FAN_XD
10681
This is the worst rollback I’ve ever seen in a fighting game. No joke.
I feel like I’m having a stroke when I watch my opponents disappear and reappear on the other side of me constantly.
Infil
10684
i also think you can do rollback in the background without showing every single rollback you find on the screen
in KI, sometimes the state rolls back (if someone is at a pixel of life, you will sometimes think you hit them and the KO sound will play, but it will quickly stop playing and the match will continue), but the game visually doesn’t roll back. you only ever see that your opponent blocked. if the game sound was muted you wouldn’t have been tricked.
i think it might also have to do with the fact that KI actually runs at 90fps in the background to resolve rollbacks but only displays at 60fps? they do some really weird tricks that make it a lot better than SF5.
but yeah i don’t have fun playing in this rollback
anti-airing jumps is hard because you seem to only have about 75% of the normal time to do it, playing footsies on a slightly teleporting opponent is pretty much impossible, hit confirming off 1 attack is frustrating, etc
But despite all the issues people have with the game everyone is still gonna play it right because streetfighter?
Infil
10686
that’s the reality of the situation, yep
people dumped sfxt because they had SF4 to go back to, which was still receiving updates, but with many people ready to move on from SF4 this time, i think they’re just gonna embrace whatever SF5 brings regardless
guilty gear is too hard, KI is win10 only and a bit wacky, MKX is more like tekken than a SF game… what are the people who only like SF games going to play if not SF5? it’s the safest option, will have the most international competition (although GG seems to be creeping up on this now), and will have the most prize money, and therefore probably the biggest tournaments, next year
Most of the matches that I’ve played have been pretty smooth. You guys sure it’s not your connections?
i know two hitconfirms into vtrigger, cr.mp,cr.mp,vtrigger and the other one is f+hk,cr.mp,vtrigger. yeah it sucks that she can’t combo the second cr.mp at max distance 
pretty sneaky trick is ex dive kick, st.fp, lp.hooligan, ambiguous dive kick.
i love using the j.mp as her ambiguous jump-in attack. it always hits front but you can mix it up with her cross-up j.lk
those are the only tricks/gimmicks i know so far
although i do have a few set-plays already to create a vortex (not sure how safe my vortex is) depending on if they quick rise, back roll, or just normal wakeup.
this is the cr.mk nerf i was talkin about
sendvid.com/v22hw3mq
when it’s good it’s good, but when it’s bad, hoo boy.
Killey
10691
You’re talking about the two extremes which is applicable to every other fighting game netcode out there. For me, the actual netcode has been significantly improved since phase 1 of the beta. I’ve been able to play against known players such as JWong and Afrocole with no lag at all. I know in SF4 those matches would’ve been laggy so I’m pretty impressed with what they’ve done.
Gandz
10692
Ken lost everything fun about him. I think he’s the only character that took more than 20 mins to find all his combo potential in the previous beta. Pretty much all his run cancel stuff is gone, so it’s now just an unsafe run that leads to nothing and builds no V meter unless you hit with his step kick, which is also unsafe. I don’t really understand this anti-fun thing they are doing to SFV.
The netcode for the most part has been decent here in Europe, although if you set the connection to only ‘5’, you still get people teleporting about every so often.
i guess my argument is that i much prefer input delay vs rollback, because i think what happens on the screen should always be what happens ‘in game’. rollback fails much less gracefully, at least in this beta. i’ve never seen KI or rising thunder shit the bed so badly that characters are flickering constantly between the ground and the air.
cammy’s st.mk has a great hitbox except it gets beat out a lot because it has a 9 frame start up. its the slowest medium normal in the game so far. most hard normals are only 8-10 startup.
Infil
10695
sf5 netcode is way better than sf4 netcode was, that much is true, it’s just (quite a bit) behind KI and rising thunder as the industry standard atm
Killey
10696
KI, Skullgirls, and Rising Thunder netcode are probably the best for 2D fighters. I’ve had experiences with early alpha Rising Thunder matches being laggy where it was heavy delay and teleporting like SFV extremes. I’m sure it’s gotten a lot better since then but I really dislike Rising Thunder as a whole.
Infil
10697
oh yeah i forgot skullgirls, i just don’t have any personal experience with their netcode so i can’t say
sorry dave
why do you dislike rising thunder killey, i guess you’re an execution guy and that game sort of vilifies people like you
foger
10698
where do all the cool kids buy arcade stick parts now? i need buttons and a new jlf i think
Killey
10699
I’m actually not a person who prefers high execution games or characters. I may use higher execution characters but that actually isn’t a factor when I pick a character now. Most of my dislike for Rising Thunder is from the early alpha so I’m sure it’s undergone a lot of changes since my initial time with it. From my experiences, I find a lot of it’s game play design to be heavily flawed and contradictory to what it was trying to achieve. I also think the way they designed one button specials is incredibly stupid. I’m not opposed to one button specials but when you apply them to reversals you need to properly balance out risk/reward and I don’t feel Rising Thunder properly addressed that and they still haven’t addressed it, imo, based on all of the patch notes I’ve read. They’ve at best mitigated it.
so… anyone know where i can an extended version of the beta on PC? if ya know what i mean?
i really enjoyed my time with the last beta.