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Version: Still in the game (Nov 2022: 1.31) | Version: Still in the game (Nov 2022: 1.31) | ||
Execution: GT Goku | Execution: Using the dash macro, GT Goku airdash > j.1/2/3S would give you SD instead of his actual j.1/2/3S. Yamcha airdash > j.2H will also do the same thing. Kid Buu airdash > j.S on block/hit sometimes will automatically does SD (I don't have the energy to look into the exact conditions). | ||
In previous patches, some other characters had similar issues too like SS4 Gogeta. | |||
Video: https://twitter.com/kaiokek1/status/1582329240523276288 | Video: https://twitter.com/kaiokek1/status/1582329240523276288 |
Revision as of 13:26, 6 April 2023
Hitstun Decay failure
Version: Launch until somewhere around 1.04.
Execution: Starting a combo with Android 21 5S or Ginyu's 236S Recoome will not trigger hitstun decay, so infinite combos are possible.
Explanation: Hitstun decay doesn't kick in if the Combo Counter skips "1", so moves that arbitrarily add extra hits to the Combo Counter are infinite starters.
Beerus infinite j.S
Version: Idk early Season 1
Execution: 2H > SD > j.M > j.214L(1) > j.236H+S, j.[S]
Explanation: Something with air Level 1 hitting late so Beerus recovers earlier than usual, then immediately linking into j.S would let him shoot forever.
Video: https://youtu.be/5GJOrMf8d8I
SS Vegeta ground bounce j.2L
Version: Launch until Season 2
Execution: Hitting a j.2L against low-to-the-ground airborne opponent would ground bounce them. The move normally only ground bounces grounded opponent.
Explanation: 1F before landing, the opponent is considered grounded (some call it "grounded by proximity"). Though I think for this move the window to get the ground bounce is more lenient than 1F?
Video: https://youtu.be/xe-DU5D2KJw
Dynamic Install
Version: Launch until 1.27
Execution: Using one of these characters: Cooler, Master Roshi, SS4 Gogeta. Tag them out during any 5LLL string, then tag them back in in an U+ Smash combo > j.LLL. The j.LLL here would cause a Dynamic instead of a normal Smash sliding knockdown.
Explanation: These characters (and DBS Broly) can manually trigger Dynamic with 5LLL > anything > j.LLL as long as it's a cancel string. When you tag out, the value for triggering Dynamic isn't cleared. This was also how they fixed it, simply clearing that value.
Video: https://twitter.com/kaiokek1/status/1371495465959759875
D+ Smash failure
Version: Still in the game (Nov 2022: 1.31)
Execution: Using one of these characters: Cooler, DBS Broly, Master Roshi, SS4 Gogeta. Landing a D+ Smash at grounded by proximity height wouldn't trigger the cinematic + SKD, but still eats up D Smash.
Explanation: Idk but it's something to do with their manual Dynamic quirks.
Video: https://twitter.com/kaiokek1/status/1484909030447652864
Buffer a move and Tag/DHC at the same time
Version: Probably launch until 1.30
Execution: Easiest example is SSB Vegeta j.214L > 236L+M 3214A on Season 3 patches I think. He would perform the Super while DHC at the same time but with reduced cost only if you don't have the meter for both the Super + DHC. So Level 1 + DHC Level 3 would only cost all of your meter if you have < 4 bars, but cost 4 if you have > 4 bars.
Explanation: These moves allow for tags too? Idk never looked too much into it.
Video:
Hit Level 3 breaks the game
Version: Somewhere in Season 1
Execution: Lands Hit 214L+M (214H+S). Now Smash 5H from any characters will allow a buffered move + tag at the same time
Explanation: ???
Fused Zamasu and SSB Goku break the game
Version: Somewhere in Season 2
Execution: Zamasu facing the corner, second teammate is SSB Goku (1). Training dummies are SSB Goku (2) and SS Goku set to Counterattack: 2H. Snap one of the Gokus out, 2H, 236L+M (at this point a Goku should be j.2H-ing over your head), DHC to SSB Goku (1) right before the ball hit the dummy Goku. If done correctly, your Goku should be floating and sticking to the dummy.
Explanation: Idk but the above is probably only one consistent way to set it up, and it could've been achieved differently.
Video: https://youtu.be/PbK7G_fzdO0
Goku Black Holy Light Grenade combos
Version: Season 1
Execution: At the right height and against big bodies, j.236H+S hits weirdly and so can be combo'd afterward or even looping it
Video: https://youtu.be/maGuFQW0scc
Gotenks
Assist consumes U Smash
Version: Early S1
If it hits then your U Smash is gone simple as. Probably copy-pasted property from his point version
Level 3 failure
Version: Still in the game (Nov 2022: 1.31)
Execution: Gotenks facing the corner, 214L+M while the dummy tags at the same time, should work on big bodies. If done correctly the dummy would be stuck in place and the Level 3 animation won't play out.
Video: https://twitter.com/Potarian_/status/1572688780552802309
Special cancels skip combo scaling
Version: Early S3
Execution: 236H > 236H > Vanish into a normal combo would do like 6k damage. 236H > 236H on its own did 2175, Vanish did 765 and dash 2M did 630... wait...
Explanation: They added a new mechanic: When Miracle Super Punch or the spinning portion of Great Special Rolling Kick is canceled on hit, there will be a hitbox connecting them to the next attack. The problem was that the entire string of 236X/214X > facilitating hitbox > next move counted as a single move for scaling purposes, you can see where the damage is coming from.
After the fix, 236H > 236H now does 2061, Vanish 680 and 2M 210.
Video: https://twitter.com/kamoihito/status/1308403579464683526
Autocombo automatically come out
Version: 1.31 until now (Nov 2022: 1.31)
Execution: On block or hit, 5L > delay 5LL would automatically give you 5LLL if you don't cancel 5LL into anything else
Explanation: Something to do with his 5LL receiving faster startup but I'm not sure
Video: https://twitter.com/Tyrant_UK/status/1545174052003790848
B Assist vacuums on hit
Version: Season 3 until now (Nov 2022: 1.31)
Execution: Canceling spin into anything but 236X/214X series will break B assist's on hit effect until Gotenks does 236X/214X series again. The effect is most pronounced on EX spin moving backward while making contact with the opponent (either on block or hit).
Video: https://twitter.com/kaiokek1/status/1575407456133742592
Dash Macro giving Super Dash
Version: Still in the game (Nov 2022: 1.31)
Execution: Using the dash macro, GT Goku airdash > j.1/2/3S would give you SD instead of his actual j.1/2/3S. Yamcha airdash > j.2H will also do the same thing. Kid Buu airdash > j.S on block/hit sometimes will automatically does SD (I don't have the energy to look into the exact conditions).
In previous patches, some other characters had similar issues too like SS4 Gogeta.
Video: https://twitter.com/kaiokek1/status/1582329240523276288
Variable reversal timing
Version: Still in the game (Nov 2022: 1.31)
Execution: Even when buffered and getting the "Reversal" message, actions performed out of tech can still vary by 1 frame due to landing, but seemingly at random
Video: https://twitter.com/kaiokek1/status/1511380403981979648
Guard Cancel Vanish while not guarding
Version: 1.28
Execution: 6L+M+H+S during blockstun when you have 2 bars and Sparking. You'd do a GC Spark, but the next time you Vanish (still with 2 bars) it'll be a GC Vanish
Video: https://twitter.com/kaiokek1/status/1427972921658470402
Adult Gohan 214M weird tracking
Version: Found in 1.31
Execution: On block, 5LLLLL > 214M puts him further and higher up than where he should be (on top of the opponent).
Video: https://twitter.com/AlukardNY/status/1588401068282884096
DBS Broly Level 3 doesn't Happy Birthday
Version: Still in the game (Nov 2022: 1.31)
Execution: 214L+M (214H+S) HPBD just fine in midscreen, but doesn't in the corner.
Video: https://twitter.com/AlukardNY/status/1588390274153476096
SSB Vegito
Plus on block 236H
Version: Still in the game (Nov 2022: 1.31)
Execution: Almost any button (Reflected) > 236H (blocked both hits) is +4.
Explanation: Not sure about the inner workings, but it has something to do with 236X(1) connecting right after Reflect enters recovery. Works for the entire 236X series, but 236H is the most applicable one.
Level 3 Vanish sandwich
Version: Still in the game (Nov 2022: 1.31)
Execution: Lands a HPBD Level 3 in the corner, Vanish. Depending on body sizes, Vegito can be pushed forward and switch sides as the dummies get up.
Video: https://twitter.com/BiddoFGC/status/1578660022157905921
Super Dash trades with another move
Version: Still in the game (Nov 2022: 1.31)
Execution: Idk a reliable way to replicate it. But basically sometimes you can get SD to trade that's it.
Explanation: I think the first frame when SD turns around, it's able to trade. It shouldn't trade basically ever especially against moves with higher clash level, but from my observation it's always when SD turns around.
Video: https://twitter.com/SheMyCandy/status/1289847902961983489
Multiple Dragon Rushes in one combo
Version: Season 1
Execution: It's said that you can land multiple DR as long as it's during your point character's projectile hitstun, but I don't think that's the whole story. It seems more like a few specific moves could do it.
Cooler H Death Breaker Follow-up crashes the game
Version: Found in 1.31 (Nov 2022: 1.31)
Execution: Any 214X, drops the combo due to hitstun decay or the dummy got hit by something else with low hitstun, dummy techs then jumps so that they can be hit again, H follow-up. The moment they get hit by H follow-up, the game crashes.
Explanation: Idk but the short description is landing a hit with H follow-up outside of combos.
Video: https://twitter.com/muto65536/status/1587019369749495808
Un-GC-Reflect-able Ki Blast blockstun
Version: Still in the game (Nov 2022: 1.31)
Execution: Easiest example that still works: Set dummy as SS Goku, run up 5L > 5S. If you block both hit while crouching, you won't be able to GC Reflect the 5S.
Explanation: If there's a 1F to 4F (?) gap between a regular blockstun and a Ki Blast blockstun, and depending on stand block or crouch block, then the Ki Blast blockstun is not GC Reflectable. Against a training dummy, they would refuse to Reflect sometimes even though a human player would be able to.
Boomerang Ki Blasts
Version: Still in the game (Nov 2022: 1.31)
Execution: Goku Black in Sparking, 5S > delay Hold Vanish SD. The projectile will go backward if it's still accelerating, but only turns around while continuing to move forward after it's reached enough speed. Also works with Super Baby 2 5S, j.S.
Explanation: It's a universal quirk, and works as long as the Super Dash goes in the opposite direction as the Ki Blasts. Other Ki Blasts will also flip its sprite around but don't actually "boomerang" like Black and Baby.
Special Moves not refreshing air options
Version: Launch until Season 3?
Explanation: When you land, air options are set to 0. Certain Special Moves that put the character airborne didn't refresh this to 1, so canceling into Hold Vanish and you wouldn't be able to double jump/airdash.
Broly L+M Gigantic Meteor not refreshing Gigantic Strike usage
Version: Until 1.27
Execution: j.214X, then j.214L+M before landing. After Broly automatically teleports to the ground, he won't be able to use j.214X the next time he's airborne until he touches the ground again.
Krillin
Reviving dead characters
Version: S3 until 1.27?
Explanation: Senzu Bean while on the ground can be picked up by KO'd character before the round transition.
Video: https://mobile.twitter.com/Black_Yggdrasil/status/1424982649739882517
Ki Blast Level 3
Version: Launch until 1.27
Explanation: The rain portion of his Level 3 wasn't supposed to be Ki Blast (Super Dash-able) ig
Captain Ginyu
1S doesn't attack
Version: Idk but it wasn't like this at launch, patched out already
Execution: Ginyu 1S, 7S and j.1/4/7S don't do anything, so he could block with 1 while mashing S to tech DR without any risk.
Video: https://twitter.com/bokobokoari/status/1239888131152728065
GC Vanish cancelable into j.S
Version: Still in the game (Nov 2022: 1.31)
Explanation: Smash Vanish > j.S is probably a unique cancel that was coded specifically for Ginyu, and was carried over into GC Vanish. I think this works even if GC Vanish doesn't Smash.
Video: https://twitter.com/muto65536/status/1557391750771064832
Assist B breaks animation
Version: Probably still in the game
Explanation: Ginyu Force doesn't disappear on certain (?) animation and messes with the move.
Video: https://twitter.com/muto65536/status/1308326802876628992
Assist B stops working
Video: https://twitter.com/LEXXLLUTHOR/status/1538547946056204289
Fused Zamasu
Locked in Heaven's Flash
Version: I think since they buffed flight movement until now
Explanation: If flight auto-deactivates under some conditions idk then you're stuck in flight until landing or until something hit you
Video: https://twitter.com/AlukardNY/status/1575639911717548032
Heaven's Warp wonky tracking
Version: Ever since they introduced the move until now
Explanation: While dummy in SKD, something like f.L~S would teleport and launch you on top of them.
Armored attacks delay follow-ups
Version: Still in the game (Nov 2022: 1.31)
Execution: Android 16 5H vs GC. He'd tank the GC and Smash them to the wall, but cannot SD until it's too late to convert.
Explanation: When an armored attack triggers its Smash while trading with another attack of same or higher clash level, all cancels afterward will be delayed.
Smash attacks slow Super Dash
Version: Still in the game (Nov 2022: 1.31)
Execution: Teen Gohan in the corner, confirm that you can do 5LLL > SD > j.MLL2H > jc > j.LLL.
Now try 5H > SD > j.M > j.H > j.236L + Assist ▷ 5LLL > SD > j.MLL2H > jc > j.LLL. You'll find that Gohan is noticeably lower after the second SD and can't actually finish the combo.
Explanation: Without looking directly into the code, I can only come up with this:
- Usually U Smash value can only be 0 or 1. 0 means "no Smash yet" and 1 means "an U Smash has occurred"
- When this value is at 1, 5H, 2H, j.H, j.2H will set it to 2 on the first frame of their startups
- Smash 5LLL, 5H, 2H, j.H, j.2H are coded to speed up SD if the value is at exactly 1. So when this value is at 2, SD travels at normal speed
With outside tools, you can force the U Smash value to 0 to have a better look at this effect. Every Smash 5LLL, 5H, 2H, j.2H will have slower speed than what you're accustomed to.
SSB Vegeta
S doesn't attack
Version: Launch until a S3 patch
Execution: Holding [H] then pressing S will straight up doesn't do anything. Allows him to block and mash [H]~SSSS to tech DR.