Rashid confirmed funnest character in the beta

cr.fp, st.mp xx v skill dash forward super does like 500 damage and looks absolutely retarded. I love it

the netcode in this game is absolutely comical, whatever they did to it makes 50% of the matches literally unplayable slideshows

ya i’ll be honest, i don’t like this rollback netcode. it makes it almost impossible to hitconfirm because you’re never sure if it’s going to rollback to a block state, and characters flicker back and forth like crazy so it’s really difficult to play reactively.

what is so difficult about making a good fighting game netcode, anyway?

i’m no programmer – but how can there be nearly flawless MMOG’s / FPS’s / RTS’s etc? There has got to be way more going on in those games than a 2D 1 vs. 1 with six buttons and 8 directions.

granted, there could potentially be more possible scenarios based on what the players are inputting. fighting games are complex, sure. but it’s fucking 2015 ~ if i put SFV on max settings and did a benchmark my PC would probably burn at 300+ fps

why does it have to compute anything at all

why isn’t the netcode client just sending raw inputs to player 2 on the other persons game and making it act like a second controller? obviously it would need to verify the integrity of the data occasionally but still

It runs fine on my computer but I should still upgrade soon…

I dunno… I’ve played a good dozen matches today between getting shit done and haven’t had a single laggy match.

Now that I’ve said that… all night will be underwater fighter five.

@ Cody

Counter hit probably causes a float state.

Man, online is borderline unplayable for me.

If you get a crap connection that probably means someone’s running it on a shitty PC.

re: vega reset looking thing.

I dunno, looks to me that perhaps that is just what one of his knockdown animations looks like. im pretty sure i saw it happen twice.

edit : although now i watch it more closely i think mike is right that it is counter hit or something

in other news, skullgirls is getting a japanese arcade release next week! pretty fucking awesome i reckon. i almost wish i could go just so i could spend 100yen and sit on the cab all day lol

On a wired connection online is very playable on the pc for me

It’s not MK shitty… But I don’t like it. Definitely doesn’t feel near as good as SCV or KI netcodes. No excuse for an online experience to not feel as tight as those games anymore.

(At release that is. Hopefully the betas actually get capcom to do something about it)

Geez, for a supposed “grappler”, Mika can’t really seem to do much grappling.

Every time I try to do a reversal command grab it fails. Even the EX versions, which apparently don’t have any strike invulnerability. Not even any armor.

Capcom grapplers… ugh.

seems like a lot of moves are always out of her SPD range on block unless they’re full yolo blocked shoryuken or something.

you’re gonna be stuck with gief again bud

This… this is a joke right? She’s gonna be good in the final version right?

Right??

:s

I actually think mika is super good.

other games aren’t as tight on timing as FGs are. MMOs in particular are designed right from the ground up to be very lightweight networking wise, so that they are still playable with 200+ pings. in shooters, movement options are generally slow enough that prediction netcode will smoothly hide a lot of lag. in games with fast movement like Destiny, lag is a big problem.

in an FG where (my opinion) having ultra precise 1/60th of a second time at all time, because 1/30th of a second is the difference between blocking somebody’s attack or getting counterhit by it, any shortcoming in your netcode will be exposed constantly in the course of a regular match.

SF5 was designed as a trad fighter, following from SF2. so moves are very fast, 3 frame startup type stuff is probably pervasive in that game.

Rising Thunder on the other hand was designed from the ground up to be an online fighter, so the fastest moves are 5 frames minimum and most are 7+. SPD type moves in that game have 7-9 frames startup vs. 2 frames in SF. they designed the game around the infrastructure limitations that keep pings to the 50+ ms range… so even though Rising Thunder uses the same core concept of netcode that SF5 does, the game was built with its limitations in mind so it doesn’t show lag problems quite as badly.

Rising Thunder is also on the 3rd or 4th iteration of GGPO, and SF5 would be a 2nd iteration on the netcode they built for SFxT, which was fucking terrible. easily worse than GGPO version 1. so they are simply behind. they should have licensed the tech instead of trying to build their own.

it is his Crush Counter fierce punch that seems to do it. I wonder if it will pop up a standing opponent like that, or if it only causes that strange state on somebody already in the air. seems like a kinda bizarro version of the 3S juggle system, which I never really fully understood

my lab grinding instincts are stirring for the first time in many moons

i want to say it differs on what the move is that initiates the crush counter? cr.fp being an ‘uppercut’ seemed to launch him but i’m not really sure

I think I’m getting the hang of Mika.

Still, I feel she’s lacking in some areas. I wanna try out Birdie and Laura too.