I had a chance to perform some more testing tonight:
I just tested the times between every speed on PS3 and 360 and they were identical. The difference between T1-T2, T2-T3, and T3-T4 is always ~3 timer ticks apiece. The difference between T0 and T1 is a whopping ~16 timer ticks, which means there are still a lot of frames being skipped in the meantime.
I also got out my supergun and tested out 2 stages on the CPS2 board (speed: turbo 2) but they were so variant that there was no point continuing. The difference in timer ticks in China was ~3 timer ticks on HDR T4 and ~5 timer ticks on HDR T3. Surprisingly, in U.S.S.R., speed varies ST because T3 was different by ~20 ticks and T4 by ~22 ticks… except that HDR was faster by that much. Note that HDR stages are constant and that T.Akiba found China 4th fastest and USSR 5th fastest in his tests on the JP version. I have no idea what to say about that.
And some more possible PS3 issues brought up by Grog after SB4 that I tried out:
-
dictator’s crossup j.MK,c.MK where the c.MK didn’t come out: This worked fine for me under a few different wakeup situations. I even did it 10 times in a row in practice mode without a hitch. Since moves aren’t buffered and any button press while still in recovery is ignored, this seems like a normal execution error.
-
Honda’s LK splash where no splash or LK came out: Again, no problem at all. I did it in multiple positions and in different timing and with other strengths but there were no issues.
-
DeeJay’s crossup j.MK,c.HP where the c.HP went through the opponent: I tried this and sure enough, if the j.MK was performed too high to combo, the c.HP always whiffed. After investigating further, the reason was clear. Dee Jay’s standing hitbox is slightly bigger than his crouching hitbox (you can check this out in training mode).
If the opponent walks forward up to Dee Jay while Dee Jay is crouching, he/she can get in slightly further than if Dee Jay was standing. And if the opponent then crouches, neither character gets pushed back. If the opponent’s crouching hitbox is thin enough (Chun is very thin, shotos are thin enough, Fei Long is too fat), Dee Jay’s c.HP starts too far (just like claw and Dhalsim’s c.HP) and misses the opponent altogether.
So when Dee Jay executes a crossup and immediately crouches, the opponent is never pushed back. Dee Jay is too close to the opponent and thus whiffs the c.HP. This happens the same way in normal ST, as well as the 360 version.
At this point, I don’t think it’s worth my checking for more routine input issues and attributing it to the PS3 platform. If folks will recall, similar “imagining” of issues was present when the PS Street Fighter Collection version of ST was played and again when the DC version was used.
If there are very specific circumstances someone saw that produced obvious results, I’ll still test. For simple combo mess-ups, I can only attribute that to unfamiliarity with PS3 controllers, muscle memory from inaccurate online speeds, or just plain human error. I welcome other folks to test for themselves though.