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The bug was encountered in the training lab when practicing throw follow-ups. I would throw the opposing character, then quickly press d-pad right to save the state.
STEPS:
Go into training lab
Pick any two characters
Grab and throw the CPU
Press right to save the state just after throwing the CPU (It's either at a certain point in the animation, or just as damage is being dealt)
When the bug is triggered successfully, the opposing character will either be white, or blinking black. When you regain control of your own character, it will be possible to jump/run into them and get hit by a hitbox on the CPU. Hitting the CPU with an attack removes the blinking/white effect.
UnclePunchBug1.mp4
I tested on multiple stages with different combinations of characters and it didn't seem to matter, the bug could happen regardless. The easiest way to test was doing Marth or Jigglypuff up throw on space animals, then jumping into them to see the hitbox. On Marth it was possible to use forward throw to trigger the CPU hitbox and get hit by it before Marth is actionable.
The text was updated successfully, but these errors were encountered:
Didn't show it in the video, but I tested and it was possible with the right timing to trigger the bug on the first throw after entering training lab, so as far as I found there are no prerequisites.
The bug was encountered in the training lab when practicing throw follow-ups. I would throw the opposing character, then quickly press d-pad right to save the state.
STEPS:
When the bug is triggered successfully, the opposing character will either be white, or blinking black. When you regain control of your own character, it will be possible to jump/run into them and get hit by a hitbox on the CPU. Hitting the CPU with an attack removes the blinking/white effect.
UnclePunchBug1.mp4
I tested on multiple stages with different combinations of characters and it didn't seem to matter, the bug could happen regardless. The easiest way to test was doing Marth or Jigglypuff up throw on space animals, then jumping into them to see the hitbox. On Marth it was possible to use forward throw to trigger the CPU hitbox and get hit by it before Marth is actionable.
The text was updated successfully, but these errors were encountered: