On August 26 2013 22:41 whoso wrote: is the netcode better/will it be better than sf4 (pc version)?
What is bad about SSF4AE's netcode. Yes, the matchmaking sucks, but otherwise I haven't had any major problems with the netcode itself (only with people with bad connections trying to play the game)
On August 26 2013 22:41 whoso wrote: is the netcode better/will it be better than sf4 (pc version)?
What is bad about SSF4AE's netcode. Yes, the matchmaking sucks, but otherwise I havenät had any major problems with the netcode itself (only with people with bad connections trying to play the game)
I agree with this. With more and more games working their way to the PC, everyone's comparing stuff to AE's net code. And I'm sitting here thinking "I HOPE KoF's net code is as good as AE's" lol...
On August 26 2013 22:41 whoso wrote: is the netcode better/will it be better than sf4 (pc version)?
What is bad about SSF4AE's netcode. Yes, the matchmaking sucks, but otherwise I haven't had any major problems with the netcode itself (only with people with bad connections trying to play the game)
There's a noticeable input delay in AE when you're playing online compared to offline. Even if it's just 2-3 frames or so (I don't know if this has been measured at all) you still have to execute your combos based on timing rather than visual or aural cues, and it becomes more difficult to react to certain things like blocking mixups or breaking throws.
When the connection has a bad spike, it does this really annoying thing where first it slows way down, then one player can't do anything for a number of seconds, then the other player can't do anything for a number of seconds.
On August 26 2013 22:41 whoso wrote: is the netcode better/will it be better than sf4 (pc version)?
What is bad about SSF4AE's netcode. Yes, the matchmaking sucks, but otherwise I haven't had any major problems with the netcode itself (only with people with bad connections trying to play the game)
There's a noticeable input delay in AE when you're playing online compared to offline. Even if it's just 2-3 frames or so (I don't know if this has been measured at all) you still have to execute your combos based on timing rather than visual or aural cues, and it becomes more difficult to react to certain things like blocking mixups or breaking throws.
Because I'm more of a casual player (who has almost clocked ~100 hours on this game haha), this hasn't really been a problem for me unless the connection itself is REALLY bad
On August 26 2013 22:41 whoso wrote: is the netcode better/will it be better than sf4 (pc version)?
What is bad about SSF4AE's netcode. Yes, the matchmaking sucks, but otherwise I haven't had any major problems with the netcode itself (only with people with bad connections trying to play the game)
There's a noticeable input delay in AE when you're playing online compared to offline. Even if it's just 2-3 frames or so (I don't know if this has been measured at all) you still have to execute your combos based on timing rather than visual or aural cues, and it becomes more difficult to react to certain things like blocking mixups or breaking throws.
When the connection has a bad spike, it does this really annoying thing where first it slows way down, then one player can't do anything for a number of seconds, then the other player can't do anything for a number of seconds.
Honestly, online in Europe seems a lot better than in the US for AE. Every time I watch streams of people playing in the US, you barely have any 4 bars and play a lot of 3 bars.
AE netcode seems 'solid' on PC for me. It definitely makes some things much more awkward to deal with though, at least in my personal experience. Plenty of things in the game are almost entirely balanced around the fact that if you're specifically watching for X, you can stuff it/block it/punish it etc on reaction, but only just. Add in even just 50 ping (about 3 frames of delay) and this often turns things from being pretty easy to defend against/punish to being really quite tricky. Add in any more than this bare minimum amount of delay you can expect and suddenly almost nothing can be done on reaction against moves that need to be punished during startup, which sucks.
To give a random example, I can reaction ultra TAPs from Balrogs from half screenish offline. One day I played a Balrog online that would open every round hold TAP->wait for fireball->TAP through it. Literally every round for about 5 games straight. From the second round I checked to see how exploitable he was and walked backwards to near full screen, then slow fireballed on Ryu. Anyone who knows anything about Balrog knows YOU DO NOT TAP THROUGH THIS. He TAPed through it and did it in the exact same situation for all of the remaining games vs my identical opening. Me, being retarded, foolishly forced myself to not just slow fireball->mash punish to TAP, but actually see the TAP and react punish. Couldn't do it once, and our delay wasn't even that bad. I get experiences like this not too infrequently and it makes me sad.
Otherwise, online in SF4 is pretty good. Ive never really understood the complaints about '1F links impossible online' etc, me playing online or offline makes absolutely no difference to my combo consistency, do people really attempt to learn combos by watching for specific frames of their characters animation in order to time the next normal...? Sounds pretty damn inconsistant from a purely mental standpoint.
On August 26 2013 22:41 whoso wrote: is the netcode better/will it be better than sf4 (pc version)?
What is bad about SSF4AE's netcode. Yes, the matchmaking sucks, but otherwise I haven't had any major problems with the netcode itself (only with people with bad connections trying to play the game)
There's a noticeable input delay in AE when you're playing online compared to offline. Even if it's just 2-3 frames or so (I don't know if this has been measured at all) you still have to execute your combos based on timing rather than visual or aural cues, and it becomes more difficult to react to certain things like blocking mixups or breaking throws.
When the connection has a bad spike, it does this really annoying thing where first it slows way down, then one player can't do anything for a number of seconds, then the other player can't do anything for a number of seconds.
Honestly, online in Europe seems a lot better than in the US for AE. Every time I watch streams of people playing in the US, you barely have any 4 bars and play a lot of 3 bars.
We also have it a lot easier to determine the quality of the connection by just looking at what country the opponent comes from. Sure that Spain connection might be green but I know I got a least 70ms to Spain so I just avoid playing them if I can. Same goes for all the Mediterranean countries sans France and eastern Europe.
On August 26 2013 22:41 whoso wrote: is the netcode better/will it be better than sf4 (pc version)?
What is bad about SSF4AE's netcode. Yes, the matchmaking sucks, but otherwise I haven't had any major problems with the netcode itself (only with people with bad connections trying to play the game)
There's a noticeable input delay in AE when you're playing online compared to offline. Even if it's just 2-3 frames or so (I don't know if this has been measured at all) you still have to execute your combos based on timing rather than visual or aural cues, and it becomes more difficult to react to certain things like blocking mixups or breaking throws.
When the connection has a bad spike, it does this really annoying thing where first it slows way down, then one player can't do anything for a number of seconds, then the other player can't do anything for a number of seconds.
Honestly, online in Europe seems a lot better than in the US for AE. Every time I watch streams of people playing in the US, you barely have any 4 bars and play a lot of 3 bars.
Funny thing is, it has happened to me that I on the same day has played people in Brazil with less lag compared to other people in Sweden :p
KoF's netcode is going to have to be better than SF4's for it to be playable online. You lose too much damage on some characters by doing suboptimal combos to fight the lag, not to mention the increased focus on trades and mixups. SF4 netcode isn't actually very good, it's just that it doesn't need to be.
On August 27 2013 01:09 YulyaVolkova wrote: AE netcode seems 'solid' on PC for me. It definitely makes some things much more awkward to deal with though, at least in my personal experience. Plenty of things in the game are almost entirely balanced around the fact that if you're specifically watching for X, you can stuff it/block it/punish it etc on reaction, but only just. Add in even just 50 ping (about 3 frames of delay) and this often turns things from being pretty easy to defend against/punish to being really quite tricky. Add in any more than this bare minimum amount of delay you can expect and suddenly almost nothing can be done on reaction against moves that need to be punished during startup, which sucks.
To give a random example, I can reaction ultra TAPs from Balrogs from half screenish offline. One day I played a Balrog online that would open every round hold TAP->wait for fireball->TAP through it. Literally every round for about 5 games straight. From the second round I checked to see how exploitable he was and walked backwards to near full screen, then slow fireballed on Ryu. Anyone who knows anything about Balrog knows YOU DO NOT TAP THROUGH THIS. He TAPed through it and did it in the exact same situation for all of the remaining games vs my identical opening. Me, being retarded, foolishly forced myself to not just slow fireball->mash punish to TAP, but actually see the TAP and react punish. Couldn't do it once, and our delay wasn't even that bad. I get experiences like this not too infrequently and it makes me sad.
Otherwise, online in SF4 is pretty good. Ive never really understood the complaints about '1F links impossible online' etc, me playing online or offline makes absolutely no difference to my combo consistency, do people really attempt to learn combos by watching for specific frames of their characters animation in order to time the next normal...? Sounds pretty damn inconsistant from a purely mental standpoint.
Inconsistent ping makes 1frames impossible.It doesnt matter how you do those, you wont be able to perform your 1link combos against bad ping people consistently.
On August 27 2013 01:09 YulyaVolkova wrote: AE netcode seems 'solid' on PC for me. It definitely makes some things much more awkward to deal with though, at least in my personal experience. Plenty of things in the game are almost entirely balanced around the fact that if you're specifically watching for X, you can stuff it/block it/punish it etc on reaction, but only just. Add in even just 50 ping (about 3 frames of delay) and this often turns things from being pretty easy to defend against/punish to being really quite tricky. Add in any more than this bare minimum amount of delay you can expect and suddenly almost nothing can be done on reaction against moves that need to be punished during startup, which sucks.
To give a random example, I can reaction ultra TAPs from Balrogs from half screenish offline. One day I played a Balrog online that would open every round hold TAP->wait for fireball->TAP through it. Literally every round for about 5 games straight. From the second round I checked to see how exploitable he was and walked backwards to near full screen, then slow fireballed on Ryu. Anyone who knows anything about Balrog knows YOU DO NOT TAP THROUGH THIS. He TAPed through it and did it in the exact same situation for all of the remaining games vs my identical opening. Me, being retarded, foolishly forced myself to not just slow fireball->mash punish to TAP, but actually see the TAP and react punish. Couldn't do it once, and our delay wasn't even that bad. I get experiences like this not too infrequently and it makes me sad.
Otherwise, online in SF4 is pretty good. Ive never really understood the complaints about '1F links impossible online' etc, me playing online or offline makes absolutely no difference to my combo consistency, do people really attempt to learn combos by watching for specific frames of their characters animation in order to time the next normal...? Sounds pretty damn inconsistant from a purely mental standpoint.
Inconsistent ping makes 1frames impossible.It doesnt matter how you do those, you wont be able to perform your 1link combos against bad ping people consistently.
Yeah I agree that that would be the case, might just be a US thing tho. Over here in Europe it doesn't take me long to find someone I have relatively low delay+very consistant connection to. Pings really don't usually bounce around with large amounts of variance on a solid stable connection. If I notice any kind of stutter/warping (at all) I go find someone else.
I decided to buy the Steam version of Skullgirls to check out Squigly, damn she's fun. Her TK divekick is incredibly fast and + on block. She has fuzzy guard mixups off of everything, so it's really dangerous to block high against her. It's going to take a long time to figure out how to utilize her assists, though.
anyone wants to practice injustice on xbox with me ? im pretty noob but hipster enough that i have a stick :D ranked games is so much waiting time just pm me if you wanna destroy me!