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[v0.9b] SSF2 Bugs 
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Joined: Fri Jul 25, 2014 1:29 pm
Posts: 31
Country: United States (us)
Gender: Anime Girl
[TSON] wrote:
Please detail your bug reports here. Explain what you did, and the result. Include a screenshot or replay if possible, and bonus points if you record the video for us in addition to providing the replay file!

We will most likely have a bug fix patch soon, so if you find something make sure to let us know.

Known Issues:
  • Some rare types of connections can never get in-game for Online Mode. This will be remedied in a future patch.
  • Sheik does not load. This will be remedied in a future patch.
  • When Chibi-Robo throws Samus's Charge Shot back, it sometimes automatically hurts Samus.
  • When Chibi-Robo throws Samus's Charge Shot back, it does not return to the size that it initially was.
  • Chibi-Robo's Pickup can only grab projectiles with an active hitbox.
  • Black Mage's Flare never finishes foes off.
  • Donkey Kong's Arcade is not 100% working.
  • Four items are temporarily disabled and will be re-enabled in a later patch:
    • Pokeballs
    • Assist Trophy
    • Bumper
    • Exploding Tag
  • Online Mode Room Hosts must wait for at least one player to join before selecting a stage.
  • Naruto can have infinite up special clones if he does side or down special between uses.
  • Item settings carry into the WiFi Waiting Room
  • Crouching while holding left and right causes Naruto to freak out.
  • Donkey Kong's forward throw freaks out if you hold jump while landing.
  • Ray Gun does not have an "empty" firing sound
  • Held items are still visible during the "Invisible" special mode
  • Some attacks cause crazy momentum boosts when cancelled during "Turbo" special mode
  • Items and Kirby hats have some rotation issues
  • Mirror Chamber mirrors act weird when they catch invincible foes
  • Mega Man's aerial Black Hole Bomb is unfinished
  • SSJ Goku's kamehamehas are weird
  • Taunting with Mega Man's FS freezes the game



even more testing. marths counter just straight up does not work. i think it only worked one time the entire 8 mins. I hope this bug gets noticed because thats one move gone in marth's arsenal. The fact no one has mentioned it makes me think they have noticed/ used marths counter or know the timing or something >.<


Fri Jul 25, 2014 2:32 pm
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Joined: Mon Aug 11, 2008 8:00 am
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When Link uses the Ray Gun, no lasers come out. Probably forgot to set the actionscript on the animation to actually generate the projectile.

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Fri Jul 25, 2014 2:40 pm

Joined: Mon Jun 23, 2014 2:05 pm
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Fox's final smash on some maps phases through the ground.


Fri Jul 25, 2014 3:06 pm

Joined: Fri Oct 22, 2010 7:13 pm
Posts: 27
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Some non-freeze glitches
-After grabbing a smash ball, the glow effect fails to show
-Smash balls spawn too often when item settings are on very high and all other items are turned off, to the point where it is possible to see another smash ball during your final smash


Fri Jul 25, 2014 3:18 pm

Joined: Mon Oct 24, 2011 5:03 pm
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Gender: Male
In any Special versus with Mega mode on, the Final Smash Effect will keep getting bigger and bigger every time a character gets it

Here the replay to show what I mean: http://www.mediafire.com/download/s6pba ... 659.ssfrec


Fri Jul 25, 2014 3:19 pm
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Joined: Fri Jul 25, 2014 3:06 pm
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Country: Poland (pl)
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Currently Playing: SSF2, Heroes of Might & Magic III, League of Legends, Sims 4.
Marth's Down Special doesn't do anything at all. :huh:
When Zero Suit Samus is using Up Special while falling down, she isn't going up. :| Is it supposed to work like that?

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Fri Jul 25, 2014 3:24 pm

Joined: Fri Oct 22, 2010 7:13 pm
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CreepyBuildPl wrote:
When Zero Suit Samus is using Up Special while falling down, she isn't going up. :| Is it supposed to work like that?

Yeah. Worked like that in Brawl. Only thing different here is that it screws her over at Silph Co


Fri Jul 25, 2014 3:25 pm
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Joined: Fri Jul 25, 2014 3:06 pm
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Country: Poland (pl)
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Currently Playing: SSF2, Heroes of Might & Magic III, League of Legends, Sims 4.
Something i just discovered:

Link's Shield blocks:

Naruto's Rasengan and Rasenshuriken
Kyyubi Naruto's Rasengan and Side Special

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Fri Jul 25, 2014 3:30 pm
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Currently Playing: Super Smash Flash 2 V0.9b, and whatever i find in my cabinets.
Super sonic's victory pose is not animated. (intentional?)
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It's not the same as my current name because i changed my name after i registered for ssf2 by the time i realized what i did it was too late.

My stupid youtube channelhttps://www.youtube.com/user/RagnaEdgeMight


Fri Jul 25, 2014 3:33 pm

Joined: Mon Jun 23, 2014 2:05 pm
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Zero Suit Samus' FS pushes others away most of the time on activation and even when they get hit by the FS they can escape easily.


Fri Jul 25, 2014 3:36 pm

Joined: Fri Oct 22, 2010 7:13 pm
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CreepyBuildPl wrote:
Something i just discovered:

Link's Shield blocks:

Naruto's Rasengan and Rasenshuriken
Kyyubi Naruto's Rasengan and Side Special

It blocks projectiles from the front if you stand still. At least, that's how it worked in Brawl.


Fri Jul 25, 2014 3:37 pm
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Similar to Fiery, pausing repeatedly causes the game to freeze save for hazards and idle animations. The game can be paused in this state and behaves normally when paused but unpausing after scrolling or zooming in/out causes off screen character markers to stay in the same part of the screen instead of their original position.

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Fri Jul 25, 2014 3:40 pm

Joined: Mon Jun 23, 2014 2:05 pm
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Donkey kong doesn't have a victory animation. Nor does SSJ Goku.


Fri Jul 25, 2014 3:43 pm
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When Samus fires her Charge Shot in her alternate colors, the Charge Shot looks the same way it does in her default costume. However, when you charge it in her alternate colors, it looks different.

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Fri Jul 25, 2014 4:08 pm

Joined: Sun Jun 23, 2013 2:53 pm
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Currently Playing: SSF2 and Soma Bringer (multiplayer! :D)
Sometimes when Cucco are supposed to disappear we still see them but can't pick them (and can't attack them neither)

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Fri Jul 25, 2014 4:12 pm
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