“The issue which added an additional frame of lag to PlayStation 4 fight sticks on PlayStation 4 has been identified and patched. Now input time is unified across PlayStation 4, legacy controllers and PC.”
I wonder if it was tested only with buttons, and not directional inputs Edit: They canned that in KOFXIV. Older KOF games used to had less input delay on directional inputs, but more delay on actual attack buttons.
You post all the time, you’re not going to ignore it. I feel the 8 frames gives you more to talk about if anything. Docking it down to 5 frames would mean we would probably see less posts from you.
Unless I am misunderstanding something, they are only reducing the inherent lag created by using PS4 sticks, which did nothing more than make the input delay less consistent, as you would jump between varying frames of lag. I don’t really consider that a reduction in input delay and more of a bug fix. I’m also not sure what input device was used for measuring the input delay, but I would assume it was the inherent control options for either version.
So really, same thing. I mean it’s good the PS4 sticks won’t be getting more fucked than the rest, but it’s just another line of problems with Capcom’s inability to properly recognize hardware. “Let’s have lag on our system of choice!” – got it!
As an aside, even though I haven’t been playing the fight games, I randomly threw on 3S, Alpha 3 (never really played it much) and then SFV and went through an old training routine I used to do in each. Which is essentially just whiff punish/counter-poking practice, where I stand at my character’s ideal range and proceed to counter any and everything with buttons or specials of my own, blocking only when necessary. To keep it more in line I used Ryu in all versions. Amazing how ridiculously easy it was for me to DP most buttons in 3S, and that amazing feeling of actually being able to whiff punish most stuff that is recklessly thrown out. My record in Alpha was much worse, due to unfamiliarity and just that that game seems to have some damn quick normals (none of which I know the ranges of).
Then I went to SFV, and for things like sweeps, certain jumps, and larger animations like hooligans and things, I did alright. But trying to DP someone’s start-up frames and things of the like were woefully hard to do, and I don’t think I whiff punished anything but a couple sweeps (normal wise). The real thing that kind of struck me though, the actual thing I learned from doing this, because I already knew the delay and design decisions of SFV make doing anything on reaction difficult – what I did learn, is that I found it IMMENSELY more difficult to return to my desired position and keep myself there in SFV. More often than not, I found myself having to default to whatever space I was given and deal with things from there. There are no super jumps, there’s no amazing walkspeed, and most backdashes aren’t the fastest on recovery. Even as Makoto in 3S I find it more easy to keep a consistent distance via fast backdashes and kara-hayate cancels.
SFV is very strange, I feel like it’s so close to being something interesting but falls short due to it’s own design decisions. I think SFV wants to have the really interesting close/mid-range game that 3S has, but completely misses the point. The long range game is mostly non-existent like in 3S, the mid-range is awkward because it IS hard to whiff-punish and keep your space properly and everyone shares so many similar ranges that even if you could whiff punish, your options are limited – and the close game in SFV is just sort of weird and either very scripted or kind of scrambly. Rock-paper-scissors as people like to call it.
Honestly, having played a few older games after having not touched them since SFV came out and sort of killed my mojo, I gotta say, I really miss a lot of the smaller things SFV took out. I miss Karas, sweeps that can be safe, faster throws, faster or more varied movement, powerful options, overheads that are worth a damn. Hah…
I guess in conclusion: I hope SFV really improves it’s neutral aspect, because if it was truly trying to be a fighter based on the fundamentals, I feel like it missed the mark – willingly.
Yeah they only reduced the extra lag created by using a PS4 stick, this doesn’t change the game’s natural input delay, so unless you were using PS4 sticks, this doesn’t change anything, I think.
Also, I looked up what they used for measuring input delay, and it’s not a PS4 pad or fightstick, but a keyboard.
Hey, that’s pretty much the exact routine I was doing too, hahaha.
Sad he doesn’t have a portion with the delay on it’s norm for SFIV, so we could get a benchmark for his normal performance, but the difference just between delay 2 and 3 was pretty significant. He was getting bodied at 3 delay.