Remxi has uploaded an interesting King of Fighters XIII (KoF XIII) glitch that he stumbled upon while recording combos. It's titled, "Surprise Rose Airwalk Bug." You can check out notes from the uploader below the video.
Notes by Remxi
1. Shows how to setup the bug. You must be in neutral when the fireball
hits after the recovery roll. Crouching, walking forward or attempting
to jump will cause the SDM to combo as normal. Whilst the screen is
zoomed in it is possible to move anywhere in the stage. If you are past
where the usual boundary is, projectiles will not be created. Using a
neomax will reset the screen position and force both characters back
onto the screen. The hits from the Surprise Rose are unblockable and
will blow through attempts to autoguard or counter them. Trading a jump
attack with King such that only one hit of Surprise Rose connects will
cause the player to momentarily stay in the air until they return to
neutral, thus by ensuring you never return to neutral you can stay in
the bugged state indefinitely.
There are a lot of exceptions to this
however, certain attacks/throws will move you back to the ground at
either the start or the end. Jumping works as normal but your jump arc
will lead you back to the ground. Aerial (or partially airborne) special
moves work in strange ways specific to each special. Kula is an
exception to the neutral rule, she can stay in the bugged state without
pressing anything (possibly other characters, I haven't tested everyone
yet). This particular setup does not work on Billy because apparently
his recovery roll goes further than everyone else? (will probably work
with a different setup).
2. Iori's Scum Gale was the only move I
found that would keep King on the same plane (she also needs to avoid
neutral). Being hit seems to return you to the ground immediately.
3.
Every character that can chain lights has an infinite in the corner
with this, this is just one example. Joe's Bakuretsu Punch is also an
infinite due to no pushback.
4. Normal/Special/Super throws all work provided the grab hitbox is still in range.
5.
King is invincible to attacks/throws until she returns to the ground,
the exception being anywhere juggle attacks like K' SDM. When K' whiffs
the end of the SDM like that he can stay in neutral without returning to
the ground (attempting to move from neutral to walk or crouch will
cancel it though). Using the same setup but freezing K' slightly higher
in the air will cause all but the first hit of the ranbu section to
whiff (possibility for more crazy bugs by trading with parts of his
ranbu).
6. Some stupid fun by setting the CPU mode to "Forward" in training options.
I've
barely explored the possibilities of this bug as I wanted to get the
info out ASAP, but there should be some really cool combos that exploit
this, and possibly a pathway to create different bugs.