acabo de ver que en dustloop han subido el video con su traduccion, asi que copy paste xD
http://www.youtube.com/watch?v=hvLVbtnq ... dded#at=17Any comments that I've inserted, which aren't in the original video text, are indicated by brackets [].
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Summary of Glitches
1) Wallbounce Glitch
[Example: Valk vs Bang.]
Valk: No bug
Valk: Uses bug
The wallbounce glitch is a glitch where, if you satisfy certain conditions, attacks that would otherwise wallbounce the opponent will lose their ability to do so.
Using Bang, I'll explain how this works in detail.
Rule #1: If you put a grounded opponent into either hitstun or blockstun using an attack with the "pull-in" effect [here on, I'll just say "attacks that pull in"], then the opponent will be affected by the wallbounce glitch.
While in this state, if the opponent is sent into the corner via getting hit by an attack that causes wallbounce, the bounce will not occur at all.
This glitched state has a fixed duration, and once this duration is elapsed, the opponent will return to their normal, "un-glitched" state.
[Example: Bang vs grounded Ragna in the corner. In both sequences, Ragna is affected by the glitch because Bang's j.4B pulls in.]
Rule #2: If you put an aerial opponent into blockstun using an attack that pulls in, then the opponent will be affected by the wallbounce glitch.
If the opponent doesn't block the attack while in midair, then they will not be affected by the glitch.
[Example: Bang vs jumping Ragna in the corner, again using j.4B. On hit, bounces as usual; on block, doesn't bounce.]
Rule #3: If the opponent is affected by the wallbounce glitch, and you then hit them (regardless of whether they successfully block or not), the glitch state will be removed.
However, if you hit them with an attack that puts the opponent into midair, the glitch state continues.
[Example: Bang vs standing Ragna in the corner. Bang puts Ragna into the glitch state using j.4B, but then hits him with a move that keeps Ragna "grounded", before knocking him into the corner, thus causing Ragna to wallbounce as normal.
In the 2nd and 3rd sequences, Bang follows up j.4B using an attack that knocks Ragna into the air, so Ragna fails to wallbounce in this situation.]
This concludes the explanation of the conditions for which the bug will occur. With that said, let's try to cause the bug to occur with several characters.
[Example: Noel vs Arakune.]
Noel: No bug
Noel: Uses bug
[Example: Lambda vs Hakumen.]
Lambda: No bug
Lambda: Uses bug
[Example: Carl vs Tager]
Carl: No bug
Carl: Uses bug
Follow-up Remark on using Carl to cause the wallbounce glitch:
||
[ = Nirvana; = Tager; = Carl; || = corner]
In this situation, from Nirvana's POV, Carl's attacks appear to "pull in" (towards Nirvana), so this is why the glitch occurs.
[Example: Bang vs Valk.]
Bang: Uses bug
Follow-up Remark on using Bang to cause the wallbounce glitch:
When you remove a GP and then teleport behind the opponent, the knockback from stuff like IBing or throwbreaking makes it look like an attack that "pulls in" from Bang's POV [post-teleporting].
[Example: Bang vs Valk, starting from a throw break.
1st sequence shows the above remark in action. In the 2nd sequence, the bug does not occur.]
2) Camera Scroll Glitch
This is a glitch where, if you cause the camera to move a lot right when the camera tries to return to its original/previous position after a super that causes the camera to move/shift (Arakune's "f of g", etc.), the camera won't scroll properly.
Seeing it is probably easier/faster, so have a look.
[Example: Arakune vs Valk.]
Camera: no problems
Camera: not scrolling correctly
[Example: Bang vs Valk.]
3) D Confutatis Maledictis (236236D) Glitch
[If there's a good abbreviation for the name "Confutatis Maledictis", plz let me know lol.]
If you hit Tsubaki with very specific timing during 236236D, then only the attack's visual effects will remain [no hitboxes].
Courtesy of: tyty
[Example: Tsubaki vs Litchi. Litchi uses Daisharin to interrupt Tsubaki just before the 2nd hit comes out, causing the glitch.]
Doesn't look like there's any hitbox.
You can even do it more than once.
Follow-up Remark:
On portable versions [i.e. PSP version I guess], possibly as a result of the device's processing capability, if you create too many orbs using the above glitch, [some sort of] processing errors will occur. The limit is more or less 10 orbs.
On the arcade version, no errors occur with increasing number of orbs, and there doesn't appear to be any limit to the number of orbs.
[Example: lol.]
Created by hima