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Skullgirls Mobile Bug Reports

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On "No Egrets" I was supposed to get Cerebella or something after the tutorial with val but I was never prompted to purchase a relic that would give me bella so I got stuck in the character select screen (softlock with tutorial telling me to drag bella who I never got) after that I restarted the game and was then prompted to get a relic with theonite and got bella.

after that I started mission 2 of no egrets again and tapped 'change team' before molly shows up to tell me about the fight preview screen she still told me to pick cerebella but then disappears forever and never explains the type advantages leaving me with the fight preview screen bella in the team but while I could press the fight button (and it would make the noise) the match would never start and since you can't leave the screen (or at least I don't think you can because I did try hitting the back arrow but it would only send me back to the fight preview screen and the fight preview screen didn't have a back button.) it's a softlock.

After restarting again I didn't touch anything first and let molly talk and everything transitioned smoothly.

Appreciate the repro steps! We'll look into this and try to iron it out. Making sure the first 10-15m of the game go smoothly is (of course) super important.

EDIT: Also peacock is really unsafe after her third attack (5HP) as it doesn't seem to have the cannonball follow up and she can't block after it so bella can do diamond dynamo after peacock hit her.

Yeah, she had that in there at first, and then it was moved to her Skill Tree upgrade (as part of her Advanced Combo). In general, L3 (Tap/Light Attack #3) attacks aren't 100% safe (all punishable on block with a L1), but on hit you should be able to cancel into a Launcher.

Regardless, good to know that it feels weird to you - we'll take a look to make sure everything is working properly.
 
When using Rage Appropriate Painwheel, her first super (where she knocks them into the air, then yanks them back down) doesn't work on Big Band. The first two launcher hits work, but the grab never connects. It whiffs even when using the super raw outside of combos.

Good catch. Let us know if you see it behaving strangely vs any other characters.

When you level up via VS Quick Matches (the ones that use blue energy) it does not fill up your energy meter in Story Mode (yellow energy). I don't know if that's a feature or a bug.

Definitely a bug! Level up for a character should refresh ALL energy.

I can't quite nail it down yet, but I think there's a bug if I minimize the game while on the character select screen/battle ready/in battle or loading screens around them. When I come back to SG a few hours later or whatever and resume the game all my characters will have fully recharged their energy except for my current team.

Oooooh, good one! We'll check it out.
 
OK, to save everyone spam -- I'm no longer going to respond bug-by-bug unless I have a genuine follow-up question (i.e. need more details), or if the functionality warrants additional explanation. Rest assured, we're combing through these (as well as your bug reports via the Typeform surveys).

As such, if I don't respond to your bug directly, please presume that I posted:

Great find! We'll add it to the bug DB (unless it's already in there). We appreciate you taking the time to help write up the issues you're finding -- keep 'em coming!

...or something like that. Thanks!
 
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OK, to save everyone spam -- I'm no longer going to respond bug-by-bug unless I have a genuine follow-up question (i.e. need more details), or if the functionality warrants additional explanation. Rest assured, we're coming through these (as well as your bug reports via the Typeform surveys).

As such, if I don't respond to your bug directly, please presume that I posted:

Great find! We'll add it to the bug DB (unless it's already in there). We appreciate you taking the time to help write up the issues you're finding -- keep 'em coming!

...or something like that. Thanks!
Like function works very well as an "acknowledged!" :P
 
Finally got my 6+ so I can play comfortably now. (Although the FPS still isn't 60 with shadows off)

Punishing Supers:

So many supers are still invincible after they are finished. (Gregor, Dynamo, Hatred Install...)
The big window where they are left open for failing to hit with it leads to whiff sparks if you try and counter attack.

Some supers (Scalpels) where it looks like I am supposed to punish them are invincible a little bit too long during the beginning of the
recovery window, but become vulnerable during punish frames a little bit later in the animation.
So if you are hitting tap, you'll miss the first attack but the second two will hit.

Maybe this is how other mobile fighting games work?
I'm really used to punishing blocked supers, and a lot of the recovery poses are just begging to be smacked.

I think people should be punished for missing a super because currently there's no risk involved in pulling out a level 1 on your wake up every time you have it available.

Currently they are Unflinching and Invulnerable during the entire duration of the supers (like Contest of Champions). The long term intention is that they are unflinching (but able to take damage) for the entire "active" length of the Super, but with a window to punish after the fact. We'll look at the ones you've currently cited and see if we can tune them up a bit.

Air Block:

Incoming is completely free to attacks.
I'm 99% sure air block doesn't exist.
If you just pop a super / launcher / special / whatever when they spawn in, it always hits.
I think they should be invulnerable until they touch the floor to at least allow them to block.

Yeah, Air Block currently isn't in the game. Tag In vulnerability is something we've left in because it's a reliable spot to potentially punish (lots of newer players pick up on this pretty quickly). If we make you invulnerable during Tag In, Tagging In/Out becomes too powerful (in addition to it wiping all debuffs - which is potent at high levels).

Knowing that's there as a constraint, I've found you can tactically work around it. Let me know if you feel it's game-breaking.

AI Exploit:

Perform a launcher, don't follow up, let them land and hit them as soon as they touch the floor.
AI doesn't respond to landing from a launcher as if it's a reversal window where they should do something such as when they recover from wake up from an air string or a super etc.
They don't block or use reversals.

I've never had the AI block Launcher > [Delay] > Jab, so it just auto wins games.
It's very easy with Cerebella.

Speaking of Launcher > Tap, that would be a very easy infinite, but second launcher removes launch properties most of the time if you catch them coming down to prevent that.
I think it would be very awkward and confusing for a new player if suddenly their launcher which always launches doesn't launch sometimes.
Second launcher when you're using it after an OTG gets knockdown properties to prevent a second air chain, I think that should apply to launchers used after catching them falling from a launcher too.

We're going to be working on the AI CONSTANTLY until we launch, we know it's janky. We'll make sure this tactic won't work!

Launcher vs mid-air opponent --> Knockdown state is a good idea! It felt harmless enough to let it just nudge them a little bit, but couldn't hurt to make it clearer via Knockdown -- will try it out and make sure it doesn't look too weird. :)

Actual Infinite

Despite the above, one infinite I've found is vs Parasoul / Big Band (probably others) playing as Filia (probably others) where you do Tap > Launch, and then heavily delay the Tap string to catch them just before they land while they are still airborne.

I'm assuming the combo resets right before they lands because launcher hitstun ends, and since there's no air block you get a free hit which resets whatever is keeping track of if you have used your launcher, so you'll never get the weak non launch version.

So Tap > Launcher [Delay] Tap > Launcher [Delay] repeat forever and they die. (Again this is while playing as Filia vs BB / PA)

To be clear, is each tap triggering your L1 (initial Tap Combo attack) or is it progressing through the Light Combo?

Round Start, Far Apart Bug:

Sometimes when the round starts both characters teleport full screen away from each other.
I had this happen when I was holding block (buffering) on round start.

Weird, I haven't seen this! We'll check it out.

Energy Recharge Exploit(?)
When the game tells me I've run out of energy I am presented with two options, change team and recharge.
If I pick change team, and keep the same team, and then use that team for the round I'm trying to play, their energy spikes up to full and I can play as normal.

Is this a beta only feature or a bug?

EDIT: This only happens during the replay option after clearing a level.
If you clear a stage and then replay it until one character is out of energy, then change teams and don't change teams, you can replay it again and they get full energy.\

You could probably wait until someone is almost out of energy and then replay an earlier stage twice to make sure everyone is always maxed out and you never have to worry about it.

That's a... Beta... Feature...? (we'll look into it :P)

Are you supposed to be invincible after a blue bounce? Usually in 2nd Encore you tech those but it looks like you can't, so it functions like a red bounce sometimes.

We actually didn't have all of the bounce VFX integrated until recently, so I'm not 100% confident that the behavior they are indicating to SG pros is accurate. Something we'll need to take a gander at.

Folks that don't know the system often report the pink bounce VFX as a bug. :P
 
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I'm actually pretty sure this is just a really tight reset. I'm fairly certain that if they touch the floor, they recover instantly, and I'm almost sure you can't launch them twice in the same combo.

The game does have at least one true infinite that I found (Filia: tap, tap, tap, dash, tap, tap, tap, dash, repeat). Pretty sure air blocking isn't real too, and it doesn't seem like holding block during hitstun lets you block as soon as you get out so tight resets may as well be infinites.

If the player (or AI) ever passes through a state where input is allowed with Block (or any other action - e.g. BB, SM, Tag In) buffered, it should fire immediately. If you find an instance where YOU aren't able to do that (since the AI can be unreliable), let us know!

Edit: Also, the toughest AI in the game appears to be in Arena mode. Best place I've found to test if you have real stuff.

Arena mode (also in VS) has the same AI level! Toughest for now -- but plenty of room for improvement.

t had my Gregor Samson super with Filia get interrupted by Eliza doing Sekhmet super. I saw Filia start the animation to do it, but they both happened at almost the same time and it just ended my super.

Shouldn't be possible to do a Super while someone else is doing a Super. We'll check it out.
 
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Right, so they're on the ground when the launcher hits. That's why you can launch them again.

As I was saying, I initially assumed that if I'm able to launch again that must mean it was a reset, because I thought the rule was one launch per combo. But now I'm not so sure about that, since I've found that I can get 0 launches per combo in any case where the opponent is already in the air. So I think it's just that they have to be on the ground to get launched, doesn't actually matter whether you've never launched them before or if you've relaunched 100 times.

So if restands do keep them in hitstun, which I no longer see any reason to think otherwise, it's probably a real infinite after all.

Just replying to this one for now (but reflects the entire convo w/ @Liam) -- currently I believe the logic ONLY accounts for if you're on the ground vs in the air (although your assessment of the intention of 1 "true launcher" per combo is accurate). We'll add additional logic to account for this.

Thanks for the catch!
 
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Weird! Which boss in particular, do you recall the variant? Also, do you remember if it was her BB1, her BB2 or both?
It's Diamond Drop, damage is apparently based on the special you have equipped. If you equip burst or snapback and use DD, you won't deal damage.
Yeah, Air Block currently isn't in the game. Tag In vulnerability is something we've left in because it's a reliable spot to potentially punish (lots of newer players pick up on this pretty quickly). If we make you invulnerable during Tag In, Tagging In/Out becomes too powerful (in addition to it wiping all debuffs - which is potent at high levels).

Knowing that's there as a constraint, I've found you can tactically work around it. Let me know if you feel it's game-breaking.
It's fine on raw tags, it's a problem on incoming - when one character is KO'd and the next comes in.
 
The long term intention is that they are unflinching (but able to take damage) for the entire "active" length of the Super, but with a window to punish after the fact.
Okay, but it's almost every single super in the game so far.
You get whiff sparks when you try and punish.

The reason I don't think this is a good idea is because the AI either wakes up with reversal, or they wake up with throw.
If you're smart and you bait the reversal, a casual and professional player should be rewarded for making the correct choice to be patient and block (Especially when some of those supers REALLY HURT).
Currently there's no incentive not to always wake up with a reversal, because even if you are wrong, you're still safe, and sometimes even +!

I like the idea of unflinching until the recovery period where you can punish, because the current implementation won't feel satisfying at all to any level of player imo.

Yeah, Air Block currently isn't in the game. Tag In vulnerability is something we've left in because it's a reliable spot to potentially punish (lots of newer players pick up on this pretty quickly). If we make you invulnerable during Tag In, Tagging In/Out becomes too powerful (in addition to it wiping all debuffs - which is potent at high levels).
Knowing that's there as a constraint, I've found you can tactically work around it. Let me know if you feel it's game-breaking.
Sorry by incomming I meant where one character is dead and the next one is coming in (When they pop in from the side of the screen).

Tags you should 100% be able to super in the face or attack, or block and punish, especially since they wipe debuffs and allow healing, I'm with you there.

If you kill a character and you know the timing for when the next character comes in you can just time an attack and it will always hit.
So say I kill Valentine with a launcher, and now Parasoul is coming in after, I can just wait until she appears and then instant Diamond Dynamo to kill her.
This will be very frustrating in multiplayer / if the AI starts doing it.

To be clear, is each tap triggering your L1 (initial Tap Combo attack) or is it progressing through the Light Combo?
Each tap is triggering my full series if I keep tapping.
So Tap1 Tap2 Tap3 Launch [Delay] Tap1 Tap2 Tap3 Launch [Delay]...

Somewhere in the Tap series they are landing which allows my launcher to launch again.
Whether landing counts as a recovery period where they are free to block / super, I'm not sure but I don't think they can - making it a true infinite.

Shouldn't be possible to do a Super while someone else is doing a Super. We'll check it out.
Ohhhhhh. I think that their "Is performing a super" state should end during the recovery period, because currently you can't punish a super with a super (for the ones that are vulnerable, such as the end of the scalpels).
Your button just doesn't work (because it's locked) but there's no UI / SFX explanation for this so it would be confusing for a new player to have a temporarily dead button.

-

One more thing, Painwheels air chain is unsafe 90% of the time when I use it.
I've seen it knockdown a few times when she does her jHK, but most of the time it leaves them free in mid air and the time before I can block again is massive compared to the time they can reversal.
 
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It's Diamond Drop, damage is apparently based on the special you have equipped. If you equip burst or snapback and use DD, you won't deal damage.

That would be bizarre! Good observation. We'll check it out.

It's fine on raw tags, it's a problem on incoming - when one character is KO'd and the next comes in.

I hear ya. Unfortunately, while FGC folks see those as different things, most players just see "character jumping in" (regardless of the trigger). If they behaved differently, I suspect it would feel inconsistent and "buggy" in a different way.
 
Okay, but it's almost every single super in the game so far.
You get whiff sparks when you try and punish.

Yeah, currently it's in "CoC mode" - simplest, and was curious to see how people felt about it.

The reason I don't think this is a good idea is because the AI either wakes up with reversal, or they wake up with throw.
If you're smart and you bait the reversal, a casual and professional player should be rewarded for making the correct choice to be patient and block (Especially when some of those supers REALLY HURT).
Currently there's no incentive not to always wake up with a reversal, because even if you are wrong, you're still safe, and sometimes even +!

Well, there is still opportunity cost (esp if you have multiple bars) to "squander" your meter on a blockable action (when you could do much more damage with it in a combo). Nonetheless, agreed that it should be punishable!

I like the idea of unflinching until the recovery period where you can punish, because the current implementation won't feel satisfying at all to any level of player imo.

ᕕ( ᐛ )ᕗ


Sorry by incomming I meant where one character is dead and the next one is coming in (When they pop in from the side of the screen).

Tags you should 100% be able to super in the face or attack, or block and punish, especially since they wipe debuffs and allow healing, I'm with you there.

If you kill a character and you know the timing for when the next character comes in you can just time an attack and it will always hit.
So say I kill Valentine with a launcher, and now Parasoul is coming in after, I can just wait until she appears and then instant Diamond Dynamo to kill her.
This will be very frustrating in multiplayer / if the AI starts doing it.

I hear ya. Unfortunately, while FGC folks see those as different things, most players just see "character jumping in" (regardless of the trigger). If they behaved differently, I suspect it would feel inconsistent and "buggy" in a different way.

I've started quoting myself. God help us all.

Outside of the note above re: clarity (which we could probably work around with more overt messaging), the scenario you describe cuts both ways. Agreed that it would be frustrating if the AI did that all the time, but the way we are setting up our AI to scale is that it would only consider actions like that when the AI is at it's highest levels. Lower level AI is intentionally setup to be more of a "sparring partner", where it will go out of its way to create windows of opportunity for you to capitalize on (e.g. Diamond Dynamo from out of range so you can evade it, or dropping a combo midway through, or idling for 1s after a blocked L3, etc).

With high level AI, it simply becomes a tactical element to take into account -- e.g. it's more valuable to bait supers when low on HP, or use an Energy Drain character, or characters that get Armor on tag in, etc. It's obviously a very effective strategy (and could be frustrating for the AI to use at high levels), but I'm not so certain that's a bad thing!

Nonetheless, good topic to discuss!

Each tap is triggering my full series if I keep tapping.
So Tap1 Tap2 Tap3 Launch [Delay] Tap1 Tap2 Tap3 Launch [Delay]...

Somewhere in the Tap series they are landing which allows my launcher to launch again.
Whether landing counts as a recovery period where they are free to block / super, I'm not sure but I don't think they can - making it a true infinite.

Yeah, it's the fact that they are "grounded" again that lets the Launcher fire again with all it's full launch-y goodness. We'll fix that up!

Ohhhhhh. I think that their "Is performing a super" state should end during the recovery period, because currently you can't punish a super with a super (for the ones that are vulnerable, such as the end of the scalpels).

Agreed! When we get that logic in, this should become possible.

Your button just doesn't work (because it's locked) but there's no UI / SFX explanation for this so it would be confusing for a new player to have a temporarily dead button.

This is a great point! We'll look into "dimming" the Super buttons during that window when they aren't viable inputs (or some other treatment).
 
Thanks for the heaps of replies, @MightyZug !
I hear ya. Unfortunately, while FGC folks see those as different things, most players just see "character jumping in" (regardless of the trigger). If they behaved differently, I suspect it would feel inconsistent and "buggy" in a different way.
The problem with this thinking is how vastly different the two scenarios are.
Tag Ins: I have called in my guy. If I get hit jumping in then it's 100% my fault and I deserve to potentially lose that character from a strong combo the AI does to me. This is fine.

Character jumping in post KO: My character has just died and my next character jumps in. I have no control and the AI catches me and kills me. My next character jumps in and is also killed before I can hit the ground. This is just completely unfun.
I maybe made a mistake earlier which caused my first character to die, which is totally okay. However from that point on I have no control over whether my entire team of three characters survives. Every time this happens it feels as if I lost through no fault of my own and the game just cheated me.
 
The problem with this thinking is how vastly different the two scenarios are.
Tag Ins: I have called in my guy. If I get hit jumping in then it's 100% my fault and I deserve to potentially lose that character from a strong combo the AI does to me. This is fine.

Character jumping in post KO: My character has just died and my next character jumps in. I have no control and the AI catches me and kills me. My next character jumps in and is also killed before I can hit the ground. This is just completely unfun.
I maybe made a mistake earlier which caused my first character to die, which is totally okay. However from that point on I have no control over whether my entire team of three characters survives. Every time this happens it feels as if I lost through no fault of my own and the game just cheated me.

I totally hear you, however - to quote my earlier post to @Liam:

Outside of the note above re: clarity (which we could probably work around with more overt messaging), the scenario you describe cuts both ways. Agreed that it would be frustrating if the AI did that all the time, but the way we are setting up our AI to scale is that it would only consider actions like that when the AI is at it's highest levels. Lower level AI is intentionally setup to be more of a "sparring partner", where it will go out of its way to create windows of opportunity for you to capitalize on (e.g. Diamond Dynamo from out of range so you can evade it, or dropping a combo midway through, or idling for 1s after a blocked L3, etc).

With high level AI, it simply becomes a tactical element to take into account -- e.g. it's more valuable to bait supers when low on HP, or use an Energy Drain character, or characters that get Armor on tag in, etc. It's obviously a very effective strategy (and could be frustrating for the AI to use at high levels), but I'm not so certain that's a bad thing!

IMO, the fact that YOU can do what you just described to the AI is a good thing! It makes you feel powerful/in-control and probably will help you "punch above your weight class" in terms of raw Fighter Score.

It only becomes a bad thing if the AI does it to YOU before you've developed enough of an understanding of the games mechanics (and a collection that enables you to tactically counter your opponent) to overcome it. As noted above, we don't plan on letting the AI do any of that until they are higher level (which you might not even encounter in Season 1 Basic Story mode, only in VS mode matches and Advanced variations on Story Mode content). At the VERY highest levels, it's safe to assume that you need to play as close to "mistake-free" as possible, although various characters (like Big Top Cerebella or Last Hope Valentine) give you more wiggle room.

Just to be clear, I 100% understand the concern - part of the reason I'm OK with keeping it as is is because it will take quite a bit before you and the AI are on roughly the same tactical level, at which point you should be better equipped (in terms of skill and resources) to deal with those scenarios.
 
Yeah, Air Block currently isn't in the game. Tag In vulnerability is something we've left in because it's a reliable spot to potentially punish (lots of newer players pick up on this pretty quickly). If we make you invulnerable during Tag In, Tagging In/Out becomes too powerful (in addition to it wiping all debuffs - which is potent at high levels).
The answer to making tag outs less powerful shouldn't be tied to being vulnerable on incoming. What if I make a CD reduction team centered around snapback, which maxed has 10 sec cooldown (and costs no meter) that gets cut down to at least 4 seconds with Harlequin and Hair Apparent behind me, then do a simple ABC launch, wait, ABC snap. Even if you fix the launch infinites, I still have time to hit them as they're falling after a launcher, so getting the first hit, assuming I don't make a mistake (and it's not that hard) they should lose all of their characters without getting the chance to play at all.

It only becomes a bad thing if the AI does it to YOU
It's a bad thing for players to do it to each other in PvP. It's also not fun to do to the AI (pretty sure it wouldn't be fun to do to real people either). Why play when every match is essentially "I get a hit then the game is literally over unless I drop this"? I've mostly stopped playing the Beta after I figured out the Filia infinite (the one before Liam's; ran through around 15 Arena matches (containing gold characters) doing this over and over with Bronze Filia).

Potential solution to incoming vulnerability: make the character dash onto the screen instead of coming in from the side of the screen. Leave them with no point they're in the air, unless they are tagging in. Let them be vulnerable during TagIns, sure, don't really care about that. But, if the goal is to make a consistent feel for when characters are coming in, there's no real reason to imitate SG completely here.

Please don't quote yourself again. I've read it all. Sure, casuals might enjoy the freedom, but they won't enjoy playing someone like me and may quit when they run into a player that thinks like the people on this forum do. If it was only PvE it'd be fine (not really, but finer), but letting us do this to each other won't be fun in the long run.
 
Hello, I already submited it in your website, but I think it's not a bug, but a problem anyway.
I have a Galaxy S6, which is supposed to be a cutting-edge phone. But it runs pretty damn slow and heats the device up, specially if you have Big Band during gameplay or another strong character such as Eliza or Cerebella.
Look, I have android 6.0.1 I heard this was a problem since the PPSSPP emulator has stuttering sound, and the Dolphin emulator has no textures at all for instance.
This is actually a bug: The touch controls on the menus are a little unresponsive, you have to touch it three times in order to select something. And in the maps for the story mode, some icons which are supposed to be unlocked are shadowed like if they were not available. I hope you can help me.
 
Each tap is triggering my full series if I keep tapping.
So Tap1 Tap2 Tap3 Launch [Delay] Tap1 Tap2 Tap3 Launch [Delay]...

Somewhere in the Tap series they are landing which allows my launcher to launch again.
Yeah, I figured this out fairly early on in my playtime too. I also did a bit of experimenting with different characters and timings.
If you catch them before they land with Tap1, you can combo into tap3, and if they hit the ground by then, they can be launched again. Actually, if they hit the ground after tap 3 but before the launcher, they get launched. I've used this to defeat AI in VS with about 3-4 times the combat power of the fighter I was using. It was a long string.
DSP13IU.png

As a side note on this proof, this screenshot just looks really funny to me.
(Side note after the side note, thanks a lot for the level adjust thing. it makes testing this kind of AI breaking so much easier.)
I found it easiest to do with Cerebella, Peacock, and Valentine. Cerebella and Peacock having Tap strings that just have the enemy drop from higher points, and Valentine having a very low hitting first jab that the enemy can fall into, granting the same effect. I had the most trouble with Big Band and Filia. Fillia because her jab combos actually make an airborne opponent rise up rather than drop down (You might be able to delay jabs to make it possible, but I actually only just thought of that as I'm typing this so I don't know if it's feasible), Big Band just has a higher launch (at least it feels like it) so I tap way too early (I also seem to have the combo drop between tap3 and the launch, so I launch after tap2 instead, making the margin of error for tap1 less forgiving).

Another... I don't want to call it a bug, because it's not so much a bug as just an aspect of the connectivity - There should probably be a "connecting" icon that pops up during connections for opening relics. If I stacked up a lot of the same relic to open and used the "open all" function, the game would basically freeze for a fairly large chunk of time before finally giving me the rewards, spinning relic included. I've also had the game give me an error saying I couldn't connect when I tried doing some quickplay matches, like, a lot.

Also, this happened when I was doing Arena. I thought it was funny, because I could just click okay and start the match. But then I couldn't send the win to the servers :c
b335McF.png
 
Weird! Which boss in particular, do you recall the variant? Also, do you remember if it was her BB1, her BB2 or both?

Sorry for the late reply. The variant of the Cerebella boss was Big Top (Pink and Black color palette) from the A Fishbone To Pick story segment. The super that started doing 0 damage was only her Diamond Drop. I tested it again and after replaying it various ways (selecting replay at the end of the match, exiting the match and then selecting the node on the map again) I found that this started to happen the second or third time regardless of which method I would choose to replay the match.
 
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The answer to making tag outs less powerful shouldn't be tied to being vulnerable on incoming. What if I make a CD reduction team centered around snapback, which maxed has 10 sec cooldown (and costs no meter) that gets cut down to at least 4 seconds with Harlequin and Hair Apparent behind me, then do a simple ABC launch, wait, ABC snap. Even if you fix the launch infinites, I still have time to hit them as they're falling after a launcher, so getting the first hit, assuming I don't make a mistake (and it's not that hard) they should lose all of their characters without getting the chance to play at all.

To clarify, the intent isn't to "balance" the power of tagouts by making you vulnerable on Tag In, that's just a secondary benefit.

The instance you describe is a totally valid concern. That it would be partially addressed by not having Cooldown buffs stack (part of the plan per our earlier discussions), and/or increasing the base cooldown on Snapback (so you could only get one instance of that combo off).

Again, it's not a foregone conclusion that this stays in the game as is (hence the discussion), just giving context as to how we were imagining it would shake out. We are constantly triaging adjustments that we feel are the most critical to deliver the best possible experience.

It's a bad thing for players to do it to each other in PvP. It's also not fun to do to the AI (pretty sure it wouldn't be fun to do to real people either).

Please don't quote yourself again. I've read it all. Sure, casuals might enjoy the freedom, but they won't enjoy playing someone like me and may quit when they run into a player that thinks like the people on this forum do. If it was only PvE it'd be fine (not really, but finer), but letting us do this to each other won't be fun in the long run.

This isn't a PvP game, it's a PvE game.

We would love to support PvP eventually (likely as a separate app that will pull your progression data from the current version), but that only happens if the game is very successful as PvE first.

As much as possible, we have designed the game as a PvE experience with the intent to "future proof" it with PvP in mind, but I expect that there will be a variety of adjustments that will need to be made to the PvP experience to address issues like this after thousands of PvP tests (it would be naive to think otherwise).

Why play when every match is essentially "I get a hit then the game is literally over unless I drop this"?

There a few presumptions here that I think - when addressed - help to offset some of these concerns:
  1. In this instance, we have steps we can take to help "close the loop" (per the comment above). This means that you do get SOME "free" damage, but it's not that different from the "free" damage you get doing a long juggle in the original SG. Also, against higher level PvE opponents, they will often be buffed (i.e. extra HP or Damage) to raise the stakes (and to offset the fact that Player skill ALWAYS outpaces the AI). In brief, this won't be "game over" in most fights.
  2. As you get to intermediate/high levels - there will be a variety of "fight types" that will negate various tactics that players otherwise "lean on" to force them to diversify tactics. As you've seen in Event Mode, there are plenty of modifiers like "Immune to Snapback", or "Invincible on Tag In", or even fights vs 1 super buffed character where Snapbacks aren't even an option.
  3. This also presumes you've accumulated all of the necessary components (and leveled them up accordingly) to make this build viable. If you've made that investment in pursuit of creating a tactically effective build for this particular purpose, every time you execute that chunk of guaranteed damage, you feel a sense of ownership for having the wherewithall to make that happen. If it's the ONLY solution to getting big chunks of damage, that's a problem, but if it's ONE solution, that's ok.
It's also fine that some fights are over easily and quickly -- ideally mid-high level play oscillates between easy/medium/hard fights, depending on your particular collection, skill level, and tactical aptitude.

I bring these up less in regards to this specific situation (which I want to address one way or another), but rather in context for other "exploits" that we discover along the way (some of which we'll fix, otherwise we will probably embrace).

In brief, we of course want the game to be as balanced as possible (for PvE and future PvP content), but selective "exploits" will (and should) be a part of the metagame.

I've mostly stopped playing the Beta after I figured out the Filia infinite (the one before Liam's; ran through around 15 Arena matches (containing gold characters) doing this over and over with Bronze Filia).

I appreciate you guys finding the exploit, and we'll definitely address it (although it won't be in the next Beta build update).

I know it's a bit awkward, but if you're interested in continuing to play the Beta I would recommend not doing it in the interim! It's a Beta build, there will no doubt be exploits yet to be discovered!

Potential solution to incoming vulnerability: make the character dash onto the screen instead of coming in from the side of the screen. Leave them with no point they're in the air, unless they are tagging in. Let them be vulnerable during TagIns, sure, don't really care about that. But, if the goal is to make a consistent feel for when characters are coming in, there's no real reason to imitate SG completely here.

This is a great suggestion! Definitely something we can explore. That said, unfortunately this is a non trivial change to integrate.

Ultimately, given limited time and resources, the question becomes how prevalent of an issue this is. If it's only really an issue with a specific combination of Characters, Signature Abilities, and Special Moves, then we can tune those instances. If it's so prevalent that it breaks the game, then we would prioritize addressing it globally.

As noted before, my inclination is that it's the former -- but I'm totally game to be proven wrong (it's happened before!).

Regardless of how it all shakes out -- appreciate all of the thought and insight that you've put into your responses on this. We'll definitely be discussing it internally next week!
 
It's not PvP? I thought you said earlier that the dev team was competing against one another. So it's not really intended to be a fighting game at all in any capacity? It's more like a beat em up than anything, in that case.

Might respond to other stuff. At work atm.
 
It's not PvP? I thought you said earlier that the dev team was competing against one another. So it's not really intended to be a fighting game at all in any capacity? It's more like a beat em up than anything, in that case.

Might respond to other stuff. At work atm.

No worries!

Real quick - we can play each other in direct PvP in editor, which we use to test how airtight combos are, etc. It's also helped give us confidence that the simplified mechanics can still provide a sound foundation for a compelling PvP experience (although the ceiling is TBD pending plenty more testing).

PvP isn't on the immediate roadmap currently due to scope/technical issues. If we're going to do it, we want to make sure we're doing it properly. When/if it manifests will ultimately depend on how well the PvE game performs.

As I noted earlier, if/when we DO do PvP, it will probably be something akin to a separate SKU that will include pre-balanced characters (leveraging the same core variants/RPG systems). In that instance, I expect that there will likely be a variety of gameplay changes that will need to go in (many of which may propagate back to the PvE version) to ensure that experience is as compelling as possible.

How you choose to genre-ify the experience is subjective - if you take PvP out of an existing fighting game (or if someone opts to never play against another real person), does it cease to be a fighting game? I'd argue not, but to each their own!
 
It's not PvP? I thought you said earlier that the dev team was competing against one another. So it's not really intended to be a fighting game at all in any capacity? It's more like a beat em up than anything, in that case.

Might respond to other stuff. At work atm.

Not to but in, but people's definition of a "fighting game" varies wildly. Who's to stay the single player mode of any fighting game, when taken by itself as a purely PvE experience, makes it not a fighting game? It's semantics at that point.

That's a whole different discussion, though. I thought it was worth chiming in regardless. Carry on!

EDIT: Damn, ninja'd by @MightyZug himself. Damn these slow digits of mine!
 
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That it would be partially addressed by not having Cooldown buffs stack (part of the plan per our earlier discussions), and/or increasing the base cooldown on Snapback (so you could only get one instance of that combo off).
Either of these would feel wrong. Increasing the time on Snapbacks would make them feel unusable unless paired with CD reduction, and disallowing CD reduction stacks would feel strange. If I have two characters that say "reduce everyone's CD by 30%", it makes sense to reduce everyone's CD by 60%. Even if you just have one of those, certain characters have up to 25% reduction, ending with 55% reduction anyway.

CD reduction just seems OP.

There a few presumptions here that I think - when addressed - help to offset some of these concerns:

In this instance, we have steps we can take to help "close the loop" (per the comment above).
I didn't see you mention any fix for infinite combos. Did I miss something?

This also presumes you've accumulated all of the necessary components (and leveled them up accordingly) to make this build viable.
In this Beta Build, I can kill everything in the game with Bronze Filia. I'm fairly certain she only needs to be about lvl 30. Which, is up there maybe? The only thing that doesn't die in one touch is anything with permanent Unflinching.

I know it's a bit awkward, but if you're interested in continuing to play the Beta I would recommend not doing it in the interim! It's a Beta build, there will no doubt be exploits yet to be discovered!
You're asking me/us to stop playing the game?[/quote][/QUOTE]
 
Either of these would feel wrong. Increasing the time on Snapbacks would make them feel unusable unless paired with CD reduction, and disallowing CD reduction stacks would feel strange. If I have two characters that say "reduce everyone's CD by 30%", it makes sense to reduce everyone's CD by 60%. Even if you just have one of those, certain characters have up to 25% reduction, ending with 55% reduction anyway.

CD reduction just seems OP.

We would change the description to match the adjusted behavior. As a result, it would allow us to cap CD reduction based on the best possible bonus (and would encourage players to only have one CD reducing character on their team instead of doubling down).

Snapbacks are still very useful even if their frequency of use is more heavily constrained, they just become more specific tools.

I didn't see you mention any fix for infinite combos. Did I miss something?

Apologies if this was unclear - I think we can all agree that infinite combos (especially those accessible so easily) are priority issues that will need to be fixed.

Most of my comments regarding infinite combos prior were getting additional clarifications on repro steps so we could make sure to address them properly. Infinite combos will definitely be fixed - it was never the original intention to have them (and agreed that it is "game breaking").

In this Beta Build, I can kill everything in the game with Bronze Filia. I'm fairly certain she only needs to be about lvl 30. Which, is up there maybe? The only thing that doesn't die in one touch is anything with permanent Unflinching.

Is that by using the infinite combo trick? If so, that data unfortunately isn't all that telling since that combo will be removed. If not, more details regarding the tactics/techniques that you're using would be helpful!

Also, does this include Advanced Events and Advanced Story Mode content?

You're asking me/us to stop playing the game?

I'm just asking that you don't continue to use an exploit that needs to be fixed. Or if you do continue to use it (more power to you!), to not have it serve as the basis for extrapolations about the overall balance of the final product, since it will be addressed.

Hope that helps to clarify things a bit.
 
I've mostly stopped playing the Beta after I figured out the Filia infinite (the one before Liam's; ran through around 15 Arena matches (containing gold characters) doing this over and over with Bronze Filia).
I know it's a bit awkward, but if you're interested in continuing to play the Beta I would recommend not doing it in the interim! It's a Beta build, there will no doubt be exploits yet to be discovered!
You're asking me/us to stop playing the game?
It's a bit silly to find an exploit in a beta and then only use that exploit until the game becomes unfun. One of the primary points of betas is to play them, find bugs and report them. Once you've reported a bug, continuing to use that bug (particularly if it effectively ends the match) just to keep winning, unless you're using it to test other things is kind of a waste of time.
File that particular bug away and go to town finding other game breaking bugs instead!
 
Already submitted a bug report for it, but I was wondering if anyone has gotten stuck on the initial loading screen like this?

f73982da1d.png

I was eventually able to get past this by putting my phone in airplane mode before starting the app, then when the error message pops up turning off airplane mode and dismissing the error.

Also, maybe we should have separate threads for discussion of each bug? It's hard to find if things have been discussed already when it's all in one big thread.
 
I don't have any bugs to report yet, but I was a little concerned about the performance of the game.

I'm playing on an T-Mobile LG K10, and... well, I don't know much about phone specs. Is this considered a low end phone?

The game play was really slow for me, even when turning off the lighting in the game settings. I just can't tell if this is a game problem (no fault of anyone, it's a work in progress after all), or more of a crappy phone problem.

It's playable... but really slow. Sorta choppy.

Otherwise, game seems great from what I see in other players' game play. Keep up the great work!
 
It's a bit silly to find an exploit in a beta and then only use that exploit until the game becomes unfun.
I explored every character I thought was exploitable to find exploitable things. There's no training mode, so the only way I can see if something is broken is by doing it over and over again and waiting to see if anything gets out of it. As far as Bronze Filia, I was also checking to see how quickly bleed stacks would kill bigger characters. It just... made the rest of game seem unfun in the process.

I'll just drop it until it reflects the final game, like dude said. I feel like I've learned most of what I'm gonna learn from the current beta.
 
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Val's Laryngectomy super doesn't work on opponents in the corner. It launches them, she jumps, pauses for a moment, then automatically does air chain instead.

Half the time when I try to Arena (seemingly no pattern to this at all) it complains that it can't connect to server. Still starts the fight, but then I get nothing at the end and my energy is still depleted.
 
Y'all are doing a good job because during my time playing I've been fortunately almost bug free aside from a few matches where a character was a static mess while in motion. Most notably Valentine, who I've seen the most like that.

Speaking of Valentine, the biggest thing to happened to me was in a fight in Downtown during 'Who's the Boss', she used Forbidden Procedure on my BB and it just crashed my game.
I've tried to replicate this but to no avail.

Edit: and then it decides to crash on me as I was finally doing good ;;
CrC7OjGUsAAbZfp.jpg:large

Edit2: happened again. That elephants up to no good.
CrD1kCnUAAEifjL.jpg
 
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I don't have any bugs to report yet, but I was a little concerned about the performance of the game.

I'm playing on an T-Mobile LG K10, and... well, I don't know much about phone specs. Is this considered a low end phone?

The game play was really slow for me, even when turning off the lighting in the game settings. I just can't tell if this is a game problem (no fault of anyone, it's a work in progress after all), or more of a crappy phone problem.

It's playable... but really slow. Sorta choppy.

Otherwise, game seems great from what I see in other players' game play. Keep up the great work!

I don't know about your specific model, but the K10 is a lower-tier device, and has 2 GB RAM at most (with a 1.5 GB and 1 GB model as well). SG requires at least 2GB of RAM to realistically run in a semi-playable state on Android. There are certainly other factors as well (GPU, CPU, Chipset), but RAM is typically the yardstick by which we measure "But can it run Skullgirls?" at first glance. We don't have an official min-spec ironed out yet, but recommended min-spec will most likely be the S6 and the 6 (for AOS and iOS respectively), with the S5 and the 5s being the absolute lowest bar we're likely to set, but it's still TBD. Thank you for providing feedback, it's always good to have data on android devices, as it's impossible to test on the hundreds of devices that might fall within the potential spec range to play the game.

Thanks to everyone else for their feedback as well. It's been invaluable to have the community serve as an extension of the QA team :P
 
Y'all are doing a good job because during my time playing I've been fortunately almost bug free aside from a few matches where a character was a static mess while in motion. Most notably Valentine, who I've seen the most like that.

Speaking of Valentine, the biggest thing to happened to me was in a fight in Downtown during 'Who's the Boss', she used Forbidden Procedure on my BB and it just crashed my game.
I've tried to replicate this but to no avail.

Edit: and then it decides to crash on me as I was finally doing good ;;
CrC7OjGUsAAbZfp.jpg:large

Edit2: happened again. That elephants up to no good.
CrD1kCnUAAEifjL.jpg

That particular move is known to cause crashes. I haven't seen Forbidden Procedure cause any consistent issues, but if you get it to happen somewhat regularly (or with any other moves!), let us know. Thanks!
 
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Will do sir!
Speaking of which, idk if this is considered a bug or if I just found a loophole in this particular BB, this pertains to the Robocopy BB in Downtown during 'Going all in'-
I just do a normal ground to air combo, back off, then it will always do Beat Extend. I dash back in then rinse and repeat. I've been able to beat it five times already like this. It particularly likes doing this to Filia and Valentine, it dashes after me normally if I use Painwheel or my own BB.
 
EDIT 2: re: the bug of the game softlocking after certain Treasure fights and generating phantom relic boxes, it did it again on the Silver Painwheel fight at the top left of the Under the Bridge section of Who's the Boss Advanced.
However, this time instead of just giving me a single phantom box it gave me 52 Special Attack boxes. These were normal boxes that I was able to open. (There goes my attempt to play through the beta at a natural progression speed!)
Ran into the exact same thing on the exact same fight, but also upon reopening the app after the softlock it decided it needed to redownload all the game files.
 
Ran into the exact same thing on the exact same fight, but also upon reopening the app after the softlock it decided it needed to redownload all the game files.
I think everyone had to redownload files today. Maybe it's a new build of the beta? I haven't noticed any major changes in the few rounds I've been able to play though.
 
Found a beautiful but serious bug that I don't think has been mentioned yet.

Because of the weirdness when painwheel uses death crawl, you can temporarily face left. If you use Big Band's Super Sonic Jazz blockbuster while facing left, big band will attack to the left. Painwheel then teleports to the right, and Big Band valiantly charges off to the left. Since Super Sonic Jazz doesn't end till it hits, this ends with Big Band stuck in his corner. The CPU refused to come into the hitboxes, and so I've been left with Big Band in SSJ and the CPU standing right next to me with nothing happening and had to quit out of the fight.

I'd love to attach an image, but Skullheart really doesn't like Imgur, evidently, and keeps telling me my message has 'spam-like' content when I try to add it.

I highly encourage you try to reproduce this. It's really funny looking!
 
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Found a beautiful but serious bug that I don't think has been mentioned yet.

Because of the weirdness when painwheel uses death crawl, you can temporarily face left. If you use Big Band's Super Sonic Jazz blockbuster while facing left, big band will attack to the left. Painwheel then teleports to the right, and Big Band valiantly charges off to the left. Since Super Sonic Jazz doesn't end till it hits, this ends with Big Band stuck in his corner. The CPU refused to come into the hitboxes, and so I've been left with Big Band in SSJ and the CPU standing right next to me with nothing happening and had to quit out of the fight.

I'd love to attach an image, but Skullheart really doesn't like Imgur, evidently, and keeps telling me my message has 'spam-like' content when I try to add it.

I highly encourage you try to reproduce this. It's really funny looking!

Nice find! Yeah, there are quite a few potential issues that come from the player character facing left (try tagging-in Valentine or Big Band while your character is facing left). What's interesting about this one is that TECHNICALLY it shouldn't be possible to trigger a blockbuster during another character's blockbuster. I'm assuming that this happened right after Death Crawl ended, or that a small window exists during the animation, perhaps due to the "teleporting" back to the other side.
 
Will do sir!
Speaking of which, idk if this is considered a bug or if I just found a loophole in this particular BB, this pertains to the Robocopy BB in Downtown during 'Going all in'-
I just do a normal ground to air combo, back off, then it will always do Beat Extend. I dash back in then rinse and repeat. I've been able to beat it five times already like this. It particularly likes doing this to Filia and Valentine, it dashes after me normally if I use Painwheel or my own BB.

The AI, especially at lower levels, is currently pretty predictable about how/when it uses blockbusters (frequently on standup if they have the meter, as you've seen). This makes it particularly easy to avoid blockbusters like Beat Extend. Making the AI more dynamic is something we're currently working on, though low level AI will always be at least a little predictable.
 
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I've been really focusing on Painwheel and noticed that her launcher problems (where she can launch, juggle and then the opponent can punish her on the ground) doesn't seem to affect Parasoul. She can full combo Parasoul and cause a knockdown with the last hit of her air combo, which gives Painwheel enough time to land safely.

Is there something different about Parasoul's hitboxes or that causes that last multi-hitting part of PW's air hits to connect?
I've noticed it's easier to do a full screen ABC>Launch>ABC>Laser Super with Peacock against Parasoul too. Most characters only get hit by the beam, then fall out of the bullets. Parasoul can fairly reliably be hit by the whole thing.
 
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