Official KI Bug Reporting Thread Season 3

When Riptor’s in her low stance and does the three quick tail strikes, it doesn’t seem to register contact on a blocking Mira so there’s no way for Mira to shadow counter.

Reminder from S2: After Aganos’ Shadow Natural Disaster recapture, very often an attempted manual will result in a far version of the normal.

Good news: doing this can make the stagger on his st.HP not completely a nerf.

Bad news: his far st.HK still wall splats in-combo, so this still happens:

and 5/6 of Aganos’ linkers still have this problem:

so hitting a far st.HK manual (which can also happen off of a ranged Payload Assault) forces you to do either a heavy or Shadow ND lnker if you want to do a PA ender or continue the combo (unless you get the wall splat).

Also, the changes to Aganos’ autodoubles at the beginning of Season 3 made it impossible to combo a Shadow Payload Assault off of a heavy punch autodouble, which was possible in Season 2.

There is a bug with Aganos Vs Eyedol when Aganos Shadow counters eyedol. If aganos shadow counters it seems as if one or more hits do not register against eyedol giving him time to block the remaining shadow (if not already completed) and allowing a punish to aganos. It seems to happen with select combo strings and I am not sure if online connection plays a part. I am working to see what moves seem to create this issue right now I will post a video when I find them

UPDATE
The problem seems based on eyedols positioning when the shadow counter takes place. Depending on the distance the shadow will either hit 4 times or 3 leaving out the last hits giving Eyedol the advantage (or just putting it back into neutral) Aganos is unable to continue as the combo is only possible AFTER the 5th and final hit. Other moves seem to follow the same pattern. Eyedols position determines whether the shadow counter works properly or not.

Link to video

Eyedol bug - in between rounds sometimes I’d you immediately hit yourself in the face (b+hp) over and over it will freeze the loading of he next round meaning it will never start… B+hp infinitely until I died like 40 hits to my face.
Also there is inconsistent places where eyedol does not lose any life at all hitting himself in between rounds and possibly other places too.

Arbiter bug:

After a normal or shadow Prophet’s Bane grab mid combo chained off grenade stagger, the follow up carbine shots cash out all potential damage.

Shadow Jago still has a corner bug in which he dashes the opposite direction on a juggled opponent after using f+hk.

Posted the clip a while back about it, but the sequence in the example that’s easiest to repeat is throw>F+hk>dash forward, shadow jago will instead dash away from the opponent. only occurs in the corner.

Also the old dash through dark fury still appears from time to time, happens most on a delayed input.

If Tusk Instinct cancels a sword normal on hit and presses a button during the freeze, he’ll get auto-doubles.

Also, if Tusk tries to do a tick throw from st.LP, two jabs will come out instead of a throw.

@TheKeits
I dont consider this a bug..but Eyedol switches stances mid shadow counter and it causes the shadow count to drop. This just happened to me 2x in a row. It gives the opponent a chance to leave hit stun after the shadow move.

So shadow counter > Shadow move> switch stance > combo drops

Maybe Im wrong and their is a way to keep it going but its not working for me.

Kan-Ra’s Antlion is a grounded heavy normal, but it doesn’t ignore armor.

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Why can Rash access his instinct speed bike while mid flip out?

I combo > launcher ender> flip out> Rash sends speeder bike while his is flipping out and hasnt landed on the ground yet.

Is this intentional? I would assume Orchid and Sadira can do the same?

Seems cheap to me as there is no way to defend against it unless you just dont use flip out while they are in instinct.

Launcher ender?

If Kan-Ra has a Shadow Spike out, the scorpion attacks can prevent his cr.HP from cancelling into anything.

Place the dummy as close as possible to the sand, but not so close that the scorpion attacks, then hit the dummy with a neutral cr.HP. The launcher scorpion tail will come out and whiff. Normally, neutral cr.Hp is cancellable into anything (including a Clutch flipout), but in this case nothing will come out.

Not Rash, AGAINST RASH. Rash is the opponent… does it matter who does the launcher into flip out?
The point is he can call a speed bike while he is flipping out, thus defending any move against him.

Oh nvm. Yeah seems broken.

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ARIA’s grenades don’t fully hit (or at all) in the corner vs most of the cast.

For example, sweeping someone with her cr.hk at point blank range in the corner vs anyone that’s not kim wu, riptor, gargos, eyedol and arbiter the grenades whiff. This also holds true to cl.hk and st.hk at times. And even j.hk. The characters mentioned above will take the grenades however anyone else and the grenades whiff every time.

Characters like general raam, glacius, thunder, tusk, fulgore and ARIA herself even though they are the bigger characters also get the whiff instead of getting hit.

The bass assist if used at point blank range deals 5 less damage then if used at a distance. Using bass body doesn’t have this problem however.

For instinct, is ARIA not able to cancel her HK’s with the mini assists while in instinct?

As you’ll see below, Riptor’s Jumping Light Kick counts as a Medium Manual can’t be broken with Light buttons in a juggle as it should.

Now, I don’t know if it’s a bug or a design decision but Close Standing Heavy Punch doesn’t deal chip damage despite being a projectile/special attack which was a burf meaning that Hisako can’t Vengeance Counter but all projectilve invincible moves can now be used against this button. Far Standing HP, Back HP and Down HP deal chip damage, the second standing, back and down HP do as well and the third hit also do chip damage with three hits. Tusk can deal chip damage damage with his Sword normals, I don’t see why Riptor shouldn’t with her Flame normals. The Shadow meter gain from Close Standing HP for Riptor is also pretty big. However, there’s no “block” sound if Riptor’s Close Standing HP is blocked which would make sightless players unaware of a successful block. Also, there are no “Flame” sound for this move.

This one is something that I find extremely strange but I didn’t notice until a few weeks: the last hit from Riptor’s Damage Ender doesn’t deal any damage whatsoever. The fireball that ends her Level 2, 3 and 4 Damage Ender has been crucial to end some rounds in Season 2. The cashout from a Damage Ender is slightly more than her Hard Knockdown Ender in Riptor’s case but due to the damage from the fireball being absent, you wouldn’t notice much of a difference if you don’t look at the numbers. Where some characters possess a significant difference in terms of Damage between a raw Damage Ender and Hard Knockdown Ender, Riptor players can’t benefit from a Damage Ender.

This is a Level 4 Combo with Heavy Talon Rake, Heavy Double, Primal Linker, Heavy Double and Talon Rake Ender (Damage Ender) before the fireball.

This is the hit of the fireball from the same combo, same inputs, same raw damage.

Same combo but this time, the Tail Flip Ender (Hard Knockdown) is used as a cashout and all hits contributed to the Ender. This is a 6% perfect difference and since a Crouch Heavy Punch is 38 points of damage unblocked, it is mindblowing that the Damage Ender doesn’t at least contribute a little more… It does by having a non-damaging hit!

This is an overall problem with Mira having her hurtbox being the smallest horizontally compared to the entire cast. However, it’s totally possible for Mira to shadow counter depending on the range. Even without blocking, an upclose (box to box) Mira will completely avoid the Tail Sting (Predator ­into Medium Kick) as shown in the image below. The two last hits from Eyedol’s Ultra completely whiff against Mira as well which is not the case against Hisako and Kim Wu.

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Ah thanks! I actually noticed that about Eyedol’s ultra over the weekend and was going to report that as well.

Thanks!

Its a Special attack according to the rules or else Spinal couldnt Absorb it. Then again that doesnt apply to Riptor. Probably because Sand Moves dont follow the rules of normals at all.