Capcom read this

floe was contacted to work OE i think because iron galaxy is based out of chicago which is where floe lived at the time

he was basically just close to the studios

Capcom with its Capcom-Unity and its close to fan feedback doesn’t mean shit.

Yes, the netcode is completely whack. MVC3 played better for me.

the netcode is much. MUCH. better than mvc3 (or even sf4, rollbacks and all).

either you’re playing people who have bad internet, or you have bad internet yourself.

I’m not even hardcore (played GGPO-only for a few years) but even I have noticed being unable to hit EX moves.

So I switched to Akuma.

I don’t think they ever wanted legit concerns about game play as much as the hair color of the next evil shoto.

when viewing the meter comparisons in those pics, i think most people would say that we are nitpicking and pointing out slight details that do not matter. However, the fact that the meters are skewed can make doing DED more difficult and knowing how close you are to EX, etc. Also, the flashing for EX and normal color of the meter are very similar, so it’s visually more difficult to see how much meter you have using peripheral vision. I have excellent peripheral vision btw. like a fly.

also, another issue i haven’t seen anyone talking about here are the overcompensated leniency of certain moves. the overall game speed is still ps2/dc, but certain moves appear more lenient than arcade. i can do more tachi gigases than steve nash can make free throws in a minute. chun’s close stand rh sj into sa2 almost feels like i only have to do a regular super. tech throws also seem a little too lenient compared to arcade. definite improvements in those areas over ps2/dc, especially since speed of the game feels more consistent so you dont get input lag/dropped inputs, but overall it’s just a different set of issues.

You my boy and all so Ima make this light on the hate.
The thing is, it was said to be arcade perfect. Those meters came out of lala land. If the sprites were squished or the res was different, that would just be “visual length” too. I think the main problem is being promised arcade perfection and getting this.

Same here! That was the first thing I noticed about this port, and I thought if they fucked up with something so simple like the music, they probably fucked everything else up; it turns out that the port is a total disaster.

Do I really have to bring up that Kuroda and Boss played on GGPO and seemed mighty fine with playing the game through emulation?

Just saying.

how do you know they “seemed mighty fine with playing the game through emulation”?

because they were doing their usual ridiculously high level shit even on ggpo. That says something.

To the people that have been asking, they’ve been basing their ports of these games off of the Dreamcast versions because the original arcade code wasn’t written in a language that would make things easy for them (probably ASM). The Dreamcast versions were rewritten in C, I believe, so they go back to those ports and that code to make it easier for themselves to put the games out at all without needing to rely on emulation and all the performance issues that can come from it.

yes, but we dont really know how much they were missing or their real thoughts on it. do they even play ggpo anymore? we dont know.

Them playing on ggpo means nothing. So…they adjusted to it. Ok?
How does that have anything to do with emulation running fast?

Also have you spoken to them personally about emulation and ggpo? If you haven’t, don’t assume.

Two of Japan’s highest level players played extensively on GGPO doing everything they normally do? I’m gonna go ahead and assume they were alright with it.

videos dont capture all failed execution. if you can tell that two players are getting everything they intend/everything they normally do, then you are psychic.

Yup because those guys obviously don’t live in a country with arcades and actual 3s machines and competition, so they absolutely have no choice but to play on the inferior dropped execution GGPO.

The fact they are willing to play on GGPO is a testament to how close it is to the arcade version.

maybe you missed post #54 where i already addressed these points.

I can understand that it might be difficult to determine whether or not they were tactically holding back due to net code limitations, but the fact remains that they weren’t dropping any combo’s/red parries and that in itself says something. if they were comfortable to not just attempt, but to then successfully execute, then continue to attempt and continue to be successful…that’s quite the testament in favor for GGPO imo.