Built in input lag?

Also, I recently played at a local tourney using legacy mode. I had a hard time punishing and reacting to things. When i played later on a native stick i didn’t have as much trouble outside of my normal execution errors. Not scientific and I’m usually the first person to avoid dropping the lag card, but I definitely did not feel things were the same between the two modes, and legacy did not feel responsive.

Reportedly, but no data to back it up. I’m just sharing my experience using a legacy controller with a PS360+. I might be able to do a quick test this weekend and wire up a single button to 2 ps360+ boards to the PS4 and have one run in native mode and one in legacy and see if one beats the other consistently.

If they remove the input lag they should reduce the throw tech window with it. Otherwise the game will be really defensive

I dunno, the crouch teching is really hard to do so most people don’t both. The tech window for SFV is IIRC 1F shorter and it has counterhit state. I think it’d be ok. Plus with shorter input delay people will be able to punish whiffed throws better.

I think it’ll be easier to react to shimmy attempts if they only remove input delay. I already play players who are pretty decent at reacting to walk back

Hit me up when you get results.

I actually have a special rig designed to allow me to wire up one button to two separate sticks/PCBs. Unfortunately, I don’t have access to two of the same PCB with PS3/4 functionality, so I couldn’t do a test when that report came in.

Yeah, I can do that. Actually I have access to 2 Brook boards as well. I might try both sets and see what happens. Lots of PS360+ floating around out there.

I went to play offline for my second time for SF5 and me being a PC only player, I felt a lot of input lag while playing on PS4. I couldn’t react to dashes, grabs, jumps or anything decently like I do on PC. The stick I was using was a ps4 hori stick. The thing is though, when I switched controllers to one that was using a dual modded xbox 360 stick I was playing perfectly fine just like it was me playing on PC. Then I went back to a ps4 stick and the lag was back.

When I came home I did some searching for input delay and found the srk article that legacy controllers have less input delay. Someone needs to do some real tests on this to confirm so I know I’m just not being a scrub with excuses lol.

@d3v

Everyone else, I think the reason I couldn’t punish during that tournament using legacy mode was hitting the button too early and still being stuck in block stun when I’m used to native + converter timing. I was thinking I was getting hit before my attack came out, but most likely I was still in block stun during unsafe frame traps.

they would have to rebalance the WHOLE game if they remove the artificial lag, but they wont once they would have to redo the whole netcode aswel.

They wouldn’t have to rebalance the WHOLE game if they removed the lag. Only moves that are thought to be reactable right now on 8f (or moves that could be used as a new counter because of being able to use on reaction, like cammy’s v-skill).
It’s seriously not rocket science and people seem to exaggerate how much they would need to change. Even if it was a lot, it would be worth doing now rather than later.

Also I’d like them to reduce the lag to 1 instead of 5, which is still high, but hey that’s just me.

The game is nigh unplayable for footsies based play, making the only playstyle pressure based. I don’t even know what to compare it to, but its not back and fourth at all. I’m tempted to uninstall this damn game.

So what are we all to do? Continue playing with a stunted system? Switch to KI or anime? Go old school? Or wait for the new KOF?

I’m personally waiting for KOF, I don’t care much for SFV in it’s current state. I’ve played a game I don’t like since 2009 and I’m done with playing shit just because it’s popular.

At best, adapt your playstyle for offense, pressure, frametraps, and tick throws. I mean, if Ken’s dash is almost in humanly possible to react to, its obvious why he’s doing so well in tournaments with all of those dashes.

I think the other reason is, the poke ranges are intentionally nerfed? Like in V, you play micro footsies? Everything looks like it has less range compared to the SF4 counterpart. But not being able to react and whiff punish, does affect the game. Makes it less street fighter and more mortal kombat. Flame On! =)

the game have some 8f of input lag and the human reaction is around 160ms (8f) if you arent a retarded. So you take like 16f for the input you inserted to reach the game. Lets take the average time of the good dashs of the game, 15-17f. You cant to react to it in the current version but you would be able to do it if the game had only 4-5f of input lag. Thats only 1 thing and it alone would to change the whole game.
Think about characters like Birdie, that rely on people not being able to react to the dolphin dive and/or to whiff punish that s.MK. Think about ken canceling all that moves into Vskill and not only getting away with it but scoring tons of counterhits. Think about the tons of HP and HK that are safe on block and cant be whiff punished due the lag. Think about the efficiency of the shimmy after that change…

It’s only 4 extra frames, not 8 frames of lag on top of what we’re used to. People who play ST are used to arcade 4 frames and somehow played HDR on PS3 (8 frames) just fine. The way you’re describing things isn’t how it works. The designers didn’t make the game based on the inherent input lag, otherwise moves that have +2 on block wouldn’t make any sense at all since by your logic, they’d really be -6, when they’re used for safer frame traps. Anything -7 (Vega light roll on block) would be -15 and you can see how you’re thinking fallacies?

Long delay makes a lot of the “built in” mixups that much tougher to deal with

Nash teleport crossups, Birdie leap grab etc, stuff many folks looked at and wrote off as “wouldn’t work after day 1”…made more effective by this delay