Official KI Bug Reporting Thread Season 3

Could you post a vid of this happening, please.

https://1drv.ms/v/s!Al7GbVADBvmuhXr4R5ccq_yaYrAA

Oops. Can’t figure out how to have the video play on the forum so a link is the best I can give.

Riptor cr.HP first hit causes a hard knockdown when used on an airborne opponent. Any attempt to quick rise it will not work.

From the frame the defending player hits the ground (loses their hurt/throwbox), there’s a constant 54 frames until they can act again, quick rise or no.

EDIT: This also works when cr.HP is used to blow out a combo.

Tested this glitch more and it turns out a manual is not needed. Anything after that cross up j.hk will be considered unbreakable as long as it is not an autodouble.

This includes specials and shadow moves and can give a good Sadira a 20% unbreakable confirm from a cross up.

https://1drv.ms/v/s!Al7GbVADBvmuhXtynvyI_5Pc3OfM

For some reason my shadow lab bounties blew up with the same 6 guys making more than 11 pages of bounties, and one of them giving me 12 wins all within less than a 24 hour span. Unless all 6 of them happened to be grinding the 500sp tier in survival yesterday I think a bug made my bounties/wins duplicate several times.

edit: um… @developers this bug looks to be a bit more severe that I initially thought, and I found out how to replicate it. When you get new shadow activity when you open it and then back out the shadow activity indicator lights up again, and opening it again will duplicate any wins or losses…at least it is for me. I noticed that it is exploitable, as my Glacius shadow rose up in rank slightly while I was figuring this out (rank 131 on the 250 tier to 127). I suspect doing this one could exploit it to get up as far as the top tier.

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^ This guy is every single person on my bounty list right now, which is around 5 pages worth, so can confirm.

Also I’m dropping combos for no reason, like the game is rolling back and it doesn’t matter what I’m doing timing or button press wise, I’m just ā€œfalling outā€ of my own combo, this is on single player, Shadow Lab, like the KV suddenly jumps up way higher than it should and just automatically stops your combo way before it should have rightfully blown out.

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If Omen throws Riptor out of the startup of shadow tail flip, Riptor can block it. Seems to be only shadow tail flip, not the other shadow moves, and it doesn’t seem to apply to other characters’ throws.

https://youtu.be/rV_1_H8W0-w?t=3098

Ive had my Omen throws blocked by several characters. Most notably Raam, and Eyedol. I posted this happening in this BUG thread a long time ago. Nothing ever came up of it… no discussion or anything. Had some not believe me until I posted the video.
It doesnt happen to often, but it happens enough to remember.

Some bug issue with Eagle’s Charge arrow. I was hit out of my charge but I was still able to stagger Mira.

The bug happens @0:30

Yeah they didn’t list Shin Hisako’s exchange ender not giving HKD anymore. Was it supposed to HKD or was it a bug she had on release?

It was a bug, and given the enders and their respective benefits, it should be pretty clear why the launcher doesn’t HKD. It was kinda degenerate and I’m glad its gone, even though some of her best setups went with it.

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I experienced an issue where I am audibly notified of a lockout, and I briefly see the gray indicator that a timing lockout has occurred, but then it disappears, and the opponent immediately breaks my Heavy Autodouble. I believe FallofSeraphs76 experienced similar last September .

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So Orchid has an hkd off her exchange though or will they remove that too like how her air grab was changed when Gargos’s command grab got nerfed/changed?

No, that one is intentional, Shinko’s wasn’t and keits stated so in conversations on twitter. It’s not coming back, stop trying to get it to or get other characters nerfed in the meantime.

2 Likes

The problem with Shin’s launcher ender being a HKD was not it being a HKD per se. There is nothing wrong in having a launcher/HKD ender. But there is a problem when, given that, you can develop almost impossible to block setups, specially when it outclasses every other ender.

As Shin, there was no reason to do other ender than her launch ender, besides maybe killing with her shadow damage ender. Her mixups were even better than her wallsplat ender, and her HKD ender was useless. Hence, this was degenerative.

They never intended to make this ender a HKD, i was a bug, and so it was corrected. Other chars can have it because their other enders are still useful, they didn’t get so much mixup potential, etc…

So it turning from Exchange and HKD being soley focused with wall splat making occasional/few appearances ender wise to HKD and wall splat being used mostly with exchange taking place of wallsplat previously?

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Update: Tried it on my other profile again just for kicks. It works on the OTHER profile. It still doesn’t work on my main profile. Weird.

Not sure if this is intended game design, but any Possession ender by Hisako above LV 2 counts as 2 knockdowns against Aganos’ cyclops walls, and a LV 4 seems to instantly crumble a fresh wall. I know it should count one knockdown everytime Aganos’ back hits the ground, but this is from an animation the player has no control over aside from breaking prior to the ender. Plus, the behavior doesn’t happen with Hisako’s S. Possession ender at any level. It’s easy enough to replicate in training mode…

Select Hisako with Aganos as the dummy
Set Aganos to place 1 wall (or multiple)
Play Hisako to a LV 2 or high combo and end with normal possession ender.

I don’t recall if it ever got tracked down but i believe i found a fairly repeatable means to cause the non-cashout shadow ender issue with Kim Wu…

SETTINGS
Heath at max, regenerate health - yes, shadow meter - infinite, instinct meter - infinite (i dont think the following matter but just in case…) Action - playback, difficulty - very hard, guard - no block, combo breakers - all, break on frame - 0, throw break - off, quick stand - off, counter hit - normal

DUMMY
In training mode, set dummy (i used Jago) to mash throw with a slight delay at the start for about 10 seconds or so.

PLAYER
Counter-hit cr. LK > M dragon dance > counter breaker > automatic M dragon dance linker > HK AD > L dragon dance linker > HK AD > L dragon dance linker > HK AD

At this point, on the second hit of the heavy kick auto-double, i time my breaker to come out right around the same frame(s) the kick is active and hitting my opponent, this triggers a second counter breaker because the dummy is still mashing throw as a ā€˜break attempt’…

… > automatic M dragon dance linker HK AD > L dragon dance linker > HK AD > L dragon dance linker > HK AD > Shadow Dragon Kick ender.

From doing this in training mode with combo state on, the game is saying its treating Shadow Dragon Kick as an opener instead of a ender, despite having multiple auto-doubles and linkers that come ahead of it. It also, in a weird way, puts the Opener Shadow Dragon Kick glitch that got patched out back into the game. You can certainly dragon cancel > special afterwards and the move is treated as an opener and not a manual.You can even hit a manual, the game recognizes as such, but if the manual were cancelled into a special, that registers as a opener. This happens for EVERY follow up special. This leads to the combo path you see above followed by, for example, dragon cancel > st. HK > L dragon dance to blowout. The only thing regarded as breakable in this is the manual.

In playing around with this as the base, i’ve gotten this to work with multiple types of openers, including shadow and mashing for light and medium breakers besides the one i listed. Im limited on time today, so this is as far as i tested. Im not a QA person, but maybe the issue is where the counter break happens in this particular scenario? I included three clips. The first is the one i had happen recently in a ranked match. The second is when i went to training mode to replicate it and found what i have here. The third illustrates the followup ā€˜opener’ glitch that can occur following the dragon kick glitch. I have hitboxes and combo state on for this. Hope it helps in solving the issue.

http://xboxclips.com/SneerfulWater57/4f45e01c-0e07-4585-8448-8bc27a99bea2/embed

http://xboxclips.com/SneerfulWater57/6b5b1956-e429-453f-a05d-29e97f67ebc9/embed

http://xboxclips.com/SneerfulWater57/683b8c3b-7c27-43a0-ba21-6454f7d97103/embed

Testing out situations with Cinder’s HK trailblazer, namely when done from the air rather than the grounded version.

I’ve found that if you do HK trailblazer from a jump into the opponent, and you hit a directional fast enough, it performs the afterburner regardless of whether or not the kick command was pressed afterward or not. I was trying to see if I could create an option select off of HK trailblazer, and tried to use a light fission after the hit, but instead he flies off in a different direction because of this glitch.

I tested this using the grounded versions of all three strengths of trailblazer, but they all require the followup kick command plus a directional press. I also tested this using the air version of L Trailblazer and M Trailblazer, but they always require kick command to perform the afterburner. With the air version of H Trailblazer though, the directional can mistakenly activate the afterburner, regardless of whether or not a kick button was pressed. It seems like only this version and circumstance is capable of it.

If you need video, I could provide some. It will take a little time though.

I believe either the kick from the HK trailblazer is being stored as an input for long enough to trigger the afterburner with a directional (which seems unlikely since under similar and smaller timings for other versions, this doesn’t happen), or there is a glitch to this version of Trailblazer activating Afterburner without a kick command.