SvCC: Bugs

NeoGML

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Ok, flat out, i want everyone to post any known bugs that do not fall under the following categories:

-secret characters (infinites, etc.)
-things not hitting close(Dhalsim's punches, Sagat's fireball, etc.)

I don't consider the above things to be succinct bugs, because if you look at them objectively, they make sense.

Sagat, when up close, extends his arms OUTWARD VERY FAR, and the fireball only comes out at the full extension of his arms; this is usually past the opponent's back, so i can see why it wouldn't hit.

plus, i think they wanted to tone sagat down a bit, because he's been slightly overpowered in every game since SFZ3.

This doesn't exactly apply to Dhalsim's standard "stretchy" attacks, but i still think that he can be a viable character if he was re-learned, in a sense. i mean think about it, i think that he's a little less powerful now, he can no longer zone the fuck out of everyone he fights, at least, not as easily.

While i'm starting to agree the game isn't as deep as say... CvS2 (though, not very many games are), i still believe it makes for a very positive, FAIR, competitive game.
 

soopafamicom

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NeoGML said:
Ok, flat out, i want everyone to post any known bugs that do not fall under the following categories:

-secret characters (infinites, etc.)
-things not hitting close(Dhalsim's punches, Sagat's fireball, etc.)

I don't consider the above things to be succinct bugs, because if you look at them objectively, they make sense.

Sagat, when up close, extends his arms OUTWARD VERY FAR, and the fireball only comes out at the full extension of his arms; this is usually past the opponent's back, so i can see why it wouldn't hit.

plus, i think they wanted to tone sagat down a bit, because he's been slightly overpowered in every game since SFZ3.

This doesn't exactly apply to Dhalsim's standard "stretchy" attacks, but i still think that he can be a viable character if he was re-learned, in a sense. i mean think about it, i think that he's a little less powerful now, he can no longer zone the fuck out of everyone he fights, at least, not as easily.

While i'm starting to agree the game isn't as deep as say... CvS2 (though, not very many games are), i still believe it makes for a very positive, FAIR, competitive game.

Agrred with ya on every point there.Too many folks complain about hit detection without thinking that the way to stop someone with reach knocking your head off is to get right in close and give them some close to the body.
 

NeoGML

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Well, thanks.

it's good to know that my opinion isn't so abstract.
 

SonGohan

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I know you said you didn't want anything in close, but this does not make sense at all.. and happens way too frequently for me during the heat of battle.

shithitdetection.gif
 

tsukaesugi

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Ever since people have been complaining about hit detection in SVC, I've started to notice it in other games as well... most noticeably Samurai Spirits.

There was a thread about the hit detection issues in SS awhile ago as well...

As for bugs in SVC, I've been playing lots of it recently, but I can't think of any other bugs offhand...
 

Takumaji

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I've posted a few bugs and my impressions of the game in here, perhaps it helps.
 

tsukaesugi

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Takumaji (from the link he provided) said:
and the first impression was "this is KoF". Almost all combos that you can do in various KoFs are in SvC as well, with some differences in timing and setup because of the dashing and speed differences, but there's nothing you couldn't do in, say, KoF2k1, and vice versa, including super-cancels, etc.

I can't comment on the combo aspect of things, but in terms of sprites, you're 100% right, it's KOF + Samurai + Street Fighter. To me this makes it a lot more like a 'king of the fighters' tournament than any recent KOF has been...

So, as a resumee, I'd say SvC is a mediocre execution of a long-awaited game that has its moments and initially decent amount of fun, but I fear that the replayability isn't all too great.

I'm going to go out on a limb here and disagree with you, not as a gamer, but as a normal guy who loves to come home after work, drink some beer and play a couple rounds of SVC before bed. This game has seen way more playtime than any of my other carts barring SS2 and 3.

As a gamer though, I can see where you (and Loopz, and a couple of other posters) feel disappointed though...

Here's to hoping SVC2 is better!
 

Takumaji

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tsukaesugi said:
[...] I'm going to go out on a limb here and disagree with you, not as a gamer, but as a normal guy who loves to come home after work, drink some beer and play a couple rounds of SVC before bed. This game has seen way more playtime than any of my other carts barring SS2 and 3.

As a gamer though, I can see where you (and Loopz, and a couple of other posters) feel disappointed though...

Here's to hoping SVC2 is better!

The funny thing is, I CAN have fun with SvC as long as I play it vs CPU, but in 2P battles the bugs become annoying as soon as you dig deeper into the engine and its features. So far I had about five or so 2P fights that I lost because of some silly bugs... you know that there's something wrong if you pull off Chun-Li's Spinning Bird Kick and the damn thing only hits once even tho your opponent is right in front of you and does NOT block, or if your opponent is using Sagat and hits you with his uppercut while you stand behind him.

On the other hand, I know that all this technical stuff does mean shit to most gamers that are in it for the fun, and I really don't want to spoil it for them because I know that I go a lil' over the edge sometimes with my rants about minor aspects, but still, I think a game that costs more than $300 should be of higher quality than the rest. Perhaps I'm a bit naive here, but at least that's how I see it.
 

Average Joe

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Takumaji said:
The funny thing is, I CAN have fun with SvC as long as I play it vs CPU, but in 2P battles the bugs become annoying as soon as you dig deeper into the engine and its features. So far I had about five or so 2P fights that I lost because of some silly bugs... you know that there's something wrong if you pull off Chun-Li's Spinning Bird Kick and the damn thing only hits once even tho your opponent is right in front of you and does NOT block, or if your opponent is using Sagat and hits you with his uppercut while you stand behind him.

On the other hand, I know that all this technical stuff does mean shit to most gamers that are in it for the fun, and I really don't want to spoil it for them because I know that I go a lil' over the edge sometimes with my rants about minor aspects, but still, I think a game that costs more than $300 should be of higher quality than the rest. Perhaps I'm a bit naive here, but at least that's how I see it.

After playing many rounds with various people, I've found it isn't the bugs that get to me, it's the lack of variety in peoples' character choices.

People are just way too dependent on the tier system in this game...

Sure, it’s still a fun game to play, but I can only fight so many Terry’s, Iori’s, Violent Ken’s and Akuma’s before it starts to get boring.

Every now and then I’ll meet someone who enjoys playing around with lower-class characters, and enjoys just playing for the sake of playing, but those people are few and far between. But maybe that’s just my non-serious gaming mentality, because while I do try my best, I honestly don’t care if I win or not, so I tend to play around more than take things seriously (which is again why I believe this to be the perfect type of game to just grab some friends and fuck around with.)
 

Tora Kouhi

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At random, Demitiri's qcf+AC hits multiple times and continues hitting until it leaves the screen. Meaning if you scroll the screen the fireball will still keep hitting till the screen can scroll no more.
 

NeoGML

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SonGohan said:
I know you said you didn't want anything in close, but this does not make sense at all.. and happens way too frequently for me during the heat of battle.

shithitdetection.gif

Whoa... now you experience this on homecart as well??

i'm going to have to try that out...

if that exists on the homecart, that's realllly shitty.
 

NeoGML

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Takumaji said:
I've posted a few bugs and my impressions of the game in here, perhaps it helps.

Well, again, i have experienced absolutely none of the bugs you spoke of, i know that Sagat's DP has a huge hitbox, but it always has...

Dhalsim's stretchy hits not hitting close i never considered to be a bug, just more like a change.

I never feel strange when fighting against any CPU opponent, or any 2P opponent for that matter...

I've played both at the arcade and at home, and i really just don't see any of the mentioned bugs that everyone talks about, and i don't mind/don't really care about the music, and the sound is fine; i actually kind of like it.

And regarding your comment on the combo system, was there a BC system that was as extensive as the 2k2 BC system in 2001? i don't own 2001 and i haven't played it very much, but to my knowledge, the full-fledged BC system was unique to 2002, wasn't it?
 

LWK

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I know what Wes is saying. We've had matches like that, and I like to use Dhalsim, you can just screw yourself. The biggest issue is how close in hes worthless without his dm's. I cant say how many times I've used a low attack stupidly thinking it would hit in close.
Dwn+d / dwnfwd+d is more effective imo.

I really dig the game though.
 

Takumaji

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NeoGML said:
Well, again, i have experienced absolutely none of the bugs you spoke of, i know that Sagat's DP has a huge hitbox, but it always has...

Dhalsim's stretchy hits not hitting close i never considered to be a bug, just more like a change.

I never feel strange when fighting against any CPU opponent, or any 2P opponent for that matter...

I've played both at the arcade and at home, and i really just don't see any of the mentioned bugs that everyone talks about, and i don't mind/don't really care about the music, and the sound is fine; i actually kind of like it.

And regarding your comment on the combo system, was there a BC system that was as extensive as the 2k2 BC system in 2001? i don't own 2001 and i haven't played it very much, but to my knowledge, the full-fledged BC system was unique to 2002, wasn't it?

I don't really know how I triggered these bugs, but they were right there from the start. No matter which chara I chose, there were non-hitting projectiles (Chun-Li, Iori, Ken, etc.), hits against charas that stood behind me (Sagat, Bison), non-hitting specials (the Spinning Bird Kick I mentioned), etc. etc. I wish I had noted them down so I could tell you more, but the bugs are prolly most obvious by playing top tier charas like Ken, Ryu, Iori, etc.

A friend of mine who is a very good fighting game player says that this what we call bugs would in reality be just priority problems. Say you hit someone with Iori's famous jumping D and are used to its endless priority in KoF, but now he's in SvC and fights against Capcom's best, so it's only natural that they toned his priorities down a bit or adjusted them to find some sort of balance. The effect of this adjustments may seem like bugs to experienced KoF'ers, specially if your fave moves suddenly start to trade hits or have different hit boxes.

Now, I don't fully agree with that because I think I know the difference between a "priority fight" and a bug, but well, I don't know the game code so I can't tell for sure. Perhaps it's not a bug, it's a feature... :tickled:

About the "BC cancels" in SvC, I used that KoF2k2 reference for the Anywhere cancels that "feel" like KoF2k2's BC mode cancels, I never said that there would be a 2k2 BC mode in SvC. Still, with the right timing and lots of practise, pulling off combos that look like 2k2 BC cancels seems doable in SvC after trying a few things with Takuma/Mr. Karate. What I like about these cancels is their intuitive use, it's nothing like the very technical KoF2k2 BC mode, and thank god for that because I think that it's the worst gameplay addition to KoF since the strikers and the damn armor mode. I don't have a problem with using these combos, but I think they're useless damage-wise. I don't get your reference to KoF2k1, tho - did I mention this in my post? If so, it was a typo, of course there's no BC mode in 2k1.

But I digress...

The music is not very good, not very bad, doesn't hurt too much, so basically it's nothing worth mentioning IMO, but c'mon, do you really like the sound f/x? Some of them sound very generic, just like those Y-series Yamaha chip sounds of the 80s that nearly every developer used at one time, and my biggest gripe is the "hitting the block" sound, it's just plain awful. Does it really make the game any worse? Maybe not, but then again, I was used to SNK's attention to detail, and I must say that I really miss that in most of SNKP's games,

I stand by my 60% rating of the game - it's not bad, but it didn't live up to its hype, at least not for me.
 

NeoGML

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Regarding the bugs... i guess there's no way you can show me, and the same way, there's no way i can show you...

I know what you mean about the priority issues, i think that many differences/changes to moves' priorities can be seen as bugs by some people, but you obviously know what you're talking about, so that isn't the issue.

regarding the BC,

Almost all combos that you can do in various KoFs are in SvC as well, with some differences in timing and setup because of the dashing and speed differences, but there's nothing you couldn't do in, say, KoF2k1, and vice versa, including super-cancels, etc.

You did say 2k1, i guess it was a typo. That's all i was really talking about, this led me to think that there was a BC mode in 2k1 also.

I think we could come to a better understanding if we could just play, somehow :D
 

SonGohan

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NeoGML said:
Whoa... now you experience this on homecart as well??

i'm going to have to try that out...

if that exists on the homecart, that's realllly shitty.

Yes, as a matter of fact I first noticed this when I played it the first few goes at the arcade. The thing is, you have to be exactly a certain distance away for this to happen. If you're too far away, she won't bring out the blade. Well, the way I play I like to stay as far back as possible and hit you so I'm not in close for you to punish me when I recover. So that air move is pretty much useless for my style of playing now.

On another note, I did Ryo's exceed as a wakeup call on a standing Honki Mr. Karate and the thing went right fucking through him. I could not believe it. Afterwards I tried over and over again in practice mode on various people but it kept hitting them. SvC has some weird, random bugs that I have no idea how they're triggered.

It's also cool how a Hao-Sho-Ko-Ken can just whiz through Sagat doing a crouching tiger shot. I love little things like this that the game has to offer :annoyed:
 

Verythrax

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I have the same problem of SonGohan, but with Kasumi.

Then I use her energy attack at Chun Li, I never hit her front leg. Ok, her leg is too foward, so they had done it to no make the character to vulnerable, but...

Versus Hugo, its the inverse problem. I'm able to hit him 1 pol. before the wave really hit this sprite... just to easy.
 

NeoLord

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NeoGML said:
Ok, flat out, i want everyone to post any known bugs that do not fall under the following categories:

-secret characters (infinites, etc.)
-things not hitting close(Dhalsim's punches, Sagat's fireball, etc.)

Have you ever encountered a 'Seq Error' while playing? This error seems completely random and it appears without reason. The message appears inside a black window in the center of the screen, and while it obstructs my view from the action, it still doesn't affect gameplay. It disappears once you complete the match, though.
 
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Force

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Syxx573 said:
This is going to be the longest thread ever.

HAH. I was just about to post that.

And about the sagat stuff, stand in front of another person, and puch forward with both fists like you're sagat throwing a high tiger shot. I guarentee that your fists smack the person in the face and not go through their head. My point being, that shit makes no sense.

Matt
 

Takumaji

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SonGohan said:
[...] On another note, I did Ryo's exceed as a wakeup call on a standing Honki Mr. Karate and the thing went right fucking through him. I could not believe it. Afterwards I tried over and over again in practice mode on various people but it kept hitting them. SvC has some weird, random bugs that I have no idea how they're triggered. [...]

I had a similar experience with Chun-Li's qcfx2+K Super, it went through my opponent's Ken, he said he was about to input a dp because he thought I would do a jumping attack but his move didn't come out, my Super kicked in only one or two frames earlier and should have connected, but instead we heard the block sound followed by a funny little twist of Ken, and Chun hit thin air.

Oh yeah, and on another note, in a fight against CPU Dhalsim that stood about a chara length away from the left corner, I landed from a badly timed jump and would have dropped on top of his head but pushed him away slightly and landed close behind him, shortly before hitting the ground I pulled off the qcf,hcb+P Super and while Iori was charging forward and hit the corner, Dhalsim obviously didn't want to spoil it for our moon-howling friend, he suddenly started to move to the left and promptly got sucked into the Super, both charas immediately switched positions. The whole thing looked really weird.

Haven't tried to reproduce it in practise mode, will try that next time I play the game.
 

NeoGML

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SonGohan said:
On another note, I did Ryo's exceed as a wakeup call on a standing Honki Mr. Karate and the thing went right fucking through him. I could not believe it. Afterwards I tried over and over again in practice mode on various people but it kept hitting them. SvC has some weird, random bugs that I have no idea how they're triggered.

It's also cool how a Hao-Sho-Ko-Ken can just whiz through Sagat doing a crouching tiger shot. I love little things like this that the game has to offer :annoyed:

Well, Honki Mr. Karate has more invincibility frames than most people when he's getting up, and every character has a few frames of invincibility when they're getting up anyway.

oh, and your shiki issue...

yeah, it does whiff if you're too far away, but at least it's consistent.

that really is too bad though...
 

NeoGML

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Force said:
HAH. I was just about to post that.

And about the sagat stuff, stand in front of another person, and puch forward with both fists like you're sagat throwing a high tiger shot. I guarentee that your fists smack the person in the face and not go through their head. My point being, that shit makes no sense.

Matt

Oh come on.

Same thing would be if you "rolled" into someone a la KOF. You'd end up with your face in their nuts, and they'd fall down. you wouldn't go through them!

At this point in time, I really don't think that 2D fighting games can be rationalized with real-life physics.
 
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