Moblin Posted June 14, 2015 Posted June 14, 2015 Wow, nice work on the video. I have no idea why that is happening.
mAc Chaos Posted June 14, 2015 Posted June 14, 2015 Amazing. Good catch, rax. Very observant. How did nobody notice this until now. > no difference in OD Do you mean it's still half in OD? Can you do some more testing to see if it is an actual glitch? dot_nova on Twitter brought up the point that it might only apply to the first combo and might reset to normal after the second one, or some other situation might set it back to normal. Why don't the rest of you who have the game try and see what other situations it works or doesn't work in?
Schneider-X Posted June 14, 2015 Posted June 14, 2015 That was a well edited video. I'll have to look into it more when I have the time. Thanks for investigating it it though. Also this clip..... just my luck eh? https://www.youtube.com/watch?v=CXD3WfscAs0
raxokoron Posted June 15, 2015 Posted June 15, 2015 > no difference in ODDo you mean it's still half in OD? I meant that hakumens auto magatama regeneration rate doesn`t change even if you got hit. Same for regeneration rate in OD. But metergain from hits in OD still half. Because of that KillerOmen from previous video could not perform the combo. Can you do some more testing to see if it is an actual glitch? dot_nova on Twitter brought up the point that it might only apply to the first combo and might reset to normal after the second one, or some other situation might set it back to normal. I read the conversation. Next five combos or parry do not reset metergain. If you could come up with any other situations I can check them.
Moblin Posted June 15, 2015 Posted June 15, 2015 Is there someone who knows the twitter account or contact information that can get a confirmation on whether or not this is a glitch? If anyone can check out a match video that was done in a JP arcade and see if the phenomenon is still present on the arcade version, that would be a telling sign that it is a glitch and not an intended mechanic.
mAc Chaos Posted June 15, 2015 Posted June 15, 2015 Why would it be intended? It's too hilarious to be on purpose. If anything they forgot to turn off the meter decrease after Hakumen gets combo'd, because he was supposed to lose some of it while in hitstun right?
Moblin Posted June 15, 2015 Posted June 15, 2015 You restore my childlike hope for the good of humanity Mac. I wonder how much meter per round we're actually losing. It's probably not huge...
mAc Chaos Posted June 15, 2015 Posted June 15, 2015 Well, it got cut in half. So just measure how many seconds it takes to gain 8 stars normally, then divide that by 99 seconds and cut the answer in half. Although that's ignoring stuff like Hakumen gaining at an increased rate when at low health, but that's cut in half too. But at least you can get a general approximation of the default gain.
The_undercover_beret Posted June 15, 2015 Posted June 15, 2015 I tested the "glitch" in training mode a bit and here are the results so far, Dummy's setting: Slot 1: CPU Ragna doing Dash 5A Slot 2: CPU Ragna doing Dash Throw "Forced counter hit" is on. At round start Haku-men is back to corner and has 1 magatama. The goal of the experiment is to measure the heat gain of a simple 3C CH combo depending on the situation: 3C CH > 2B > 214A > Hop > 5A > 5B > 9jc > J.B > J.2A > 9jc > J.B > J.2A > J.214A Notations: Ragna:5A/Throw - Ragna hits Haku-men with 5A / Ragna throws Haku-men. Ragna: Tech - Haku-men attempts a throw, Ragna techs it. Haku-men: Tech - Ragna attempts a throw, Haku-men techs it. Wait: X - Wait until Haku-men has X magatama (pause buffering was used to get the exact amount). Test 0: 623A > Wait:1 > 3C CH ... No matter when the 623A is used, the combo always generates a bit more than one magatama in this situation, thus Agito is always doable. Test 1 and 2 : Haku-men is hit with Dash 5A/Throw: This times several experiments were made: 623A > Ragna:5A/Throw > Wait:1 > 3C CH ... Ragna:5A/Throw > 623A > Wait:1 > 3C CH ... Ragna:5A/Throw > Wait:2 > 236B CH > Hop*2 > Wait:1 > 3C CH ... In all of those those situations, the combo doesn't generate enough meter for the Agito ender. Test 3: Haku-men attempts a Throw, but Ragna techs it: Ragna:Tech > 623A > Wait:1 > 3C CH ... 623A > Ragna:Tech > Hop > Wait:1 > 3C CH ... Ragna:Tech > Hop > Wait:2 > 236B CH > Hop > Wait:1 > 3C CH ... Same result as Test 1 and 2. Test 4: Ragna attempts a Throw, but Haku-men techs it: Haku-men:Tech > 623A > Wait:1 > 3C CH ... 623A > Haku-men:Tech > Hop > Wait:1 > 3C CH ... Haku-men:Tech > Hop > Wait:2 > 236B CH > Hop Wait:1 > 3C CH ... It gets really awkward there, I am getting mixed results. Sometimes the combo will generate 1 magatama and sometimes it won't. The most bizarre thing is that, in the 1st and 3rd experiment the combo almost always generate one magatama and it only fails from time to time, whereas in the 2nd one, it's the other way around. I don't know why it happens. There is either an unknown X-factor or I could be failling the pause buffers without noticing. It's getting late, I'll test again tomorrow and more thoroughly.
Moblin Posted June 16, 2015 Posted June 16, 2015 Well, it got cut in half. So just measure how many seconds it takes to gain 8 stars normally, then divide that by 99 seconds and cut the answer in half. Although that's ignoring stuff like Hakumen gaining at an increased rate when at low health, but that's cut in half too. But at least you can get a general approximation of the default gain. Is the passive gain that is also cut in half or is it just the meter gained per hit in a combo once hakumen hits them after getting hit?
raxokoron Posted June 16, 2015 Posted June 16, 2015 Is the passive gain that is also cut in half or is it just the meter gained per hit in a combo once hakumen hits them after getting hit? Passive gain doesn`t change. Only meter gained per hit is cut in half.
Moblin Posted June 16, 2015 Posted June 16, 2015 Do we have any idea how much we lose in a normal winning/losing match? Hmm... It seems like it's only a difference of a couple stars. But it might be much more. idk
mAc Chaos Posted June 16, 2015 Posted June 16, 2015 I thought the cut in meter gain was all the time, not just in combos. I'll ask around for some testing.
Moblin Posted June 16, 2015 Posted June 16, 2015 What I gleaned from the video was just the hits in a combo. Which admittedly is much better than a passive cut. If it was half the passive meter gain too, someone would have probably noticed it way before now. Which is why it's kind of still up in the air as to if this is a glitch or not. Either way, I'm switching characters until this gets hotfixed or something. Tiers are one thing, but I don't want to play with an unintentionally nerfed character due to a glitch. That's literally just picking up and fighting with a crutch to me.
mAc Chaos Posted June 16, 2015 Posted June 16, 2015 It's not like anyone complains whether it's a legit thing if the glitch helps a character, like Carl. Live by the glitch, die by the glitch. Who are you going to switch to? Let's also consider that the tier lists that placed Hakumen at A or B (or D?), were still made by fighting this version of Hakumen with this glitch all along. Even if they didn't know about the glitch, they still had to fight him and place him according to his performance, which secretly included the glitch as part of it.
Moblin Posted June 17, 2015 Posted June 17, 2015 I don't think the glitch actually loses Hakumen that many stars. His tier list would be the same with or without the glitch. I am just feeling the itch to pick up a secondary. I will always play Hakumen. edit- and it may actually be a console only glitch. I don't have the evidence to back any of that up right now though In the process of picking up izayoi for Hakumen's bad matchups.
Kriegdrache Posted June 18, 2015 Posted June 18, 2015 This glitch came at the worst time, when I was finally getting used to and actually starting to enjoy CPEX Hakumen a lot more. I'm still gonna play him, but man CPEX has been nothing but "hey krieg, play another character" At least Makoto seems fun :/
Elemenope Posted June 18, 2015 Posted June 18, 2015 This glitch came at the worst time, when I was finally getting used to and actually starting to enjoy CPEX Hakumen a lot more. I'm still gonna play him, but man CPEX has been nothing but "hey krieg, play another character" At least Makoto seems fun :/ This is kind of a silly thought imo. If you were enjoying CPEX Hakumen before, you should still be enjoying him now. The only thing that has changed is now you're aware of the glitch - and consequently, you know whether or not you will actually have enough stars for a certain combo instead of wondering why some of your combos aren't working at times. Is the glitch bad? Yeah, it's pretty bad and should be fixed - but you were already playing blissfully ignorant with this handicap throughout all of CPEX.
Moblin Posted June 20, 2015 Posted June 20, 2015 I linked Ciel's twitter account to your glitch video. He said he'd look into it. Guess that's the most we can do about it as of now.
Moblin Posted June 20, 2015 Posted June 20, 2015 I have no idea what he's saying here though. https://twitter.com/hydeist__ciel/status/612177155779264512
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