hit low. There's still some questions though; to further test this whole thing, I tried having Cyclops airguard against Psylocke's launcher. He wasn't able to do so. So, while we've figured some stuff out, we still haven't solved the problem..
4.Well well; her S.MK puts the opponent into the air just a bit, yes? If you try to followup with a Standing Attack, the opponent can airguard; but if you instead use an attack that hit low, like C.MK again, (but not just that I assume,) the opponent can't air-guard. It's possible that crouching attacks can't be air-guarded against; this not only helps with air-guard problem, but is a rather noticeable problem in general, if it's really the case.
5.She's an Agile, right? While it's as bad certain other characters, her Damage Ratio in a number of cases still doesn't fit her Type, when compared to Cyclops, a Shooter. (She often does more damage then Cyclops.)
6.Her Movelist doesn't live the five different follow-ups to Hayate.
7.Psi-Blade--and only when the damage is maxed out due to mashing the buttons repeatedly--does FAR TOO MUCH DAMAGE; the HP version even does as much damage as a hyper, though they all need to be toned down immensely.
8.Psi-Adaga needs to be toned down also.
8.Her QCB+PP and QCF+BB Supers also need to be toned down.
9.Speaking of QCB+PP, when the move is successful, and is finished, a second Psylocke sprite will appear, just standing there, and unable to do anything.

Post Merge: December 16, 2010, 07:38:55 PM
Colossus:
1.Can do three-hit chains, despite being a Tank. Balance, yes?
2.Has OTG thing.
3.His LP>LP target combo has enough space between the two hits for the opponent to guard against the second hit. Why bother having the target combo if isn't really a combo?
4.If he gets hit during his taunt, he'll restart his "All too easy!" line, and he won't be able to finish the taunt if he keeps getting hit; that is to say, he'll be stuck in the last frame of the taunt until his opponent stops attacking him.
5.After Launcher; MK is the only Air Normal that will connect properly; the others either miss, or they're too slow to come out. :DB:

Post Merge: December 17, 2010, 12:43:34 AM
Storm:
1.Has OTG thing. Can also hit the foe during their fall if close enough. (This also includes her Air Throw.)
2.S.HP is unblockable.
3.If either of her throws wind up with the foe in the corner, she can juggle with the right techniques.
4.Can self-chain S.LP two times, C.LP three times, S.LK four times, and C.LK 4 times.
5.Can self-chain S.MP 4 times.
6.Storm's damage often seems just a bit less then Cyclops, despite being relativity the same speed. It may not seem that big of a difference, but it becomes more apparent when you compare contrast the total damage of the chain combos of the two characters; Storm usually comes on top, and it's clear and who the winner is. You might want to fine-tune Storm's damage a bit, though it wouldn't need as much of an adjustment as certain other characters.
7.Can chain Hurricane into Thunder; Hurricane brings the opponent to the top of the screen, and the Thunder smacks them right back down. (You can even do it before the opponent gets brought up all the way.) Sure, it can look cool, but the total damage of this 'combo' is just too much. You shouldn't be able to do this.
Title: Re: ProjectX Bug Thread
Post by: HyperVoiceActing on December 17, 2010, 01:24:22 AM
It's probably because I don't know how to use it right, but everytime I use Hurricane with Storm it never works
Title: Re: ProjectX Bug Thread
Post by: Yung Kratos on December 17, 2010, 01:53:31 AM
every tank can do 3 hit chains :-w
Title: Re: ProjectX Bug Thread
Post by: novasod on December 17, 2010, 09:08:52 AM
every tank can do 3 hit chains :-w

Except for Juggernaut, though still, when Zivivtor said that Tanks have 'few combos', this wasn't exactly what I had in mind. Tanks do noticeably more damage then the other types, so they should only do 2-hit chains; their damage count would definitely make up for that. As it is right now, it just isn't fair to the Shooters, who also can only do 3-hit chains, but don't do as much damage. This needs to be worked on for sure.
Title: Re: ProjectX Bug Thread
Post by: ZVitor on December 17, 2010, 09:27:46 AM
they dont should have 3 hits combos,
but so far i only did that to juggz.
will explore more all that combo area, like test crounch-stand combos too.
....
shooters must focus on special/hypers;
Title: Re: ProjectX Bug Thread
Post by: DizzyTheConquer on December 17, 2010, 09:41:28 AM
Are you planning something for the characters to work on the Manhattan stage? I figured I better get this out of the way. I don't know if it's a bug or it's intentional.
Title: Re: ProjectX Bug Thread
Post by: Jelux Da Casual on December 17, 2010, 10:19:04 AM
Are you planning something for the characters to work on the Manhattan stage? I figured I better get this out of the way. I don't know if it's a bug or it's intentional.

I recommend just swaping that stage out for something else.
Title: Re: ProjectX Bug Thread
Post by: novasod on December 17, 2010, 10:24:06 AM
What's wrong with the Manhattan stage?
Title: Re: ProjectX Bug Thread
Post by: ZVitor on December 17, 2010, 10:52:24 AM
What's wrong with the Manhattan stage?
Title: Re: ProjectX Bug Thread
Post by: Acey on December 17, 2010, 11:04:51 AM
When the grown breaks and they fall into the sewer it's a little akward since the chars just stand during the entire fall. I know Club Syn developed a code to fix this general issue so that the characters will actually fall but I havn't taken a look at the code yet. It's something that would be added to all the chars and be stage specific.
Title: Re: ProjectX Bug Thread
Post by: Acey on December 17, 2010, 11:48:15 AM
All bugs to this point have been logged. Thanks all, keep up the great work.
Title: Re: ProjectX Bug Thread
Post by: novasod on December 17, 2010, 10:26:10 PM
Omega Red:
1.Doesn't do quite enough damage for a tank, compared to other tanks.
2.Has OTG thing.
3.If his throw winds up with the foe in the corner, Red can juggle with the right techniques.
4.Can self-chain C.LP at least 9 times.
5.Air MP has no Hit Sound Effect.
6.It's hard him to do the Superjumps that start out jumping backwards and forwards; the straight-up superjump is the only one way he can pull off with no difficulties.
7.His voice volume can be kind of low...
8.After launcher; LP can self-chain 3 times, though you have to use the attack at certain times for this to work. Also, His HP and HK don't slam to opponent the ground after a launcher.
9.If you cancel Carbonadium Propeller, you can followup either S.LP, C.LP, S.LK, or C.LK.
10.You can't cancel HK Omega Strike, unlike the LK and MK versions of the same move.
11.Has three-hit chains, despite being a Tank.
Title: Re: ProjectX Bug Thread
Post by: Tazzer on December 17, 2010, 10:39:31 PM
Does anyone know what would cause that problem w/ Birdy in the Team (turns) mode?


Also, not a bug... but would it be possible to animate some of the characters you have in the background of the stages?  Like Scarlet Witch and the Brotherhood in Mystiques Stage?  The sprites are well done, but they look like they could just be wax-work statues instead of actual people in the background.   They don't have to do much.. even just a slight breathing animation would help.   Just something to indicate they're live characters in the stage and not statues or cardboard cut-outs.
Title: Re: ProjectX Bug Thread
Post by: novasod on December 20, 2010, 08:17:53 PM
Deadpool:
1.Has OTG thing; can also use his Air Projectile in this case; his 'NINJA'S'! Super works too.
2.Is an Agile, yet his damage is higher then Cyclops, a shooter; Deadpool's Damage Ratio needs to be finetuned and lowered.
3.Also, he can only do 3-hit chains instead of 5-6 hit chains, like an Agile should be capable of.
4.It's rather hard to chain into Ground Medium and Ground Heavy Normals from Air Normals, if not impossible in most cases.
5.After Launcher: His Air Normals are require strict timing to both connect, and chain.
6.Can combo into specials.

Post Merge: December 20, 2010, 09:34:11 PM
Emma Frost:
1.Has OTG thing.
2.Can juggle after her throw if her foe's in the corner.
3.Can chain C.LP 3 times.
4.Has the  ol' 'Moving Forward Whilst Mashing LP Infinite' bug.
5.Has a partial Magic Series, and can do more then 3-hit combos. (I think.)
6.When the opponent slams to to the ground after either Emma's Air HP or Air HK, the opponent bounces backward instead of staying downed.
7.Considering Deadpool's 'Stun Grenade' does no damage, Emma's Psy Spear shouldn't do damage either, for obvious reasons.
8.Her Diamond form, a Tank, has a Magic series as well, and can definitely do 5-6 hit combos. (FIX ASAP.)
9.You'd think that being a Tank in Diamond form, she'd be slower and do more damage, but as she is now, she's more like she has the best attributes of the Shooter, Agile, and Tank types (In the case of Tank, it's mainly the Super Armor.); her Diamond form needs to be rebalanced.
9.Diamond Slam doesn't have a Hit Sound Effect.
10.How come her her Psychic form has 3 Supers, while her Diamond form has one? (Aside from the the one that changes forms?)

Post Merge: December 21, 2010, 08:09:06 PM
Bishop:
1.Has OTG thing. Can also hit the foe during the fall.
2.Can self-chain C.LK 6 times.
3.After Launcher: Can't connect with MP. It's also rather hard to perform a LP>MP>HP chain.
4.Can combo into Specials.

Post Merge: December 21, 2010, 08:55:07 PM
And now, last but certainly not least, Cable:
1.Has OTG thing.
2.If his throw winds up with the foe in the corner, he can juggle afterward.
3.Can do 6-hit chains, despite being a Shooter.
4.Can combo into Specials.
5.For obvious reasons, Cable's 'Stun Grenade' shouldn't do any damage.
6.Can cancel Specials into Supers.

And that's it; I'm tested every single character for this version of SC. (Although it was lot easier--and much more fun--then doing the same for EoH, let me tell you...) In final sum-up, SC feels great on the surface, and if you just sit back and enjoy it, it's very...enjoyable. But there are a number of bugs and balance issues beneath that hamper the experience, and these need to be worked on. With that in mind, for future characters, (such as the upcoming Marrow,) keep in mind the character's type when setting things like Damage Ratio, what chains are available, and the like. (And try to get everyone the same general Voice Volume, and let all Winposes play out fully instead of sometimes being stopped before they can finish.) Still, SC shows great promise, and I look forward to the next version, whenever that may be. :thumbsup:
Title: Re: ProjectX Bug Thread
Post by: laspacho on December 24, 2010, 04:50:38 PM
I was using Gambit spamming cards at Sabretooth and then did a card in the air and got the game to lock up.

Storm has her storm hyper going and I did a bunch of berserker barrages with Wolverine to have he game lock up.
Title: Re: ProjectX Bug Thread
Post by: TDD on January 20, 2011, 09:25:06 AM
Storm can't hit Bishop with the upword typhoon attack.

(http://img402.imageshack.us/img402/1576/213233445345.jpg) (http://img402.imageshack.us/i/213233445345.jpg/)
Title: Re: ProjectX Bug Thread
Post by: emhel06 on February 05, 2011, 10:33:23 PM
i am always getting this error,, help me please :) BTW nice game
epic game..
(http://img217.imageshack.us/img217/7190/38676860.jpg)
Title: Re: ProjectX Bug Thread
Post by: PsychoMugenFan on February 06, 2011, 09:46:38 AM
Sometime when I Use One of Birdy's hypers it freezes :/
Title: Re: ProjectX Bug Thread
Post by: HyperVoiceActing on February 06, 2011, 11:42:42 AM
Storm can't hit Bishop with the upword typhoon attack.

(http://img402.imageshack.us/img402/1576/213233445345.jpg) (http://img402.imageshack.us/i/213233445345.jpg/)

When I played, I couldn't get Typhoon to hit anyone
Title: Re: ProjectX Bug Thread
Post by: HyperVoiceActing on February 13, 2011, 01:15:46 AM
I just found something:
Sometimes when Nightcrawler does his teleport grab, the opponent can do through the ground

EDIT: Nevermind about my Storm Typhoon comment. That guy's right, it's only Bishop
Title: Re: ProjectX Bug Thread
Post by: Vinnie MUller on March 02, 2011, 09:44:28 PM
rogue vs cable> muitas vezes dá um bug que o life do cable nunca acaba,sempre que vai acabar dá um travada rápida e uma pequena porcentagem do life volta. depois que acontece a primeira vez, acontece infinitamente naquela batalha, não importa quantas vezes o acerte.

agarrão do noturno modo arcade ..quando ele agarra com chute no canto da tela o agarrão se rete automaticamente, continuamente até o nosso life acabar

fora um monte de golpes que não tem defesa: soco forte da storm/raio do magneto só defende em pé, abaixado ou no ar quebra a defesa/gancho do cable assim como o primeiro hit de seu anti-aéreo...
Title: Re: ProjectX Bug Thread
Post by: HyperVoiceActing on April 08, 2011, 07:29:12 PM
I wasn't sure if I addressed this before, but sometimes Magento's Magentic Spikes don't move forward
Title: Re: ProjectX Bug Thread
Post by: ZVitor on April 08, 2011, 07:52:50 PM
I wasn't sure if I addressed this before, but sometimes Magento's Magentic Spikes don't move forward
AI?
Title: Re: ProjectX Bug Thread
Post by: HyperVoiceActing on April 08, 2011, 10:41:55 PM
Yeah. Sorry I wasn't so specific about that
Title: Re: Project X Gameplay
Post by: AngelEcks on July 05, 2011, 08:00:11 PM
The only thing that bothered me..

(http://i974.photobucket.com/albums/ae224/angelecks/Various/DPwalk002.gif)

(http://i974.photobucket.com/albums/ae224/angelecks/Various/DPwalk000.gif)

Please include these, this time around..

 %%-
Title: Re: Project X Gameplay
Post by: HyperVoiceActing on July 05, 2011, 08:54:21 PM
Now the game is complete lol
Title: Re: Project X Gameplay
Post by: Acey on July 05, 2011, 11:15:23 PM
The only thing that bothered me..

(http://i974.photobucket.com/albums/ae224/angelecks/Various/DPwalk002.gif)

(http://i974.photobucket.com/albums/ae224/angelecks/Various/DPwalk000.gif)

Please include these, this time around..

 %%-

Oh, thanks, those feet look much better.
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