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On July 02 2009 20:36 MCMcEmcee wrote:Show nested quote +On July 02 2009 18:16 Trumpet wrote:Just going to say that v13 is amazingly fun, especially with the low execution barrier. 100% a v13 player now that ive got the game At the risk of me sounding dumber than I already am, does jin's 5d have some properties that make it only blockable with barrier or something? I played almost 20 matches vs a jin and never normal blocked it once, but barrier worked every time. No it's a normal, blockable move. You're probably getting hit out of jump startup or dash recovery, both of which you can cancel with FD.
oh wow, you're exactly right. Old marvel habit to go up back to air block and not have to do high / low. I feel all kinds of dumb now hehehe
Thanks!
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On July 03 2009 04:23 MCMcEmcee wrote:Show nested quote +On July 02 2009 21:17 sung_moon wrote: weird how come every ragna video i see after a hell fang they RC into dash 6D j.D 5B 5C hellfang? what i do is fang RC 5B 6A JC CDCD inferno. on training mode the one i use does more damage and is not techable. maybe im putting out the wrong buttons or something...
iunno. BB still fuckin rockin you're watching old vids or people are being lazy, though Hell's Fang gives a better knockdown than ID. Best Hell's Fang RC followup is dash 6D jD, land, dash 5B 3C 22C.
thanks. im actually practicing it atm. timing for the dash 5b is a lil tricky thou heh
also now i realize how good nu is.......
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On July 03 2009 11:15 sung_moon wrote:Show nested quote +On July 03 2009 04:23 MCMcEmcee wrote:On July 02 2009 21:17 sung_moon wrote: weird how come every ragna video i see after a hell fang they RC into dash 6D j.D 5B 5C hellfang? what i do is fang RC 5B 6A JC CDCD inferno. on training mode the one i use does more damage and is not techable. maybe im putting out the wrong buttons or something...
iunno. BB still fuckin rockin you're watching old vids or people are being lazy, though Hell's Fang gives a better knockdown than ID. Best Hell's Fang RC followup is dash 6D jD, land, dash 5B 3C 22C. thanks. im actually practicing it atm. timing for the dash 5b is a lil tricky thou heh also now i realize how good nu is.......
Now now, it'll be patched in a couple of months. Let us have our fun until then.
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On July 03 2009 11:15 sung_moon wrote:Show nested quote +On July 03 2009 04:23 MCMcEmcee wrote:On July 02 2009 21:17 sung_moon wrote: weird how come every ragna video i see after a hell fang they RC into dash 6D j.D 5B 5C hellfang? what i do is fang RC 5B 6A JC CDCD inferno. on training mode the one i use does more damage and is not techable. maybe im putting out the wrong buttons or something...
iunno. BB still fuckin rockin you're watching old vids or people are being lazy, though Hell's Fang gives a better knockdown than ID. Best Hell's Fang RC followup is dash 6D jD, land, dash 5B 3C 22C. thanks. im actually practicing it atm. timing for the dash 5b is a lil tricky thou heh also now i realize how good nu is....... delay the jD a tiny bit to make it easier
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So what do you all think about the netcode (not matchmaking or other features--those are fine)? More/less/same input lag as in SF4? More/less/same jerkiness or slowdown? My hypothesis is that there are less cases of slowdown because the input lag was increased (the longer the buffer, the less chance of exceeding it). But the mystical syncing algorithm and probable lag-test phase at the beginning of the match makes me hope otherwise, that there is some intelligent fine-tuning that allows them to drop the input lag as close as possible in # of frames to the bound of the one-way latency. All I know is that people with 0 bars (blue) keep trying to challenge me. At least it beats b.net muta micro. -_-;;
Where is that HDR-quality netcode promised, anyway? To think that a small company specializing in poor emulation of retro games can claim the best console fighter netcode on the market is kind of sad.
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I don't like the netplay, too much input delay and we still get choppy matches in what feels like delay 6 or worse. Playable for the most part and you can get by if you get a good connection, but it's kinda silly to need extra input delay to play against someone in the same city.
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Bill307
Canada9103 Posts
On July 04 2009 02:57 Myrmidon wrote: Where is that HDR-quality netcode promised, anyway? To think that a small company specializing in poor emulation of retro games can claim the best console fighter netcode on the market is kind of sad. The netcode we're talking about here isn't as simple as sending and receiving commands.
The netcode needs to be able to "roll back" the game state if it predicts a player's input incorrectly.
Now I don't actually know this for sure, but I imagine it's a lot easier to roll back a very simple game like HDR compared to a much more complex game like BlazBlue.
I mean it's great that GGPO's netcode is fantastic, but don't assume that the same netcode will work for BlazBlue.
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On July 04 2009 03:25 Bill307 wrote:Show nested quote +On July 04 2009 02:57 Myrmidon wrote: Where is that HDR-quality netcode promised, anyway? To think that a small company specializing in poor emulation of retro games can claim the best console fighter netcode on the market is kind of sad. The netcode we're talking about here isn't as simple as sending and receiving commands. The netcode needs to be able to "roll back" the game state if it predicts a player's input incorrectly. Now I don't actually know this for sure, but I imagine it's a lot easier to roll back a very simple game like HDR compared to a much more complex game like BlazBlue. I mean it's great that GGPO's netcode is fantastic, but don't assume that the same netcode will work for BlazBlue.
Blazblue netcode doesn't do rollbacks. It implements the traditional input lag system where the game state on both sides remains synced the entire time, accomplished by delaying the execution of inputs until they can be executed simultaneously on both sides.
Although this particular discussion is moot for Blazblue in particular, I'm not convinced that you can't implement good rollback netcode for a more complex game like Blazblue. (Granted, I know next to nothing about graphics APIs and implementations, so help me out.) As far as I know, all you have to do after reinterpreting the state of the game (new character positions and hitboxes, stagger/CH/etc. state, projectile location) given the new opponent inputs is draw the next frame with the updated information. e.g. rather than oppoent being in running animation, start animating frame 3 of 5B attack (then next frame, animate frame 4, then frame 5, etc.).
You don't need to redraw the 3D backgrounds or anything, just things in the foremost sprite layer--this is where I'm unsure if the different layers are separable because I don't know how graphics are implemented, but layers can definitely be displayed separately in console emulators so I believe they can in general. Actually, going back to the previous 5B example, to make the game look more smooth you could animate in-between frames like running -> frame 1 of 5B -> frame 4 of 5B -> continue as normal rather than running -> frame 3 of 5B directly. But that doesn't involve much computation at all, and I don't believe it involves drawing any additional frames. It shouldn't stress the system any more than it is already stressed.
I think in GGPO, however, the entire game has to be re-emulated according to inputs from the opponent because GGPO netcode is kind of a wrapper to a black box system (the entire emulator). But new console game devs have access to the entire game's code when processing network inputs, so they're actually at an advantage. This is a point that's been brought up by Ponder. The problem is probably lack of foresight in designing the game engine from the beginning that makes it difficult to accommodate rollback netcode later on, or simple lack of effort when designing the netplay.
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only thing about BB netplay is its funny when the game is massively slow during teh intro, and then it phases itself into normal speed. lol
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BlazBlue netplay is smooth on the most part, but they had to add in a few frames of delay to compensate for it. Most players will not notice this though.
This also means a lot of the really high execution based combos will be harder to do. Same deal with certain moves done in reaction during block strings or after an IB.
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GGs trumpet, your v-13 got better, damn that Hakumen 3-7 matchup!
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On July 04 2009 10:16 Ginseng wrote: BlazBlue netplay is smooth on the most part, but they had to add in a few frames of delay to compensate for it. Most players will not notice this though.
This also means a lot of the really high execution based combos will be harder to do. Same deal with certain moves done in reaction during block strings or after an IB.
oh so the netplay is shit like SF4 then? Wow im getting tired of this. I ordered the game 100% on the idea that it would have good netplay lol. I knew i should have waited
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On July 05 2009 10:19 red.venom wrote:Show nested quote +On July 04 2009 10:16 Ginseng wrote: BlazBlue netplay is smooth on the most part, but they had to add in a few frames of delay to compensate for it. Most players will not notice this though.
This also means a lot of the really high execution based combos will be harder to do. Same deal with certain moves done in reaction during block strings or after an IB. oh so the netplay is shit like SF4 then? Wow im getting tired of this. I ordered the game 100% on the idea that it would have good netplay lol. I knew i should have waited
On the bright side, I feel it's better than sf4 netplay haha.
I'm bored atm, up for a few games? haha.
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Do most of you guys play on PS3?
So I just checked TL an hour ago and remembered this game... It was 7:30 PM already so I decided to to visit EB Games/Future Shop. Turns out Future Shop doesn't even have the game yet and EB Games was already closed.
Bah, I'll pick it up tomorrow, hopefully.
I don't know why I'm picking up all these fighting games, since I still couldn't get a stick. So god damn hard to get "teh good ones" in Canada.
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On July 05 2009 10:21 Ginseng wrote:Show nested quote +On July 05 2009 10:19 red.venom wrote:On July 04 2009 10:16 Ginseng wrote: BlazBlue netplay is smooth on the most part, but they had to add in a few frames of delay to compensate for it. Most players will not notice this though.
This also means a lot of the really high execution based combos will be harder to do. Same deal with certain moves done in reaction during block strings or after an IB. oh so the netplay is shit like SF4 then? Wow im getting tired of this. I ordered the game 100% on the idea that it would have good netplay lol. I knew i should have waited On the bright side, I feel it's better than sf4 netplay haha. I'm bored atm, up for a few games? haha.
Dont own the game yet. It will be here on tuesday. I shoudla just ran to the gamestop down the street, didnt think it would be a big deal and id get it in time for last weekend(Wouldnt really play during the week anyway)
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Bill307
Canada9103 Posts
+ Show Spoiler [shameless brag] +I just won Ontario's first BlazBlue tournament. There were 10 entrants, 2 (incl. myself) who had played quite a bit on the arcade version, and 3 more who had some prior experience. Sadly, I think I would have gotten only 2nd or 3rd with my main, Taokaka. The guy who got 2nd, a Rachel user, crushed my Taokaka in casuals, and the guy who got 4th had been playing for only a few days but was fighting on-par with me in Taokaka mirrors. So I played to win by switching to Arakune and flowcharting: My all-bees-no-combos Arakune lost just 1 game in the tournament. (Of course, the thing about his flowchart is, it's not very specific, and it pretty much outlines his whole gameplan: curse opponent, then pwn. That's just how he's played: it's not like I won with a Ken flowchart or anything.) Oh by the way, I got last place in SF4. To be honest, I actually kind of like how Arakune's execution barrier is very low if you don't do any combos. You just have to play smart and have other good skills, like blocking and adapting.
He's still pretty bullshit, though.
Edit: match vids from the tournament can be found here:
http://www.youtube.com/view_play_list?p=EAF3096CB54896E5
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